(1/encounter) Channel the spirits of the mask to replace a skill check with 10 plus your modifier.
1d6+STR Bludgeoning, Range 6, Returning You can fire this appendage at an enemy. On crit: Knock target Prone. On miss: reattachment fails and you are Dazed.
1d6+STR Slashing / Light, Concealed. This blade is hidden within your arm, it cannot be removed. Spend an action to draw or hide it.
Hide a wand within your arm, it cannot be removed. Spend an action to draw or hide it.
This weapon deals an additional d8 against a particular creature type chosen during a Safe Rest. Those creatures may try to kill you first.
You can cast Necrotic spells up to Tier KEY even if you normally could not. Instead of mana, you take d10+5 damage for each tier of the spell (5 damage only for cantrips). If this reduces your HP to zero, you also take a Wound per 10 excess damage.
Once attached, a symbiont cannot be removed without a skilled surgeon. Each symbiont grafted gives you advantage on STR saves, disadvantage on WIL saves and you have 1 less Hit Die than normal. These effects stack. (1/Safe Rest) When marking your last Wound, roll a d4 for each symbiont (i.e. roll 2d4 if you have 2 symbionts). If you roll a 4 on any die, recover 1 Wound and 1 HP.
The disk may be triggered by a timer or proximity, dealing 2d10 in a 2x2 area (DEX save for half). (Dis)arming the disk: DC 8 Arcana or it triggers early. A rare version may be imbued with a spell effect.
When you take psychic damage, you deal half that amount to the attacker. Psionic enemies target you first.
Charge a siege staff: it only requires 1 action to fire next round.
Produce an intangible illusion in the palm of your hand. INT save to discover the illusion.
Action: Remove dirt and grime from your garments and your person.
You have Truesight 6, but whenever you take a critical hit, visions from Belasyrra Blind you until the end of your next turn.
Once attached, a symbiont cannot be removed without a skilled surgeon. Each symbiont grafted gives you advantage on STR saves, disadvantage on WIL saves and you have 1 less Hit Die than normal. These effects stack. (1/Safe Rest) When marking your last Wound, roll a d4 for each symbiont (i.e. roll 2d4 if you have 2 symbionts). If you roll a 4 on any die, recover 1 Wound and 1 HP.
Your unarmed attacks deal 1d6+STR slashing. You may expend a hit die to give these attacks Reach 2 for 1 minute.
Once attached, a symbiont cannot be removed without a skilled surgeon. Each symbiont grafted gives you advantage on STR saves, disadvantage on WIL saves and you have 1 less Hit Die than normal. These effects stack. (1/Safe Rest) When marking your last Wound, roll a d4 for each symbiont (i.e. roll 2d4 if you have 2 symbionts). If you roll a 4 on any die, recover 1 Wound and 1 HP.
1d6+DEX Slashing / Light, Range 4, Vicious
Once attached, a symbiont cannot be removed without a skilled surgeon. Each symbiont grafted gives you advantage on STR saves, disadvantage on WIL saves and you have 1 less Hit Die than normal. These effects stack. (1/Safe Rest) When marking your last Wound, roll a d4 for each symbiont (i.e. roll 2d4 if you have 2 symbionts). If you roll a 4 on any die, recover 1 Wound and 1 HP.
(1/encounter) When you Defend, produce a flash of light. The attacker must pass a WIL save or they miss.
This sentient orb provides advice and translation to a Warforged when installed. It has its own personality and areas of expertise. It provides advantage on one type of skill checks. When you fall to 0 HP, you can roll a d4. On a 4, the Docent heals you for 1 HP and shuts down until your next Safe Rest.
Your Dragonshard wands have twice as many charges.
4d4+DEX (Subtype) / Range 8 (6 charges)
Subtype is determined at wand creation. (Fire, Cold, Bludgeoning). Necrotic and Radiant exist but are Rare and tightly controlled. Recharging is slow and dangerous work carried out by qualified magewrights. (If the party has an Artificer, this may be attempted as a skill check using an Eberron shard: Roll a d6. On a 6, the recharge is successful, on 2 to 5, add another d6 to the next attempt, on a 1, take the total rolled as damage and destroy the shard.)
Summon a small dome of energy above your head that can repel inclement weather.
Action: instantly clean a 1-space area within Reach 2, removing dirt and grime.
1d6+DEX Slashing (Light, Range 4, Vicious) Your crits Daze enemies, your misses Daze you.
Once attached, a symbiont cannot be removed without a skilled surgeon. Each symbiont grafted gives you advantage on STR saves, disadvantage on WIL saves and you have 1 less Hit Die than normal. These effects stack. (1/Safe Rest) When marking your last Wound, roll a d4 for each symbiont (i.e. roll 2d4 if you have 2 symbionts). If you roll a 4 on any die, recover 1 Wound and 1 HP.
You can understand other languages and can cast Thought Leech by expending a Hit Die.
Once attached, a symbiont cannot be removed without a skilled surgeon. Each symbiont grafted gives you advantage on STR saves, disadvantage on WIL saves and you have 1 less Hit Die than normal. These effects stack. (1/Safe Rest) When marking your last Wound, roll a d4 for each symbiont (i.e. roll 2d4 if you have 2 symbionts). If you roll a 4 on any die, recover 1 Wound and 1 HP.
A warforged may provide this tiny flying homunculus with the name of a recipient and a message to be delivered upon their death.
While you are holding this item, you have the abilities of a Songweaver Herald of Legends at your level. If this is already your subclass, those abilities cost 1 less action.
This weapon is bound to your spirit. You deal 1d4 additional psychic damage, and take this damage yourself if you miss.
The illusory patterns of the cloth can charm onlookers. When you make an Influence check, you can add a d6. If this die rolls a 1, the target of the check knows you were trying to manipulate them.
You cannot be surprised, but your nervous twitching gives you disadvantage on Influence checks.
You can roll and expend a hit die to deal that much additional necrotic damage.
Once attached, a symbiont cannot be removed without a skilled surgeon. Each symbiont grafted gives you advantage on STR saves, disadvantage on WIL saves and you have 1 less Hit Die than normal. These effects stack. (1/Safe Rest) When marking your last Wound, roll a d4 for each symbiont (i.e. roll 2d4 if you have 2 symbionts). If you roll a 4 on any die, recover 1 Wound and 1 HP.
Add 1d4 to attacks with the corresponding planar element, but denizens of that plane always know where you are.
This kit can integrate the components of a small tool into a prosthetic limb or construct body part. The tool is then weightless and unremovable. Specialised kits may also make the tool invisible to inspection.
When you kill an enemy with this dagger, some believe that the soul is also destroyed utterly. Others think it is delivered to the Keeper. Who knows the truth?
Drink the ooze to bond to it. Your hit die increments by 1 step and you cannot be Poisoned, but magical healing always heals your for the minimum amount.
Once attached, a symbiont cannot be removed without a skilled surgeon. Each symbiont grafted gives you advantage on STR saves, disadvantage on WIL saves and you have 1 less Hit Die than normal. These effects stack. (1/Safe Rest) When marking your last Wound, roll a d4 for each symbiont (i.e. roll 2d4 if you have 2 symbionts). If you roll a 4 on any die, recover 1 Wound and 1 HP.
Action: Instantaneously light or snuff out a candle, torch, small campfire, or similar source of flame within 10 feet of you.
Anyone can bond their flesh with this armor, which also resists Psychic. However, you must lose a hit die at the start of each encounter. If you cannot, roll a hit die twice and take that much total damage.
You can wield a 2-handed weapon in 1 hand, but it cannot crit and your speed is halved.
Once attached, a symbiont cannot be removed without a skilled surgeon. Each symbiont grafted gives you advantage on STR saves, disadvantage on WIL saves and you have 1 less Hit Die than normal. These effects stack. (1/Safe Rest) When marking your last Wound, roll a d4 for each symbiont (i.e. roll 2d4 if you have 2 symbionts). If you roll a 4 on any die, recover 1 Wound and 1 HP.
This heavy artillery takes 2 actions to fix in place. 2 Actions: (Cone 8) 3d4 Bludgeoning.
(1/Safe Rest) This item can reconfigure itself into any basic tool (wrench, screwdriver, etc.).
(1/Safe Rest) Reaction: When you would fail a concentration check, succeed instead.
This sphere of extraplanar stone adds 1d4 to your Defense when defending against the corresponding element.
(1/Safe Rest) Choose an elemental damage type. Your arrows deal this type of damage instead of normal until your next Safe Rest.
This modified weapon allows you to roll a d4 to Load instead of using an action. If you roll a 1, the weapon jams and requires 2 actions to Load.
After you Defend against a melee attack, push the attacker back 2 spaces.
On crit, this weapon reduces the target’s armor by one step until the end of its next turn.
This weapon returns to your hand when thrown, but if you miss, you are Dazed until the end of your next turn.
1d8+STR Slashing, 2-handed. Your second attack with this weapon is not Rushed.
This sentient blade grants Truesight 2, makes you immune to Frightened and deals an extra 1d10 radiant damage. However, you must always Interpose when it is possible for you to do so.
(1/encounter) Action: Coat yourself in ooze to turn invisible and give yourself the Poisoned condition (healing ends).
Once attached, a symbiont cannot be removed without a skilled surgeon. Each symbiont grafted gives you advantage on STR saves, disadvantage on WIL saves and you have 1 less Hit Die than normal. These effects stack. (1/Safe Rest) When marking your last Wound, roll a d4 for each symbiont (i.e. roll 2d4 if you have 2 symbionts). If you roll a 4 on any die, recover 1 Wound and 1 HP.
This outfit can take on the appearance of up to five different sets of clothing.
This battlefield artillery requires assembly during a Field Rest. 3 actions: (Cone 10) 6d6, double damage to structures.
If you are invisible when you attack with this weapon and you miss, you remain invisible.
This 1-person sled has a Fly speed of 4. DC 12 Finesse: move twice as far, but if you fail the check, you will fall.
Hold this glyph-carved stone to a candle, torch, small campfire, or similar item to ignite it.
This scarab burrows through your skull, granting the spells of a specific school up to Tier 3. You can cast 1 of these spells each encounter.
Once attached, a symbiont cannot be removed without a skilled surgeon. Each symbiont grafted gives you advantage on STR saves, disadvantage on WIL saves and you have 1 less Hit Die than normal. These effects stack. (1/Safe Rest) When marking your last Wound, roll a d4 for each symbiont (i.e. roll 2d4 if you have 2 symbionts). If you roll a 4 on any die, recover 1 Wound and 1 HP.
During a Safe Rest, a spellcaster can imbue this Eberron dragonshard with a spell. A hero can then shatter the shard to cast the spell without spending mana (the action cost remains the same).
(1/encounter) You can produce a chitin dagger from your palm that deals +2 acid damage, but it shatters upon making an attack.
Action: Your voice is amplified to triple its normal volume for 1 minute.
Action: Make an DC 10 Influence check to produce auditory illusions that unerringly replicate the sound of any instrument you can play.
Your tongue becomes a 1d4 + DEX piercing weapon that inflicts Poisoned on crit. Ingesting potions can fail if you roll a 1.
Once attached, a symbiont cannot be removed without a skilled surgeon. Each symbiont grafted gives you advantage on STR saves, disadvantage on WIL saves and you have 1 less Hit Die than normal. These effects stack. (1/Safe Rest) When marking your last Wound, roll a d4 for each symbiont (i.e. roll 2d4 if you have 2 symbionts). If you roll a 4 on any die, recover 1 Wound and 1 HP.
These heavy metallic nodules allow you to breathe normally in any environment, but your speed is reduced by 1. (1/Safe Rest) Action: Cast Blustery Gale.
This stone can transfer the Goblin language to any other stone in the local area.
You cannot be surprised and you have advantage on Perception checks, but you automatically fail saves against becoming Blinded.
Once attached, a symbiont cannot be removed without a skilled surgeon. Each symbiont grafted gives you advantage on STR saves, disadvantage on WIL saves and you have 1 less Hit Die than normal. These effects stack. (1/Safe Rest) When marking your last Wound, roll a d4 for each symbiont (i.e. roll 2d4 if you have 2 symbionts). If you roll a 4 on any die, recover 1 Wound and 1 HP.