Eberron: The Continent of Khorvaire world illustration - Fantasy theme
Fantasy

Eberron: The Continent of Khorvaire

P
Pollution

Eberron: post-war pulp adventure, magic meets industry, dragonmarked houses, and ancient mysteries.


Author's Note: Eberron is a world of magic and innovation, where arcane energies fuel wondrous technology and ancient mysteries linger beneath a veneer of progress. Soaring towers of metal and glass pierce the clouds, elemental-powered airships crisscross the skies, and lightning rails connect bustling cities. But beneath this gleaming facade lies a world scarred by a devastating war, where dragons are worshipped as gods, sinister forces plot in the shadows, and the lines between good and evil are blurred. Explore a land of vibrant cultures and diverse races, from the goblinoid nations of the Dhakaani Empire to the elf kingdoms of Aerenal and Valenar. Unearth the secrets of lost civilizations, battle monstrous creatures born of magical experiments gone awry, and forge your own destiny in a world where magic is not just a source of power, but a tool for creation, destruction, and everything in between. Note: I figured I should publish this and let others enjoy it as well. There's a lot of room to explore. Not everything is in the exact place it should be, but they're all close enough. There are also some liberties I took with descriptions for D&D locations that didn't have anything I could find to put down. Update: I will slowly add in Eberron themed Baldur's Gate 3 characters with lore appropriate to the setting. (I made Laezel an Astral Elf as an aesthetic change, apologize to any Githyanki lovers out there, I just didn't like the AI generated Gith art for anything the game cooked up) The Origin characters are all at a Crashed Airship outside of Sharn City. Update: now that I understand mapaping better, I do plan on remaking Eberron and adding the older planes. I will be working on it from scratch so it will take some time. Regardless, I hope you enjoy playing in this world, it was the first one I made and it is lore accurate to Eberron.
Played50 times
Cloned5 times
Created
41 days ago
Last Updated
17 days ago
VisibilityPublic
Ring of Elemental Command
LegendaryGear (Ring)
Ring of Elemental Command
Weight0.10 lb.

Description

This ring is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane. While wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane. The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. ***Ring of Air Elemental Command.*** You can expend 2 of the ring's charges to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran. If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties: You have resistance to lightning damage. You have a flying speed equal to your walking speed and can hover. You can cast the following spells from the ring, expending the necessary number of charges: chain lightning (3 charges), gust of wind (2 charges), or wind wall (1 charge). ***Ring of Earth Elemental Command.*** You can expend 2 of the ring's charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran. If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties: You have resistance to acid damage. You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied. You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges). ***Ring of Fire Elemental Command.*** You can expend 2 of the ring's charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan. If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties: You are immune to fire damage. You can cast the following spells from the ring, expending the necessary number of charges: burning hands (1 charge), fireball (2 charges), and wall of fire (3 charges). ***Ring of Water Elemental Command.*** You can expend 2 of the ring's charges to cast dominate monster on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan. If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties: You can breathe underwater and have a swimming speed equal to your walking speed. You can cast the following spells from the ring, expending the necessary number of charges: create or destroy water (1 charge), control water (3 charges), ice storm (2 charges), or wall of ice (3 charges).

Details
TypeGear
CategoryRing
RarityLegendary
Weight0.10 lb.
Cost0 Gold Pieces
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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