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ARCANE PROPULSION ARM CLEANSING STONE
W o ndrous item, very rare (r equires attunement b y a W o ndrous item, common
creature missing a hand or an arm ) A cleansing stone is a sphere 1 foot in diameter, en
This prosthetic appendage was developed b y artificers graved with mystic sigils. When touching the stone,
of House Cannith. To attune to this item, you must at you can use an action to activate it and remove dirt and
tach it to your arm at the wrist, elbow, or shoulder, at grime from your garments and your person.
which point the prosthetic magically forms a copy of the Such stones are often embedded in pedestals in public
appendage it's replacing. squares in Aundair or in high-end Ghallanda inns.
While attached, the prosthetic provides these benefits:
DOCENT
• The prosthetic is a fully capable part of your body. W o ndrous item, rare (r equires attunement b y a war
• You can take an action to remove the prosthetic, and it forged)
removes itself if your attunement to it ends. It can't be
removed against your will. A docent is a small metal sphere, about 2 inches across,
• The prosthetic is a magic melee weapon with which studded with dragonshards. To attune to a docent, you
you're proficient. It deals ld8 force damage on a hit must embed the item somewhere on your body, such as
and has the thrown property, with a normal range of your chest or your eye socket.
20 feet and a long range of 60 feet. When thrown, the Sentience. A docent is a sentient item of any align
prosthetic detaches and flies at the target of the attack, ment with an Intelligence of 16, a Wisdom of 14, and
then immediately returns to you and reattaches. a Charisma of 14. It perceives the world through your
senses. It communicates telepathically with you and can
ARM BLADE speak, read, and understand any language it knows (see
W e apon (a ny one-handed melee weapon), common (r e "Random Properties" below).
quires attunement b y a warforged) Life Support. Whenever you end your turn with 0 hit
points, the docent can make a Wisdom (Medicine) check
An armblade is a magic weapon that attaches to your
arm, becoming inseparable from you as long as you're with a +6 bonus. If this check succeeds, the docent sta
attuned to it. To attune to this item, you must hold it bilizes you.
against your forearm for the entire attunement period. Random Properties. A docent has the following
As a bonus action, you can retract the armblade into properties:
your forearm or extend it from there. While it is ex Languages. The docent knows Common, Giant, and
tended, you can use the weapon as if you were holding ld4 additional languages chosen by the DM. If a
it, and you can't use that hand for other purposes. docent knows fewer than six languages, it can learn
a new language after it hears or reads the language
BELASHYRRA'S BEHOLDER R OWN through your senses.
C
W o ndrous item, legendary (r equires attunement) Skills. The docent has a +7 bonus to one of the follow
This symbiotic crown is carved from dark purple and ing skills (roll a d4): (1) Arcana, (2) History, (3) Investi
mauve stone, with ten points like stalks set with gem gation, or (4) Nature.
stones resembling the eyestalks of a beholder. To attune Spells. The docent knows one of the following spells
to this item, you must wear it on your head for the entire and can cast it at will, requiring no components (roll
attunement period, during which the crown's hidden a d6): (1-2) detect evil and good or (3-6) detect magic.
tendrils burrow into your scalp to bond with your skull. The docent decides when to cast the spell.
While wearing the crown, you can see normally in Personality. A docent is designed to advise and assist
darkness, both magical and nonmagical, to a distance the warforged it's attached to. One of the simple func
1
of 2 0 feet. tions of a docent is to serve as a translator. The docent's
Spe/Js. The crown has 10 charges. While wearing it, properties are under its control, and if you have a bad re
you can use an action to expend some of its charges to lationship with your docent, it might refuse to assist you.
cast one of the following spells from it (spell save DC
I
16): charm person (1 charge), disintegrate (6 charges), DYRRN'S TENTACLE WH P
f e ar (3 charges), finger of death (7 charges), flesh to W e apon ( w h ip ) , very rare (r equires attunement)
stone (6 charges), hold person (2 charges), ray of enfee This long, whip-like strand of tough muscle bears a
blement (2 charges), sleep (1 charge), slow (3 charges), sharp stinger at one end. To attune to this symbiotic
telekinesis (5 charges). weapon, you wrap the whip around your wrist for the
The crown regains ld6 + 3 expended charges entire attunement period, during which time the whip
daily at dawn. painfully embeds its tendrils into your arm.
S y m biotic N a ture. The crown can't be removed from You gain a +2 bonus to attack and damage rolls made
you while you're attuned to it, and you can't voluntarily with this magic whip, but attack rolls made against aber
end your attunement to it. If you're targeted by a spell rations with this weapon have disadvantage. A creature
that ends a curse, your attunement to the crown ends, hit by this weapon takes an extra ld6 psychic damage.
and it detaches from you. When you roll a 20 on the d20 for an attack roll with
The daelkyr Belashyrra made these crowns. While on this weapon, the target is stunned until the end of its
the same plane of existence as the crown, Belashyrra next turn.
can see through its eyestalks.
CHAPTER 5 I TREASURES