Eberron Magic Items

Conversions inspired by the world of Eberron!

Very Rare
(Req. Warforged or prosthesis)

1d6+STR Bludgeoning, Range 6, Returning You can fire this appendage at an enemy. On crit: Knock target Prone. On miss: reattachment fails and you are Dazed.

Uncommon
(Req: Warforged/prosthesis)

1d6+STR Slashing / Light, Concealed. This blade is hidden within your arm, it cannot be removed. Spend an action to draw or hide it.

This weapon deals an additional d8 against a particular creature type chosen during a Safe Rest. Those creatures may try to kill you first.

Uncommon
Rod

When held in two hands, increase the primary die of cantrips by 1.

Legendary
Full Plate

When you take psychic damage, you deal half that amount to the attacker. Psionic enemies target you first.

(1/encounter) When you Defend, produce a flash of light. The attacker must pass a WIL save or they miss.

Uncommon
Wand

4d4+DEX (Subtype) / Range 8 (6 charges)

Subtype is determined at wand creation. (Fire, Cold, Bludgeoning). Necrotic and Radiant exist but are Rare and tightly controlled. Recharging is slow and dangerous work carried out by qualified magewrights. (If the party has an Artificer, this may be attempted as a skill check using an Eberron shard: Roll a d6. On a 6, the recharge is successful, on 2 to 5, add another d6 to the next attempt, on a 1, take the total rolled as damage and destroy the shard.)

Uncommon
Returning weapon

This weapon is bound to your spirit. You deal 1d4 additional psychic damage, and take this damage yourself if you miss.

Uncommon
Cloth Armor

The illusory patterns of the cloth can charm onlookers. When you make an Influence check, you can add a d6. If this die rolls a 1, the target of the check knows you were trying to manipulate them.

You cannot be surprised, but your nervous twitching gives you disadvantage on Influence checks.

Rare
Dagger

When you kill an enemy with this dagger, some believe that the soul is also destroyed utterly. Others think it is delivered to the Keeper. Who knows the truth?

Uncommon
Heavy Staff (4 Inventory slots disassembled)

This heavy artillery takes 2 actions to fix in place. 2 Actions: (Cone 8) 3d4 Bludgeoning.

This modified weapon allows you to roll a d4 to Load instead of using an action. If you roll a 1, the weapon jams and requires 2 actions to Load.

After you Defend against a melee attack, push the attacker back 2 spaces.

On crit, this weapon reduces the target’s armor by one step until the end of its next turn.

This weapon returns to your hand when thrown, but if you miss, you are Dazed until the end of your next turn.

1d8+STR Slashing, 2-handed. Your second attack with this weapon is not Rushed.

This sentient blade grants Truesight 2, makes you immune to Frightened and deals an extra 1d10 radiant damage. However, you must always Interpose when it is possible for you to do so.

Uncommon
Very Heavy Staff (6 Inventory slots disassembled)

This battlefield artillery requires assembly during a Field Rest. 3 actions: (Cone 10) 6d6, double damage to structures.

If you are invisible when you attack with this weapon and you miss, you remain invisible.

Uncommon

When held in both hands, you can spend 1 extra mana to increase the primary die of Tier 1 spells by 1.