Eberron Rising From the Last War

(Nancy Kaufman) #1
ARCANE PROPULSION ARM
Wondrous item, very rare (requires attunement by a
creature missing a hand or an arm)
This prosthetic appendage was developed by artificers
of House Cannith. To attune to this item, you must at­
tach it to your arm at the wrist, elbow, or shoulder, at
which point the prosthetic magically forms a copy of the
appendage it's replacing.
While attached, the prosthetic provides these benefits:


  • The prosthetic is a fully capable part of your body.

  • You can take an action to remove the prosthetic, and it
    removes itself if your attunement to it ends. It can't be
    removed against your will.

  • The prosthetic is a magic melee weapon with which
    you're proficient. It deals ld8 force damage on a hit
    and has the thrown property, with a normal range of
    20 fe et and a long range of 60 feet. When thrown, the
    prosthetic detaches and flies at the target of the attack,
    then immediately returns to you and reattaches.


ARM BLADE
Weapon (any one-handed melee weapon), common (re­
quires attunement by a warforged)
An armblade is a magic weapon that attaches to your
arm, becoming inseparable from you as long as you're
attuned to it. To attune to this item, you must hold it
against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into
your forearm or extend it from there. While it is ex­
tended, you can use the weapon as if you were holding
it, and you can't use that hand for other purposes.

BELASHYRRA'S BEHOLDER CROWN
Wondrous item, legendary (requires attunement)
This symbiotic crown is carved from dark purple and
mauve stone, with ten points like stalks set with gem­
stones resembling the eyestalks of a beholder. To attune
to this item, you must wear it on your head for the entire
attunement period, during which the crown's hidden
tendrils burrow into your scalp to bond with your skull.
While wearing the crown, you can see normally in
darkness, both magical and nonmagical, to a distance
of 120 feet.
Spe/Js. The crown has 10 charges. While wearing it,
you can use an action to expend some of its charges to
cast one of the following spells from it (spell save DC
16): charm person (1 charge), disintegrate (6 charges),
fear (3 charges), finger of death (7 charges), flesh to
stone (6 charges), hold person (2 charges), ray of enfee­
blement (2 charges), sleep (1 charge), slow (3 charges),
telekinesis (5 charges).
The crown regains ld6 + 3 expended charges
daily at dawn.
Symbiotic Nature. The crown can't be removed from
you while you're attuned to it, and you can't voluntarily
end your attunement to it. If you're targeted by a spell
that ends a curse, your attunement to the crown ends,
and it detaches from you.
The daelkyr Belashyrra made these crowns. While on
the same plane of existence as the crown, Belashyrra
can see through its eyestalks.


CHAPTER 5 I TREASURES

CLEANSING STONE
Wondrous item, common
A cleansing stone is a sphere 1 foot in diameter, en­
graved with mystic sigils. When touching the stone,
you can use an action to activate it and remove dirt and
grime from your garments and your person.
Such stones are often embedded in pedestals in public
squares in Aundair or in high-end Ghallanda inns.

DOCENT
Wondrous item, rare (requires attunement by a war­
forged)
A docent is a small metal sphere, about 2 inches across,
studded with dragonshards. To attune to a docent, you
must embed the item somewhere on your body, such as
your chest or your eye socket.
Sentience. A docent is a sentient item of any align­
ment with an Intelligence of 16, a Wisdom of 14, and
a Charisma of 14. It perceives the world through your
senses. It communicates telepathically with you and can
speak, read, and understand any language it knows (see
"Random Properties" below).
Life Support. Whenever you end your turn with 0 hit
points, the docent can make a Wisdom (Medicine) check
with a +6 bonus. If this check succeeds, the docent sta­
bilizes you.
Random Properties. A docent has the following
properties:
Languages. The docent knows Common, Giant, and
ld4 additional languages chosen by the DM. If a
docent knows fewer than six languages, it can learn
a new language after it hears or reads the language
through your senses.
Skills. The docent has a +7 bonus to one of the follow­
ing skills (roll a d4): (1) Arcana, (2) History, (3) Investi­
gation, or (4) Nature.
Spells. The docent knows one of the following spells
and can cast it at will, requiring no components (roll
a d6): (1-2) detect evil and good or (3-6) detect magic.
The docent decides when to cast the spell.
Personality. A docent is designed to advise and assist
the warforged it's attached to. One of the simple func­
tions of a docent is to serve as a translator. The docent's
properties are under its control, and if you have a bad re­
lationship with your docent, it might refuse to assist you.

DYRRN'S TENTACLE WHIP
Weapon (whip), very rare (requires attunement)
This long, whip-like strand of tough muscle bears a
sharp stinger at one end. To attune to this symbiotic
weapon, you wrap the whip around your wrist for the
entire attunement period, during which time the whip
painfully embeds its tendrils into your arm.
You gain a +2 bonus to attack and damage rolls made
with this magic whip, but attack rolls made against aber­
rations with this weapon have disadvantage. A creature
hit by this weapon takes an extra ld6 psychic damage.
When you roll a 20 on the d20 for an attack roll with
this weapon, the target is stunned until the end of its
next turn.
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