Magic Items

Purchased Magic Items

Name Rarity Location Table ▼ Result Source
Periapt of Health uncommon EB-DC-WBE-01 Tickets, Trades and Tricks EB-DC-WBE-01 Tickets, Trades and Tricks Show
Notes:

Wondrous item, uncommon (requires attunement)
While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can't be used again until the next dawn.

In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant.

Minor Property: Secret Message

A message is hidden somewhere on the item. It might be visible only at a certain time, under the light of one phase of the moon, or in a specific location.

Battleaxe Armblade common EB-DC-WBE-01 Tickets, Trades and Tricks EB-DC-WBE-01 Tickets, Trades and Tricks Show
Notes:

Weapon, common (requires attunement by a warforged)
Martial weapon, melee weapon

4 lb.

1d8 Slashing
Versatile (1d10)
Weapon Mastery: Topple

Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character.

Topple: If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

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.

Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.

Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Quirk: Confident

The item helps you feel self-assured.

Lore:

Ihr habt einer Gruppe unbekannter Warforged geholfen, nach Xandrar zu reisen. Nachdem sie heimlich den Zug verlassen hatten, findet ihr ein Dankesgeschenk vom Warforged namens "Splitter". Auf dem Geschenk ist ein kleiner Zettel angebracht, auf dem knapp steht "Im Krieg habe mich immer mutig und sicher mit dieser Waffe gefühlt, vielleicht tut sie das jetzt bei euch, vielen Dank."

Pot of Awakening uncommon EB-DC-WBE-04 Stronger Than Stones EB-DC-WBE-04 Stronger Than Stones Show
Notes:

Wondrous item, common

If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an Awakened Shrub at the end of that time. When the shrub awakens, its roots break the pot, destroying it.

The awakened shrub is Friendly toward you and obeys your commands. Absent commands from you, it does nothing.

Quirk: Blissful

You feel fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item's presence.

Lore: Since thousands of years, the awakened great pine Oalian has guided and influenced the forces and the people within the Eldeen Reaches. As a gift, Oalian bestows his "potential offspring" (pine nuts) upon those he deems friends of the forests and its inhabitants and receiving one is viewed as an honour. People being in possession of such a seed may gain easy access to communities and help within the Reaches.

Pipes of Haunting common EB-DC-WBE-04 Stronger Than Stones EB-DC-WBE-04 Stronger Than Stones Show
Notes:

Wondrous item, uncommon

These pipes have 3 charges and regain 1d3 expended charges daily at dawn. You can take a Magic action to play them and expend 1 charge to create an eerie, spellbinding tune.

Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute.

A creature that fails the save repeats it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its save is immune to the effect of these pipes for 24 hours.

Minor Property: Temperate

You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.

Lore: The Children of Winter, a druid sect in the Eldeen Reaches believe that death and decay are vital aspects of the natural life cycle. Thus, they view things a bit different than many other druids. For one example, a druid may try to befriend and communicate with the beasts and animals he encounters while walking the woods. A Child of Winter may instead prey upon the weak ones or use means to intimidate whatever threat he encounters.

One of the tools for them are pipes like these. Carved from the bones of ancient monsters or even demons, their haunting tunes strike fear and terror wherever they are heard.