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# Common Magic Items in Eberron ## Buying A Common Magic Item In Eberron, common magic items can be 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. ### Armblade *Weapon (any one-handed melee weapon), common (requires 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 extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. ### Cleansing stone *Wonderous item, common* A cleansing stone is a sphere 1 foot in diameter, engraved 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. ### Earring of whisper *Wonderous item, common* An Earring of Whisper is a gemmed siberys dragonshard enchanted to deliver and receive *Message* spells to and from the other connected earrings within five hundred feet. To send a message, the wearer must activate the earring by touching it, although it will passively receive messages. ### Everbright lantern *Wonderous item, common* This bullseye lantern contains an Eberron dragonshard that sheds light comparable to that produced by a continual flame spell. An everbright lantern sheds light in a 120-foot cone; the closest 60 feet is bright light, and the farthest 60 feet is dim light. \columnbreak ### Feather token *Wonderous 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. ### Glamerweave *Wonderous item, common* 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 wood focus *Wonderous item, common* 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. #### Imbued Wood Focus | Wood | Damage Type | |:----|:-----------| | Fernian Ash | Fire | | lrian Rosewood | Radiant | | Kythrian Manchineel | Acid or poison | | Lamannian Oak | Lightning or thunder | | Mabaran Ebony | Necrotic | | Risian Pine | Cold | | Shavarran Birch | Force | | Xorian Wenge | Psychic | \pagebreak ### Keycharm *Wonderous 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 lock 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. ### Orb of shielding *Wonderous item, common* An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. If you're holding the orb when you take damage of the type associated with the orb's material, you can use your reaction to reduce the damage by ld4 (to a minimum of 0). The materials and their associated damage types are listed in the Orb of Shielding table. #### Orb of Shielding | Wood | Damage Type | |:----|:-----------| | Fernian Basalt | Fire | | lrian Quartz | Radiant | | Kythrian Skarn | Acid or poison | | Lamannian Flint | Lightning or thunder | | Mabaran Obsidian | Necrotic | | Risian Shale | Cold | | Shavarran Chert | Force | | Xorian Marble | Psychic | ### Scribe's pen *Wonderous 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. Any creature with the Mark of Scribing can use an action to touch the invisible writing, making it visible to all. If you use the pen to write on a creature that isn't a construct, the writing fades after 7 days. \columnbreak ### Shiftweave *Wonderous 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. ### Spellshard *Wonderous 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. ### Wand sheath *Wonderous 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.