Business and Finance

The Five Nations were built on a magical foundation. To them, magic is a form of science, which can be studied and taught. Nevertheless, few people possess the skill required to become a wizard or an artificer, and high level magic remains rare. Resurrection and teleportation aren’t part of everyday life, but citizens harness lesser effects and use them for the common good.

Artisans called magewrights provide much of this magic. Compared to a wizard or an artificer, a magewright’s knowledge of magic is narrow: a locksmith might master the arcane lock and knock spells to supplement the use of physical tools; a magewright healer could cast lesser restoration and cure wounds in addition to using healer’s kits and the Medicine skill. A magewright’s casting is also slow and expensive: they typically cast their spells as rituals. They are artisans, not adventurers, and the prosperity of the Five Nations was built on their foundation.

Communication and Security Services

Service Cost
Arcane Lock (House Kundarak) 20 gp
Courier Service (House Orien) 1 sp per mile
Glyph of Warding (House Kundarak) 350 gp
Illusory Script (House Sivis) 15 gp
Mail Service (House Orien) 1 cp per mile
Message Station (House Sivis) 2 sp per word
Translation (House Sivis) 2 cp per word

Healing Services

Service Cost
Minor non-magical care 3 sp per use of Medicine skill
Major non-magical care 1 gp per day
Cure Wounds 25 gp per spell level
Lesser Restoration 50 gp
Remove Curse 75 gp
Greater Restoration 150 gp
Raise Dead 750 gp

Travel Services

Service Cost Speed
Airship (House Lyrandar) 1 gp per mile 20 mph
Elemental Galleon (House Lyrandar) 5 sp per mile 10 mph
Lightning Rail (House Orien) 5 sp per mile 30 mph
Magebred Coach (House Orien) 3 sp per mile 5 mph
Teleportation Circle (House Orien) 2500 gp Instant

Because of the group’s actions in saving Councilor Erol Potellas, if Embers, Fulton, Kent, or Lester wish to purchase consumable magic items, there is no need to spend any downtime or costs to find them. They can be purchased from Potellas’ Potion Palace directly, with a 20% discount. If they are purchasing large amounts of a single item (more than 10 common, 5 uncommon, or 1 rare), it will take an additional week for the PPP to supply the extra amounts. If the group ever wants very rare or legendary items, they can be supplied, but with a delay to create them (3 weeks and 5 weeks, respectively)

Common (40 gp) Uncommon (160 gp) Rare (1600 gp) Very rare (16,000gp) Legendary (80,000gp)
potion of healing potion of greater healing potion of superior healing potion of supreme healing potion of storm giant strength
bead of nourishment XGE dust of disappearance elixir of health candle of invocation (choose alignment) sovereign glue (4 oz)
bead of refreshment XGE dust of sneezing and choking oil of etherealness Nolzur’s marvelous pigments universal solvent
candle of the deep XGE Keoghtom’s ointment (3 uses) potion of clairvoyance oil of sharpness
dust of dryness (2 uses) oil of slipperiness potion of diminution potion of flying
Heward’s handy spice pouch XGE philter of love potion of frost/stone giant strength potion of cloud giant strength
perfume of bewitching XGE potion of animal friendship potion of fire giant strength potion of invisibility
potion of climbing potion of fire breath potion of gaseous form potion of longevity
potion of growth potion of heroism potion of speed
potion of hill giant strength potion of invulnerability potion of vitality
potion of resistance (choose type) potion of mind reading
potion of water breathing

In Eberron, common magic items can be found for sale in most communities. The DM determines the stock that is available, or the DM has the shoppers make a group Intelligence (Investigation) check to find a shop or peddler that has the desired item in stock. The DC for this check is 10 in a city, 15 in a town, and 20 in a village. If the check fails, at least 24 hours must pass before looking for the same item in that community.

Common Magical Items

Item Cost Attune Details
Armblade 75gp Y* * Warforged only. An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you’re attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can’t use that hand for other purposes.
Armour of Gleaming +50gp N Medium or Heavy armour. This armor never gets dirty.
Bead of Nourishment 50gp N This spongy, flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of rations.
Bead of Refreshment 50gp N This spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison.
Boots of False Tracks 100gp N Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.
Candle of the deep 100gp N The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.
Cast off Armour +50gp N Light, Medium, or Heavy armour. You can remove this armour as an action.
Charlatan’s Die 100gp Y Whenever you roll this six-sided die, you can control which number it rolls.
Cleansing Stone 60gp N A cleansing stone is a sphere 1 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. Such stones are often embedded in pedestals in public squares in Aundair or in high-end Ghallanda inns.
Cloak of Billowing 75gp N While wearing this cloak, you can use a bonus action to make it billow dramatically.
Cloak of Many Fashions 80gp N While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.
Clockwork Amulet 100gp N This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.
Clothes of Mending 75gp N This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.
Dark Shard Amulet 100gp Y* * Warlock only. This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits:
- You can use the amulet as a spellcasting focus for your warlock spells.
- You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell , and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.
Dread Helm 60gp N This fearsome steel helm makes your eyes glow red while you wear it.
Ear Horn of Hearing 75gp N While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally.
Enduring Spellbook 100gp N This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age.
Ersatz Eye 100gp Y This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.
Everbright Lantern 100gp N This bullseye lantern contains an Eberron dragonshard that sheds light comparable to that produced by a continual flame spell. An everbright lantern sheds light in a 120-foot cone; the closest 60 feet is bright light, and the farthest 60 feet is dim light.
Feather Token 50gp N This small metal disk is inscribed with the image of a feather. When you fall at least 20 feet while the token is on your person, you descend 60 feet per round and take no damage from falling. The token’s magic is expended after you land, whereupon the disk becomes nonmagical.
Glamerweave Clothing 70gp N Glamerweave is clothing imbued with harmless illusory magic. While wearing the common version of these clothes, you can use a bonus action to create a moving illusory pattern within the cloth.
Hat of Vermin 90gp N This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.
Hat of Wizardry 100gp Y* * Wizard only. This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:
- You can use the hat as a spellcasting focus for your wizard spells.
- You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.
Heward’s Handy Spice Pouch 75gp N This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.
Horn of Silent Alarm 75gp N This horn has 4 charges. When you use an action to expend 1 charge and blow the horn, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Imbued Wood Focus 100gp Y An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you’re a spellcaster, you can use this orb as a spellcasting focus. When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one damage roll of the spell, provided the damage is of the type associated with the item’s wood.
Fernian Ash Fire lrian Rosewood Radiant
Kythrian Manchineel Acid or Poison Lamannian Oak Lightning or Thunder
Mabaran Ebony Necrotic Risian Pine Cold
Shavarran Birch Force Xorian Wenge Psychic
Instrument of Illusions 100gp Y While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.
Instrument of Scribing 100gp Y This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you . The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours. The instrument regains all expended charges daily at dawn .
Keycharm 50gp Y* * Mark of Warding dragonmarked only. This small stylized key plays a vital role in the work of House Kundarak. If you cast the alarm, arcane lock, or glyph of warding spell, you can tie the effect to the keycharm so that whoever holds it receives the notification from the alarm spell, bypasses the lock of the arcane Jock spell, or avoids triggering the glyph placed by the glyph of warding spell. In addition, the holder (who needn’t be attuned to the item) can take an action to end any one spell tied to it, provided the holder knows the command word you set for ending the tied spells. The keycharm can have up to three tied spells at one time.
Lock of Trickery 100gp N This lock appears to be an ordinary lock and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Dexterity checks made to pick the lock have disadvantage.
Moon-touched Sword +100gp N * Any sword. In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Mystery Key 100gp N A question mark is worked into the head of this key. The key has a 5 per cent chance of unlocking any lock into which it’s inserted . Once it unlocks something, the key disappears.
Orb of Direction 50gp N While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane.
Orb of Shielding 100gp Y An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you’re a spellcaster, you can use this orb as a spellcasting focus. If you’re holding the orb when you take damage of the type associated with the orb’s material, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
Fernian basalt Fire lrian quartz Radiant
Kythrian skarn Acid and Poison Lamannian flint Lightning and Thunder
Mabaran obsidian Necrotic Risian shale Cold
Shavarran chert Force Xorian marble Psychic
Orb of Time 50gp N While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.
Perfume of Bewitching 100gp N This tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume’s effect are not aware that they’ve been influenced by magic.
Pipe of Smoke Monsters 50gp N While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordjnary puff of smoke.
Pole of Angling 70gp N While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole.
Pole of Collapsing 60gp N While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole’s weight doesn’t change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.
Pot of Awakening 100gp N If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub (see the Monster Manual) at the end of that time. When the shrub awakens, its roots break the pot, destroying it. The awakened shrub is friendly toward you. Absent commands from you, it does nothing.
Potion of Climbing 50gp N When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb
Potion of Healing 50gp N Regain 2d4+2 hp
Prosthetic Limb 100gp Y* * Humanoid missing a limb. This artificial limb replaces a hand, arm, foot, leg, or similar appendage that was lost or removed. While the prosthetic is attached and attuned to you, it functions identically to the body part it is replacing. You can detach or reattach it as an action, and it can’t be removed by anyone else. If you have multiple prosthetic limbs, they count as a single magic item with regard to the number of magic items you can attune to.
Rope of Mending 80gp N You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.
Ruby of the War Mage 100gp Y* * Spellcaster only. Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can’t be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
Scapecatcher Lens 50gp N This septagonal lens is one inch in diameter and made from a single polished dragonshard held in a silver frame. Any creature with the Mark of Shadow can use an action to activate the lens while looking through it. The device stores an illusory image of whatever was seen through the lens at the time of activation. Anyone looking though the lens can see the image stored, although is aware that the image is illusory in nature. Any creature with the Mark of Shadow can also use an action to remove the image from the lens, allowing it to then capture another scene.
Scribe’s Pen 50gp Y* * Mark of Scribing dragonmark only. You can use this pen to write on any surface. You decide whether the writing is visible or invisible, but the writing is always visible to a person with the Mark of Scribing. Any creature with the Mark of Scribing can use an action to touch the invisible writing, making it visible to all. If you use the pen to write on a creature that isn’t a construct, the writing fades after 7 days.
Shield of Expression +50gp N The front of this shield is shaped in the likeness of a face. While bearing the shield , you can use a bonus action to alter the face’s expression.
Shiftweave 100gp N When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command word as a bonus action to transform your outfit into your choice of one of the other designs contained within it. Regardless of its appearance, the outfit can’t be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn’t gain their magical properties.
Smouldering Armour +50gp N Wisps of harmless, odorless smoke rise from this armour while it is worn.
Spell Scroll (cantrip) 50gp N Contains one cantrip, ready to cast
Spell Scroll (1st level) 100gp N Contains one 1st level spell, ready to cast
Spellshard 100gp N This polished Eberron dragonshard fits in the hand and stores information similar to a book. The shard can hold the equivalent of one book that’s no more than 320 pages long. A shard can be created blank or already filled with information. When the shard is created, the creator can set a passphrase that must be spoken to access the information stored within. While holding the shard, you can use an action to open your mind to the shard, seeing its content in your mind. On subsequent rounds, reading the text or scribing new text on blank “pages” in the shard requires concentration (as if concentrating on a spell) and takes the same amount of time it takes you to read and write normally. Thinking of a particular phrase or topic draws you to the first section in the shard that addresses it. A wizard can use a spellshard as a spellbook, with the usual cost in gold and time to “scribe” a spell into the shard.
Staff of Adornment 50gp N If you place an object weighing no more than 1 pound (such as a shard of crystaI , an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.
Staff of Bird Calls 100gp N This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch’s chirp, a raven’s caw , a duck’s quack, a chicken’s cluck, a goose’s honk, a loon’s call , a turkey’s gobble, a seagull’s cry, an owl’s hoot, or an eagle’s shriek. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.
Staff of Flowers 100gp N This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mildscented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever.
Talking Doll 100gp Y While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition , it must occur within 5 feet of the doll to make it speak. The doll’s phrases are lost when your attunement to the doll ends .
Tankard of Sobriety 100gp N This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.
Wand Sheath 100gp Y* * Warforged only. A wand sheath clamps onto your arm and imparts the following benefits:
 - The wand sheath can’t be removed from you while you’re attuned to it.
 - You can insert a wand into the sheath as an action. The sheath can hold only one wand at a time.
 - You can retract or extend a wand from the sheath as a bonus action.
While the wand is extended, you can use it as if you were holding it, but your hand remains free. If a sheathed wand requires attunement, you must attune to the wand before you can use it. However, the wand sheath and the attached wand count as a single magic item with regard to the number of magic items you can attune to. If you remove the wand from the sheath, your attunement to the wand ends.
Unbreakable Arrow 20gp N This arrow can’t be broken, except when it is within an antimagic field.
Veteran’s Cane 50gp N When you grasp this walking cane and use a bonus action to speak the command word , it transforms into an ordinary longsword and ceases to be magical.
Walloping Ammunition 20gp N This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone .
Wand of Conducting 60gp N This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.
Wand of Pyrotechnics 60gp N This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackJing noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.
Wand of Scowls 60gp N This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you . The target must succeed on a DC 10 Charisma saving throw or be forced to scowl for 1 minute. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of smiles.
Wand of Smiles 60gp N This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you . The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of scowls.

Business and Finance

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