Eberron: Forge of the Artificer comes out next week, bringing with it a fresh new look at the world and a host of new magic items.
Eberron: Forge of the Artificer is an upcoming new sourcebook that updates the Artificer for 5.5E and brings a fresh look at the world of Eberron. But there’s more than that in the new book – you’ll find a host of new spells, new feats, and of course, new magic items. Eberron has always been a place for innovative magic items, and the new book is no exception.
Here are some of our favorites from the upcoming new book, available December 9th everywhere.
Helm of Awareness

Initiative has always been one of the underrepresented resources in D&D. You typically only boost it by having a high Dexterity. In the new edition, some classes have a little bit more to play with – but by and large, your initiative is up to the dice, which is why I really like the Helm of Awareness. It’s a magic item that doesn’t require attunement, is a cool helmet, and it gives you Advantage on Initiative rolls.
Which means you’re guaranteed to feel the benefits of it at least once a session, if not more. It’ll come up all the time, and it doesn’t really take any resources, other than you can typically only wear one hat at a time.
Repeating Shot

This is another simple magic item that feels like D&D core should have it; but weirdly it doesn’t. All it is is a +1 weapon that has the Ammunition property. If you need to make an attack with it, and don’t have any ammunition? It magically creates a piece of magical ammunition that then vanishes instantly after it hits or misses a target.
Especially for Eberron, a campaign world full of intrigue and mystery, a vanishing murder/assassination weapon makes for a great plot hook. Plus it’s convenient for PCs.
Dazzling Weapon

Dazzling weapons are a classic fantasy archetype. You draw one of these +1 weapons, and with a Bonus Action cause it to radiate bright light out to 30 feet and dim light out to 30 feet beyond that. You can light up the dungeon like a beacon.
But on top of that, you can spend one of its 4 charges to force the attacker to make a Con save or be Blinded until the end of its next turn, giving you a handy way to shut someone down for a turn or two.
Boots of the Winding Path

I love these magic boots. They make you pay a little more attention to where you’re going, but give a character an extra bit of mobility that you can use consistently from round to round. While wearing these boots, a character can use a Bonus Action to teleport 15 feet to an unoccupied square – but with a caveat: you have to have occupied that square at some point during the current turn.
You can retrace your steps. Or escape from a melee combat without provoking attacks of opportunity, or give yourself even more space away from an enemy.
Spell-Refueling Ring

Last, but certainly not least, is the spell-refueling ring. This does exactly what it says and refuels a portion of your magical power. You can only use it once per dawn, but with a Bonus Action, you can recover one expended spell slot of level 3 or lower. It will never not be good.
Happy adventuring!
Don’t Miss:
Read more at this site
