TEXT: ©2018 Wizards of the Coast LLC 
  1 
  Unearthed Arcana: Magic Items of 
  Eberron 
  This document a selection of magic items drawn 
  from the D&D world of Eberron that can be 
  incorporated into your campaign. For more 
  information about Eberron, see the Wayfinder’s 
  Guide to Eberron, available on the Dungeon 
  Master’s Guild (DMsGuild.com).  
  This Is Playtest Content 
  The material here is presented for playtesting and to 
  spark your imagination. These game mechanics are in 
  draft form, usable in your campaign but not refined by 
  final game design and editing. They aren’t officially part 
  of the game and aren’t permitted in D&D Adventurers 
  League events.  
  If we decide to make this material official, it will be 
  refined based on your feedback, and then it will appear 
  in a D&D book.  
  Arcane magic plays a vital role in the world of 
  Eberron. Common magic items are part of 
  everyday life. In the nation of Aundair, 
  wandslingers are beginning to outnumber those 
  who use swords and bows.  
  Arcane Focuses 
  Go to the Bazaar in Sharn or any enclave of 
  House Cannith and you’ll find a wide selection of 
  arcane focuses to choose from. For a 
  wandslinger, the choice of an arcane focus 
  carries the same weight as a duelist deciding 
  between a rapier or a maul. Do you use a wand 
  of Fernian ash to focus your fire bolt, or do you 
  harness defensive energies with a Risian orb?  
  An arcane focus is a tool, and only provides its 
  benefits while you’re actively using it.  
  In Khorvaire, arcane focus items are recognized 
  as weapons: if guards are securing swords and 
  bows, they’ll also require you to turn over your 
  staff.  
  Imbued Wood 
  Wondrous item, common (requires attunement) 
  Powerful manifest zones can infuse local trees 
  with planar energies. A gifted artificer can tap 
  into this to create a wand, staff, or rod that is 
  especially effective at channeling a particular 
  type of energy.  
  When you cast a spell that deals damage of the 
  type associated with the material your arcane 
  focus is made from, the spell gains a +1 bonus to 
  one damage roll of that spell. The materials and 
  their associated damage types are listed below.  
  • Fernian ash: Fire damage. 
  • Irian rosewood: Radiant damage.  
  • Kythrian manchineel: Acid or poison damage.  
  • Lamannian oak: Lightning or thunder damage.  
  • Mabaran ebony: Necrotic damage. 
  • Quori beech, Xorian wenge: Psychic damage. 
  • Risian pine: Cold damage. 
  • Shavarran birch: Force damage. 
  Orb of Shielding 
  Wondrous item, common (requires attunement) 
  An orb of shielding is made from crystal or stone 
  aligned to one of the planes. While you are 
  holding the orb and take damage of the type 
  associated with the material your orb is made 
  from, you can use your reaction to reduce the 
  damage by 1d4. The materials and their 
  associated damage types are listed below.  
  • Fernian basalt: Fire damage 
  • Irian quartz: Radiant damage  
  • Kythrian skarn: Acid or poison damage 
  • Lamannian flint: Lightning or thunder damage 
  • Mabaran obsidian: Necrotic damage 
  • Quori celestine, Xorian marble: Psychic damage 
  • Risian shale: Cold damage 
  • Shavaran chert: Force damage 
  
  ©2018 Wizards of the Coast LLC 
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  Optional Rule:  
  Two-Handed Arcane Focuses 
  In Eberron, an arcane focus is a weapon. As such, it can 
  be interesting to give a focus some of the same trade-
  offs as mundane weapons: do you sacrifice your free 
  hand for greater power?  
  If you use this optional rule, when a caster uses a two-
  handed arcane focus to cast an offensive cantrip (a 
  cantrip requiring a saving throw or an attack roll), the 
  range of the cantrip is increased by 50 percent.  
  By this rule, a staff always requires two hands, while 
  rods can be used with either one or two hands. Using a 
  two-handed arcane focus fulfills the somatic component 
  requirement for a spell.  
  Common Magic Items 
  Arcane magic is a part of everyday life in the Five 
  Nations of Khorvaire. Powerful magic items 
  remain rare and remarkable, but the streets are 
  lit with everbright lanterns and nobles flaunt 
  their wealth with fine glamerweave clothing. 
  These are just a few examples of common items 
  you might find in Eberron.  
  Band of Loyalty 
  Ring, common (requires attunement) 
  If you are reduced to zero hit points while 
  wearing this ring, you instantly die. These rings 
  are favored by spies who can’t afford to fall into 
  enemy hands.    
  Cleansing Stone 
  Wondrous item, common 
  A cleansing stone is a stone sphere one foot in 
  diameter, engraved with mystic sigils. When 
  touching the stone, you can use an action to 
  activate it and remove dirt and grime from your 
  garments and your person. Cleansing stones are 
  often embedded into pedestals in public squares 
  in Aundair or found in high-end Ghallanda inns. 
  Everbright Lantern 
  Wondrous item, common 
  An everbright lantern contains an Eberron 
  dragonshard imbued with the effect of a 
  continual flame spell. This bright light is 
  mounted inside a normal bullseye lantern, 
  allowing the light to be shuttered off. An 
  everbright lantern provides clear illumination in 
  a 60-foot cone and shadowy illumination in a 
  120-foot cone, just like a mundane bullseye 
  lantern, but its flame never goes out.  
  Feather Token 
  Wondrous item, common 
  This small metal disk is inscribed with the image 
  of a feather. When you fall while the token is in 
  your possession, you descend 60 feet per round 
  and take no damage from falling. The token 
  becomes nonmagical after you land. While it’s an 
  expensive form of insurance, frequent airship 
  travelers and citizens of Sharn often appreciate 
  the security it provides.  
  Glamerweave 
  Wondrous item, common 
  Glamerweave clothing is imbued with cosmetic 
  illusions. Traditionally, these patterns are 
  contained within the cloth, but higher-end 
  glamerweave can have more dramatic effects. 
  You could have a gown that appears to be 
  wreathed in flames, or a hat that’s orbited by 
  illusory butterflies. Regardless of the design, 
  these are cosmetic effects and have no impact on 
  combat.  
  Shiftweave 
  Wondrous item, common 
  Transmutation magic is woven into the fabric of 
  shiftweave clothing. When a suit of shiftweave is 
  created, up to five different outfits can be 
  embedded into the cloth. While wearing this 
  outfit, you can utter a command word as an 
  action to transform your shiftweave outfit into 
  one of the other designs contained within it. To 
  
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  determine the price of a suit of shiftweave, 
  combine the value of all of the outfits it contains 
  and add 25 gp to that amount.  
  Spellshard 
  Wondrous item, common 
  A spellshard is a polished Eberron dragonshard, 
  sized to fit into the palm of a hand. The shard is 
  imbued with a particular work of literature. By 
  holding the shard and concentrating, you can see 
  its pages in your mind’s eye. Thinking of a 
  particular phrase or topic will draw you to the 
  first section that addresses it, and a simple ritual 
  allows you to add content to the shard.    
  A wizard can use a spellshard instead of a 
  spellbook; the spellshard costs 1 gp per “page” in 
  the shard, and otherwise functions as a mundane 
  spellbook. Spellshards can also be used as diaries 
  or journals. More advanced (and uncommon) 
  shards can require a particular mental 
  passphrase to access the contents of the shard.   
  Warforged Components 
  The warforged are living constructs. House 
  Cannith has designed a number of magic items 
  that can interface directly with the body of a 
  warforged. Once attached, a component cannot 
  be removed unless the warforged allows it.  
  The armblade is an example of an item created 
  by House Cannith. Docents are mysterious 
  wondrous items discovered in Xen’drik. These 
  are just a few of the components that can be 
  encountered across Eberron.  
  Armblade 
  Weapon (any one-handed melee weapon), 
  common (requires attunement by a warforged) 
  An armblade is a weapon designed to integrate 
  with the forearm of a warforged. If you’re a 
  warforged, you can attach an armblade by 
  attuning to it. An attached armblade cannot be 
  disarmed or removed from you against your will, 
  but while the weapon is attached you cannot use 
  that hand for other actions. You can spend one 
  minute to end the attunement and remove the 
  armblade.  
  Magic Armblades 
  An armblade isn’t inherently considered to be a magic 
  weapon for purposes of overcoming damage resistance. 
  However, any sort of magical melee weapon could be 
  created as an armblade, so you could acquire a vicious 
  armblade or a vorpal armblade. 
  Docent 
  Wondrous item, very rare (requires attunement by 
  a warforged) 
  A docent is a small metal sphere, approximately 
  2 inches across, studded with dragonshards. 
  Despite a strong magical aura, it has no obvious 
  abilities. When you attune to a docent, the 
  sphere becomes embedded in your chest and 
  comes to life—literally.  
  Sentience. A docent is a sentient item of any 
  alignment with an Intelligence of 16, a Wisdom 
  of 14, and a Charisma of 14. It can perceive the 
  world through your senses. 
   A docent communicates telepathically with its 
  wielder and can speak, read, and understand 
  Common and Giant. 
  Personality. A docent is designed to advise and 
  assist the warforged it’s attached to. One of the 
  simple functions of a docent is to serve as a 
  translator. The docent’s properties are under its 
  control, and if you have a bad relationship with 
  your docent it may refuse to assist you… or 
  simply lie about information that it obtains. 
  However, if you treat your docent well it could 
  serve as a useful ally. 
   The origin of docents is a great mystery. House 
  Cannith created the first warforged thirty years 
  ago. But the docents come from the distant land 
  of Xen’drik and appear to be thousands of years 
  old. Were they created to interface with some 
  other form of construct? Or are the modern 
  warforged a new interpretation of an ancient 
  design? The docents claim to have forgotten their 
  creators… but this is a mystery waiting to be 
  unraveled. While all docents come from Xen’drik, 
  some have been brought to Khorvaire by 
  explorers and it’s possible to encounter them in 
  the Five Nations. 
  Languages. All docents understand Common 
  and Giant, but a docent knows up to four 
  additional languages. Elvish and Draconic are 
  
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  common options. If a docent knows less than six 
  languages in total, it can add new languages to 
  its repertoire after encountering them. So a 
  docent found in Xen’drik may have never 
  encountered a dwarf before… but after spending 
  some time in Khorvaire studying dwarves, it 
  could pick up the Dwarvish language.  
  Properties. A docent possesses up to three of the 
  following properties: 
  • The docent can cast the detect magic spell at 
  will. 
  • The docent can cast the detect evil and good 
  spell at will. 
  • The docent can detect any form of divination 
  or scrying targeting it and its warforged host. 
  • The docent has a +7 bonus to Intelligence 
  (Arcana) checks. 
  • The docent has a +7 bonus to Intelligence 
  (History) checks. 
  • The docent has a +7 bonus to Intelligence 
  (Investigation) checks. 
  • The docent has a +7 bonus to Intelligence 
  (Nature) checks. 
  • The docent has a +6 bonus to Wisdom (Insight) 
  checks. 
  • The docent has a +6 bonus to Wisdom 
  (Perception) checks. 
  • The docent has a +6 bonus to Wisdom 
  (Medicine) checks targeting its warforged host. 
  If the host is rendered unconscious, the docent 
  will automatically attempt to stabilize them 
  once each turn. 
  You can use a bonus action on your turn to 
  request that the docent use one of its properties 
  on your behalf.  
   
  Wand Sheath 
  Wondrous item, common (requires attunement by 
  a warforged) 
  A wand sheath is designed to integrate with the 
  forearm of a warforged. If you’re a warforged, 
  you can attach a wand sheath by attuning to it. 
  While the wand sheath is attached, it cannot be 
  removed from you against your will. You can 
  spend one minute to end the attunement and 
  remove the wand sheath. 
  You can insert a wand into the sheath as an 
  action. While the wand is sheathed, you gain the 
  following benefits:  
  • You can retract the wand into your forearm or 
  extend it from your forearm as a bonus action. 
  While it is retracted, it cannot be damaged or 
  removed.  
  • While the wand is extended, you can use it as if 
  you were holding it, but your hand remains 
  free for other actions.  
  • If the sheathed wand requires attunement, you 
  must attune to the wand before you can use it. 
  However, the wand sheath and the attached 
  wand only count as a single item for purposes 
  of the maximum number of items you can be 
  attuned to. If you remove the wand from the 
  sheath, you immediately lose your attunement 
  to the wand. 
   
   
    
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Unearthed Arcana/UA55 - Magic Items of Eberron.pdf