Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Immovable Rod (Fluffed to rock)
rare
EB-DC-HoS-01-The Westward Cascade
Show
Alchemist's fire
common
EB-DC-HoS-01-The Westward Cascade
Show
Potion of Healing
common
EB-DC-HoS-01-The Westward Cascade
Show
Earworm
common
EB-DC-HoS-02-Welcome to Quickstone
Show
Notes:
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.
Potion of healing
common
EB-DC-HoS-02-Welcome to Quickstone
Show
Dagger +1
uncommon
EB-DC-HoS-03-Kobold Warrens
Show
Notes:
AL :
Dagger +1
Weapon (Any Simple or Martial), Uncommon
You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.
This dagger 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.
Pour la série (ou game eberron Narco ou autre MJ qui veut bien) :
Stonebane Dagger
Weapon (simple, dagger), Uncommon
This dagger 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 dagger 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 dagger 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.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Damage: 1d4
Damage Type: Piercing
Properties: Finesse, Light, Range, Thrown
Range: 20/60
Weight: 1
Byeshk Weapons
Byeshk is a rare and heavy metal of lustrous purple, mined from the Byeshk and Graywall Mountains along Droaam’s borders. Aberrations tied to the daelkyr—including Dolgaunts, Dolgrims, and Mind Flayers—are susceptible to weapons made of byeshk alloys, making the metal highly valued to the Dhakaani, Gatekeeper druids, and others that combat Aberrations. Dhakaani weapons forged during the Xoriat Incursion were often forged from byeshk.
Melee weapons made of or coated with byeshk are not inherently magical weapons, but are unusually effective when used to fight Aberrations. Whenever you hit an Aberration with a byeshk 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.
The byeshk version of a Melee weapon costs 400 GP more than the normal version, whether the weapon is made of the metal or coated with it.
Potion of Climbing
common
EB-DC-HoS-03-Kobold Warrens
Show
| Name | Rarity | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Immovable Rod (Fluffed to rock) | rare | EB-DC-HoS-01-The Westward Cascade | Show | |||
| Alchemist's fire | common | EB-DC-HoS-01-The Westward Cascade | Show | |||
| Potion of Healing | common | EB-DC-HoS-01-The Westward Cascade | Show | |||
| Earworm | common | EB-DC-HoS-02-Welcome to Quickstone | Show | |||
|
Notes:
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. |
||||||
| Potion of healing | common | EB-DC-HoS-02-Welcome to Quickstone | Show | |||
| Dagger +1 | uncommon | EB-DC-HoS-03-Kobold Warrens | Show | |||
|
Notes:
AL : Dagger +1 Weapon (Any Simple or Martial), Uncommon You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity. This dagger 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. Pour la série (ou game eberron Narco ou autre MJ qui veut bien) : Stonebane Dagger This dagger 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 dagger 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 dagger 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. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Byeshk Weapons Melee weapons made of or coated with byeshk are not inherently magical weapons, but are unusually effective when used to fight Aberrations. Whenever you hit an Aberration with a byeshk 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. The byeshk version of a Melee weapon costs 400 GP more than the normal version, whether the weapon is made of the metal or coated with it. |
||||||
| Potion of Climbing | common | EB-DC-HoS-03-Kobold Warrens | Show | |||