Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Wand of the War Mage +1
uncommon
EB-DC-HoS-03-Kobold Warrens
Show
Notes:
AL :
Wand of the War Mage +1
Wand, uncommon (requires attunement by a spellcaster)
While you are holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Pour la série (ou game eberron Narco ou autre MJ qui veut bien) :
Quickstone Boomstick
Rod, Uncommon (Requires Attunement)
Whenever you cast a spell of 1st-level or higher using this Rod as a Spellcasting Focus, you can choose to release its power in a thunderous burst. All creatures within 5 feet of you (including you) must make a Constitution saving throw against your spell save DC. On a failed save, affected creatures take 1d4 Thunder damage for each level of the spell you cast, and are Deafened until the end of their next turn.
Stonebane Shortsword
common
EB-DC-HoS-05-Gorgon's Folly
Show
Notes:
This shortsword was masterfully crafted by artificers of the ancient Dhakaani empire to combat the minions of the daelkyr Orlassk. It is forged from byeshk, and does not corrode or weather with time.
Although stonebane weapons are not inherently magical, this shortsword ignores Resistance to nonmagical Bludgeoning, Piercing, and Slashing damage when used against creatures made of stone, creatures with stone-like natural armor (such as Gargoyles), and Petrified creatures.
As with other byeshk weapons, this shortsword is especially effective against Aberrations. Whenever you hit an Aberration with this weapon, the target takes an extra 1d6 damage of the weapon’s type, and it can’t regain Hit Points until the start of your next turn.
En dehors de la série la shortsword devient une Shortsword +1
Potion of healing
common
EB-DC-HoS-01-The Westward Cascade
Show
Potion of healing
common
EB-DC-HoS-02-Welcome to Quickstone
Show
Pearl of Power
uncommon
EB-DC-HoS-06-The Emissary
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement by a Spellcaster)
While this pearl is on your person, you can take a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can't be used again until the next dawn.
This lustrous pearl seems almost too perfect to be natural, held within a delicate, filigreed silver claw that twists like the coils of a serpent. Its surface shimmers with shifting hues of midnight blue and deep violet, flecked with tiny sparks of starlight that pulse faintly, as if echoing a heartbeat from within. The pearl radiates a quiet, commanding aura, a subtle whisper of magic that bends slightly toward the will of its possessor.
Sourced from the shadowy depths of the Droam and touched by the hand of its sorcerous leaders, it carries traces of exotic alchemy: faint veins of silver-like ichor swirl beneath its surface, remnants of rituals performed with substances from the distant, enigmatic Cazak Dhraal.
Immovable Stone
common
EB-DC-HoS-01-The Westward Cascade
Show
Notes:
This stone has a rune on one end. You can take a Utilize action to press the rune, which causes the stone to become magically fixed in place. Until you or another creature takes a Utilize action to push the rune again, the stone doesn't move, even if it defies gravity. The stone can hold up to 8,000 pounds of weight. More weight causes the stone to deactivate and fall. A creature can take a Utilize action to make a DC 30 Strength (Athletics) check, moving the fixed stone up to 10 feet on a successful check.
Heward's Handy Haversack
rare
EB-DC-HoS-07-The Battle for the Seal
Show
Notes:
Heward's Handy Haversack
Wondrous item, rare
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Earworm/Quickstone Whisperer
uncommon
EB-DC-HoS-02-Welcome to Quickstone
Show
Notes:
Earworm
Source: Eberron - Rising from the Last War
Wondrous item, uncommon (requires attunement)
To attune to this symbiont, you must hold it against the skin behind your ear for the entire attunement period, whereupon it burrows into your head and bonds to your skull. While the earworm is inside you, you can speak, read, and write Deep Speech.
Spells. The earworm has 4 charges. You can cast the following spells from it, expending the necessary number of charges (spell save DC 15): Detect Thoughts (2 charges) or Dissonant Whispers (1 charge). Each time you use the earworm to cast the Detect Thought spell, it sends the information gleaned to the nearest daelkyr, or to the next nearest earworm until it reaches a daelkyr.
The earworm regains 1d4 expended charges daily at dawn.
Symbiotic Nature. The earworm can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the earworm ends, and it exits your body.
Pour la série (ou game eberron Narco ou autre MJ qui veut bien) :
Quickstone Whisperer
Wondrous Item, Uncommon (Requires Attunement)
This ancient, heavy marble torc is strangely warm to the touch. Though it resembles stone jewelry, the torc is in fact a simple symbiont which grants a limited form of control over earth and the ability to manipulate quickstone without the usual rituals. To attune to it, you must wear it around your neck for the full Attunement period, during which time it coils around your throat like a snake.
While wearing the torc, you can use a Magic action to transform a 5-foot cube of quickstone between its soft and wet forms, or irreversibly change it into its fixed form.
Spells. As an Action, you can use the symbiote to cast Mold Earth or Meld into Stone. Once you use the torc to cast Meld into Stone, the spell can't be cast in this way until the next dusk.
Symbiotic Nature. The torc can't be removed from you while you're attuned to it, and you can't voluntarily end your Attunement to it. If you're targeted by a spell that ends a curse, your Attunement to the torc ends, and it uncoils from around your neck.
Acte de propriété
common
EB-DC-HoS-07-The Battle for the Seal
Show
Notes:
- L'acte de propriété d'un terrain à Quickstone, où se trouve une vieille maison délabrée avec une façade de magasin qui tient encore en grande partie debout.
| Name ▼ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Wand of the War Mage +1 | uncommon | EB-DC-HoS-03-Kobold Warrens | Show | |||
|
Notes:
AL : Wand of the War Mage +1 Wand, uncommon (requires attunement by a spellcaster) While you are holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. Pour la série (ou game eberron Narco ou autre MJ qui veut bien) : Quickstone Boomstick Whenever you cast a spell of 1st-level or higher using this Rod as a Spellcasting Focus, you can choose to release its power in a thunderous burst. All creatures within 5 feet of you (including you) must make a Constitution saving throw against your spell save DC. On a failed save, affected creatures take 1d4 Thunder damage for each level of the spell you cast, and are Deafened until the end of their next turn. |
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| Stonebane Shortsword | common | EB-DC-HoS-05-Gorgon's Folly | Show | |||
|
Notes:
This shortsword was masterfully crafted by artificers of the ancient Dhakaani empire to combat the minions of the daelkyr Orlassk. It is forged from byeshk, and does not corrode or weather with time. Although stonebane weapons are not inherently magical, this shortsword ignores Resistance to nonmagical Bludgeoning, Piercing, and Slashing damage when used against creatures made of stone, creatures with stone-like natural armor (such as Gargoyles), and Petrified creatures. As with other byeshk weapons, this shortsword is especially effective against Aberrations. Whenever you hit an Aberration with this weapon, the target takes an extra 1d6 damage of the weapon’s type, and it can’t regain Hit Points until the start of your next turn. En dehors de la série la shortsword devient une Shortsword +1 |
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| Potion of healing | common | EB-DC-HoS-01-The Westward Cascade | Show | |||
| Potion of healing | common | EB-DC-HoS-02-Welcome to Quickstone | Show | |||
| Pearl of Power | uncommon | EB-DC-HoS-06-The Emissary | Show | |||
|
Notes:
Wondrous Item, Uncommon (Requires Attunement by a Spellcaster) While this pearl is on your person, you can take a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can't be used again until the next dawn. This lustrous pearl seems almost too perfect to be natural, held within a delicate, filigreed silver claw that twists like the coils of a serpent. Its surface shimmers with shifting hues of midnight blue and deep violet, flecked with tiny sparks of starlight that pulse faintly, as if echoing a heartbeat from within. The pearl radiates a quiet, commanding aura, a subtle whisper of magic that bends slightly toward the will of its possessor. Sourced from the shadowy depths of the Droam and touched by the hand of its sorcerous leaders, it carries traces of exotic alchemy: faint veins of silver-like ichor swirl beneath its surface, remnants of rituals performed with substances from the distant, enigmatic Cazak Dhraal. |
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| Immovable Stone | common | EB-DC-HoS-01-The Westward Cascade | Show | |||
|
Notes:
This stone has a rune on one end. You can take a Utilize action to press the rune, which causes the stone to become magically fixed in place. Until you or another creature takes a Utilize action to push the rune again, the stone doesn't move, even if it defies gravity. The stone can hold up to 8,000 pounds of weight. More weight causes the stone to deactivate and fall. A creature can take a Utilize action to make a DC 30 Strength (Athletics) check, moving the fixed stone up to 10 feet on a successful check. |
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| Heward's Handy Haversack | rare | EB-DC-HoS-07-The Battle for the Seal | Show | |||
|
Notes:
Heward's Handy Haversack This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents. Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. |
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| Earworm/Quickstone Whisperer | uncommon | EB-DC-HoS-02-Welcome to Quickstone | Show | |||
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Notes:
Earworm Source: Eberron - Rising from the Last War Wondrous item, uncommon (requires attunement) To attune to this symbiont, you must hold it against the skin behind your ear for the entire attunement period, whereupon it burrows into your head and bonds to your skull. While the earworm is inside you, you can speak, read, and write Deep Speech. Spells. The earworm has 4 charges. You can cast the following spells from it, expending the necessary number of charges (spell save DC 15): Detect Thoughts (2 charges) or Dissonant Whispers (1 charge). Each time you use the earworm to cast the Detect Thought spell, it sends the information gleaned to the nearest daelkyr, or to the next nearest earworm until it reaches a daelkyr. The earworm regains 1d4 expended charges daily at dawn. Symbiotic Nature. The earworm can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the earworm ends, and it exits your body. Pour la série (ou game eberron Narco ou autre MJ qui veut bien) : Quickstone Whisperer Wondrous Item, Uncommon (Requires Attunement) This ancient, heavy marble torc is strangely warm to the touch. Though it resembles stone jewelry, the torc is in fact a simple symbiont which grants a limited form of control over earth and the ability to manipulate quickstone without the usual rituals. To attune to it, you must wear it around your neck for the full Attunement period, during which time it coils around your throat like a snake. While wearing the torc, you can use a Magic action to transform a 5-foot cube of quickstone between its soft and wet forms, or irreversibly change it into its fixed form. Spells. As an Action, you can use the symbiote to cast Mold Earth or Meld into Stone. Once you use the torc to cast Meld into Stone, the spell can't be cast in this way until the next dusk. Symbiotic Nature. The torc can't be removed from you while you're attuned to it, and you can't voluntarily end your Attunement to it. If you're targeted by a spell that ends a curse, your Attunement to the torc ends, and it uncoils from around your neck. |
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| Acte de propriété | common | EB-DC-HoS-07-The Battle for the Seal | Show | |||
Notes:
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