Nov 6, 2015

Eberron 5E: Magic Items, Part 2

I realize I never posted the follow-up to my earlier post on magic items in Eberron. Well, Real Life bogged me down for a while, but I intended to post a "shopping list" from my group when they made it to Sharn.

I'm still working on it. I've converted a bunch of the alchemical items and special substances from 3E and 3.5E, but it's taking a while to do minor magic items. I've stolen a few from this list to pepper my adventures, and I recommend checking it out. Below are the special items.



     Acidic Fire. This alchemical concoction combines alchemist’s fire with a strong acid. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the acidic fire as an improvised weapon. On a hit, the target takes 1d6 acid damage, and 1d3 fire damage at the start of each of its turns. A creature can end the fire damage by using its action to make a DC 13 Dexterity check to extinguish the flames.

     Alchemist’s Frost. This thin liquid that grows extremely cold when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist’s frost as an improvised weapon. On a hit, the target takes 1d6 cold damage.
     Alchemist’s Spark. Alchemist’s spark combines two substances that react violently when mixed. A flask of alchemist’s spark has two compartments that keep the two substances separate; throwing the flask shatters it and allows the substances to mix, releasing a powerful electrical discharge. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist’s spark as an improvised weapon. On a hit, the target takes 1d4 lightning damage and it can’t take reactions until the start of its next turn.

     Everburning Torch. This otherwise normal torch has a continual flame spell cast upon it. An everburning torch provides bright light in a 20 foot radius and dim light for an additional 20 feet.

     Noxious Smokestick. A variation on the common smokestick (see below), this object pours forth extremely foul-smelling smoke when it is ignited. In addition to the obscuring effects of a smokestick, a creature within the smoke of a noxious smokestick must make a DC 10 Constitution saving throw or be poisoned for 1 round.

     Smokestick. This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 5-foot cube causing it to be heavily obscured. The stick is consumed after 1 round, and the smoke dissipates naturally; a wind of moderate or greater speed (at least 10 miles per hour) disperses the smoke.
     Sunrod. This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It casts bright light in a 30-foot radius and dim light for an additional 30 feet. It glows for 6 hours, after which the gold tip is burned out and worthless.
     Tanglefoot Bag. This round leather bag is full of alchemical goo. As an action, you can throw this bag up to 20 feet, breaking it open upon impact. Make a ranged attack against a creature or object, treating the tanglefoot bag as an improvised weapon. On a hit, a Large or smaller target is grappled until it is freed. A tanglefoot bag has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the goo (AC 10) also frees the creature without harming it, ending the effect.

     Thunderstone. As an action, you can throw this stone up to 20 feet, breaking it upon impact. Make a ranged attack against a creature or object, treating the thunderstone as an improvised weapon. On a hit, the target is deafened, as is each creature within 10 feet of it who fails a DC 10 Constitution saving throw. At the end of each of its turns, a deafened creature can attempt the Constitution saving throw again, ending the effect on a success.

     Tindertwig. The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Using it to light a torch—or anything else with abundant, exposed fuel—takes a bonus action, after which it is expended.

Item
Cost
Weight
Acid (flask)
25 gp
1 lb.
Acidic fire (flask)
60 gp
1 lb.
Alchemist’s fire (flask)
50 gp
1 lb.
Alchemist’s frost (flask)
50 gp
1 lb.
Alchemist’s spark (flask)
50 gp
1 lb.
Antitoxin (vial)
50 gp
Everburning torch
110 gp
1 lb.
Holy water (flask)
25 gp
1 lb.
Noxious smokestick
80 gp
1/2 lb.
Poison, basic (vial)
100 gp
Potion of Climbing
100 gp
1/2 lb.
Potion of Greater Healing
250 gp
1/2 lb.
Potion of Healing
50 gp
1/2 lb.
Potion of Water Breathing
150 gp
1/2 lb.
Smokestick
20 gp
1/2 lb.
Sunrod
2 gp
1 lb.
Tanglefoot bag
25 gp
4 lb.
Thunderstone
30 gp
1 lb.
Tindertwig
1 gp
 

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