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HOARD OF LIST OF MAGIC ITEMS

Belt of Skittering
Bloodquiver Palm

SYMBIOTES Boneshard Blade


Boneshard Slinger
COMPLETE YOUR APOTHEOSIS Chitinous Shield
Chitinous Wings
Chrysalis Cloak
Cloudlung
Deep beneath the lands of Eberron, the
Face of Dyrnn
enigmatic daelkyr work their will upon the
Fetching Scarab
world, twisting the flesh and mind of living
Harbinger Hive
creatures to their dark purpose. One such
Heart of Regrowth
work is the advent of ​symbiotes​--living
Living Legs
magical items that bond to the bodies of
Living Tail
their hosts in exchange for unusual powers.
Livingsteel
Many arcanists and magewrights suspect
Maddening Horns
that symbiotes are an attempt to make the
Mantle of Tendrils
creatures of Eberron willingly invite the
Orbiting Eye
daelkyr’s abominations into themselves, as
Reaching Hand
consent is a powerful magic--but no matter
Spidersilk Palm
their purpose, symbiotes are a potent
Stomachroot
addition to any adventurer’s arsenal.
Third Eye of Belashyrra
This title is a collection of 24 symbiotes for
Tomb of Chitin
your campaigns, in Eberron and other
settings.
ITEM DESCRIPTIONS BLOODQUIVER PALM
Wondrous item (glove), uncommon
(requires attunement)
BELT OF SKITTERING This red leathery glove has a star-shaped
Wondrous item (belt), rare (requires cut on its palm, corresponding to a tiny
attunement) spike in the glove’s interior. To attune to this
This chitinous belt has two fleshy pods on item, you must wear it for the entire
its anterior, which end in long, hardened attunement period, during which the glove
points. To attune to this item, you must wear fuses to your hand.
it for the entire attunement period, during The glove has 20 charges. As part of the
which the belt fuses to your skin. Attack action, you can expend a charge to
While attuned to this belt, you can activate create an arrow, bolt, sling bullet, or other
it as an action, causing two spider-like legs piece of ammunition. The ammunition is
to burst from its anterior pods and support fashioned from solidified blood, and melts
you. For 10 minutes, or until you dismiss the back into blood after 1 turn. If the glove has
legs as a bonus action, you gain the no remaining charges, you can expend 1 hit
following benefits: point to create a piece of ammunition in the
same way.
● Your walking speed increases by 10 The glove regains its charges daily at
feet. dawn.
● You can climb on difficult surfaces, ​Symbiotic Nature. ​The glove can’t be
including upside down and on ceilings, removed from you while you’re attuned to it,
without making an ability check. and you can’t voluntarily end your
● You can walk on webbing without attunement to it. If you’re targeted by a spell
triggering the Web Sense trait of spiders that ends a curse, your attunement to the
and other web-adapted creatures. glove ends, and it can be removed.

Once the legs have been deactivated, they BONESHARD BLADE


can’t be activated again until the next Wondrous item (bracer), uncommon
midnight. (requires attunement)
​Symbiotic Nature. ​The belt can’t be
removed from you while you’re attuned to it, This chitinous sheath, which resembles a
and you can’t voluntarily end your bracer and slides onto your arm, houses a
attunement to it. If you’re targeted by a spell blade made of hardened bone. To attune to
that ends a curse, your attunement to the this item, you must wear it for the entire
belt ends, and it detaches from you. attunement period, during which the bracer
If you die while the belt is fused to your fuses to your arm.
skin, a giant wolf spider allied with the As a bonus action, you can cause the
daelkyr bursts from your corpse (see the blade to burst forth from the bracer or
Monster Manual​ for the giant wolf spider’s retract back into it. While unsheathed in this
stat block). way, the hand on which the bracer is
mounted is unusable for anything but
making attacks with the blade, which has you must wear it for the entire attunement
the same statistics as a shortsword. You are period, during which the shield fuses to your
considered proficient with the blade while arm.
you are attuned to it. While wielding this shield, you have a +1
​Symbiotic Nature. ​The bracer can’t be bonus to Armor Class. This bonus is in
removed from you while you’re attuned to it, addition to the normal bonus granted by
and you can’t voluntarily end your shields.
attunement to it. If you’re targeted by a spell As a bonus action, you can cause the
that ends a curse, your attunement to the shield to wrap around your arm like a
bracer ends, and it can be removed. sleeve, allowing you to use your hand as
normal. You don’t gain the benefits of the
BONESHARD SLINGER shield while it is housed in this way.
Wondrous item (bracer), uncommon Activating the shield again is also a bonus
(requires attunement) action.
​Symbiotic Nature. ​The shield can’t be
This chitinous sheath, which resembles a removed from you while you’re attuned to it,
bracer and slides onto your arm, houses a and you can’t voluntarily end your
ring of sharp bone shards. To attune to this attunement to it. If you’re targeted by a spell
item, you must wear it for the entire that ends a curse, your attunement to the
attunement period, during which the bracer shield ends, and it can be dropped.
fuses to your arm.
The slinger can be used to make a ranged CHITINOUS WINGS
weapon attack, launching a shard of Wondrous item (cloak), rare (requires
sharpened bone at a creature within range. attunement)
The slinger has a normal range of 80 feet
and a long range of 320 feet, and requires This cloak is made from translucent chitin,
no ammunition. It deals 1d8 piercing shimmering with a rainbow of unsettling
damage on a hit. You are considered colors in direct light. To attune to this item,
proficient in the use of the slinger while you you must wear it for the entire attunement
are attuned to it. period, during which it fuses with your skin.
​Symbiotic Nature. ​The slinger can’t be While attuned to this cloak, you can use
removed from you while you’re attuned to it, your action to transform it into a set of four
and you can’t voluntarily end your chitinous wings, like those of a beetle. For
attunement to it. If you’re targeted by a spell 10 minutes, you gain the following benefits:
that ends a curse, your attunement to the
slinger ends, and it can be removed. ● You have a flying speed of 60 feet, and
can hover in place.
CHITINOUS SHIELD ● You can take the Dash or Disengage
Armor (shield), rare (requires attunement) action as a bonus action on each of your
turns.
This shield is made from translucent chitin,
shimmering with a rainbow of unsettling At the end of this duration, the wings revert
colors in direct light. To attune to this item, to a cloak, and cannot be activated again for
1d6 hours.
​ ymbiotic Nature. ​The cloak can’t be
S the ​Monster Manual​ for the doppelganger’s
removed from you while you’re attuned to it, stat block).
and you can’t voluntarily end your
attunement to it. If you’re targeted by a spell CLOUDLUNG
that ends a curse, your attunement to the Wondrous item, uncommon (requires
cloak ends, and it detaches from you. attunement by a creature with lungs)
If you die while the cloak is fused to your
skin, a giant wasp allied with the daelkyr This small white grub fumes with grey-white
bursts from your corpse (see the ​Monster vapors, and is vaguely damp to the touch.
Manual​ for the giant wasp’s stat block). To attune to this item, you must swallow it
and keep it in your body for the entire
CHRYSALIS CLOAK attunement period, during which it burrows
Wondrous item (cloak), very rare (requires into your lungs.
attunement) While attuned to this item, you can hold
your breath indefinitely. Additionally, as an
This cloak is made from a fine silken action, you can breathe out a cloud of
material with a faint bluish hue, and refracts opaque white vapor in a 20-foot radius
light in unusual ways. To attune to this item, sphere. The sphere spreads around
you must wear it for the entire attunement corners, and its area is heavily obscured. It
period, during which it fuses with your skin. lasts for 1 hour or until a wind of moderate
As an action while attuned to this cloak, or greater speed (at least 10 miles per hour)
you can transform into a Small or Medium disperses it. Once you create a cloud of fog
humanoid you’ve seen or revert back to in this way, you can’t do so again until the
your true form. Your statistics, other than next dawn.
your size, remain the same in each form. ​Symbiotic Nature. T ​ he item can’t be
Your equipment remains unchanged, with removed from you while you’re attuned to it,
the exception of this cloak, which can and you can’t voluntarily end your
resemble any outfit you’ve seen the chosen attunement to it. If you’re targeted by a spell
humanoid wear. that ends a curse, your attunement to the
A creature can discern that you are not item ends, and you cough up the grub.
the chosen humanoid with a successful
Wisdom (Perception) check, contested by a FACE OF DYRNN
Charisma (Deception) or Charisma Wondrous item (mask), legendary (requires
(Performance) check on your part. attunement)
​Symbiotic Nature. ​The cloak can’t be
removed from you while you’re attuned to it, This purple mask is adorned with a mass of
and you can’t voluntarily end your writhing tendrils, like those of a mind flayer.
attunement to it. If you’re targeted by a spell To attune to this mask, you must wear it for
that ends a curse, your attunement to the the entire attunement period, during which it
cloak ends, and it detaches from you. fuses with your skin and becomes part of
If you die while the cloak is fused to your your face.
skin, your corpse transforms into a While attuned to this mask, you gain the
doppelganger allied with the daelkyr (see following benefits.
​ sychic. Y
P ​ ou are resistant to psychic bites you and burrows into your skin. While
damage, and can communicate burrowed in this way, it resembles a piece
telepathically with any creature within 120 of jewelry.
feet of you that speaks a language. As a bonus action on each of your turns,
​Alien Mind. Y ​ ou can speak, read, and you can command the scarab to fetch an
write Deep Speech. Additionally, if a item within 30 feet of you. The scarab flies
creature attempts to read your thoughts, to the item and carries it back to you,
that creature must succeed on a DC 19 provided the item is not being held by a
Intelligence saving throw or be stunned until creature and weighs no more than 10 lbs.
the end of its next turn. The scarab can also manipulate simple
​Master of Gravity. ​You can cast the objects within range, such as pulling a lever
levitate ​spell on yourself at will. or opening a door. After doing so, the
​Mind Blast.​ You emit psychic energy in a scarab immediately burrows back into your
60-foot cone. Each creature in this area skin.
must succeed on a DC 19 Intelligence ​Symbiotic Nature. T​ he scarab can’t be
saving throw or take 23 (5d8) psychic removed from you while you’re attuned to it,
damage and be stunned for 1 minute. A and you can’t voluntarily end your
creature stunned in this way can repeat its attunement to it. If you’re targeted by a spell
saving throw at the end of each of its turns, that ends a curse, your attunement to the
ending the effect on itself on a success. scarab ends, and it detaches from you,
Once you use this property, you can’t do so leaving a faint crescent-shaped scar where
again until the next midnight. it bit you.
​Symbiotic Nature. T ​ he mask can’t be
removed from you while you’re attuned to it, HARBINGER HIVE
and you can’t voluntarily end your Wondrous item, very rare (requires
attunement to it. If you’re targeted by a spell attunement)
that ends a curse, your attunement to the
mask ends, and it detaches from you. This fleshy cone-shaped object has a
If you die while the mask is fused to your number of holes in its surface, from which a
skin, your corpse transforms into a mind faint buzzing can be heard. To attune to this
flayer allied with the daelkyr (see the hive, you must hold it to an exposed part of
Monster Manual​ for the mind flayer’s stat your body for the entire attunement period,
block). during which it sinks into your skin and
fuses to you.
FETCHING SCARAB ​ he hive has 7 charges. As an
​Spells. T
Wondrous item (scarab), uncommon action, you can expend one or more
(requires attunement) charges to cast one of the following spells
(save DC 16):
This scarab has a metallic hide, six
beetle-like legs, and a set of chitinous 1 charge: ​infestation, speak with animals
wings. To attune to this scarab, you must (insects only)
hold it to an exposed part of your body for 2 charges: ​animal messenger (​ insects only)
the entire attunement period, during which it
4 charges: ​giant insect leaving a faint circular scar where it sunk
5 charges: ​insect plague into your skin.
The heart hungers for vitality in exchange
The hive regains 1d6 + 1 charges daily at for its use. At the end of a long rest you
dawn. spend attuned to the heart, you must either
​Symbiotic Nature. T ​ he hive can’t be feed half of your remaining Hit Dice to the
removed from you while you’re attuned to it, heart (rounded up) or take 1 level of
and you can’t voluntarily end your exhaustion.
attunement to it. If you’re targeted by a spell
that ends a curse, your attunement to the LIVING LEGS
hive ends, and it detaches from you, leaving Wondrous item (boots), rare (requires
a faint circular scar where it sunk into your attunement)
skin.
These chitinous boots are lined with tiny
HEART OF REGROWTH hair-thin hooks. To attune to these boots,
Wondrous item, very rare (requires you must wear them for the entire
attunement) attunement period, during which the hooks
sink into your legs.
This fleshy heart glows from within, and has While you are attuned to these boots, you
dark tendrils running off each of its gain the following benefits:
chambers. To attune to this heart, you must
hold it over your heart for the entire ● You have a climbing speed equal to
attunement period, during which it sinks into your walking speed.
your skin and its tendrils burrow into your ● Your your jumping distance is doubled.
chest. ● When falling from great heights, the
​Vitality. ​While you are attuned to this amount of bludgeoning damage you
heart, your Constitution score increases by suffer from falling is halved.
2 and your maximum for this score
increases to 22. Symbiotic Nature. ​The boots can’t be
​Regrowth. T ​ he heart has 3 charges. As removed from you while you’re attuned to
an action, you can expend a charge to enter them, and you can’t voluntarily end your
a state of rapid regeneration. You attunement to them. If you’re targeted by a
immediately regain 2d6 hit points, and then spell that ends a curse, your attunement to
continue to regain 1 hit point at the the boots end, and they can be removed.
beginning of each of your turns for 1 minute. The boots require fresh blood be fed to
The heart regains all of its charges daily at them. At the end of a long rest you spend
dawn. attuned to the boots, you must either feed a
​Symbiotic Nature. T​ he heart can’t be quarter of your remaining Hit Dice to the
removed from you while you’re attuned to it, boots or have your movement speed
and you can’t voluntarily end your reduced by 5 feet until the end of your next
attunement to it. If you’re targeted by a spell long rest.
that ends a curse, your attunement to the
heart ends, and it detaches from you,
LIVING TAIL LIVINGSTEEL
Wondrous item, very rare (requires Weapon, very rare (requires attunement)
attunement)
This weapon is made from a material like
This chitinous tail is made from highly liquid steel, bending and forming to the will
adaptive plates that shift and change to of the user. While unattuned, it resembles a
meet the needs of the body. To attune to perfect reflective sphere of polished metal.
this tail, you must hold it to the base of your To attune to this weapon, you must hold it
spine for the entire attunement period, for the entire attunement period, during
during which it fuses to your back. which it sinks into your skin and becomes
At the end of a long rest you spend part of your blood.
attuned to the tail, choose one of the While attuned to this weapon, you can
following forms for it to take: aquatic, summon it from inside your body as a bonus
predatory, or prehensile. You gain the action. The weapon takes the form of any
benefits of the chosen form until the end of melee weapon you are proficient in the use
your next long rest. of, as chosen when you summon it.
​Aquatic. ​Your tail is adapted to aquatic Dismissing the weapon back into your blood
environments. You gain a swimming speed is also a bonus action.
of 60 feet, and have advantage on Dexterity Additionally, the metal this weapon is
saving throws made while underwater. composed of is highly toxic, dealing an
Predatory. Y ​ our tail is a natural weapon additional 2d8 poison damage to any target
you are proficient in the use of. It has the it hits.
reach p ​ roperty and deals 1d10 piercing ​Symbiotic Nature. ​The weapon can’t be
damage on a hit. You do not need the use removed from you while you’re attuned to it,
of either of your hands to make attacks with and you can’t voluntarily end your
your tail. attunement to it. If you’re targeted by a spell
Prehensile. ​Your tail can be used to that ends a curse, your attunement to the
manipulate objects within 5 feet of you as if weapon ends, and it exits your body through
it were an additional hand. It can lift as your skin, forming a perfect sphere on the
much as you normally can, and manipulate ground at your feet.
simple objects like boxes and doors. The tail The weapon’s toxic metal takes a
cannot make attacks, wield a shield, or powerful toll when housed inside the body.
perform the somatic components of spells, At the end of a long rest you spend attuned
but it can activate magic items. to the weapon, you must either feed one
​Symbiotic Nature.​ The tail can’t be quarter of your remaining Hit Dice to the
removed from you while you’re attuned to it, weapon (rounded up) or be poisoned until
and you can’t voluntarily end your the end of your next long rest.
attunement to it. If you’re targeted by a spell
that ends a curse, your attunement to the MADDENING HORNS
tail ends, and it detaches from you, Wondrous item (crown), rare (requires
dropping to the ground. attunement)
This crown of twisted white horns forms cloak, you have advantage on checks made
shapes both pleasant and abhorrent. To to grapple other creatures, as the tendrils of
attune to this crown, you must wear it for the the cloak wrap themselves around your
entire attunement period, during which it target. A creature grappled by you takes
bores into your scalp. 2d4 slashing damage at the beginning of
​Spells. ​The crown has 5 charges. As an each of their turns as barbed tendrils tear at
action, you can expend one or more their skin.
charges to cast one of the following spells ​Symbiotic Nature. ​The cloak can’t be
(save DC 15): removed from you while you’re attuned to it,
and you can’t voluntarily end your
1 charge: ​tasha’s hideous laughter attunement to it. If you’re targeted by a spell
2 charges: ​crown of madness that ends a curse, your attunement to the
3 charges: ​enemies abound cloak ends, and it detaches from you.
If you die while the cloak is fused to your
The crown regains 1d4 + 1 charges daily at
skin, your corpse transforms into a grell
dawn.
allied with the daelkyr (see the ​Monster
​Symbiotic Nature. ​The crown can’t be
Manual​ for the grell’s stat block).
removed from you while you’re attuned to it,
and you can’t voluntarily end your
ORBITING EYE
attunement to it. If you’re targeted by a spell
Wondrous item, rare (requires attunement)
that ends a curse, your attunement to the
crown ends, and it detaches from you, This blood-red insect resembles a dragonfly
leaving a faint circular scar where it bored with barbed pincers. To attune to this item,
into your head. you must hold it to your face and allow it to
The crown has a maddening effect even burrow into your eye socket.
on its wearer. At the end of a long rest spent While you are attuned to this item, it
attuned to the crown, you must make a DC transforms your eye into an “orbiting eye”.
12 Wisdom saving throw. On a successful As an action, you can remove the eye
save, you retain control over the crown. painlessly from your head, causing it to
However, on a failed save, you must roll on unfurl a set of insectile wings and become
the Long-Term Madness table. This animate. The eye uses the statistics of an
madness lasts until you finish your next long owl, and functions as if you had summoned
rest. it with the ​find familiar ​spell, with the
following statistical changes:
MANTLE OF TENDRILS
Wondrous item (cloak), rare (requires ● The eye’s creature type is “aberration”.
attunement) ● If you dismiss the eye, it reappears in
your head as a normal eye.
This cloak resembles a sheath of tendrils, ● If the eye is reduced to zero hit points, it
each ending in a small barbed head. To disappears, and you are left without one
attune to this cloak, you must wear it for the eye until the end of your next long rest,
entire attunement period, during which it at which point it regrows.
fuses with your skin.
While you are attuned to and wearing this
You can benefit from an orbiting eye and a during which the glove fuses to your hand.
familiar at the same time. The glove has 5 charges. As an action,
​Symbiotic Nature. ​The eye can’t be you can expend a charge to cast the ​web
removed from you while you’re attuned to it, spell (save DC 14). Alternately, you can
and you can’t voluntarily end your expend one or more charges to create a
attunement to it. If you’re targeted by a spell thick braid of webbing, which functions as a
that ends a curse, your attunement to the tough rope. Each charge you expend in this
eye ends, and it exits your eye socket. way creates 10 feet of rope. Webbing rope
can be burst with a successful DC 20
REACHING HAND Strength check.
Wondrous item (bracelet), uncommon The glove regains 1d4 + 1 charges daily
(requires attunement) at dawn.
​Symbiotic Nature. ​The glove can’t be
This bracelet resembles a circle of bone, as removed from you while you’re attuned to it,
if a spine were curled and fused together. and you can’t voluntarily end your
To attune to this bracelet, you must wear it attunement to it. If you’re targeted by a spell
for the entire attunement period, during that ends a curse, your attunement to the
which it fuses with your skin. glove ends, and it can be removed.
As an action, you can activate the
bracelet, causing your hand to break away STOMACHROOT
from your wrist, floating a few feet away Wondrous item, rare (requires attunement)
from you. For 10 minutes, or until you
deactivate the bracelet as a bonus action, This tightly wound bundle of roots and
your reach is increased by 5 feet. gnarled branches pulses with an unnatural
Once you use the bracelet in this way, you life. To attune to this root, you must swallow
can’t do so again for 1d8 hours. it and keep it inside your body for the entire
​Symbiotic Nature. ​The bracelet can’t be attunement period, during which it burrows
removed from you while you’re attuned to it, into the lining of your stomach.
and you can’t voluntarily end your While you are attuned to this root, you
attunement to it. If you’re targeted by a spell photosynthesize as if you were a plant,
that ends a curse, your attunement to the gaining your sustenance from sunlight. If
bracelet ends, and it detaches from your you spend at least 4 hours each day in
skin, leaving a circular scar around your direct sunlight, you do not need to eat food
wrist. to sustain yourself.
​Symbiotic Nature. ​The root can’t be
SPIDERSILK PALM removed from you while you’re attuned to it,
Wondrous item (glove), rare (requires and you can’t voluntarily end your
attunement) attunement to it. If you’re targeted by a spell
that ends a curse, your attunement to the
This black glove resembles a spider curled root ends, and it detaches from your
around your hand, with a star-shaped cut on stomach, forcing you to regurgitate it.
the palm. To attune to this item, you must If you die while the root is fused to your
wear it for the entire attunement period, stomach, your corpse transforms into a
shambling mound allied with the daelkyr allied with the daelkyr (see the ​Monster
(see the ​Monster Manual​ for the shambling Manual​ for the beholder’s stat block).
mound’s stat block).
TOMB OF CHITIN
THIRD EYE OF BELASHYRRA Wondrous item (amulet), rare (requires
Wondrous item (eye), legendary (requires attunement)
attunement)
This chainless amulet has an unknowable
This petrified eye is still reflective, as if glyph carved into its face, which shifts
rendered crystalline by whatever horrifying depending on the light it is viewed in. To
event caused it to come into being. To attune to this amulet, you must hold it to an
attune to this eye, you must hold it to your exposed part of your body for the entire
head for the entire attunement period, attunement period, during which it burrows
during which the eye fuses to your into your skin.
forehead. If you drop to zero hit points while attuned
While attuned to the eye, you gain the to this amulet, it creates a dome of
following benefits. translucent shimmering chitin around your
​Alien Mind. ​You can speak, read, and body. This dome has 10 (3d6) hit points, AC
write Deep Speech. Additionally, if a 18, and immunity to poison, psychic, and
creature attempts to read your thoughts, necrotic damage. The dome lasts for 1 hour
that creature must succeed on a DC 19 or until you regain hit points, at which point
Intelligence saving throw or be stunned until it unfurls and returns to the amulet.
the end of its next turn. ​Symbiotic Nature. ​The amulet can’t be
​All-Seeing. ​You can cast the ​scrying s​ pell removed from you while you’re attuned to it,
at will, using any reflective surface as the and you can’t voluntarily end your
spell’s material component. attunement to it. If you’re targeted by a spell
​Mind Thief.​ As an action, you attempt to that ends a curse, your attunement to the
peer through the eyes of another creature amulet ends, and it detaches from you,
within 60 feet of you. The chosen creature leaving a crescent-shaped scar where it
must make a DC 19 Intelligence saving burrowed into your skin.
throw. On a failed save, you can see If you die while attuned to the amulet, your
everything the creature sees for the next corpse liquefies and transforms into a
hour. Once you use the eye in this way, you gelatinous cube allied with the daelkyr (see
can’t do so again until the next midnight. the ​Monster Manual​ for the gelatinous
​Symbiotic Nature. ​The eye can’t be cube’s stat block). The amulet is visible
removed from you while you’re attuned to it, inside the ooze, and can be retrieved intact
and you can’t voluntarily end your if the ooze is killed.
attunement to it. If you’re targeted by a spell
that ends a curse, your attunement to the
eye ends, and it detaches from you.
If you die while the eye is fused to your
skin, your corpse transforms into a beholder

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