equipement

  \- 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.

  1. 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

  1. 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
  1. 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

  1. 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

  1. 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