\- Version I
**//What historical equivalent should I look to for fashion in Eberron? I’ve heard everything from late medieval/early Renaissance to 1920s and would you to hear at least /your/ take.// **
It’s hard to map Eberron’s fashions to Earth’s history //because it’s not Earth//. It’s a world where glamorweave and shiftweave exist, where arcane focuses are common fashion accessories. In our history armor was rendered obsolete by the prevalence of the musket. In Eberron, armor is often worn either as a practical tool or as a fashion statement, and I think that armor is more comfortable and flexible than equivalents we know from our history. It’s hard to imagine a medieval knight comfortably wearing jousting armor to a tavern, but that’s a perfectly valid choice for a fighter… which leads me to think that the plate itself is simply better made than we know. Essentially, I feel that there is a concept of //**practical armor**// . Light armor in particular often won’t read as armor: you might be wearing a heavy leather trenchcoat with long gauntlets and high boots. It’s //protective//, but you don’t necessarily look like a //soldier//. Moving up from there armor will clearly be //armor//, but there will still be designs that are intended for everyday use or social occasions as opposed to being made strictly for the battlefield. Even looking to heavier armors, it’s worth noting whether your character is wearing the uniform of a soldier, or if you’re wearing more personal and social armor (like Harkan in the illustration above).
I think this concept generally extends. If people are wearing what we generally consider as “fantasy” clothing, keep in mind that it’s evolved beyond that of the middle ages, and may be more practical, better made, more colorful, and so on. Beyond this, it’s good to fully understand **glamerweave**. This is clothing with fabric imbued with illusion. The possibilities of this are nearly endless, and to my mind the +100 gp price tag is simply a general overview. At the low end (likely //less //than 100 gp) you could simply have colors or textures that cannot be found in nature. At the high end you can have truly fantastic designs: a cloak that has a rippling starfield for its lining, leather armor that appears to be made from dragonscales, a Lyrandar noble dressed in a shirt that has the pattern of a storm – an if it’s truly fancy, perhaps it shifts and grows more thunderous based on the wearer’s mood. Essentially, this is a world where illusion exists and is used as part of fashion – so use your imagination and think about what’s possible.
Beyond that, I’m not a fashion expert. I look to the illustrations in the books for inspiration, and I think of the general tone of the nation. In Aundair you have more glamorweave and shiftweave, along with a general love of complexity and ostentatious display. Thranes are more practical and austere, always ready for trouble (so more casual armor), with some ornate displays of faith. Karrns are likewise practical, martial, and dressed to deal with a harsher climate. The Brelon are in a more tropical climate and fall in the middle – not as in love with fashion as the Aundairians, but neither as spartan as the Thranes or Karrns. And in Cyre you had both more widespread wealth and a love of art and artistry… but now carrying the scars of loss.
- Eberron Magic Item Costs
\- What This Document Is
Taking inspiration from the Discerning Merchants Price Guide (DMPG) by Fey Rune Labs, this document aims to categorize and places a suggested price against all the items unique to the world of Eberron.
\- A Note on Omissions
Several items from the source documents were omitted from this document, for several reasons. Primarily, there may be duplicates of the items, many of the Wayfinders Guide items have reappeared in Eberron Rising from the Last War, the latter versions being prioritised. There are multiple versions of lamebrass present across many of the 5e Eberron official and Homebrew books. It should be fairly easy to use the suggested cost for an item with the same name but from a different source.
Additionally, as of "Version I", there are still items I have not included, simply as I have not yet had the time.
\- Cost Reasonings
I'm an amateur when it comes to this document, and I'm aping something I've seen that has been very cool and useful to me (Discerning Merchants Price Guide). I'm not an economist, but I have tried to price things according to some semblance of their likely economic cost in Eberron.
Of course this is very difficult to imagine what a fictional world might value something at, so please please take these prices with a pinch of salt!
But to give one example, I sourced the price of a real Prosthetic Limb as sold in 2019 in US Dollars, then used a popular equation converting DnD GP to US Dollars, then made a ballpark figure for a sensible price for such an item in Eberron using real world costs as a guide.
I have also used Feyrune Labs DMPG to directly compare two similar items. For example the Warforged Camouflaged Component behaves a lot like a Bag of Holding, so the price will be near enough the same.
\- The Big Caveat!
Of course, if you want your world to sell an item for a different price, please do! This is just an example to go by, some worlds may want Prosthetic Limbs to be very common for the veterans of the Last War, other worlds may set them as being economically prohibitive for all but the wealthiest former soldiers. Use a price to tell the story of your Eberron, and you've nailed the whole purpose of this document.
columnbreak
\- Reference Abbreviations
| Book | Abbreviation |
|:-------------------------------------------|-------------:|
| Eberron: Rising from the Last War | ERLW |
| Wayfinders Guide to Eberron | WGE |
| Korranberg Chronicles Adventurer's Almanac | KCAA |
| Walrocks Warforged Components | WWC |
pagebreakNum
- Eberronian Magic Items
\- Consumer Artifice
| Item | Attunement | Rarity | Suggested Cost | Reference |
|:----------------------|:----------:|:---------:|:--------------:|:---------:|
| Cleansing Stone | No | Common | 10 gp | ERLW 276 |
| Everbright Lantern | No | Common | 10 gp | ERLW 277 |
| Feather Token | No | Common | 1 gp | ERLW 277 |
| Prosthetic Limb | Yes | Common | 800 gp | ERLW 278 |
| Ventilating Lungs | Yes | Rare | 1,500 gp | ERLW 279 |
| Arcane Propulsion Arm | Yes | Very Rare | 4,000 gp | ERLW 276 |
\- Franc-casteur Gear
| Item | Attunement | Rarity | Suggested Cost | Reference |
|:------------------|:----------:|:------:|:--------------:|:---------:|
| Imbued Wood Focus | No | Common | 50 gp | ERLW 276 |
| Orb of Shielding | No | Common | 50 gp | ERLW 277 |
| Spellshard | No | Common | 150 gp | ERLW 277 |
\- Mageweaves
| Item | Attunement | Rarity | Suggested Cost | Reference |
|:-----------------|:----------:|:--------:|:--------------:|:---------:|
| Glamerweave (C) | No | Common | 10 gp | ERLW 277 |
| Shiftweave | No | Common | +25 gp | ERLW 279 |
| Darkweave | No | Common | 150 gp | KCAA 151 |
| Glamerweave (UC) | No | Uncommon | 200 gp | ERLW 277 |
- Dragonshard Focus Items
| Item | Dragonmark | Rarity | Suggested Cost | Reference |
|:-----------------------:|:----------:|:---------:|:--------------:|:---------:|
| Keycharm | Warding | Common | 20 gp | ERLW 277 |
| Scribes Pen | Scribing | Common | 50 gp | ERLW 278 |
| Wheel of Wind and Water | Storm | Common | 1,000 gp | ERLW 279 |
| Finder's Goggles | Finding | Uncommon | 400 gp | ERLW 277 |
| Speaking Stone | Scribing | Very Rare | 10,000 gp | ERLW 279 |
pagebreakNum
- Warforged Components
\- Weapons and Combat Components
| Weapon | Attunement | Type | Rarity | Suggested Cost | Reference |
|:------------------------|:----------:|:--------------:|:---------:|:--------------:|:---------:|
| lamebras | Yes | Weapon Upgrade | Common | +25 gp | ERLW 276 |
| Armbow | Yes | Weapon Upgrade | Uncommon | +300gp | WWC |
| Alchemical Launcher | Yes | Wonderous Item | Uncommon | 450 gp | WWC |
| Battlefist +1 | Yes | Wonderous Item | Rare | 1,000 gp | KCAA |
| Scorpion Brand | Yes | Wonderous Item | Rare | 2,500 gp | WWC |
| Stone of Internal Flame | Yes | Wonderous Item | Rare | 4,000 gp | WWC |
| Arcane Propulsion Arm | Yes | Wonderous Item | Very Rare | 2,000 gp | ERLW 276 |
| Armcannon | Yes | Weapon | Very Rare | 25,000 gp | WWC |
| Battlefist +2 | Yes | Wonderous Item | Very Rare | 12,500 gp | KCAA |
| Iron-Tooth Girdle | Yes | Wonderous Item | Very Rare | 8,000 gp | WWC |
| Shoulderbow +1 | Yes | Weapon | Very Rare | 10,000 gp | KCAA |
| Battlefist +3 | Yes | Wonderous Item | Legendary | 30,000 gp | KCAA |
| Shoulderbow +2 | Yes | Weapon | Legendary | 35,000 gp | KCAA |
\- Defensive Components
| Item | Attunement | Rarity | Suggested Cost | Reference |
|:------------------------------------|:----------:|:---------:|:--------------:|:---------:|
| Adamantine Fortification Disk | Yes | Uncommon | 500 gp | KCAA |
| Disk of Acid Resistance | Yes | Uncommon | 3,500 gp | WWC |
| Disk of Cold Resistance | Yes | Uncommon | 3,500 gp | WWC |
| Disk of Fire Resistance | Yes | Uncommon | 3,500 gp | WWC |
| Disk of Lightning Resistance | Yes | Uncommon | 3,500 gp | WWC |
| Disk of Thunder Resistance | Yes | Uncommon | 3,500 gp | WWC |
| Alchemical Defense Nodes, Rare | Yes | Rare | 4,500 gp | WWC |
| Alchemical Defense Nodes, Very Rare | Yes | Very Rare | 7,000 gp | WWC |
| Gem of Preservation | Yes | Legendary | 95,000 gp | KCAA |
> #### Warforged Item Attunement
>Every item in these sections require attunement by a Warforged.
>
>This racial restriction may feasibly be overcome with any item which fits onto a prosthetic limb attached to a character of a different race. Some may also be feasibly integrated into armor.
>
>Alternatively, in 'Eberron: Rising from the Last War', several items such as the Ventilating Lungs are said to replace a body part while attuned to the item, and then magically resummon the replaced body part if removed. A similar ruling could be made by your DM with any of the listed Warforged items, however this could be considered to be a very rare, uncommon and difficult modification to make.
pagebreakNum
\- Utility and Exploration Components
| Item | Attunement | Rarity | Suggested Cost | Reference |
|:------------------------|:----------:|:--------:|:--------------:|:---------:|
| Delver's Eyes | Yes | Common | 50 gp | KCAA |
| Delver's Light | Yes | Common | 100 gp | WWC |
| Camouflaged Compartment | Yes | Uncommon | 500 gp | WWC |
| Equilibrium Band | Yes | Uncommon | 425 gp | KCAA |
| Essence of the Guard | Yes | Uncommon | 300 gp | WWC |
| Essence of the Jungle | Yes | Uncommon | 300 gp | WWC |
| Essence of the Scout | Yes | Uncommon | 300 gp | WWC |
| Gauntlets of Excavation | Yes | Uncommon | 550 gp | WWC |
| Seal of Longstriding | Yes | Uncommon | 400 gp | WWC |
| Spiked Souls | Yes | Uncommon | 200 gp | WWC |
| Spring-Heeled Boots | Yes | Uncommon | 150 gp | WWC |
| Springheels | Yes | Uncommon | 150 gp | KCAA |
| Traction Claws | Yes | Uncommon | 350 gp | KCAA |
\- Chassis Mods
| Item | Attunement | Rarity | Suggested Cost | Reference |
|:-----------------|:----------:|:---------:|:--------------:|:---------:|
| Arachnid Chassis | Yes | Rare | 5,600 gp | WWC |
| Tauric Belt | Yes | Legendary | 27,000 gp | KCAA |
\- Multipurpose Spellcasting Devices
| Item | Attunement | Rarity | Suggested Cost | Reference |
|:-------------------------|:----------:|:--------:|:--------------:|:---------:|
| Wand Sheath | Yes | Common | 50 gp | ERLW 279 |
| Somatic Cables | Yes | Uncommon | 2,000 gp | WWC |
| Battlevisor | Yes | Rare | 5,000 gp | WWC |
| Behemoth Belt | Yes | Rare | 2,000 gp | WWC |
| Docent | Yes | Rare | 15,000 gp | WWC |
| Jewels of Dazzling Light | Yes | Rare | 4,300 gp | WWC |
\- Communication Devices
| Item | Attunement | Rarity | Suggested Cost | Reference |
|:----------------|:----------:|:--------:|:--------------:|:---------:|
| Final Messenger | Yes | Uncommon | 400 gp | KCAA |
| Command Circlet | Yes | Rare | 6,000 gp | WWC |
pagebreakNum
- Daelkyr Symbionts
| Item | Attunement | Rarity | Suggested Cost | Reference |
|:---------------|:----------:|:---------:|:--------------:|:---------:|
| Earworm | Yes | Uncommon | 150 gp | ERLW 277 |
| Living Gloves | Yes | Uncommon | 100 gp | ERLW 278 |
| Tentacle Whip | Yes | Rare | 2,000 gp | ERLW 276 |
| Kyrzin's Ooze | Yes | Very Rare | 12,000 gp | ERLW 278 |
| Living Armor | Yes | Very Rare | +7,500 gp | ERLW 278 |
| Beholder Crown | Yes | Legendary | 55,000 gp | ERLW 276 |
Common Magic Items
Common magic items are common throughout Khorvaire. This
isn’t to say they are trivial—Eberron: Rising from the Last War
sets the price of a common magic item at 2d4 × 10 gp, so even
the simplest item will cost 20 gp. A farmer might treasure her
everbright lantern and the gown of clothes of mending that has
been in her family for generations, while a wealthy young noble
may flaunt his glamerweave and cloak of many fashions.
Common magic items generally aren’t all sold in one place.
A high-class tailor will sell both mundane and magical clothes,
but you can’t buy an everbright lantern at their shop. People
don’t see these things as a separate class of “magic item”;
they're simply the most effective tools of their type.
Beyond this, consider that both in price and description,
there’s a wide range of quality between items, reflected in the
range of price. A 20 gp everbright lantern is ugly but functional,
while for 80 gp you can get one inlaid with beautiful patterns,
and you might even be able to adjust the shade and brilliance
of the light source. Glamerweave is clothing that's been imbued
with illusions: both the quality of the base clothing and the
illusion factor into the cost, and the finest glamerweave can be
far more than 80 gp. In short, the magic item description tells
you what a common item does, but it’s also an object beyond
that, and it’s good to think about its form and quality.
Uncommon Magic Items
Eberron: Rising from the Last War only calls out common
magic items, but at the DM’s discretion, uncommon magic
items can also be purchased in major cities (especially
in Aundair). Such items are more expensive—the price is
typically between 200-500 gp, set by the DM based on the
power and quality of the item—but selection will be far
more limited. Just because you could theoretically purchase
a cloak of protection doesn’t mean one is always available
in that particular shop or town. However, an exceptional
weaponsmith may have a +1 weapon for sale or take a
commission to create one, and large House Sivis enclaves
often sell sending stones. Ultimately, it's up to the DM to
decide what sort of uncommon magic items are available
and who is selling them.
Dragonmark Focus Items
Chapter 7 includes a list of dragonmark focus items. These
represent that it’s easier to create an item that can only be used
by someone with a dragonmark—presenting focus versions
of other magic items, but with a reduced rarity. Dragonmark
focus items can only be created by a character with the Mark of
Making or the dragonmark used by the item; while they are more
common than similar items that work for unmarked characters,
they are typically only available through the dragonmarked
houses and often only as rewards for house service.
Static Items
Most magic items are portable and designed for adventurers.
However, you may also encounter magic items that are meant
for industrial use. Just as a dragonmark focus item is easier to
create because of its limitations, a large, immovable industrial
item can make a rare or uncommon item’s properties accessible
to the public. An Aundairian village may have a large cleansing
stone set into the town square. If a theater has a magical tool
that can generate minor illusions, it could be similar in size and
shape to a pipe organ. Essentially, in thinking about the magical
items that people may encounter, keep in mind that they aren’t
necessarily designed for use in adventuring!
Chest of Preserving
WDMM
p139
Wondrous item, common
25 lb.
Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical.
Potion of Watchful Rest
WDMM
p62
Potion, common
When you drink this potion, you gain the following benefits for the next 8 hours: magic can't put you to sleep, and you can remain awake during a long rest and still gain its benefits. This sweet, amber-colored brew has no effect on creatures that don't require sleep, such as elves.
Source: WDMM, page 62
Armor of Gleaming
XGE
p136
Generic variant, minor tier, common
This armor never gets dirty.
Base items. This item variant can be applied to the following base items:
Bead of Nourishment
XGE
p136
Wondrous item, minor tier, common
This spongy, flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of rations.
Source: XGE, page 136
Bead of Refreshment
XGE
p136
Wondrous item, minor tier, common
This spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison.
Source: XGE, page 136
Candle of the Deep
XGE
p136
Wondrous item, minor tier, common
The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.
Source: XGE, page 136
Cast-Off Armor
XGE
p136
Generic variant, minor tier, common
You can doff this armor as an action.
Cloak of Billowing
XGE
p136
Wondrous item, minor tier, common
While wearing this cloak, you can use a bonus action to make it billow dramatically.
Clothes of Mending
XGE
p137
Wondrous item, minor tier, common
This elegant outfit of traveler's clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way.
Instrument of Illusions
XGE
p137
Wondrous item, instrument, minor tier, common (requires attunement)
While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.
See the Tool Proficiencies entry for more information.
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History. Your expertise aids you in recalling lore related to your instrument.
Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
Musical Instrument
Activity DC
Identify a tune 10
Improvise a tune 20
Source: XGE, page 137. Additional information from XGE, page 83.
Instrument of Scribing
XGE
p138
Wondrous item, instrument, minor tier, common (requires attunement)
This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours.
The instrument regains all expended charges daily at dawn.
See the Tool Proficiencies entry for more information.
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History. Your expertise aids you in recalling lore related to your instrument.
Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
Musical Instrument
Activity DC
Identify a tune 10
Improvise a tune 20
Source: XGE, page 138. Additional information from XGE, page 83.
Lock of Trickery
XGE
p138
Wondrous item, minor tier, common
This lock appears to be an ordinary lock (of the type described in chapter 5 of the Player's Handbook) and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Dexterity checks made to pick the lock have disadvantage.
Source: XGE, page 138
Orb of Direction
XGE
p138
Wondrous item, minor tier, common
3 lb.
While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane.
Orb of Time
XGE
p138
Wondrous item, minor tier, common
3 lb.
While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.
Perfume of Bewitching
XGE
p138
Wondrous item, minor tier, common
This tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume's effect are not aware that they've been influenced by magic.
Pole of Collapsing
XGE
p138
Wondrous item, minor tier, common
While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.
Smoldering Armor
XGE
p139
Generic variant, minor tier, common
Wisps of harmless, odorless smoke rise from this armor while it is worn.
Staff of Adornment
XGE
p139
Staff, simple weapon, melee weapon, minor tier, common
4 lb. 1d6 bludgeoning - versatile (1d8)
If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff's tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Staff of Flowers
XGE
p139
Staff, simple weapon, melee weapon, minor tier, common
4 lb. 1d6 bludgeoning - versatile (1d8)
This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mildscented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Walloping Ammunition
XGE
p139
Ammunition, generic variant, minor tier, common
This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.
Wand of Conducting
XGE
p140
Wand, minor tier, common
1 lb.
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand.
The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.
Wand of Pyrotechnics
XGE
p140
Wand, minor tier, common
1 lb.
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.
Wand of Smiles
XGE
p140
Wand, minor tier, common
1 lb.
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute.
The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a wand of scowls.
Source: XGE, page 140
ARM BLADE
Weapon (any one-handed melee weapon), common (requires
attunement by a warforged)
An lamebras 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 lamebras into
your forearm or extend it from there. While it is extended,
you can use the weapon as if you were holding
it, and you can't use that hand for other purposes.
FINDER'S GOGGLES
Wondrous item, uncommon (requires attunement by a
creature with the Mark of Finding)
The lenses of these garish goggles are carved from Siberys
dragonshards. While wearing these lenses, you
gain the following benefits:
When you make a Wisdom (Insight) check, you can
roll a d4 and add the number rolled to the check.
As an action, you can use the goggles to examine an
object to identify the aura of the last creature that
touched it. Make a Wisdom (Insight) check against a
DC of 1 3 + the number of days since the last contact
occurred. On a success, you learn the creature's type
and can immediately use the goggles to cast locate
creature to find that creature. This property can't be
used again until the next dawn.
FEATHER TOKEN
Wondrous item, common
This small metal disk is inscribed with the image of a
feather. When you fall at least 20 feet while the token
is on your person, you descend 60 feet per round and
take no damage from falling. The token's magic is expended
after you land, whereupon the disk becomes
nonmagical.
GLAMERWEAV E
Wondrous item, common or uncommon
Glamerweave is clothing imbued with harmless illusory
magic. While wearing the common version of these
clothes, you can use a bonus action to create a moving
illusory pattern within the cloth.
Uncommon glamerweave can have the pattern rise
from the cloth. For example, a glamerweave gown might
be wreathed in harmless, illusory flames, while a glamerweave
hat might have illusory butterflies fluttering
around it.
When you make a Charisma (Performance) or Charisma
(Persuasion) check while wearing the uncommon
version of glamerweave, you can roll a d4 and add the
number rolled to the check. Once you use this property,
it can't be used again until the next dawn.
IMBUED Woon Focus
Wondrous item, common (requires attunement)
An imbued wood focus is a rod, staff, or wand cut from
a tree infused with extraplanar energy. If you're a spellcaster,
you can use this orb as a spellcasting focus.
When you cast a damage-dealing spell using this item
as your spellcasting focus, you gain a +1 bonus to one
damage roll of the spell, provided the damage is of the
type associated with the item's wood. The types of wood
and their associated damage types are listed in the Imbued
Wood Focus table.
I M B U E D Woo o Foc u s
Wood
Fern ian Ash
l rian Rosewood
Kythrian Manchineel
Lamannian Oak
M abaran Ebony
Risian Pine
Shavarran Birch
Xorian Wenge
Damage Type
Fire
Radiant
Acid or poison
Lightn ing or thunder
N ecrotic
Cold
Force
Psychic
KEYCHARM
Wondrous item, common (requires attunement by a
creature with the Mark of Warding)
This small stylized key plays a vital role in the work of
House Kundarak. If you cast the alarm, arcane lock, or
glyph of warding spell, you can tie the effect to the keycharm
so that whoever holds it receives the notification
from the alarm spell, bypasses the lock of the arcane
Jock spell, or avoids triggering the glyph placed by the
glyph of warding spell. In addition, the holder (who
needn't be attuned to the item) can take an action to end
any one spell tied to it, provided the holder knows the
command word you set for ending the tied spells. The
keycharm can have up to three tied spells at one time.
PROSTHETIC LIMB
Wondrous item, common (requires attunement by a
creature missing some or all of a limb)
This artificial limb replaces a hand, arm, foot, leg, or
similar appendage that was lost or removed. While the
prosthetic is attached and attuned to you, it functions
identically to the body part it is replacing. You can detach
or reattach it as an action, and it can't be removed
by anyone else.
If you have multiple prosthetic limbs, they count as a
single magic item with regard to the number of magic
items you can attune to.
SCRIBE'S PEN
Wondrous item, common (requires attunement by a
creature with the Mark of Scribing)
You can use this pen to write on any surface. You decide
whether the writing is visible or invisible, but the writing
is always visible to a person with the Mark of Scribing.
SHI FTWEAVE
Wondrous item, common
When a suit of shiftweave is created, up to five different
outfits can be embedded into the cloth. While wearing
the clothing, you can speak its command word as a bonus
action to transform your outfit into your choice of
one of the other designs contained within it. Regardless
of its appearance, the outfit can't be anything but clothing.
Although it can duplicate the look of other magical
clothing, it doesn't gain their magical properties.
SPEAKING STONE
Wondrous item, very rare
The key to long-distance, virtually instantaneous communication
across Khorvaire is House Sivis's network
of message stations. Each station contains at least one
speaking stone, which is carved from a Siberys dragonshard
and inscribed with arcane symbols that uniquely
identify it. If you're a gnome with the Mark of Scribing,
you can touch the stone and use an action to cast the
sending spell from it. The target is any other speaking
stone whose location or unique sequence of symbols
you know. A creature within 5 feet of the stone hears the
message as if they were the target.
In a Sivis message station, a gnome is always on duty
by the speaking stone, listening for messages that might
come in and transcribing them for delivery to their intended
recipients.
SPELLSHARD
Wondrous item, common
This polished Eberron dragonshard fits in the hand and
stores information similar to a book. The shard can
hold the equivalent of one book that's no more than 320
pages long. A shard can be created blank or already
filled with information. When the shard is created, the
creator can set a passphrase that must be spoken to access
the information stored within.
While holding the shard, you can use an action to
open your mind to the shard, seeing its content in your
mind. On subsequent rounds, reading the text or scribing
new text on blank "pages" in the shard requires
concentration (as if concentrating on a spell) and takes
the same amount of time it takes you to read and write
normally. Thinking of a particular phrase or topic draws
you to the first section in the shard that addresses it.
A wizard can use a spellshard as a spellbook, with
the usual cost in gold and time to "scribe" a spell into
the shard.
WAN D SHEATH
Wondrous item, common (requires attunement by a warforged)
A wand sheath clamps onto your arm and imparts the
following benefits:
The wand sheath can't be removed from you while
you're attuned to it.
• You can insert a wand into the sheath as an action.
The sheath can hold only one wand at a time .
• You can retract or extend a wand from the sheath as a
bonus action. While the wand is extended, you can use
it as if you were holding it, but your hand remains free.
If a sheathed wand requires attunement, you must
attune to the wand before you can use it. However, the
wand sheath and the attached wand count as a single
magic item with regard to the number of magic items
you can attune to. If you remove the wand from the
sheath, your attunement to the wand ends.
WHE E L OF WI N D AND WATE R
Wondrous item, uncommon
When mounted at the helm of an elemental galleon or
airship, this wheel allows a creature that possesses the
Mark of Storm to telepathically control the elemental
bound inside the vessel.
If a wheel of wind and water is mounted on a mundane
sailing ship, a creature with the Mark of Storm
who is using the wheel can create an area of ideal
conditions around the vessel, increasing its speed by 5
miles per hour.
ELDRITC H MAC H I N E S
I n a Bombardier enclave, a team of artificers maintain a
creation forge that produces warforged. In the Shadow
Marches, druids guard the seals that hold the daelkyr
at bay. In the sewers below Sham, a mad necromancer
puts the final touches on a device that will turn the
city's residents into undead. Such contraptions are
categorized as eldritch machines-magical devices of
immense power that are too large to be moved easily. Eldritch
machines are marvels of magic and engineering
that require special components and conditions to function.
For example, a particular eldritch machine might
function only in a manifest zone where two or more
planes are coterminous.
Ultimately, eldritch machines are plot devices that can
represent the culmination of a villain's master plan or a
last defense against evil.
CREATION FORGE
A creation forge is a spherical chamber that contains a
floating obelisk. This obelisk creates warforged souls
and places them in newly constructed warforged bodies.
Only dragonmarked members of House Bombardier can
create and maintain such devices, and though the Treaty
of Thronehold mandated the destruction of all creation
forges in Khorvaire after the Last War, at least one creation
forge is rumored to exist in the bowels of Sham.
DIMENSIONAL SEAL
A dimensional seal is a massive stone slab covered with
a complex pattern of runes and sigils. The seal projects
an invisible field in a 2-mile radius. This field blocks
all forms of conjuration magic and any other effect that
involves teleportation or planar travel. Dimensional
seals are usually found in the Eldeen Reaches and the
Shadow Marches-reminders of the conflict between
the Gatekeepers and the daelkyr. The techniques used
to create these seals have been long lost. It's said that as
a whole, the dimensional seals keep the daelkyr bound
in Khyber and prevent Xoriat from becoming coterminous
with Eberron. If enough of these seals are destroyed,
there could be dire consequences for the world.
MABARAN RESONATOR
This dread device draws on the power of Mabar, infusing
the dead with the malign energy of the Endless
Night. While it is active, any humanoid that dies within
2 miles of the resonator reanimates 1 minute later as a
zombie (see the Monster Manual for its stat block) under
the control of the creature controlling the device.
MASTER'S CALL
While this looks like a scrap heap assembled from
shattered constructs, this eldritch machine possesses
great power. A creature in control of it can sense the
presence and location of all warforged within 10 miles
of the device and can, as an action, send a telepathic
message to them laced with enchantment magic. Such a
message can be sent no more than once every 24 hours.
A warforged who receives the message is compelled
to follow one command contained within it, unless the
warforged succeeds on a DC 12 Wisdom saving throw.
The affected warforged breaks free of the command
after 24 hours.
SPELL SINK
This device emanates an antimagic field (same effects as
the antimagic field spell) in a radius of 1 to 3 miles. The
field can be activated or deactivated as an action with a
touch by its controller.
The form that the device takes depends on the nature
of its creator. The Ashbound druids despise unnatural
magic, so a spell sink created by them might be a living
artifact, such as a twisted tree that consumes the magical
energy around it. Conversely, a spell sink created by
a mad artificer might be a massive vessel composed of
dragonshards and exotic metals.
A variant device called the spell siphon not only neutralizes
magic but also absorbs all magical energy in the
area, storing that power for a cataclysmic effect.
STORM S PIRE
This eldritch machine can only be controlled by creatures
that bear the Mark of Storm. Storm spires allow
House Lyrandar to influence the weather, which can be
a boon for the local population or a curse if a Lyrandar
baron chooses to demand payment for ideal weather.
EVERYDAY MAGIC ITE M S
Thanks to dragonshards, common magic items-including
the ones in Xanathar's Guide to Everything-are
readily available in Khorvaire.
BUYING A C OMMON MAGIC ITEM
I n Eberron, common magic items can b e found for sale
in most communities. The DM determines the stock that
is available, or the DM has the shoppers make a group
Intelligence (Investigation) check to find a shop or peddler
that has the desired item in stock. The DC for this
check is 10 in a city, 15 in a town, and 20 in a village. If
the check fails, at least 24 hours must pass before looking
for the same item in that community.
The DM sets the price of a common magic item or determines
it randomly: 2d4 x 10 gp, or half as much for a
consumable item such as a potion or scroll.
CREATING COMMON MAGIC ITEMS
Normally, a magic item i n Eberron i s created using the
crafting rules in the Dungeon Master's Guide or Xanathar's
Guide to Everything. But if you have a dragonshard,
you can more easily create a common magic item.
To create such an item with a dragonshard, a character
must have proficiency in the tools used to create a
nonmagical version of the item or proficiency in the Arcana
skill. For example, a potion of healing can be created
by a character who has proficiency with the herbalism
kit. A spellcaster can scribe a spell scroll of a spell
they know if they have proficiency in the Arcana skill,
and they must provide all material components required
for the spell. A cantrip scribed onto a scroll works as if
the caster were 1 st level.
The Creating Common Magic Items table states how
much time and money you must spend to craft a common
magic item with a dragonshard, which is expended
in the creation process. The hours of creation can be
spread over multiple days, which needn't be consecutive.
CR EAT I N G CO M M O N M A G I C ITE M S
Common Magic Item Time Cost
Spell scroll (cantrip) 8 hours 15 gp
Potion of healing 8 h o u rs 25 gp
Any other com m o n magic item 32 hou rs* 50 gp''
;,H alved for a consumable item l ike a potion or scroll
C RAFTING C OMPLICATIONS
If the D M i s using the crafting rules i n Xanathar's Guide
to Everything for items that aren't common, the creation
process can involve complications. Assume there's a 10
percent chance of a complication arising for every five
workweeks (25 days) spent on crafting the item. Xanathar's
Guide to Everything presents a number of possible
complications, or you can use the Eberron Crafting
Complications table.
E B E R R O N C R A F T I N G CO M P L I CAT I O N S
d 6 Complication
House Cann ith or another dragon marked house takes
an i nterest in your work. Do they view you as a threat,
or are they impressed by you r techniques?
2 A mishap creates a tem porary manifest zone (see
"The Planes of Existence" in chapter 4 for i nformation
on manifest zones).
3 You need to acq u i re an additional rare component to
complete you r work. Time for adventure!
4 The sh ifting balance of the planes interferes with your
work; you m ust wait for the cu rrent planar a l ignment
to change. This delays you r work by 2d6 days.
5 Your efforts d raw the attention of the Au r u m , the
Chamber, the Emerald Claw, or the Lords of D ust.
6 Your item becomes sentient (see chapter 7 of the
Dungeon Master's Guide for rules on sentient items).
C
UNCOMMON :
Byshek (Adamantine en Gobelin) (Adamantine Armor
DMG
p150
Generic variant, major tier, uncommon
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
Armure Dhaakani en adamantine?
Amulet of Proof against Detection and Location
DMG
p150
Wondrous item, major tier, uncommon (requires attunement)
1 lb.
While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
Broom of Flying
DMG
p156
Wondrous item, major tier, uncommon
3 lb.
This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.
You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.
Found On: Magic Item Table F
Driftglobe
DMG
p166
Wondrous item, minor tier, uncommon
1 lb.
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Eyes of Minute Seeing
DMG
p168
Wondrous item, minor tier, uncommon
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
Found On: Magic Item Table C