Eberron 5E: Magic Items, Part 2 (D&D5E)
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.
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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