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CHAPTER 4: ITEMS ADDED TO OUR EXPEDITION'S COLLECTION WERE MANY new inventions from our resident artificer. These crea- tions proved critical in ensuring our survival against the ravages of the Mourntand, Some of the new items documented were original creations of our artficer, while others were reassem= bled or reverse engineered from destroyed prototypes of old House Cannith devices found in Making and other Cannith workshops across Cyre. Report to Prince Oargey ir'Wynarn Adversity is the root of all invention, providing both the impetus and means forall beings to better themselves, their peoples, and the world of Eberron as a whole. As such, the recording of new formillae and diagrams is vitally important to the progression ofall mortalkin. The devices listed below are all related to the Mournland in ‘that they were created there, to solve problems unique to that region. However, no items use ends there. Fach device listed here is useful anywhere in the widee world of Eberron and ‘beyond but will always be of particular use in their land of ‘origin; the ruins of once-great Cyre INNOVATIONS Daring the course of any expedition fo the Mournland, many novel and complex problems can present themselves. How ceach band of travelers responds differs, both in method and level of efficacy The following deviees were made by artifcers during various trips into the ruins of Cyre, Each represents particular problem solved through magical innovation and cleverness For ease of use, the Antficer Infusions available here are listed by level required, 2nd Level Required sig oftife 6th Level Required band of dual arcana 10th Level Required ‘mutagen vial 14th Level Required wardearver ARTIFICER INFUSIONS The Following infusions are available to any arficer that ‘meets the level requirements listed. As these are relatively new creations, your DM may’ determine that you need t find ‘blueprint or examine a working or damaged copy of the iter itself before you can create that infusion. Bap oF DuALARCANA Prerequisite: 6th-level antificer Item: a metal band to be placed around the neck of a vial or vo wands Inspired by the dual manifest zones sometimes found in the “Mournland, this device allows two distinet magical items to be combined by fusing their essences together. This item can be used either to mix two potions orto bind together two wands, so long as nether ofthe items are of Very Rare or Legendary rarity ‘When combining potions, two separate potions ae poured {nto one vial which has the hand around its neck. Only single dose potions may be mixed in this way. The resulting dual Potion, shen use, will eause the effects of both original potions simultaneously Binding two wands together is done by wrapping the band around the base of each wand. Both wands must be usable ‘with the same type of aetion, Attuning to the band will cause you to attune to both wands, while stil only counting as one attuned item, ‘The resulting dusll wand, when used, will cause the effects of both original wands simultaneously. Both effects must hhave the same target, and a dusl wand cannot target a creature ‘or object that one of the tWo original wands would not have been able o affect, Furthermore, ifeither wand runs out of| charges then the dual wand cannot function until both wands have available charges 0 use. Ttemis made withthe Replicate Magic lem infusion can also be used with this band, so long 2s they meet the other requirements needed. Starting at 10th level, the items may be Very Rare, while starting at I4th level they may be of Legendary rarity Mutacen ViaL, Prerequisite: 10th-level antficer rem: a crystal vial By studying the ways in which creatures are warped by the “Mourmland, a temporary stimulant mimicking those changes ‘was developed. This vials filled with a thick, syrupy liquid, whieh slowly shifts from a golden amber toa deep, sickly green, ‘When a creature drinks from the vial as an action, it rolls 16. The creature then gains @ mutation from the Monstrous Mutations table (Eberron, pg. 220) corresponding with the number rolled. On a result oF 6, the creature chooses one of the fist five options ofits choice rather than gaining the multiple head mutation After being used, the vial begins to stowly refill with liquid. ‘This process takes 1 hou, during which the vial eannot be used. The vial can be recharged immediately by expending a Ist level or higher spel sot Severe Mutation |When using the Mutagen Vial infusion, your Dungeon Master ‘may allow you to also cause the val to give one ofthe various traits listed in chapter 2 of this report. Ifo, when a ereature drinks from the val it chooses which mutations table to rol on fit chooses the orignal Monstrous Mutations table, it ols 246 and determines the mutation as ‘described above Ifthe creature chooses to use the Monstrous "Mutations table included here, it instead rolls 1d8 and gains the corresponding trait. If the Monstrous Mutations table from this reports used, the vial takes 104+ 1 hour to refilitself, rather than taking only ‘an hour to rfl. Additionaly the val requires one spell avel per hour of filing tie left to recharge early, and thus woule require a 2nd level spell slot or two 1st lovel slots to recharge if the vial would take 2 hours to refill naturally. SiciL oF Lire Item: any item affected by the Magical Tinkering feature Inspired by the living spells Found within the Mouraland, this sigil imparts mudimentary intelligence on any object under the effects of your Magical Tinkering feature. The item gains a fying speed of 10 feet and an Intelligence of 3. Ithas blindsight out to 20 feet but can always detect and see you regardless of distance if you are within | mile of it. The item follows you and obeys your commands. ‘You can change what Magical Tinkering option the item uses as an action i you are holding your artisans tools in hhand and are touching the object. ‘Once the sigilis placed on an item, it cannot be removed unless the item is no longer under the effects of your Magical Tinkering, or you choose to end the effects as an action, You may only have one sil of fife at atime. WARDCARVER Prerequisite: Hitvlevelartificer Item: any bladed weapon (sword, axe, dagger, ete.) Similar tothe harrier reaver spell included in chapter 1, the wardcarver blade was created specifically to deal with the frequent magical harriers let scattered over the ruins of Cyre, While less effective than the spell in some ways. wardcarvers| have other uses as well, "This magic weapon grants a 42 bonus to attacks and damage rolls made with it. A creature bit with this weapon also cannot benefit from any Magic Resistance traitor similar effect until the end oftheir next turn. ‘Additionally, the wardcarver cat be used to eat into ‘magical baviers. Any barrier spell of 4th level or lower, such as wind wall or wall of sand, can be atacked with te blade to disable a portion of i. When you attack the barrier, the caster of the wall must make saving throw with their spelleasting ability modifier against your spell save DC. Irthey succeed, you atack the wall normally (i possible) On a failure the barsier is partially broken, opening a Sft by Sft gap init, through which creatures, objects, projectiles, and spells ean pass freely. This opening lasts until the end of your next tun. ihe barter is unattended, you instead make an Intelligence check with a DC equal to 10 + the level of the spel More powerful barriers, such as wall of force, prismatic: wall, o amilife shell can also be stacked, However, you must expend a spell slot of Sed level or higher as part of the attack in onder to cause this effect, and the caster of the spell has advantage on their saving throw if the spel slot they used to create the batrier is higher than the one you expended while attacking it. Unattended barriers require the same Intelligence check as above, made with disadvantage unless you expend a spell slot of a level equal to or higher than the barrier spell ‘This property of the blade functions only when wielded by you, and you can use ths funetion « numberof times equal 10 ‘your Intelligence modifier. You regain expended uses ater finishing a long rest. 25 MAGICAL ITEMS ‘A wide variety of items li rotting in the ruins of Cyre. With ‘one ofthe highest concentrations of House Cannith enclaves, Cyr is quite literally a graveyard of artiice. Any sort of item could be found here, fom now-warped versions of common goods to lost prototypes of now-deadl House Cannith amticers The following devices were found in the Mournland Some ray have been altered from their original incarnation i th ‘ersion was inoperable or incomplete. Warped items are also included; common magical tems whose function and form have been twisted by the magical cataclysm that engulfed the Kingdom of Cy. For ease of use, the magical items are listed by say ‘Common. bloodied everdark lantern haunted prosthetic limb Uncommon disenchantment oil Rare ‘hag of bones bolt of lightning candies of defense dust of lesser dullness Very Rare ‘bean of oozing slime (almond, lime, honey) dust of moderate dullness goldbug Legendary ‘ean of oozing slime (cocon, berry, tea, caramel) dust of severe dullness Macicat ITeMs “The following items ean generally be found within the ruins ‘of Cyre but might also end up in ther regions of Khorvaire as wel Bac OF BONES Wondrous item, rare (requires attunement by a cleric, ‘paladin, oF warlock) ‘This rough canvas bag is soaked with blood at the bottom and contains a variety of old bones crusted with dit ‘When this rattling bag is Gumped out as an action, it summons Id4 + 1 skeletons under the command of the one Who dumped out the bag. These skeletons ight until they are destroyed or until the next sunset or sunrise. The skeletons remain as a unit fighting together and never straying more than 60 fect away from one another Most of these bags are single use and lose their magic when emptied. When found, oll 120. On a result of 19 or 20, the bag is reusable and eam be used once per day and up to three times in one month, New bones generate in the bag, and rattle together when shaken when the bag is ready to be used again, “These reusable bags can also be “recharged” by killing and butchering a Medium size or larger humanoid ereature. Once dismembered, the remains are shoved into the bag. This causes the bag to regain one charge immediately and increase the remaining numberof times it can be used that month by ‘one Ifthe skeletons created by a previous use of this bag are sill active when the bag is used again, they immediately dissolve. BEAN OF OozING SLIME Wondrous tem, very rare (almond, ime, honey) or legendary (covoa, berry, tea, caramel) ‘These resemble candy beans, have a chewy, gelatinous texture, and are slightly sticky 1 the ouch, These beans are 'ypically Found slongside 346 other candy beans, all of which have bland tastes. There are generally only 1 of 2 beans af ‘oozing slime in each assortment ‘When eaten, the bean tastes absolutely horrid and a creature «an choose to either swallow the bean or spit tout. The effects of each bean ate detailed below: the effects of spitting ‘out the bean also take place ifthe bean is Simply thrown, against sold surface, ‘Almond. This crunchy, light brown bean creates a 10-fo0t square of brown mold (Dungeon Master's Guide, pg. 108) ‘when spit out Ifswallowed, the creature must make a DC 20 Constitution saving throw. On a success, the creature immediately spits out the bean. On a failure, they instead bbecome poisoned for 1 hour, and take 410 cold damage. The creature may repeat this save atthe end of every minute but takes 2410 cold damage for each failure Lime, This sour, pastel-green bean creates a 5-fo01 square ‘of green slime (DMG, pg. 105) when spit ou. If swallowed, ‘the creature must make a DC 20 Constitution saving throw. ‘On a success the creature immediately spits out the bean. On a failure, they instead become poisoned for 1 hour and take 1410 acid damage. They then continue to take 110 acid damage atthe beginning of each turn until they are no longer poisoned. The ereature can re-make its saving throw atthe end of each turn, ending the poisoned condition on a success. Honey. This bittersweet, golden-yellow bean creates loud of yellow mold spores (DMG, pg. 105) that fills a 10- foot cube when spit out, centered onthe eater. If swallowed, the creature must make @ DC 20 Constitution saving throw: (On a success the creature immediately spits out the bean. On a failure, they instead hecome poisoned for 1 hour and take 2410 poison damage. They then continue to take 1d10 poison ‘damage atthe beginning of each turn until they are no longer poisoned. The ereature can re-make its saving throw at the end of each tur, ending the poisoned condition on a success Cocoa. This bitter, brownish-black bean ereates a Medium black pudding (Monster Manual, pg. 241) when spit ou. IF ‘swallowed, the creature must make a DC 20 Constitution saving throw. expelling a black pudking as a coughing fit on a success and suffering no other effects. On a failure, the creature becomes ill and is poisoned for 248 + 2 days. During this time, the creature experiences flu-like symptoms including coughing and severe nausea, as the bean activates and creates a lack pudding inside ther stomach. At the end ‘of tei illness, the black pudding is purged through vomiting, ‘andl ean then aack Berry. This almost tasteless, sky-blue beam creates a ‘gelatinous cube (MM, pg. 242) when spit out; any creatures Within the cubes space when it forms are subjected to its Engulf action and have disadvantage on the saving theow. If swallowed, the creature must make a DC 20 Constitution ‘saving throw, expelling gelatinous cube as a coughing fit on a success and suffering no other effects. On failure, the creature becomes ill and is poisoned for 244 + 2 days. During this time, the creature experiences flu-like symptoms and coughs up colorless mucus, as the bean activates and creates a gelatinous cube inside thie stomach, During the next long fest tthe end of thei illness, the creature sweats profusely snd over an hous forms a gelatinous cube around them, They sre automatically subjected tothe cube's Engulf action and begin suffering damage immediately ‘Tea. This smoky, grayish-brown bean creates a gray ooze (AIM, pg. 243) when spit out. If swallowed, the creature must ‘make a DC 20 Consttuion saving throw, expelling 2 gray ooze as a coughing fit on a success and suffering no other effects. On a failure, the creature becomes il and is poisoned for 2d4 +2 days. During this time, the creature experiences fluclike symprons, including a high Fever and coughing, as the bean activates and forms a gray ooze inside their stomach, Ai the end of their illness, the gray ooze is purged by vomiting, and can then atack, ‘Caramel. This sichly sweet, amber-brown bean ereates Medium ochre jelly (MM, pg. 243) when spit out. IF swallowed, the ereature must make a DC 20 Constitution, saving throw, expelling an ochre jelly asa coughing fit on a success and Suffering no other effects. On a failure, the creature becomes ill and is poisoned for 244 hours, During this time, the creature experiences vomiting, nausea, and other incestina pains as the bean activates and forms an ochre jelly in their stomach, At the end oftheir illness, the ochre jelly is purged by more Vomiting, and can then atack BLOODIED EVERDARK LANTERN Wondrous item, common This bullseye lantern appears to be an everbright lantern (Eberron, pg. 277), but has a usted base and gives ola slighily more reddish light when active, 27 ‘The lantem functions identically to an everbright lantern, until a ereature within 20 feet sheds blood. When a creature within range takes damage, the lantern immediately reverses ‘and emits 30-foot diameter sphere of darkness centered on the lantern This lasts for I_minute and can only occur once per dawn, ‘Rumor says that this item isnot actually a corrupted or ‘broken everbright lantern, bu instead a prototype item made by House Cannith forthe King’s Dark Lanterns of Breland, ‘The final item, they claim, does not activate upon blood being shed, and instead creates darkness for 1 hour ater being ‘activated by a code word. Agents ofthe Dark Lanterns can then hide these fakes among the everbright lanterns in many major cities, to be used later if the agent has need of a distraction or caver. BOLT OF LIGHTNING Weapon (crossbow bolt), rare ‘These crossbow bolt ae entirely made of ion but are of a ‘normal weight regardless. When fired from a crossbow, the bolt transforms into a lighming bolt as inthe spell. ‘A hand crossbow fires a 3rd level lighming Bots with a spell save DC of 12. A light erossbow fires ath level lightning Jolt with a spell save DC of 13. A heavy czossbow Fires Sth level fighiming bolt with a spell save DC of 14. (Once the bolt i fired inthis way, it vaporizes and cannot be re-used. These bolts are usually in groups of 1d + 1 when found in House Cannith workshops or are found as lone bolts clsewhere in the Mouraland, CANDLES OF DEFENSE Wondrous item, rare “These simple white candles come in sets of two, and ignite wall of fire between them when lit. When first found, roll 14100 4 10, The candles will bur for that many rounds before burning out. “The candles can be used in two different ways, The frst is to set them each on the ground, or in holders on opposing surfaces, The two candles must be within 60 feet of each ‘other. When both candles are lit, a wall of fre is created hetween them, as in the spell. The wall offre immediately vanishes if ether candle is snuffed or moved more than 1 oot from its original postion, ‘Alternatively, the candles can be used by placing them to cither side of a ereature in the same space as that creature, ‘When lit by the creature in the center, the resulting wall offre ‘will form a 5-foot diameter ring around them. This form can ‘he moved if the ereature holds one candle in each hand, with their arms fully extended. The wall of fie still ends if any ‘other force moves either candle, or if either candle is put out DISENCHANTMENT OL, Wondrous item, uncommon “This oil i arich and vibrant amber color with silver streaks melting into the gold. A flask typically contains enough oil © ‘completely coat one Medium creature, or 1d4 +2 sword or shield sized objects ‘Asan action, a creature can pour an amount of oil onto their hand, If they then touch a creature or item with a magical enchantment, that enchantment is broken, [If the item touched or the spell active on a touched creature is permanent, its effects are suppressed for Id4+ 1 hours. I the item touched or the spell active ona touched creature is not permanent, such as with the haste or magie weapon spells, itis immediately dispelled Ia magic item has charges, ther than being immediately dispelled the item loses 1 charge every ten minules for up 0 Idd +1 hours. If tis effect causes an item to lose is ast charge, roll d20. On result of 1, the item loses its magical properties and cannot regain charges. Dusr oF Dutiness Wondrous item, rarity varies This bland, gray bag holds 1d4 +4 handfuls of reddish dust ‘You can use an action to throw a handful of dust ata creature within 5 feet. The dust istates ther and dull their senses ‘When affected, a creature mus rll 1d6 to determine what senses ate affected, Taste is always affected, withthe other senses affected in the following order: Smell, Hearing, Balance, Touch, Sight, and Special. Each roll affects the sense listed next tit, as well as any senses listed above it thus, a3 ‘would affect Balance, Hearing, Smell, and Taste, while a 1 ‘would affect only Smell and Taste. However, decreases tothe same action or check do not stack, thus having both Toueh and Sight affected would give only a -2to attacks, not a4, a6 Sense Lesser Moderate Severe (Rare) (Very Rare) (Legendary) I= Taste -2to Disadvantage Automatically (Perception) checks on checks fails checks 1 Smell -2to Disadvantage Automatically (Peseeption) checks on cheeks _fails eecks 2 Hearing -2t Disadvantage Automatically (Perception) checks on checks fails checks 3 Balance —-2t0.—-Disadvantage Automatically (Aerobatics) checks, on checks, ails checks, Sitio -10ftt@ speed speed halved peed 4 Touch Dio Disadvantage Disadvantage attacks on atucks on attacks, DC 20 Dexterity save or drop weapon on any attack S Sight -2to Disadvantage Automatically (Perception) checks on checks and fails checks, and attacks enemy attacks attacks ‘on target have advantage 6 Special 10 to—_—Disadvantage Automatically (Perception, range on checks, -20 fails checks, Insight, ete. of sense torange of sense range depending) sense halved 28 ‘Wht skill check is affected when listed below that sense inthe tble above. Ifa sen dulled affects attack rolls, it affects al attacks regardless of| type. A Special sense isa creatures darkvision, blindsight, {rue sight, or any ability that allows it to sense others such as an elder brain sensing conscious minds, but not the sense of ‘a revenant forts targets location, ‘Additionally, a creature whose Special senses are affected also cannot benefit from any spell or ability that temporarily ‘grants a magical sense, such as dereet magie, detect thoughts ‘or re sight, The effects of an application of dust last for | hour. At the {end ofthat hour, the creature must make a DC 12 Constitution ‘saving throw. On failure te effects last for one additional hour before fading. After a creature has been affected by this dust, i is immune to further uses ofthis dust for the next 24 hours Goupsuc Wondrous item, very rare Originally created by accident in a House Cannith workshop, the goldbug was quickly locked away in a House Kundarak vault to prevent it fom ruining the economy. Damage from the Day of Mourning broke those seals, however, allowing the goldbug wo escape into the ruins of Cyr The goldbug is a small golden insect construct which ‘consumes coinage. It must ea at least one gold piece's worth ‘of coins per day, or it will fall into a comatose hibernating state until itis moved to within § feet of a least 10 golds ‘worth of coins Within a single day, @ goldbug can eat coinage equal to as much as 100gp. After consuming a numberof coins equal to 1,000gp. the goldbug lays 1d + | egas. which hatch into fully-grown goldbugs after 24 hours. ‘Due to its small size, the goldbug has an AC of 20 and automatically passes all Dexterity saving throws and takes no ‘damage from the effects they cause, However, the construct ‘only has | hit point, and is thus killed by any damage it takes. ‘Thanks to its construction techniques, the goldbug is immune to fire, necrotic, poison, and psychic damage, as well as nonmagical bludgeoning, piercing, and slashing damage, ‘When a goldbug is desitoyed, it explodes and releases hall of the gold it has consumed over its lifetime. typical first generation goldbug will have eaten 1d6 + 4 thousand gold Picees’ worth of coinage. The released coinage is 50% gold Picees, 40% silver pieces, and 10% copper pieces. Hauntep ProstHeric Lima Wondrous item, common (requires attunement by a creature ‘missing some or all ofa limb) This artificial limb appears to be & normal prosthetic limb (Eberron, pe. 278) bat isin fact haunted by a malevolent spirit. Many ofthese were created when the wielders of normal prosthetic limbs were killed by the Mourning, which resulted in their spirits heing bound tothe item. ‘When first attuned to, the arm functions normally for 1 week, After this point, it begins to act strangely. Whenever a creature makes a skill check or stack rol involving that limb, such as an Athleties check for an arm or a kick attack For a Jeg, there is a chance that the limb will malfunction. This ‘occur if the skill check or attack roll in question is odd in this case, the creature gains disadvantage on tht check and ust rol it again, taking the lower of the ovo results, This malfunctioning i easily attributed to the limb, but alter this, removing the haunted prosthetic limb is impossible without a remove curse spell or similar magic. Rare Variant. Some haunted prosthetic arms have even ‘more malicious spirits, These items are Rare rather than ‘Common, and function as above. Additionally, each time that the Timb causes its wielder to gain disadvantage, caso atlempis to take control of them, as described on page 216 of | the Dungeon Master's Guide. If successful the lim will typically Fore its wielder to attempt to find the home ofthe previous owner or attempt to avenge their death, Credits This document was inspired by content from Eberron: Rising {from the Last Wor. All featured spell and magical items were ‘updated from these avaliable inthe Wizard's Spell Compendium and the Encyclopedia Magica from Advanced Dungeons and, Dragons 2nd Edition. The featured monsters, environmental effects, and atfcer infusions are original creations for this ‘work, All featured art was sourced fram the Creator Packs avalable from dsguld.com. Further Reading, For more on the world of Eberron, find Eberron: Rising from the Last War at many bookstores and other online platforms, such as dndbeyond.com. Additionally, you can find the original versions ofthe spells and items featured here in the Wizard's Spell Compendium and Encyclopedia Magica, both cof which are available on dmsguild.com, ‘About the Author. The authors a staunch 2nd Edition enthusiast who loves complaining about the removal of Level Drain just to freak his players out, and yet is simultaneously relieved that Sth Edition was designed the way twas. Check out lawfulzoodrogue.com for more creations and adaptations! 29

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