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Heirlooms of Eberron - 50 Magical Items From the Last War
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Heirlooms of Eberron - 50 Magical Items From the Last War

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Heirlooms of Eberron lists 50 magical items from the steampunk-themed setting. Items focus on the lore, intrigue, pulp action, and technology found in Eberron. Included in these items are three item sets! Item sets are artifacts owned by long-dead legendary heros that long to be reunited. As adventurers gather these items they get additional boons! There is also one magical item from each of the Dragonmarked Houses that shows off their unique abilities and skills. Need items for your Descent into Avernus? Check out Artifacts of Avernus! Or for more generic items, take a look at The Magical Junk Drawer!

Examples of Eberronian magic items include:

Verne's Boots (part of the Verne's Getup set)

Wondrous item, rare


Once per day, you can activate these boots as a bonus action. When activated, small rockets in the heel of the boots propel you into the air, giving you a fly speed of 30 until the end of your next turn. If you end your next turn in the air, the boots sputter as they run out of fuel, slowly lowering you to the ground.

Stovepipe Hat

Wondrous item, common


A tall black hat that, when activated, turns into a hot stovepipe. Commonly set on the ground and used to cook food or boil water.

Phiarlan's Organ Grinder

Wondrous item, uncommon


When played, this street organ plays a lovely tune. It also records all conversations, even whispered ones, that occur within a 60 foot radius as long as the organ as direct line of sight to the participants of the conversation. The conversations can be played back within a tenday by turning the organ's crank backwards. The organ magically separates each conversation from any crowd or background noise. The organ can hold up to 10 minutes of recordings and the recordings are lost if the organ is played again.

Sharnian Blunderbuss

Weapon (ranged), rare


Once per day you can fire the blunderbuss, forcing every creature in a 30 foot cone in front of you to make a DC 15 Dexterity saving throw. On a failure they take 4d8 piercing damage and half as much on a success. Additionally, you must make a DC 13 Strength saving throw as you try to control the weapon's incredible recoil. On a failure you are knocked back 5 feet and become prone. If you are a small creature you have disadvantage on this saving throw and are knocked back 15 feet on a failure.

Scryroscope

Wondrous item, uncommon


A strange, gyroscope-like device with concentric spinning wheels commonly found in the meeting rooms of the Dragonmarked Houses to alert them to magical spying. Whenever a divination effect is present within 30 feet, including the presence of the invisible sensor described in the spell scrying, the Scryroscope begins to spin. The Scryroscope does not reveal the nature, target, nor direction of the scrying magic.

 
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File Last Updated:
November 17, 2019
This title was added to our catalog on November 17, 2019.