Wondrous Items Item in Eberron: Eternal Chaos | World Anvil
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Wondrous Items

The vast majority of magic items in Eberron serve a more utilitarian purpose, ranging from household implements to tradecraft tools. That's not to say they have no combat use, but they typically wouldn't be characterized as weapons first and foremost.    

Amulet of Alteration

Wondrous Item

Uncommon Illusion Requires Attunement

While wearing and attuned to this amulet, you can use the "Change Appearance" ability of the Alter Self spell at will to transform yourself into a predetermined disguise. During a long rest you can prepare a new disguise that replaces the existing one. This disguise requires no concentration to maintain.


1/day Alter Self

Once per day you can use the amulet to cast Alter Self normally and apply any one of the effects, but it requires concentration. This ability recharges daily at dawn.

Cost: 500 gp
Weight: 1 lb

 

Cloak of Shadows

Adventuring Gear

Uncommon Abjuration Requires Attunement

While attuned to and wearing this cloak, you can cast Pass without Trace at will. However it will only affect yourself and has no area of effect. The effect ends if you are no longer wearing the cloak.

1/Day Pass without Trace
Once per day, as an action, you can use the cloak to cast the Pass without Trace normally with 30ft area of affect centered on the cloak. This requires concentration.

Cost: 250gp
Weight: 5lb

 

Cloak of Shadow Step

Adventuring Gear

Uncommon Conjuration Requires Attunement

While attuned to and wearing this cloak, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee or thrown weapon attack you make before the end of the turn. 

Cost: 500gp
Weight: 1 lb

 

Catapult Cannon

Weapon

Uncommon Transmutation Requires Attunement

Ammunition, Loading, Two-Handed, Heavy

The Catapult Cannon was originally developed by House Cannith as a heavy-lift aid for mining operations, allowing weak creatures to lift boulders up to 500lbs with little effort. It has a Khyber Dragonshard core that temporarily binds the target object to itself, allowing it to be relatively easily moved about.
After a series of workplace accidents, however, House Cannith's artificers realized the potential military applications of the device and re-optimized the design for that purpose.

Bonus Action: Lift

As a bonus action, it can lift any object up to 500lbs within 30ft that isn't being worn or carried. The object can then be moved around by the user as part of their move so long as the object remains within 30ft of them at all times. The object can be released as a bonus action as well.

Action: Launch

Any object less than 5 lbs can be also be thrown at high speed by making a ranged attack roll against a single target. This attack has the stats of a Heavy Crossbow (damage type determined by projectile, normally bludgeoning).

Attunement

The Cannon also has 7 charges, and regains 1d6+1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the Cannon detonates and is destroyed, knocking any creature in a 10ft radius back 10ft on a failed DC 15 STR save.

Action: Charged Blast

While wielding it and attuned, you can expend a charge to release a blast of force damage in a cone up to 15ft. Any creature caught in the blast must make a DC 15 CON saving throw. On a failed save, the creature takes 2d8 thunder damage and is pushed back 10ft from you. On a successful save, the creature takes half as much damage and isn't pushed back. The damage increases by 1d8 and creatures are pushed back another 5ft for each additional charge expended.

Action: Charged Launch

Alternatively, if the Cannon is currently lifting an object that weighs less than 100lbs, the object is flung away from you in a straight line.
Any creature on that line must make a DC 15 DEX saving throw or be hit by the hurled object.

If the object weighs less than 50lbs, it flies up to 100ft until it impacts a solid surface and does 3d8 damage.
If over 50 lbs it flies only 50ft but does an additional 1d8 damage.
The damage type is bludgeoning by default unless the object lifted would produce slashing or piercing damage when thrown.
Each additional charge adds 1d8 to the damage dealt.

Any time a charge is expended, the cannon emits a thunderous boom audible out to 300ft.

Type Damage Damage Range
Martial Ranged 1d10 Bludgeoning 100/400ft

Cost: 500gp
Weight: 20lb

 

Holographic Resonator

Wondrous Item

Uncommon Illusion Requires Attunement

Amulet of Illusion

This device was developed during the Last War as a means of artificially inflating the apparent size of the force and reducing casualties from small arms fire and melee battles.

When you activate it, three illusory duplicates of yourself appear around you for up to 10 minutes or until dismissed.

The duplicates will mimic your actions and move with you, or you can choose to leave some behind as you move. Any duplicate more than 60ft away from you will dissipate.
So long as a duplicate is within 5ft of you, the resonator will constantly shuffle your actual position with that of your duplicates, making it impossible to track which target is real.
Each time a creature targets you with an attack, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates within 5ft of you, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A creature who doesn't rely on sight (like blindsight) or can perceive illusions as false (like truesight) are not fooled and can track your true movements.

The device has 3 charges which recharge daily at dawn.

Cost: 150gp
Weight: 1lb

 

Ring of Peeping

Adventuring Gear

Uncommon Divination Requires Attunement

The ring holds 3 charges that recharge daily at dawn.
When placed against a solid surface, a charge can be expended to create a small scrying window like a peephole that allows the user to see through to the other side. The view through the ring is as though the user's eye were on the other side of the surface.

3 feet of stone, 3 inches of common metal, a thin sheet of lead, or 6 feet of wood blocks the effect and the charge is wasted.

Cost: 100gp
Weight: 0.1lb

 

Ring of Dazing

Adventuring Gear

Uncommon Evocation Requires Attunement

This golden ring has an Eberron Dragonshard as its stone which slowly draws in and stores raw magical energy from the world around it. It can store up to 3 charges worth of energy, and recharges them daily at dawn.

As an action, you can release one of these stored charges in a 30ft cone originating from the stone on the ring as either a brilliant flash of light or a shockwave. Both effects are confined to the cone and do not propagate with significant intensity beyond it.

Any creature caught in the blast must pass a DC 15 CON save or be blinded by the light or deafened by the shockwave. The effect lasts up to a minute, and affected creatures can repeat the CON save to end the effect at the end of each of their turns.

Cost: 200 gp
Weight: 0.1 lb

 

Holographic Matrix

Wondrous Item

Rare Illusion Requires Attunement

The holographic matrix projector was originally developed by House Cannith as a way to camouflage bunker entrances or other strategic chokepoints during the Last War.

When powered externally, it can sustain an illusion no larger than a 20ft cube indefinitely. The illusion it produces is as real as the attuned operator's ability to visualize it, including sounds, smells, temperature, and to a limited extent animation like a patrolling or sleeping creature showing signs of life. The illusion has no senses other than a coarse proximity sensor that allows it to respond to the presence of a small or larger creature within 60ft of the device. For example, you could produce an illusion of a sleeping pack of wolves breathing shallowly that awaken and growl when a creature gets too close.

However, physical interaction with the image reveals it to be an illusion as it provides no physical resistance to objects passing through it. The illusion is not perfect, and a creature can use its action to examine the image and determine it is an illusion by passing a DC 15 Intelligence (Investigation) check. A creature who discerns the true nature of the illusion will still observe it, but faintly and can see through it.

Its internal battery can sustain a 20ft cube illusion for 10 minutes, a 10ft cube illusion for 30 minutes, or a 5ft cube illusion for an hour. The battery recharges daily at dawn.

Any creature can use its action to activate or deactivate the projector, they need not be attuned to it.

Stored Illusions the matrix's memory banks are just large enough to store 3 preconfigured scenes. If you're attuned to the device, you can replace one of the scenes during a long rest. The device allows you to enter a state of lucid dreaming during your rest. In the dream you can shape and perfect the illusory scene to your satisfaction. When you awake, the dream will replace a previously stored scene of your choosing.

Cost: 1000gp
Weight: 1lb

 

Goblin Jumper Cables

Wondrous Item

Common Conjuration

As the Last War dragged on, medical supply chains became strained and access to magical healing technology was restricted.
During this difficult time, a pair of apprentice artificers happened upon an ancient schematic from the goblin empire that seemed to have magical healing properties.

They set about reproducing the device and found its effects to be crude and slightly risky, but surprisingly effective in desperate circumstances. They soon had a thriving business selling their "invention" which they attempted to brand as an "Automated Electric Doctor." However, when the true origins of the design came to light they colloquially became known as "Goblin Jumper Cables," which seemed a more apt description of their function.

Each device stores 3 charges which recharge at dawn. As an action, you can apply the electrodes to a dying creature and release a charge into their body. Any living creature in direct contact with the electrodes (other than the insulated handles) or the target body takes 2d8 shock damage. You then make an Intelligence (Medicine) check. On a 10 or higher, the dying creature is revived with 1 hit point. Below a 10 the creature is stabilized. On a natural 20, the dying creature regains 2d8 hit points. On a natural 1 the creature suffers a death save failure.

Cost: 50gp
Weight: 5lb

 

Psychic Document

Wondrous Item

Uncommon Divination Requires Attunement

Psychic documents were a critical tool of spycraft during the Last War.

This paper has been enchanted with a low-level mind-reading capability. As an action, you can present the document to another creature. The paper scans the surface thoughts of the target creature and interprets what credentials they would find convincing. As an attuned user you have some limited control and it sometimes may present you with multiple options of credentials to replicate at your discretion.

This is an effective tool against average citizens or low intelligence/wisdom creatures, but their use in the Last War is well enough known in powerful circles that officers and guard captains typically are trained what to look for and can see through the illusion with a DC13 Investigation check.

Powerful entities or psionics typically see a blank sheet of paper, as the document has no way to penetrate their psychic defenses.

Cost: 100 gp
Weight: 0.5 lb

 

Ring of Lightning Strikes

Ring

Uncommon Evocation Requires Attunement

This ring enhances the first unarmed strike you connect on each turn by producing the effects of the shocking grasp cantrip. If the target is wearing metal armor, you have advantage on this attack.
The target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

Cost: 100gp
Weight: 0.1lb

 

Field Repair Kit

Wondrous Item

Uncommon Transmutation

Consumable

In order to consolidate combat supplies, artificers created Field Repair Kits. A kit contains a swarm enchanted micromachines that appear to the naked eye as a fine purplish dust. 
As an action, you can break the seal and pour the swarm on a target, or throw the kit up to 30ft to deploy it remotely.

Once the swarm is released, it begins to repair the target magically over a short period of time. Biological targets are magically healed for 2d6 at the start of their next 5 turns. Inanimate objects, including those being used or worn are repaired continuously for up to a minute as if by the Mending cantrip.

Cost: 100gp
Weight: 1lb



Cover image: Artificer (Alchemist)

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