Warforged Components

Finger Picks
Price (Item Level): 500 gp (3rd)
Body Slot: Hands (embedded)
Caster Level: 5th
Aura: Faint; (DC 17) transmutation
Activation: —
Weight: —
With a faint click, a series of slender wires, probes, and picks slide from the tips of your fingers.
These delicate, intricate tools function as masterwork thieves’ tools that grant an additional +2 bonus on Disable Device and Open Lock checks, for a total bonus of +4.
Prerequisites: Craft Wondrous Item, knock.
Cost to Create: 200 gp (plus 100 gp for masterwork thieves’ tools), 16 XP, 1 day.
Source: Forge of War

This large metal cylinder with a heavy, serrated sword blade at one end attaches to a warforged. It fits over the hand and forearm. An armblade is a +1 bastard sword, and requires the Exotic Weapon Proficiency (bastard sword) feat to use it properly. While the weapon is attached, the warforged cannot be disarmed, but the warforged also cannot use that hand for other tasks without removing the armblade.
In addition, the wielder gains a +2 bonus on opposed attack rolls made to disarm an opponent. If the wielder uses a ready action to set an armblade against a charge, he deals double damage on a successful hit against a charging character.
Faint transmutation; CL 5th; Craft Magic Arms and Armor, heroism;
Price 2,300 gp; Weight 8 lb.
Source: Eberron Campaign Setting

This +1 weapon resembles a massively oversized spiked gauntlet; one designed for a Medium warforged looks like a gauntlet designed for an ogre. It attaches to the arm of a warforged, completely covering the hand. This component only operates when attached and locked in place.
A battlefist increases the damage dealt by the character’s natural slam attack to 1d8 points of bludgeoning and piercing damage (assuming a Medium character). Versions with higher enhancement bonuses are not uncommon.
A warforged monk who uses a battlefist deals increased unarmed damage as though the character were one size larger than actual, and he can add the battle fist’s enhancement bonus to his unarmed attack and damage rolls.
Faint transmutation; CL 3rd; Craft Magic Arms and Armor, bull’s strength;
Price 2,600 gp; Weight 6 lb.
Source: Eberron Campaign Setting

Vanguard Treads
Price (Item Level): 3,100 gp (8th)
Body Slot: Feet
Caster Level: 3rd
Aura: Faint; (DC 16) transmutation
Activation: —
Weight: 2 lb.
These massive boots have spiked, treaded soles and look large enough to fit a heavily armored ogre. A row of inset amethysts runs around the top cuff.
A common warforged component, vanguard treads provide speed and stability to a warforged fighting amid the rubble and carnage of the battlefield.
Lore: The ancient giants made the first vanguard treads, which can attach to the feet of warforged (Knowledge [arcana] DC 15). Vanguard treads greatly aid warforged as they negotiate difficult terrain and hazards (Knowledge [arcana] DC 20).
Description: Vanguard treads appear to be oversize metal boots with spiked, treaded soles. Their most impressive feature is their sheer size—they look big enough to fit a heavily armored ogre. Along the top cuff is a row of inset amethysts that seem to glow a bright purple whenever the wearer runs, charges, or resists a bull rush.
Prerequisite: Vanguard treads are embedded warforged components, so they function only for warforged characters.
Activation: A set of vanguard treads occupies space on the body as a pair of boots, providing its benefits automatically as long as it’s embedded. Embedding or detaching a pair of vanguard treads is a standard action that doesn’t provoke attacks of opportunity.
Effect: Your vanguard treads provide you with superior traction and stability, which has the following game effects:

  • You can move through difficult terrain (such as rubble, undergrowth, steep slopes, stairs, or snow) at your normal speed and without suffering any other impairment.
  • You are likewise unaffected by slippery ice, wet stones, or other areas where traction is a problem.
  • You gain a +8 bonus on attempts to resist bull rushes, and a +4 bonus on grapple checks to resist a grapple attempt if that grapple would move you into another square.
    Areas that have been magically manipulated to impede movement (such as an entangle spell) still affect you, as does water, quicksand, and other nonsolid surfaces. You likewise have to slow down for narrow paths requiring Balance checks and for surfaces steep enough to require Climb checks.
    If the terrain deals damage (such as the burning ground on the plane of Fernia), you still take that damage. The massive spikes and treads on the soles of your feet leave a distinctive trail. Anyone following you gains a +8 circumstance check on the Survival or Search checks made to track you.
    Prerequisites: Craft Wondrous Item, spider climb.
    Cost to Create: 1,550 gp, 124 XP, 4 days.
    Source: Explorer’s Handbook

Traction Claws
Traction Claws (attached component): This magic item consists of a set of large metal crampons and cumbersome clawed gauntlets, all four of which must be worn to function. The items occupy space on the body as a pair of gloves and a pair of boots, but when a warforged attaches them, they fuse with his armor and retract until needed. A warforged wearing these magic items gains a +5 competence bonus on Climb checks to climb a surface (but not to climb a rope) and a +5 competence bonus on Balance checks on slippery surfaces (such as ice or an area coated by a grease spell).
Faint transmutation; CL 5th;
Craft Wondrous Item, bull’s strength, cat’s grace;
Price 4,000 gp; Weight 10 lb.
Source: Races of Eberron

Essence of the Guard
Essence of the Guard (embedded component): This dull coppery disk bears symbols representing watchfulness. When embedded in a warforged, it occupies space on the body as an amulet, granting the character a +5 competence bonus on Listen and Spot checks.
Faint divination; CL 5th; Craft Wondrous Item, clairaudience/clairvoyance;
Price 6,250 gp.
Source: Races of Eberron

Essence of the Guard, Improved
As essence of the guard, except that it grants a +10 competence bonus on Listen and Spot checks.
Faint divination; CL 5th; Craft Wondrous Item, clairaudience/clairvoyance;
Price 25,000 gp.
Source: Races of Eberron

Essence of the Guard, Greater
As essence of the guard, except that it grants a +15 competence bonus on Listen and Spot checks.
Faint divination; CL 5th;
Craft Wondrous Item, clairaudience/clairvoyance;
Price 56,250 gp.
Source: Races of Eberron

Command Circlet
Command Circlet (attached component): Once granted by Breland to warforged who exhibited extreme bravery and excellent strategic acumen, the command circlet was an honorific reward often accompanied by an increase in rank. This gold band fits easily over the brow of a warforged, fusing there and occupying space on the body as a magic helm. Only two dozen were originally made, but since the Last War, those few have been joined by command circlets created by the warforged of the Mournland.
A warforged wearing a command circlet can telepathically speak to any other warforged within 100 feet as a free action (though the circlet does not grant the ability to hear mental replies). The wearer must be able to see the warforged that he wishes to speak to; if multiple warforged are in range, the wearer may speak to them all at the same time or deliver different messages to individuals or groups as time allows. In addition, once per day, the circlet can be used to cast remove fear upon up to ten warforged within 30 feet of the wearer (including the wearer, if desired).
Faint divination; CL 5th; Craft Wondrous Item, detect thoughts, remove fear;
Price 12,500 gp; Weight 2 lb.
Source: Races of Eberron

Somatic Cables
Price (Item Level): 16,200 gp (14th)
Body Slot: Torso (embedded)
Caster Level: 10th
Aura: Moderate; (DC 20) transmutation
Activation: Swift (mental)
Weight: —
A small mass of writhing metal cables slides from your chest, twisting about one another in arcane configurations.
Developed for spellcasting warforged, somatic cables can be used to execute the somatic component of any spell. This effect allows a warforged to cast spells even with both hands occupied, when its hands are immobilized, or even when grappled (though this still requires a Concentration check).
A warforged who suffers from a spell failure chance due to armor can roll twice, taking the better of the two results.
Prerequisites: Craft Wondrous Item, Still Spell, telekinesis.
Cost to Create: 14,700 gp, 1,176 XP, 30 days.
Source: Forge of War

Monocle of the Ebon Hunter
This lens attached to your face makes you a deadly hunter at night, able to bring down your prey with arrows from the dark.
Lore: Warforged can attach a monocle of the ebon hunter to their temples; it improves their vision at night (Knowledge [arcana] DC 15). The monocle also help warforged archers hit their targets, whether it’s dark or not (Knowledge [arcana] DC 20).
Description: A monocle of the ebon hunter is a coin-sized lens of smoky crystal, set in a wire frame that attaches to your head near the temple.
When you have a ranged weapon in your hands and are in shadowy illumination or darkness, the wire frame around the monocle glows faintly red-orange, like embers in a campfire. Peering through the monocle, you see auras surrounding your foes within 60 feet. Bright sparks on the periphery of the aura indicate weak points in your enemies’ defenses; you’re more likely to strike a telling blow if you can hit those points.
Prerequisite: A monocle of the ebon hunter is an embedded warforged component, so it functions only for warforged characters.
Activation: A monocle of the ebon hunter occupies space on the body as a set of lenses or goggles, providing its benefits automatically as long as it’s embedded. Embedding or detaching a monocle is a standard action that doesn’t provoke attacks of opportunity. You can wear only one monocle at a time.
Effect: Monocles of the ebon hunter come in two varieties. A lesser monocle grants a +1 competence bonus on ranged attacks made against targets within 60 feet. A greater monocle grants a +2 competence bonus on ranged attacks on targets within 60 feet, and a +1 competence bonus on damage rolls if those ranged attacks hit.
Both versions of the monocle of the ebon hunter grant darkvision out to 60 feet.
Aura/Caster Level: Moderate transmutation. CL 6th.
Construction: Craft Wondrous Item, darkvision, true strike, caster must be 6th level or higher, 9,000 gp (lesser) or 19,000 gp (greater), 720 XP (lesser) or 1,520 XP (greater), 18 days (lesser) or 38 days (greater).
Weight: —.
Price: 18,000 gp (lesser) or 38,000 gp (greater).
Source: Explorer’s Handbook

Tracker Mask
Crafted to fit above the mouth of a warforged, this thin mask is a peaked band of silvery metal with ventlike structures that fall under the eyes when worn. Originally created for use by warforged reconnaissance troops, the tracker mask grants its wearer the scent ability. However, many warforged covet this item because it gives them the ability to smell all scents, not merely those of a creature being tracked.
The mask occupies space on the body as goggles and fuses with the wearer’s face when donned, forming a nose ridge with the slatted vents on either side.
Faint divination; CL 5th;
Craft Wondrous Item, owl’s wisdom;
Price 18,000 gp; Weight 1 lb.
Source: Races of Eberron

Projection Orb
Price (Item Level): 25,200 gp (16th)
Body Slot: Face (embedded) and —; see text
Caster Level: 7th
Aura: Moderate; (DC 18) divination
Activation: Standard (mental)
Weight: — and 7 lb. (globe); see text
A perfectly spherical globe, resembling a small crystal ball, glints with the same glassy hue as your own eyes.
This “item” is made up of three parts: two crystalline eyes embedded in your face, and a matching globe. As a standard action, you can cause anything you see to appear in the globe, allowing its possessor to view what you are viewing. Deactivating the link is a swift action.
Prerequisites: Craft Wondrous Item, scrying.
Cost to Create: 12,600 gp, 1,008 XP, 26 days.
Source: Forge of War

This +2 repeating light crossbow is formed from densewood, and it has an unusually thick and rounded stock. It attaches to the arm of a warforged, completely covering the hand. This component only operates when attached and locked in place.
An armbow magically loads and fires with a thought, as a standard action. The weapon automatically creates bolts to keep its ammunition case filled. The case holds 5 bolts at a time; whenever one bolt is fired, another one is magically created. It can create 20 bolts per day. Thereafter, the warforged can use his own life energy to create additional bolts, at a cost of 1 hit point per bolt. At any time, the warforged can expend 3 hit points to create a bolt that is aligned as if he had cast align weapon on it. Creating a bolt is a free action. Bolts vanish if they are removed from the armbow without being shot. Hit points used to create a bolt are treated just as if the character took damage; they can be healed or repaired normally.
An armbow cannot use normal bolts (either magical or mundane); it is designed to create and fire its own magical bolts.
Moderate evocation and conjuration; CL 9th; Craft Magic Arms and Armor, align weapon, minor creation;
Price 20,000 gp; Weight 12 lb.
Source: Eberron Campaign Setting

Dragonshard Core
Discovered by accident in giant ruins deep in the heart of Xen’drik, the dragonshard core is thought to be a unique item. An adventurer warforged named Shear came upon the item while fighting an enraged storm giant, embedding the dragonshard core with the last of his strength and using its powers to save his companions. The powers of the item were demonstrated many more times during Shear’s journey back to the coast with his party, but in a particularly pitched battle against a monstrous creature (unknown even to the scholars of Morgrave University), Shear held off attack so that his companions could escape. Despite several search missions, neither he nor the dragonshard core have been seen since.
The dragonshard core consists of three 6-inch-long, spindle-shaped dragonshards, one of each of the three types (Siberys, Eberron, and Khyber). Each shard has its tip driven into a round-cut diamond about the size of a thumb, with a ring of adamantine holding them in place. When Shear discovered the item, he clutched it against his chest, whereupon it imbedded itself by sinking into his body.
The dragonshard core has three sets of effects, each associated with the powers of one of its three dragonshards. Once per day as a standard action, the warforged who has embedded it may choose which set of powers it uses. If he does not decide to switch powers, the dragonshard core continues using the powers chosen on the previous day. The item’s powers cannot be switched more than once per day, even if the dragonshard core is removed and replaced.
Scholars who spoke to the adventurers who accompanied Shear believe that the dragonshard core has an even greater power combining the affinities of all three types of dragonshards, but debate rages as to what this effect might be.
Eberron: The user of the dragonshard core gains spell resistance 25. In addition, healing spells cast upon him have full effect, and any repair spell repairs twice the normal damage.
Khyber: Any spell with an elemental descriptor (air, earth, fire, or water) subject to spell resistance fails to affect the warforged unless he wishes it to. Additionally, the warforged gains immunity to fire and cold damage, and gains a fly speed of 30 feet (perfect maneuverability) and a burrow speed of 30 feet.
Siberys: The warforged senses the presence of any dragonmarked creatures within 100 feet, and is aware of which squares they occupy (though such creatures still have cover if the warforged cannot see them). With a DC 15 Wisdom check, the warforged also knows the relative strength of each dragonmark detected (least, lesser, greater, or Siberys). Aberrant dragonmarks are also detected by this power, but will appear to be least dragonmarks with no hint as to their aberrant nature. A failed check can be retried after 1 minute.
In addition, the warforged can create an effect identical to an antimagic field about himself that protects him from the dragonmark powers of dragonmarked individuals. This field extends out to 100 feet, and can be manifested at will.
Strong (all schools); CL 20th; Weight 10 lb.
Source: Races of Eberron

Winged Cape
This item consists of two large adamantine-edged mithral plates attached to a shoulder harness. When the wings are attached, a warforged gains a fly speed of 120 feet with perfect maneuverability. In addition, the warforged gains the ability to make two wing buffet attacks, even when flying. Each wing attack is a secondary attack dealing 1d10 points of bludgeoning damage, with such attacks treated as adamantine weapons for the purpose of overcoming damage reduction.
Many winged capes have been found, all bearing one of three designs engraved into their plates: interweaving snake coils without heads or tails, feathers like great wings, or starbursts inlaid with gold. What these designs signify is unknown.
Strong transmutation; CL 20th; Weight 30 lb.
Source: Races of Eberron

Warforged Components

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