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Introduction........................................................... 1 Cleric.................................................................. 54 Composite Resiliency ................................................ 116
What You Need to Play ........................................................ 1 Blood Domain ................................................................. 55 Craft Arcane Homunculus ....................................... 117
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Chapter 1: Corruption Domain ...................................................... 56 Dhakaani Flail Master ............................................... 117
Races of Eberron .................................................. 3 Creation Domain ........................................................... 56 Arcane Homunculus .................................................. 117
Greed Domain................................................................. 57 Doppelganger Telepathy ......................................... 117
Common Folk .................................................... 4
Passion Domain ............................................................. 58 Dragonmark Growth ................................................. 118
Changelings ......................................................................... 4
Repose (Variant) ........................................................... 58 Dual Wandslinger ....................................................... 118
Dwarves ................................................................................ 4
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Trade Domain ................................................................. 59 Enhanced Shifting ....................................................... 118
Elves ....................................................................................... 5
Druid.................................................................. 60 Extra Shifter Aspect ................................................... 118
Gnomes ................................................................................. 7
Circle of Purity ............................................................... 60 Extreme Explorer........................................................ 118
Goblins .................................................................................. 8
Circle of Ruin................................................................... 61 Focused Spellcaster ................................................... 119
Half-Elves ............................................................................. 9
Circle of the Guardian ................................................. 62 Heightened Aspect ..................................................... 119
Half-Orcs ........................................................................... 11
Circle of the Path ........................................................... 63 Mutable Body ................................................................ 120
Halflings ............................................................................. 11
Circle of Sealing ............................................................. 67 Quicksilver Excellence .............................................. 120
Humans .............................................................................. 12
Circle of the Song (Variant) ...................................... 68 Quori Atavist ................................................................. 120
Shifters ............................................................................... 13
Fighter............................................................... 69 Racial Emulation ......................................................... 122
Uncommon Folk ............................................ 15
Arcane Archer (Variant) ............................................ 69 Reforged .......................................................................... 124
Bugbears ........................................................................... 15
Dragonborn ...................................................................... 15
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Drow.................................................................................... 16
Eneko .................................................................................. 19
Gnolls .................................................................................. 20
Goliaths .............................................................................. 20
New Fighting Style: Throwing Specialist ........... 70
Monk .................................................................. 71
Paladin .............................................................. 71
Oath of Liberty ............................................................... 72
Oath of the Unbroken.................................................. 73
Siberys Dragonmark.................................................. 124
Silver Pyromancer ...................................................... 125
Sledgehammer Fists .................................................. 125
Spiked Plating ............................................................... 126
Talentan Spirit Rider ................................................. 126
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Talentan Warrior ........................................................ 126
Hobgoblins ....................................................................... 21 Oath of the Sentinel Marshal (Variant) ............... 74
Thunder Guide ............................................................. 126
Kobolds .............................................................................. 21 Ranger ............................................................... 76
Valenar Blade Master ................................................ 128
Minotaurs.......................................................................... 23 Alternate Class Option: Martial Ranger .............. 76
Wayfinder Whipcracker .......................................... 128
Orcs ...................................................................................... 24 Eldeen Hunter ................................................................ 77
Weretouched Master ................................................. 129
Sahuagin ............................................................................ 25 Urban Soul........................................................................ 79
Chapter 4:
Warforged......................................................................... 26 Horizon Walker (Variant) ......................................... 80
Equipment ........................................................ 131
Rare Folk ......................................................... 27 Rogue................................................................. 81
Weapons ........................................................ 131
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do the children of men as a whole experience it. Avoiding danger
is no safer in the long run than outright exposure. Life is either a
daring adventure, or nothing.”
—Helen Keller
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berron is a world of thrilling adventure, of striving
for the highest highs and enduring the lowest lows.
Whether struggling to make your way in the grim
and gritty underworld of Sharn, or trailblazing
through the lost jungles of Xen’drik, you will find deadly
challenges and implacable foes in your journeys through
Eberron.
The Korranberg Chronicle: Adventurer’s Almanac is a
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player-centric supplement meant to go hand-in hand with
Eberron: Rising from the Last War, the official 5th Edition
hardcover campaign guide for Eberron, and Exploring Eberron,
setting creator Keith Baker’s personal dive into the deep,
hidden lore of the setting. Within this tome, you will find
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additional rules to create and outfit your uniquely Eberron
player character. From Eberron-specific variants on races and
backgrounds to entirely new classes and spells, the
Adventurer’s Almanac has everything you need to get started on
your adventures in Eberron!
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To make the most out of this supplement, you will need the 5th
Edition DUNGEONS & DRAGONS Player's Handbook, Xanathar’s
Guide to Everything, Keith Baker’s Exploring Eberron, and
Eberron: Rising from the Last War or the Wayfinder’s Guide to
Eberron. Additionally, references are made to Elemental Evil
Player’s Companion, Mordenkainen’s Tome of Foes, and Volo’s
Guide to Monsters.
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worlds, but through the lens of pulp action or noir settlements in the Thronehold Nations. While everyone knows
intrigue these races are reexamined and given a what a warforged is and can recognize them on sight, their
fresh new look. Are gnomes whimsical practical jokers, or numbers are still far less than the humans, dwarfs, half-elves,
scheming cutthroats? Are orcs brutal savages, or noble and other peoples of the Five Nations, so to see one is still a
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protectors of nature? notable occurrence.
In this chapter, rules are given for playing DUNGEONS & 3. Rare Folk. These races are extremely rare in civilized
DRAGONS races with variant mechanics for capturing the feel of Khorvaire. Most commoners may never see one in their
an Eberron campaign, or to expand on the options given to that lifetime, or if they do, they may mistake them for another more
race in Eberron: Rising from the Last War or Exploring Eberron. common race (such as assuming a kalashtar or an aasimar is
Races are divided in three categories. merely a beautiful human, or that eladrin are merely another
1. Common Folk. These are the races most frequently seen ethnic group of elves). Some folk may not even know these
in the Five Nations of Khorvaire, the main continent of the races exist at all.
Eberron campaign setting. A peasant running into one of these
folk may not give the occurrence a second thought, and if they Races are presented here in the same format as the Player’s
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do it is because their attitudes depend on past experience with
these races (for example, shifters are often mistrusted in more
civilized settlements, and typically given a wide berth).
Handbook. Refer to page 17 of that book for more about
choosing a race for your character.
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Dwarves are a common sight to the citizens of Khorvaire, but
whether they were raised amongst the cities of the Five Nations
or the stone keeps of the Mror Holds, their attitude can be
summed up as such: Iron and Gold.
Most dwarves, even those not in the dragonmarked House
Kundarak, are preoccupied with displays of wealth. Dwarves
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are completely capable of falling in love with objects and are
more likely to do so the flashier and more valuable they are.
Subraces. In Eberron, the most likely subraces to be
encountered are the hill dwarf (Player’s Handbook) and the
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Mark of Warding subrace (Eberron: Rising from the Last War)
for dragonmarked dwarves. Hill dwarves represent the vast
majority of the dwarven population of Khorvaire, while
dwarves of the dragonmarked Kundarak lineage lucky enough
to manifest a mark gain the Mark of Warding.
Additionally, duergar (Mordenkainen’s Tome of Foes) are
native to the continent of Sarlona, typically in the Tashana
Tundra region. Unlike in the core cosmology of D&D, the
duergar of the Tashana Tundra coexist with other dwarves.
They live in a mixed society called the Akiak. Because of their
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The changelings of Eberron are an enigmatic race of
shapeshifters. Their origins are largely unknown, though some
changelings claim to be the children of Jes, the mythical first
changeling blessed with an ever-changing form by the Traveler.
A Changeling’s ability to completely change their appearance at
location and history in Sarlona, duergar know the Riedran
language instead of Common. The sight of a duergar in
Khorvaire would be exceedingly uncommon.
The mountain dwarf subrace is exceptionally rare in
Eberron, as the dwarves are not especially known for their
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will lends them the potential to be consummate spies and amazing prowess in battle. A mountain dwarf character is likely
criminals. While many changelings live up to that image, most to be the most naturally gifted warrior to come from the Mror
changelings are decent folk with a unique view on identity. Holds in generations.
Whether in traveling clans or stable communities,
changelings often share personas, shapeshifted forms that
don’t correlate to an actual person, between themselves.
Mostly personas are passed among family and friends like a
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Ability Score Increase. One ability score of your choice other
manifest on foundlings from Aerenal or Valenar.
than Dexterity increases by 1.
Presented below are a subraces that embrace Eberron’s
Alignment. Like the humans they live among, elven citizens
unique elven cultures, the Aereni and Valenar elves, plus the
of Khorvaire tend toward no particular alignment.
cosmopolitan elves of Khorvaire, fully distinct from the elves of
Social. Elven citizens of Khorvaire have acclimated to the
other campaign settings.
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diversity of the Five Nations and take pride in integrating
If your game uses these new subraces, it is recommended
themselves with others. You have proficiency in the Persuasion
that they replace the high elf and wood elf subraces found in
skill.
the Player’s Handbook.
Elf Weapon Training. You have proficiency with the
Finally, the drow and eladrin of Eberron are considered
longsword, shortsword, shortbow, and longbow.
separate races for all mechanical purposes (for instance, they
Extra Language. You can speak, read, and write one extra
cannot manifest the Mark of Shadow). These races are detailed
language of your choice.
in later sections of this chapter.
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Ability Score Increase. Your Strength or Constitution score
increases by 1.
Alignment. Though their honor-bound warrior culture tends
toward neutrality, many of the less scrupulous, evil Valenar do
not care who their opponents are, so long as they die hard and
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the fight is glorious.
Tairnadal Weapon Training. You have proficiency with the
double scimitar, scimitar, longbow, and shortbow.
Fleet of Foot. Your base walking speed is 35 feet.
Born in the Saddle. The Valenar revere their mounts as
much as their ancestors, even tracing horse lineages back to the
mounts their ancient heroes rode into battle against the giants.
Few on Eberron could claim to be their equal in mounted
combat.
Mounting or dismounting a horse costs you only 10 feet of
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movement, instead of half your walking speed. You never fall
off your mount if it is moved against its will, and you cannot be
knocked prone while mounted. If your mount is knocked prone,
you can dismount it and land on your feet without using your
reaction.
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In Eberron, dreams are metaphysically significant, with Dal
Quor, the Region of Dreams, being a physical place in the
cosmos. Mortal minds that sleep psychically project into Dal
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Alignment. Zilargo is a very peaceful nation, leading the
extended network of industrial monopolies. Gnomes might be
gnomes to have a strongly lawful bent. While a society bent
small and jovial, but they are far more cunning and shrewd than
toward subterfuge and espionage may lead some to believe
they let on.
there is a strong evil streak in Zil gnomes, there is no actual
Subraces. In the world of Eberron, gnomes essentially come
tendency toward it.
from one of two origins: the nation of Zilargo, or the mysterious
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Zil Guile. You have proficiency in the Deception and Insight
Feyspires. Feyspire gnomes replace the Forest Gnome subrace
skills.
in the Player’s Handbook. These new subraces are detailed
Zil Intrigue. You know the minor illusion cantrip. Intelligence
below.
is your spellcasting ability for it.
The Mark of Scribing gnome subrace (Eberron: Rising from
the Last War) manifests within the population of Zil gnomes,
from those sharing a blood relation to the families of House
Sivis. The Feyspire of Pylas Pyrial was once a legend out of Zilargo's
Rock gnomes do not exist in Eberron, and those wishing to fairy tales. The gnomes of this fabled city featured in the oldest
play a gnome with the ability to create clockwork items are of Zil bedtime stories and morality tales—stories of
encouraged to play a Zil, feyspire, or Mark of Scribing gnome, mischievous heroes outwitting ugly, dumb brutes. But now,
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and then select a class or background that can grant proficiency
in Artificer’s tools, detailed in Chapter 4: Equipment.
Pylas Pyrial has manifested in the middle of the gnome
homeland, bringing the whimsical gnomish figures of folk tales
with it into the real world.
Ability Score Increase. Your Dexterity score increases by 1.
Fey-Touched. Feyspire gnomes are functionally immortal.
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You will never die of old age, but you may still perish due to
harm or illness.
Fey Whimsy. You know the prestidigitation cantrip.
Intelligence is your spellcasting ability for it.
Speak with Small Beasts. Through sounds and gestures, you
can communicate simple ideas with Small or smaller beasts.
Feyspire gnomes love animals and often keep squirrels,
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walking speed is 30 feet.
become an adventurer and gain respect.
Darkvision. You have superior vision in dark and dim
Though the ancient clans still exist in secret, hiding until the
conditions. You can see in dim light within 60 feet of you as if it
true heirs of Dhakaan return once again to claim their services,
were bright light, and in darkness as if it were dim light. You
most goblins live under the shadow of larger nations. Whether
can't discern color in darkness, only shades of gray.
oppressed by the brutal cultures of Droaam and Darguun, or
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Naturally Stealthy. You can attempt to hide even when you
suffering the more civil ostracization of Thronehold nations,
are obscured only by a creature that is at least one size larger
goblins are usually relegated to city slums and stick to their
than you.
own.
Nimble Escape. You can take the Disengage action as a bonus
Variant Traits. Keith Baker’s Exploring Eberron provides
action on each of your turns.
racial traits for the Dhakaani golin’dar (what the Dhakaani call
Street Cunning. City goblins develop a strong fluency in body
goblins), including two subraces: one for those raised to be
language to know when threats from larger folk are coming.
artisans and crafters, and one for those raised by the Kesh’dar,
You have proficiency in the Insight skill, and your proficiency
the Silent Folk, deadly assassins respected by all Dhakaani.
bonus is doubled on all Wisdom (Insight) checks you make to
If you wish to make use of the cultural affinity Dhakaani
determine if a creature is hostile towards you or allies you can
golin’dar of the Kesh'dar clans have for exotic chain weapons,
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especially those found in Chapter 4: Equipment, you may add
the below trait to the Kesh'dar subrace. However, if you do,
your The Silent Arts trait only makes you proficient with the
Stealth skill, and grants no further benefit.
see.
Languages. You can speak, read, and write Common, Goblin,
and one extra language of your choice.
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Kesh'dar Weapon Training. You have proficiency with the
flail, plus the Kesh’dar club and spiked chain (detailed in
Chapter 4: Equipment). A club made in the Kesh'dar style is two
sturdy wooden or lightweight metal handles linked by a metal
chain.
Racial Traits. For those living in the rough, might-makes-
right societies of Droaam and Darguun, the racial traits found
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choice.
traditions.
Extra Language. You can speak, read, and write one extra
Eventually the elves acclimated to their new neighbors and,
language of your choice.
for the most part, kept to themselves. First-generation half-
elves, those born from the union of an elf and a human,
occurred less and less frequently. Nowadays, the most frequent
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half-elven births are bred true from half-elven parents, and
these half-elves call themselves Khoravar, meaning "Children The rare first-generation half-elves described above assume
of Khorvaire" in the elvish language. that the human and elven parents were both citizens of the Five
Racial Traits. The below half-elf racial traits replace those Nations—a cosmopolitan society to be sure. However, even
found in the Player’s Handbook to more readily present half- more rare than these half-elves are those born to the elves or
elven subraces, as well as sub-race versions of the Mark of drow of foreign cultures. Often these half-elves are called "ill-
Detection and Mark of Storm variant traits found in Eberron: born" by their non-human parents and are considered to have
Rising from the Last War. been cursed by their human blood. They are typically given a
minimum of care and seen as second-class beings in the culture
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Your half-elf character has a number of traits they’ve inherited
from their mixed lineage.
Age. Half-elves mature at the same rate humans do and reach
adulthood around the age of 20. They live much longer than
where they are raised.
When playing such a half-elf, replace the Skill Versatility trait
of the first-generation half-elf traits with the following trait that
corresponds to your non-human parent's culture:
Aereni Elves. You gain the Aereni Expertise trait of Aereni
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humans, however, often exceeding 180 years. elves.
Alignment. Half-elves, regardless of origin, live in a Valenar Elves. You gain the Tairnadal Weapon Training and
predominately human society. They tend toward no particular Fleet of Foot traits of Valenar elves.
alignment. Vulkoori Drow. You gain the Keen Senses and Tribal Weapon
Size. Half-elves are about the same size as humans, ranging Training traits of the Scorpion Tribes drow.
from 5 to 6 feet tall. Your size is Medium. Sulatar Drow. You gain the Arcane Training and Sulatar
Speed. Your base walking speed is 30 feet. Weapon Training traits of the Sulatar.
Darkvision. Thanks to your elven blood, you have superior Umbragen Drow. You gain the Shadow Steps and Umbragen
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vision in dark and dim conditions. You can see in dim light Weapon training traits of the Umbragen.
within 60 feet of you as if it were bright light, and in darkness
as if it were dim light. You can't discern color in darkness, only Half-elves of this variant who are descended from drow
shades of grey. cannot qualify for half-elf dragonmarked options, as they are
Fey Ancestry. You have advantage on saving throws against unrelated to the bloodlines of the half-elven Dragonmarked
being charmed, and magic can't put you to sleep. Houses.
Languages. You can speak, read, and write Common and
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Elvish.
Half-Elf Subraces. Unlike most campaign settings, there are
four subraces of half-elves in Eberron: Khoravar and first-
generation half-elves, plus those who develop the Mark of
Detection or Mark of Storm. Choose one of these subraces.
The khoravar see themselves as true natives of Khorvaire. House Lyrandar heirs are consummate sailors, those
Humans and elves both migrated to this land but came together manifesting the Mark of Storm even moreso. With the control
to birth children never before seen in history. They have a over winds and water the dragonmark provides, Lyrandar has
strong cultural identity of socialization and hospitality, and no dominated the shipping lanes for centuries. Recently, they have
khoravar feels like an outcast just because of the blood that even taken to the skies, with their elemental airships that only
flows through their veins. those with the Mark of Storm can safely pilot.
Ability Score Increase. Your Charisma score increases by 2 Lyrandar half-elves tend to be boisterous and energetic, and
and two other ability scores of your choice increase by 1. some uncharitable folk might even call them arrogant. House
Social. You have proficiency in the Persuasion skill. Lyrandar thinks of itself as a khoravar house first and foremost,
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Charming. You may add double your proficiency bonus on and fully believes that half-elves are the true children of
Charisma checks to find the best person to talk to for reliable Khorvaire.
hirelings, news, rumors, or gossip. Ability Score Increase. Your Charisma score increases by 2,
and your Dexterity score increases by 1.
Windwright's Intuition. When you make a Dexterity
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Half-elves born of House Medani have the potential to manifest (Acrobatics) check or any ability check involving navigator's
the Mark of Detection. Those who do enjoy their dragonmark’s tools, you can roll a d4 and add the number rolled to the ability
magical enhancement of their perception and intuition. House check.
Medani is known for its keen investigators and expert security Storm's Boon. You have resistance to lightning damage.
specialists. Headwinds. You know the gust cantrip. Starting at 3rd level,
On the whole, half-elves of House Medani are stoic and you can cast the gust of wind spell once with this trait, and you
measured, often with a strong sense of right and wrong. Many regain the ability to cast it when you finish a long rest. Charisma
Medani heirs use their talents to help even those who can’t is your spellcasting ability for these spells.
afford their house’s services, especially if it is to catch a Spells of the Mark. If you have the Spellcasting or the Pact
dangerous criminal or aid law enforcement. Magic class feature, the spells on the Mark of Storm Spells table
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Ability Score Increase. Your Wisdom score increases by 2,
and one other ability score of your choice increases by 1.
Deductive Intuition. When you make an Intelligence
(Investigation) or a Wisdom (Insight) check, you can roll a d4
and add the number rolled to the ability check.
are added to the spell list of your spellcasting class.
2nd detect thoughts, find traps contractions, and turns of phrase drawn from both Common
3rd clairvoyance, nondetection and Elvish. When communicating in Khoravar Cant, only those
4th arcane eye, divination who understand it can understand you.
5th legend lore Other creatures that understand both Common and Elvish
can understand you only if they succeed on a DC 15 Wisdom
(Insight) check. A creature who understands both Common and
Elvish can learn Khoravar Cant if they spend 4 workweeks of
downtime with a mentor who teaches them.
In the present day, most half-orcs in Khorvaire can trace their Halflings have survived in the Talenta Plains for thousands
ancestry directly back to the Shadow Marches. Thousands of upon thousands of years as a nomadic people. Within the last
years ago, a second migration of humans reached the west millennium, however, many have integrated into the culture of
coast of Khorvaire, where they encountered the orcs of the greater Khorvaire.
Shadow Marches. Though initial contact was violent, over Subraces. Lightfoot and stout halflings from the Player’s
millennia the two peoples grew closer together, and it wasn't Handbook represent halflings who have moved away from their
long before the first Jhorgun'taal, or "children of two bloods," tribal roots. It is often from these halflings, and those living in
were born. the former kingdoms of Galifar, that the Mark of Healing and
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Punctuating the commingling of these two people, half-orcs the Mark of Hospitality manifest. (Eberron: Rising from the Last
and humans are the only two races to share a dragonmark. War)
House Tharashk, the youngest of the Dragonmarked Houses, Traditional Talenta halflings, those determined to maintain
built itself to have a monopoly on dragonshard prospecting by the ancient ways of their people, use the subrace traits detailed
exploiting the Mark of Finding. This caused an influx of gold and below.
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development to the coasts of the Shadow Marches and
improved the standing of half-orcs and orcs in modern
Khorvairian society. The Talenta Plains have been the homeland of the halflings for
Nowadays, half-orcs are completely accepted in any civilized as far back as anyone can record. These small, hardy folk have
settlement and are rarely looked down upon. A shifter is more stood up to ancient empires and yet continue to live humble
likely to draw nervous glances than one of these folk. Unlike the lives as nomads.
khoravar half-elves, the half-orcs did not create their own Ability Score Increase. Your Wisdom score increases by 1.
distinct culture, instead embracing the position of being a Alignment. Halflings of the Talenta Plains tend toward
bridge between orc and human peoples. lawful good. They are typically good-hearted and kind, hate to
Variant Statistics. Half-orcs can largely be used as-is from see others in pain, and have no tolerance for oppression. They
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the Player’s Handbook, with the following exceptions:
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though some have jump-started their adventures a year or two
The people of the Five Nations are still in shock over this
earlier than normal. Though their natural lifespans are similar
catastrophe. But even in the face of this unprecedented disaster
to the rest of their kind, paragons tend to either die young in a
and the death of their thousand-year kingdom, humanity's
blaze of glory or remain hearty and hale well after other
ambition cannot be broken.
humans of similar age would have grown infirm.
Throughout history, humanity has been there. Inexplicably
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Alignment. Paragons tend to hold extreme beliefs and are
they have not only survived, or even just thrived, but dominated
rarely neutral, unless they hold "balance" as a strong
in a world populated by all manner of races and beasts with
philosophical ideal.
innate abilities and talents.
Size. Paragons typically range toward the high end of
Racial Traits. The Eberron Campaign Setting includes no
potential human height, some even reaching over 7 feet in
less than seven variations on human racial traits.
height (though the stature of legendary figures is often
The following dragonmarks all appear on humans and their
exaggerated after their deaths). Your size is Medium.
racial traits can be found in Eberron: Rising from the Last War:
Speed. Your base walking speed is 30 feet.
Mark of Finding, Mark of Handling, Mark of Making, Mark of
Capable. You gain proficiency in one tool of your choice.
Passage, and the Mark of Sentinel.
Skilled. You gain proficiency in one skill of your choice.
For humans that have not manifested a dragonmark, the
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human traits in the Player’s Handbook may suffice, or if the
campaign uses optional feat rules, the variant human traits
found on the same page may be allowed.
Driven. When you fail an attack roll, saving throw, or ability
check, you may reroll it with advantage. You must abide by the
result of the reroll, even if it is worse. Once you use this ability,
you must finish a short or long rest before you may do so again.
Languages. You can speak, read, and write Common and two
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extra languages of your choice.
However, for those looking to spice up a non-dragonmarked
human, whether optional feat rules are in use or not, there is
yet another type of human one can play; one that captures the
essence of a pulp action hero or gritty, determined noir
protagonist.
While humans as a whole cannot claim to be the strongest, or It should be noted that Eberron: Rising from the Last War has
toughest, or the most magically adept race in Eberron, some conflicting statements on the Mark of Finding. Under the “Half-
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few among them possess an ephemeral quality that sets them orcs and Dragonmarks” subheading on page 32, it claims that
apart: paragons of humanity that rise to prominence and lead humans cannot develop the Mark of Finding, while the text for
the way for their fellows. the Mark of Finding itself on page 41 claims to be applicable to
While choosing to play a paragon human locks you out of both half-orcs and humans.
most ways to play a dragonmarked character from 1st level, We here at the Korranberg Chronicle would like to
paragons that are members of a dragonmarked bloodline are definitively address this contradiction, and assure our dear
typically the most likely to dramatically and spontaneously readers that humans absolutely can manifest the Mark of
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develop a Siberys dragonmark later in life (see the Siberys Finding, and the racial traits presented on page 41 of Eberron:
Dragonmark feat in Chapter 3: Character Options). Rising from the Last War should be taken as accurate.
The origins of shifters are unknown. Some believe they are
originally descended from the interbreeding of humans and
lycanthropes (and refer to them as “weretouched"), while some Fleetwing shifters often come across impatient and distracted,
make the claim that they are “children of Olarune.” Some planar always eager to be somewhere else while their feet are on the
scholars theorize that they might have originally been native to ground. When shifting, the arms of a fleetwing shifter
Lamannia, the plane of untamed wilderness, and migrated to significantly change to allow them the power of flight, usually
Sarlona and Khorvaire during separate coterminous events. displaying the ebony plumage of ravens, or the leathery
Whatever the case may be, shifters have a primal connection to membranes of bat wings.
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the wild, and are capable of taking on highly animalistic Ability Score Increase. Your Dexterity score increases by 2
aspects—a state they call shifting. and your Wisdom score increases by 1.
Since most shifters lead a rugged, self-reliant lifestyle, the Flighty. When you use your bonus action to shift you also
jump to adventuring is not a big step. Many shifters begin gain the benefit of the Disengage action
adventuring when some event intrudes on their normal Shifting Feature. Your shift lasts for 5 minutes instead of 1
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routines, such as an invading monster or a guide job gone minute. While shifted, your arms become wings and you gain a
wrong. flying speed of 50 feet. While flying this way, you cannot use
Subraces. Shifter racial traits can be found in Eberron: Rising your arms or hands for any other purpose, such as making
from the Last War, including four subraces representing attacks, effectively wielding a shield, or casting spells. You may
various shifting aspects. still grasp objects or weapons in your hands but may not use
Below are several additional shifting aspects that you can them while you use your shifted arms to fly.
select as your shifter subrace.
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surfaces with agility. Common bestial traits for shifters with
this aspect include small-but-sharp claws on the hands, and the
morphing of feet into canine or feline paws. Many cliffwalk
shifters may display rat-like qualities when shifting instead,
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including long furless tails.
Cliffwalk shifters often prefer not to wear shoes, boots, or
other apparel on their feet, as their rapidly changing bone
structure when shifting often cannot accommodate footwear
made for humanoids.
Ability Score Increase. Your Dexterity score increases by 2,
and your Strength increases by 1.
Natural Climber. Cliffwalk shifters have small claws on their
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hands and feet that are unsuitable for making attacks but
perfect for climbing. You have a base climbing speed of 20 feet.
Shifting Feature. Your shift lasts for 5 minutes instead of 1
minute. While shifted, your climbing speed increases by 20 feet.
Additionally, while shifting you are considered to have a
running start when making a jump, even if you have not moved
any distance prior to the jump on your turn.
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that you can use to make unarmed strikes. If you make an
unarmed strike using a claw, you may choose to use Dexterity
for the attack roll instead of Strength, and if you hit you deal
slashing damage equal to 1d4 + your Strength or Dexterity Winterhide shifters are acclimated to harsh, cold
modifier, instead of the bludgeoning damage normal for an environments. Bestial traits common to arctic predators are
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unarmed strike. common among winterhide shifters, such as thick white fur and
For the duration of your shift, you may make one unarmed hair, but sometimes they can display the same aquatic traits as
strike using a claw as a bonus action. a truedive shifter, with bodies adapted to the dark chill of the
depths.
Ability Score Increase. Your Constitution score increases by
Truedive shifters are patient and quiet, though not necessarily 2, and your Dexterity increases by 1.
antisocial. Traits prominent to crocodiles and sharks are most Tundra Acclimation. You ignore difficult terrain due to
commonly seen on truedive shifters while they are shifting. natural snow or icy conditions and are naturally adapted to
Unlike most aspects, truedive shifters are recognizably cold climates, as described in chapter 5 of the Dungeon Master’s
different from other shifters even when not shifting, displaying Guide.
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literally bred for war. In ancient times, they were the shock once ruled a great empire that challenged the might of the
troops of the empire, and often the first to see action in any Dhakaani goblinoids. Those sages who do know of this ancient
military assault. When the empire began to crumble, some empire are often perplexed by its seemingly swift collapse for
clans saw the end was coming, and secluded themselves in no discernible reason. For their part, dragonborn refuse to say
deep caves in order to wait out the savage times ahead. Now much more about this fall besides “it was a matter of honor.”
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with the rise of Darguun, a new nation of goblinoids, the Most dragonborn today are honor-bound to defend ancient
Dhakaani clans have resurfaced from history, and people ruins deep in the jungles of Q'barra, but the race is prone to a
across Khorvaire may once more have a chance to see the fierce sense of pride. Dragonborn adventurers roam far from
guul'dar in action. their jungle homes to seek personal glory. Others might be
Variant Statistics. While the savage Marguul bugbears can honor-bound on a quest that will aid their clan in their
be represented by the bugbear racial traits in Eberron: Rising ancestral duty.
from the Last War, racial traits for Dhakaani guul’dar— Variant Statistics. Dragonborn racial traits can be found in
Dhakaani bugbears—can be found in Exploring Eberron. Player’s Handbook. However, dragonborn of Eberron possess
If you wish to make use of the cultural affinity Dhakaani the darkvision common of draconic creatures, and have
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bugbears have for exotic chain weapons, especially those found
in Chapter 4: Equipment, you may add the below trait.
However, if you do, you should limit the Dhakaani guul’dar’s
Stand by the Strong trait to one use that you regain when you
finish a short or long rest.
different alignment tendencies from dragonborn of other
settings.
If you wish to play such a dragonborn, the below traits
replace the Damage Resistance and Alignment traits of the
dragonborn in the Player’s Handbook:
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Dhakaani Weapon Training. You have proficiency with the Alignment. Dragonborn society revolves around honor,
flail, plus the mighty flail, dire flail, and spiked chain (detailed duty, and loyalty to the clan. Dragonborn are likely to either
in Chapter 4: Equipment). embrace or reject this completely and are rarely neutral on the
law/chaos axis of their alignments. The method by which you
carry out your duty matters less than the fact that you do it, so
the good/evil alignment is less extreme.
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Ability Score Increase. Your Wisdom score increases by 2.
Additionally, three distinct drow subraces are presented, each
Alignment. The scorpion tribes live in ruthless, deadly
born from a unique drow culture.
jungles and have a temperament to match. Most tend toward
evil alignments, and while the Qaltiar are less likely to be so, it
is difficult for foreigners to discern which tribe a drow belongs
All drow, regardless of culture, share some common traits.
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to at first glance. In either case, their unstructured and savage
Ability Score Increase. Your Dexterity score increases by 2.
way of life highlights their chaotic nature.
Age. Drow mature physically at a similar rate to humans, and
Age. Though the savage drow of the scorpion tribes can
can live just as long as elves, about seven-and-a-half centuries.
ostensibly live just as long as other elves and drow, it is far
However, different drow cultures have different standards for
more likely for them to meet a swift and grisly end in the wild
adulthood.
jungles of Xen’drik. Therefore, scorpion tribe drow are
Size. Drow have the same slender build as elves, ranging
considered adults as soon as they become physically capable of
from under 5 to over 6 feet tall. Your size is Medium.
raising the next generation of their tribe.
Speed. Your base walking speed is 30 feet.
Fleet of Foot. Your base walking speed increases to 35 feet.
Darkvision. You have superior vision in dark and dim
Keen Senses. You have proficiency in the Perception skill.
conditions. You can see in dim light within 60 feet of you as if it
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were bright light, and in darkness as if it were dim light. You
can't discern color in darkness, only shades of gray.
Fey Ancestry. You have advantage on saving throws against
being charmed, and magic can't put you to sleep.
Mask of the Wild. You can attempt to hide even when you are
only lightly obscured by foliage, heavy rain, falling snow, mist,
and other natural phenomena.
Tribal Weapon Training. You have proficiency with the
shortsword, plus the Xen'drik boomerang and spiked chain
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Sunlight Sensitivity. You have disadvantage on attack rolls
(which you refer to as a "scorpion chain") detailed in Chapter
and on Wisdom (Perception) checks that rely on sight when
4: Equipment.
you, the target of your attack, or whatever you are trying to
Languages. You can speak, read, and write Common, Elvish,
perceive is in direct sunlight.
and Giant. Common is not a native language of the scorpion
Trance. Drow don't need to sleep. Instead, they meditate
tribes, but the Qaltiar learn it in order to facilitate commerce
deeply, remaining semiconscious, for 4 hours a day. (The
with residents of Stormreach. Depending on how long your
Common word for such meditation is "trance.") After resting in
tribe has lived near and interacted with Stormreach, you may
this way, you gain the same benefit that a human does from 8
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Ability Score Increase. Your Intelligence score increases by
1.
Alignment. The fire giants were harsh, cruel taskmasters to
the Sulatar, and they were apt pupils in this regard. Sulatar tend
toward law and evil.
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Age. Living in the ruins of their masters’ fortresses, the
Sulatar are more defended against the wild predations of
Xen’drik than their estranged tribal brethren. As such, their
society can dictate that one is not truly an adult until they have
learned the art of elemental binding, something they consider
impossible to truly understand without at least a century of
practice and mastery.
Arcane Education. Sulatar are well versed in the effect other
planes have on the material plane and their interaction with
arcane forces. You have proficiency in the Arcana skill.
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Flame Binding. All adult Sulatar know the basics of binding
the essence of Fernia, the Sea of Fire, to their will. You know the
produce flame cantrip. Once you reach 3rd level, you can cast
the searing smite spell once with this trait, and you regain the
ability to do so when you finish a long rest. Once you reach 5th
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level, you can cast the flaming sphere spell once with this trait,
and you regain the ability to do so when you finish a long rest.
Intelligence is your spellcasting ability for these spells.
Sulatar Weapon Training. You have proficiency with the
scimitar, shortsword, and whip, plus the two-bladed sword
(detailed in Chapter 4: Equipment). A Sulatar-made
shortsword, and both ends of their two-bladed swords, appear
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Ability Score Increase. Your Charisma score increases by 1.
Alignment. The Umbragen worship a dispassionate force of Umbragen creates by using this trait. You regain the ability to
darkness. While it is not evil, they have stoically forfeited their cast darkness this way when you finish a short or long rest.
souls to dark oblivion in its depths. Many centuries of fighting Charisma is your spellcasting ability for this spell.
against their unfathomable enemy have forced them to Umbragen Weapon Training. You have proficiency with the
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maintain a lawful, disciplined society. rapier, shortsword, and hand crossbow.
Age. At one time, the Umbragen may have had the luxury of Languages. You can speak, read, and write Daelkyr, Elvish,
waiting for their young to live a century before considering and Undercommon.
them adults, just as elves do now. However, their current
desperate struggle has forced them to consider as an adult any
able-bodied drow that can fight and defend their underground
cities from annihilation, usually before they have reached
twenty years of age.
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Giant Endurance. Whenever you make a saving throw to
resist environmental effects due to weather or climate, you are
Designed in collaboration with Imogen Gingell considered proficient in the saving throw and add double your
proficiency bonus to the saving throw, instead of your normal
In ancient times, after the fall of giant civilization, a small proficiency bonus.
population of debased giantkind fled Xen'drik, fleeing from an Oni Magic. When you reach 3rd level, you can cast the pass
existential threat. During their flight across the Thunder Sea, an without trace spell once with this trait. You regain the ability to
enormous tempest rose up and smashed into their fleet. When do so when you finish a short or long rest. Charisma is your
the skies cleared, they found themselves stranded in the open spellcasting ability for it.
waters with half their fleet missing and no idea of their heading Powerful Build. You count as one size larger when
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or course. They sailed aimlessly for months, supplies nearly determining your carrying capacity and the weight you can
running out before finally landing on the continent of Sarlona. push, drag, or lift.
There, they continued their ancient ways of wandering and Languages. You can speak, read, and write Riedran and
became nomads in a new, less hostile land. Giant.
Centuries later, the ogre kingdom of Borunan was eradicated
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during the last days of the Sundering, when the Inspired lords
forged the Riedran Empire and united the humans of Sarlona
against them. The surviving ogres fled into the wild region of
Syrkarn, where they were taken in by the nomadic giant folk
that now called that untamed wilderness of Sarlona their home.
The eneko are the true-breeding half-bloods of these two
peoples.
While a fairly regular sight on the continent of Sarlona, the
eneko are nearly completely unknown to the peoples of
Khorvaire and would be confused for normal ogres on sight.
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Racial Traits. Eneko have a slight green tint to their skin that
engenders the belief that they descended not only from
Borunan's ogres, but the near-mythical oni as well. Their innate
magical talents lend credence to this belief.
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Eneko see themselves as the hearty intermixing of the best
traits of all their ancestors, a "mongrel" folk made stronger for
the amalgamation of many peoples.
Ability Score Increase. Your Constitution score increases by
2, and your Strength score increases by 1.
Age. Eneko mature to adulthood at around age 30, though
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many might strike out on their own before that. They can live
for about a century and a half.
Size. Eneko are shorter than other kinds of half-ogres,
roughly 6 and a half to 7 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You have superior vision in dark and dim
conditions. You can see in dim light within 60 feet of you as if it
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Today, the Znir Pact functions as a neutral police force in these giantkind descended their mountains, built ships, and
Droaam, entrusted by the Daughters of Sora Kell to maintain sailed northward toward the horizon. After suffering the loss of
peace amongst their warlords' territories. In past centuries of nearly half their fleet to the tempestuous Thunder Sea, they
united Galifar, when the territory of Droaam was once western landed just east of the Shadow Marches in current-day Droaam.
Breland, the Znir Pact were counted among the citizens of From there, they wandered, avoiding civilization as their
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Breland. In fact, there was a long history of Brelish royalty ancestors had taught them, until they reached the Byeshk
hiring bodyguards of Znir Pact gnolls, for their reputation as Mountains to the north, where they remained.
skilled mercenaries made them highly sought after. Tribes of these giantkind, called "goliaths" by the native orcs
Gnolls of the Znir Pact might become adventurers as a way to and goblinoids of the lowlands, wandered across the range of
gather information for the Daughters of Sora Kell, essentially the Byeshk Mountains, mining the rare purple ore from which
being government agents on scouting missions. Znir Pact gnolls the mountains take their name to make crafts, jewelry, and
also often sign up as mercenaries with House Tharashk and weapons. They acclimated to their new mountains and led a
House Deneith. Others might simply wish to see more of the nomadic, mostly peaceful life there for several millennia, until
world, like any civilized person struck by wanderlust. the Xoriat invasion. They were enslaved to toil in their own
Variant Statistics. Racial traits to play a gnoll of the Znir Pact mines by the goblinoids of the Dhakaani Empire, when demand
can be found in Exploring Eberron.
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If you wish to make use of the alternate rules for the
myrnaxe—the signature weapon of the Znir Pact—found in
Chapter 4: Equipment, you may add the below trait to those in
of byeshk ore skyrocketed shortly before the empire fell,
leaving them once more to their nomadic life. Because of this
enslavement and the horrors of Xoriat that seemed to follow
the goblinoids to their mountain homes, the goliaths have a
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Exploring Eberron to represent cultural weapon training. distrust of lowlanders, and have kept a mostly isolated
However, if you do, you should limit the gnoll’s Rampage trait existence for almost nine millennia since. Only with the
to one use that you regain when you finish a short or long rest. formation of Droaam were they drawn into the dealings of
lowlanders, when the Daughters of Sora Kell managed to unite
Znir Weapon Training. You have proficiency with the their tribes under one High Chief, who herself bows to the
longbow and shortsword, plus the myrnaxe (detailed in Daughters.
Chapter 4: Equipment). Goliaths are a hardy people, taken to almost foolhardy
heights of daring as they leap from cliff to cliff. Goliaths usually
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ahead. Now with the rise of Darguun, the Ghaal'dar hobgoblin myth, every kobold belongs to one of three races, one born of
tribes are determined to regain the glory the lost, while the each progenitor’s lifeblood: from Eberron, the iredar (draconic
Dhakaani clans have resurfaced from history to take notice— for the “ones of the land”); from Khyber, the irvhir (the “ones
or more likely, to seize control. below”); and from Siberys, the irsvern (the “ones above”).
Variant Statistics. The racial statistics for hobgoblins found Whether the lore accounting for this divide is true or not, it
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in Eberron: Rising from the Last War represent hobgoblins of is very real. Iredar and irvhir kobolds are not physically
the Ghaal’dar tribes of Darguun or other enclaves of hobgoblins differentiated, but can identify each other from up to 15 feet
that were diminished after the collapse of the Dhakaani empire. away by the scent of pheromones they give off. The irsvern have
Dhakaani ghaal’dar racial traits in Exploring Eberron their own pheromone scent as well, but are hardly ever seen
represent those hobgoblins that secluded themselves as the and easily differentiated by their wings.
empire fell, safeguarding their ancient culture and maintaining Kobolds are an unusual sight in modern day Khorvaire. In
it for millennia. Droaam, kobolds and goblins have banded together in
If you wish to make use of the cultural affinity Dhakaani solidarity. In the Seawall Mountains on the border of Zilargo,
ghaal’dar have for exotic chain weapons, especially those found kobolds tribes clash with each other and Zil gnomes. And on the
in Chapter 4: Equipment, you may add the below trait. highest mountain peaks of Khorvaire, winged kobolds live in
than two.
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However, if you do, you should only have proficiency in one
skill from The Guiding Arts or The Arts of War traits, rather
hidden communities. Though kobolds are sophisticated, they
abide by their traditions and live in small tribes.
Racial Traits. The below racial traits replace the kobold
racial traits found in Volo’s Guide to Monsters.
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Dhakaani Weapon Training. You have proficiency with the
flail, plus the mighty flail, dire flail, and spiked chain (detailed
in Chapter 4: Equipment). Kobolds have the following racial traits.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Kobolds age quickly and live short lives, about the same
as goblins or gnolls.
Alignment. Kobold have a love of tradition, tending toward
lawful alignments.
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Trapsmith. If you have artificer’s tools, tinker’s tools, or However, at 1st level you may only fly for up to 1 minute,
mason’s tools, and an assortment of materials (such as those dividing rounds as you choose. Once you have flown for a total
found in a burglar’s pack or inventor’s pack), you may craft and of 10 rounds, you must finish a short or long rest before you
set a simple trap as an action. You can lay the trap within any can fly again.
5-foot space within your reach that does not already have a When you reach 5th level, the duration of your flight is no
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trap. The trap functions for 1 hour, or until triggered by a longer limited this way.
creature entering the trap’s space for the first time on its turn, Dragon Magic. You learn one sorcerer cantrip of your
or starting its turn there. choice. When you finish a long rest, you may swap this chosen
When a creature triggers the trap, it must succeed on a cantrip for another sorcerer cantrip. Charisma is your
Dexterity saving throw with a DC equal to 8 + your proficiency spellcasting ability for any cantrip you know from this trait.
bonus + your Intelligence modifier, taking bludgeoning,
piercing, or slashing damage (your choice) equal to 1d8 + your
Intelligence modifier on a failed save.
Your traps deal additional damage dice as you level up,
increasing to 2d8 when you reach 5th level, 3d8 when you
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reach 11th level, and 4d8 when you reach 17th level.
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Regardless of their outlook, Minotaurs share common traits.
Minotaurs are a common sight in the nation of Droaam, where
Ability Score Increase. Your Strength score increases by 2
the Daughters of Sora Kell have granted them a territory to
and your Constitution, Intelligence, or Wisdom score increases
claim as their own. Lead by their warlord Rhesh Turakbar in
by 1.
the worship of the Horned Prince, minotaurs are mainly viewed
Age. Minotaurs enter adulthood at around the age of 17 and
as bloodthirsty savages. Minotaurs view the Horned Prince as
can live up to 150 years.
their overlord, but each minotaur has their own view on who
Alignment. Minotaurs vary widely in their beliefs, just like
the Horned Prince is, finding other opinions inherently flawed.
any intelligent humanoid, but have had a narrow cultural
During the Last War, House Tharashk negotiated to contract
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experience for centuries under the rule of demon-worshipping
the monstrous inhabitants of Droaam as mercenaries. Today,
leaders like Rhesh Turakbar. This has caused them to lean
minotaurs can be seen accompanying Tharashk heirs as
toward evil alignments, but exposure to other cultures can
intimidating bodyguards. Exposure to more civilized views
downplay this influence.
have influenced these minotaurs. These days, it is not
Size. Minotaurs typically stand well over 7 feet tall and weigh
uncommon to find minotaurs outside Droaam that identify the
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a hulking average of 450 pounds. Your size is Medium.
Horned Prince with Dol Dorn or Balinor of the Sovereign Host.
Speed. Your base walking speed is 30 feet.
Racial Traits. The following racial traits can be used to play
Horns. Your horns are a natural weapon, which you can use
a minotaur in Eberron campaigns.
to make unarmed strikes. If you hit with an unarmed strike
using your horns, you deal piercing damage equal to 1d6 + your
Strength modifier, instead of the bludgeoning damage normal
for an unarmed strike.
Goring Rush. Immediately after you use the Dash action on
your turn and move at least as far as your speed, you can make
one melee attack with your horns as a bonus action.
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alignments. Contrary to some vile prejudices, orcs do not tend
frontiers of the continent.
toward evil alignments.
When human settlers from Sarlona landed in western
Size. Orcs usually stand over 6 feet tall and are typically much
Khorvaire in the Demon Wastes and the Shadow Marches, the
more muscular and burly than a human of the same height,
native orc tribes at first warred with them. But over time, these
weighing between 230 and 280 pounds. Your size is Medium.
people mingled, and many orcs eagerly embraced the new gods
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Speed. Your base walking speed is 30 feet.
the humans brought with them, the Sovereign Host. Many orcs
Darkvision. You have superior vision in dark and dim
even counted their legendary racial folk hero, the one-eyed
conditions. You can see in dim light within 60 feet of you as if it
Garu-Umesh, as an aspect of Dol Dorn, Sovereign of Strength.
were bright light, and in darkness as if it were dim light. You
But older, more primal faiths still hold sway, especially in the
can't discern color in darkness, only shades of grey.
Shadow Marches, where descendants of the original orc druid
Passionate. Orcs are defined by their strong emotions, often
Gatekeepers and the Cults of the Dragon Below continue to
heedless of danger while trusting their convictions. You may
clash.
roll a d8 and add it to the result of any attack roll, saving throw,
Racial Traits. The orc racial traits in Eberron: Rising from the
or ability check. You can wait until after you roll the d20 before
Last War go a long way in differentiating Eberron’s orcs from
deciding to roll this d8, but you must decide before the DM says
the bloodthirsty savages of other campaign settings. However,
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if you wish, the below variant racial traits go further to
exemplify what makes Eberron’s orcs even more unique.
whether the roll succeeds or fails.
When you reach 3rd level, you may choose to add the result
of this d8 to a weapon damage roll.
You can use this feature once and regain the ability to do so
after finishing a short or long rest.
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Savage Attacks. When you score a critical hit with a melee
In Eberron, orcs are not the universally evil creatures they are weapon attack, you can roll the weapon's damage dice one
in other settings. Mostly they are a hardy, tough people additional time and add it to the extra damage of the critical hit.
acclimated to harsh environments, and very passionate about Primal Intuition. You have proficiency in one of the
their beliefs. However, some isolated tribes of orcs, such as the following skills of your choice: Animal Handling, Insight,
Jhorash'tar of the Mror Holds lowlands and the Ghaash'kala of Medicine, Nature, Perception, or Survival.
the Demon Wastes, lead a much more brutal existence, and are Powerful Build. You count as one size larger when
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culturally predisposed toward aggression and cowing those determining your carrying capacity and the weight you can
weaker than them. push, drag, or lift.
Variant Statistics. When playing an orc from a remote tribe, Languages. You can speak, read, and write Common, Goblin,
you may use the orc racial traits from Eberron: Rising from the and Orc.
Last War but replace the Primal Intuition trait with the
following trait:
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maturity in under a decade. They typically live for about a
century.
Size. Sahuagin are scaled, fishy humanoids. When on land
they stand with a hunched posture that makes them seem
slightly smaller than the average human. Your size is Medium.
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Speed. Your base walking speed is 30 feet, and you have a
The sahuagin of the Thunder Sea are aquatic humanoids with swimming speed of 40 feet.
strong piscine features, including large mouths filled with Darkvision. You have superior vision in dark and dim
sharp, shark-like teeth. Their underwater nation is called the conditions. You can see in dim light within 60 feet of you as if it
Eternal Dominion, and life in the Dominion centers around were bright light, and in darkness as if it were dim light. You
mindbogglingly gigantic leviathans that sleep on the ocean can't discern color in darkness, only shades of gray.
floor, known as the kar’lassa. These antediluvian beasts have Bite. Your razor-toothed maw is a natural weapon, which you
never stirred in their slumber, and the sahuagin build their can use to make unarmed strikes. If you hit with it, you deal
cities on—and in—their bodies, harvesting their blood and piercing damage equal to 1d6 + your Strength modifier, instead
biomatter for food, industry, and magic. Kar’lassa blood has of the bludgeoning damage normal for an unarmed strike.
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powerful transmutation properties, and careful, ritual
consumption of this primal substance, as well as other beings,
is what causes sahuagin to mutate, gaining different forms and
abilities. For example, the Blood Frenzy trait that sahuagin of
the Monster Manual possess is a common mutation for
Natural Armor. You have tough, scaly skin. When you aren’t
wearing armor, your AC is 12 + your Dexterity modifier. You
can use your natural armor to determine your AC if the armor
you wear would leave you with a lower AC. You can use a shield
and still gain this benefit.
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sahuagin in the military, but not every sahuagin is bestowed Keen Senses. You have proficiency in the Perception skill.
this power. Shark Telepathy. You can telepathically communicate with
The Eternal Dominion interacts peacefully with coastal any beast that is a shark (giant sharks, hunter sharks, reef
settlements along the southern shores of Khorvaire and the sharks, etc.) within 120 feet of you. When communicating with
port city of Stormreach on Xen'drik's coast, so long as their a shark this way, you can innately cast animal friendship on it at
borders are respected. The sahuagin are currently at war with will. Starting at 3rd level, you can also cast beast bond with this
the elves of Aerenal, especially the underwater territories of trait, but only on beasts that are sharks. Once you cast it, you
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the Valraean Protectorate that the elves seized from the can't do so again until you finish a long rest. Casting these spells
Dominion. For more information about the Eternal Dominion, in this way requires no components and Wisdom is your
the Valraean Protectorate, and the eldritch kar’lassa, look no spellcasting ability for them.
further than Keith Baker’s Exploring Eberron. Limited Amphibiousness. You can breathe air and water, but
Though sahuagin are said to worship the Devourer of the you need to be submerged at least once every 4 hours to avoid
Dark Six, known to them as Sha’argon, they have several suffocating.
peaceful treaties with nations and even House Lyrandar. Languages. You can speak, read, and write Common and
Sahuagin often act as guides for sailing vessels and House Sahuagin. Sahuagin is your native language, and it is most
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Lyrandar wind galleons as they make their way across the suited to speaking underwater. On the surface, it has a gasping,
surface of the Thunder Sea, typically sailing to and from the city raw-throated quality that many land dwellers find off-putting.
of Stormreach.
Although sahuagin can breathe air for a short time, they are
ultimately dependent on salt water to live. Due to this, most
sahuagin adventurers limit themselves to underwater One of the most insidious mutations the sahuagin of the Eternal
questing, or stick close to coastal lands. Sahuagin adventurers Dominion go through is the one to become a malenti—a
that find themselves needing to walk dry land for longer sahuagin that appears in all respects to be a member of another
periods seek out magical oceanic wrap clothing that will sustain race. Exploring Eberron has more on playing a malenti player
them indefinitely (see Chapter 4: Equipment). character.
Racial Traits. The following racial traits can be used to play
a sahuagin in Eberron campaigns.
Some players and DM may question how similar warforged are
Originally intended to be mindless machines to fight in the Last
to normal humanoids. Do warforged bleed? Do they heal
War, the warforged developed sentience unintentionally. As
naturally? Do they benefit from healing spells that indicate they
House Cannith strove to make them the ultimate tools of war,
don’t work on constructs?
each successive generation of warforged emerging from the
Those wishing to play with warforged that are significantly
creation forges became more intuitive and capable of growth,
different from other races may use the following additional
until they became a new kind of creature.
racial traits:
Since the Treaty of Thronehold, the warforged have been
Living Construct. You are both a constructed being and a
recognized as living creatures, setting them free. For many
living creature. You have two creature types: construct and
warforged, this freedom merely confuses them. Born to be
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humanoid. You can be affected by a spell or ability if it works
soldiers and take orders, many join adventuring parties just to
on either of your creature types.
be directed toward the next fight. Other warforged seek a
Because of this, you can be healed by spells that specify they
deeper meaning to their existence and seek to find answers.
don't work on constructs; however, you regain only half the
Variant Statistics. Warforged racial traits can be found in
amount of hit points restored by non-transmutation spells that
Eberron: Rising from the Last War. However, to regain the feel
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restore hit points and from potions of healing (all types). Other
of previous editions, where a warforged’s armor was part of
effects that restore hit points function as normal.
their body rather than a shell they could easily remove with a
Required Maintenance. Warforged do not heal naturally
mere hour of work, the following traits can be taken in place of
over time. In order for you to regain hit points and Hit Dice after
the warforged’s Integrated Protection trait:
a long rest, you or an ally within reach must cast the mending
cantrip on you, or alternatively spend two hours during the
Model Type. You cannot wear armor of any kind. Your body
long rest repairing your body. To do so, you or your ally must
is one of three models that determines your Armor Class and
possess and have proficiency in at least one of the following
whether and what kind of armor you are considered to be
types of artisan's tools: artificer's tools, carpenter's tools,
wearing. You need not be proficient with the kind of armor that
jeweler's tools, mason's tools, smith's tools, or tinker's tools. If
you are considered to be wearing due to your model type, but
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you incur the normal restrictions and penalties for wearing
armor you are not proficient with (you have disadvantage on
any ability check, saving throw, or attack roll that involves
Strength or Dexterity, and you can't cast spells.)
your class or background would supply you with armor as
equipment, you may take one of these tools or a shield in its
place.
If you cannot maintain yourself in this way, you do not
restore your hit points to maximum or regain Hit Dice, but you
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Regardless of your model type, the AC provided by it
receive all other benefits of a long rest.
increases by +1 when you reach 3rd level, and an additional +1
Inert State. The alchemical fluid flowing through your
when you reach 5th level. Choose one model type below:
circulatory system clots quicker than blood when exposed to
Adamantine Construction. Your body grants you an Armor
air. When you are at 0 hit points, it only takes you 2 successful
Class of 17. You are considered to be wearing heavy armor and
death saving throws to become stable, but you do not regain 1
have disadvantage on Stealth checks.
hit point after 1d4 hours. Instead, you remain stable and
Composite Plating. Your basic composite body grants you an
unconscious indefinitely, until healed or damaged. You still die
Armor Class of 14 + your Dexterity modifier (maximum +2).
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world where their perverse ideas of divinity will run their Idolatrous Legacy. When you reach 3rd level, choose any
course. divine domain cleric subclass (including new ones listed in
Subraces. Volo’s Guide to Monsters provide base racial traits Chapter 2: Classes & Subclasses). You gain the ability to use the
for aasimar, including three subraces, and Exploring Eberron Channel Divinity feature that domain grants to 2nd level clerics.
provides additional subraces and variants to reflect kinds of Your effective cleric level for this ability is equal to your
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aasimar inherently tied to Eberron’s planes and faiths. The character level, and if the ability can be resisted with a saving
idolatrous aasimar presented below is another kind of aasimar throw, the DC is equal to 8 + your proficiency bonus + your
unique to Eberron. Charisma modifier.
You can use this ability once, regaining the ability to do so
when you finish a short or long rest.
Once-celestial beings known as "radiant idols" are cast out of If you are a cleric, the divine domain you choose for this trait
Syrania, the Azure Sky, as punishment for claiming to be the need not be the same as the divine domain you selected for
sole divinity of a divine domain and demanding the adoration your actual cleric subclass.
and worship of mortals. While radiant idols could twist Earthbound. As part of your ancestor's divine punishment,
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worship of even benevolent forces like Life into something foul
and malign, many of these fallen idols embodied the darkest of
powers, such as Death and Corruption. As an idolatrous
aasimar, you are imbued with the tainted blessing of one of
these beings, and the power of their domain flows strongly
they were barred from ever knowing the joy of flight. While you
are not so irrevocably chastised, the power of this sanction still
flows through your tainted blood. Any spell that grants flight or
otherwise defies gravity (fly, levitate, feather fall, etc.) must be
cast from a spell slot one level higher than usual to affect you,
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through your corrupted celestial blood. otherwise it fails.
In addition, any magical item that grants the ability to fly
counts as two items for the purposes of your magic item
attunement limit.
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Personal Symbiont. You are bound to an alien entity. It’s part
of your body and can’t be removed. Your symbiont possesses a
Though not truly descended from the abominable daelkyr, the minor supernatural ability, which it can use on your behalf.
so-called "half-blood" progeny of those horrific and alien fiends Choose a cantrip from the following list: acid splash, guidance
could not exist without them. The daelkyr are bound to Khyber, (self only), infestation (Xanathar’s Guide to Everything), light,
unable to reach the surface of Eberron, but the malignant mage hand, poison spray, ray of frost. As long as your personal
influence of their power can still seep into the world above, symbiont is fully exposed, you can cast that cantrip. You can
where the ancient seals keeping them in place begin to fail. choose to conceal the symbiont, but you can only cast the
Unfortunately, the unborn are most vulnerable to this seepage. cantrip you gain with this trait while it’s exposed. Work with
These innocents, growing in their mothers’ wombs, become your DM to determine the appearance of your symbiont.
tainted, and are born as daelkyr half-bloods. When you finish a long rest, you can mutate the symbiont,
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Most daelkyr half-bloods become adventurers to flee gaining different benefits; when you do so, you can select a
sentiments of distrust and disgust, even from their own different cantrip from this list. Charisma is your spellcasting
parents. Shunned because of their bond with their hideous ability for this cantrip.
siblings, they take to the roads to search for adventure and At higher character levels, you can instead mutate your
discovery and to forget their troubles.
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personal symbiont into a form that mimics other kinds of
Racial Traits. The following racial traits can be used to play symbiont creatures or items, instead of a form that casts one of
a daelkyr half-bloods in Eberron campaigns. the above cantrips. When mutating your personal symbiont
into a form that mimics a symbiont creature or item, it is still
your personal symbiont, bound to your body. It cannot be
Elements of the Personal Symbiont trait and Symbiont Mastery detached and you do not need to attune to it.
trait below have been taken from the Ruinbound dwarf subrace At 5th level, you can choose to mutate your personal
traits of the same names in Exploring Eberron, designed by Keith symbiont into a common or uncommon symbiont creature or
Baker and Will Brolley. item.
If your game uses symbiont creatures detailed in Appendix B At 11th level, you can choose to mutate your personal
and Ruinbound dwarves, it is suggested to give these dwarves the
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version of Symbiont Mastery detailed below.
Your daelkyr half-blood has the below traits due to the taint of
Xoriat.
symbiont into a rare symbiont creature or item.
At 17th level, you can choose to mutate your personal
symbiont into a very rare symbiont creature or item.
For the statistics of symbiont creatures, see Appendix B.
Symbiont Mastery. You can attune to one magic item that
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Ability Score Increase. Your Charisma score increases by 2, has the Symbiotic Nature property or one symbiont creature
and one ability score of your choice increase by 1. Even though without using an attunement slot. In addition, after you finish a
your appearance is sickly and off-putting, you have a darkly long rest, you can end your attunement to a magic item that has
powerful will. the Symbiotic Nature property. If you detach a symbiont this
Age. Daelkyr half-bloods mature at the same rate as their way, you do not suffer any detrimental effects.
humanoid parents but do not generally live as long, since they Unbalanced Mind. Your mind is in constant self-revolt and
are more likely to suffer from degenerative health conditions in contact with it can be debilitating. Any creature that attempts
the twilight of their lives.
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dhampyr depends on how he or she reacts to the attitudes of
In modern times, most dhampyr are the progeny of a human
others toward the undead. A dhampyr might loathe the undead
and a vampire, rather than elven and vampiric parents, but
and take up arms against their cursed heritage, or they might
dhampyr created from any common race and a vampire are
embrace their vampiric origins and enjoy lording over others.
possible. The faith of the Blood of Vol looks upon the undead as
Size. Dhampyr can be either Medium or Small, depending on
martyrs of their faith, making the rare dhampyr birth a holy
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which race their mortal parent was.
occurrence to the Seekers of Divinity Within.
Speed. Regardless of your size, your base walking speed is 30
However, the faithful of other religions still hold to the belief
feet.
that vampires are evil, unnatural, and predatory creatures,
Darkvision. You have superior vision in dark and dim
causing most common folk to look upon dhampyr with distrust
conditions. You can see in dim light within 60 feet of you as if it
and suspicion. Even in Karrnath, where belief in the Blood of
were bright light, and in darkness as if it were dim light. You
Vol is more common, dhampyr can often make people uneasy,
can't discern color in darkness, only shades of gray.
with either awe or fear.
Vampiric Progeny. Although you are a living creature, the
Racial Traits. The following racial traits can be used to play
energy of Mabar suffuses your body. You have resistance to
a dhampyr in Eberron campaigns.
necrotic damage.
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stuck in the fabric of the cosmos, them and their people The Feyspires, six glorious citadels of culture, magic, and
anchored to the material plane. civilization once stood amongst the beautiful wilderness of
Eladrin might become adventurers to solve the mystery of Thelanis. Civilization and nature stood in harmony, each made
the cosmically-stuck Feyspires, or to explore the current more beautiful by the contrast. Now, the Feyspires have
society they are now stranded in. They often attempt to pass
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become stuck in the mire of the material plane, and the courtly
themselves off as elves, as they bear a striking resemblance to eladrin within them must deal with the mundane world
them, with the exception of their solid-color eyes. beyond.
Racial Traits. Below, the eladrin are detailed as their own Ability Score Increase. Your Intelligence score increases by
race, replacing the elven eladrin subrace in Mordenkainen’s 2.
Tome of Foes. Additionally, two distinct eladrin subraces are Alignment. The story of eladrin born in a feyspire can be
presented, each of which representing a facet of life for the fey somewhat rigid, as they follow the story of their Lord or Lady.
people of Thelanis. Most feyspire eladrin match the alignment of their ruler,
typically lawful, as they play supporting roles in the tale of their
patron, but some may play the part of antagonist or rebel, and
All eladrin, regardless of their subrace, share some natural
traits.
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Ability Score Increase. Your Dexterity score increases by 1.
Age. Eladrin have the same rate of maturity and concept of
adulthood as elves, but they are fey creatures who do not die of
thus seek to forge their own legend.
Feyspire Magic. Eladrin born of the Feyspires possess the
magic of the feyspire of their birth itself. Choose one of the
feyspires listed below. You gain the ability to cast the cantrip
associated with your feyspire. Your initial choice of feyspire is
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old age. usually permanent; it is the Feyspire you were born in and the
Alignment. As fey beings of Thelanis, the eladrin are living story of it and its Lord or Lady is a driving force for your own
stories. They each tell a tale with every breath they take and story. However, it is possible to forsake the story of your birth
step they make. Depending on where an eladrin exists within spire and swear allegiance to a new one. Typically, the Lord or
the larger narrative of Thelanis, their alignments can vary Lady of your new spire will demand a service or quest, usually
dramatically. demanding you accept a geas spell cast upon you, and when you
Size. Eladrin have statuesque, svelte builds, and stand over 6 complete this quest, you lose the cantrip associated with your
feet tall. Your size is Medium.
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former feyspire and gain the cantrip granted by your new one.
Speed. Your base walking speed is 30 feet. Your spellcasting ability for your feyspire cantrip is
Darkvision. Your fey eyes see more than mere mortal vision Intelligence or Charisma, whichever is higher.
can. You have superior vision in dark and dim conditions. You
can see in dim light within 60 feet of you as if it were bright Feyspire Cantrip
light, and in darkness as if it were dim light. You can't discern Pylas Pyrial,
color in darkness, only shades of gray. friends
the Gate of Joy
Fey Blood. You have advantage on saving throws against Shae Joridal,
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being charmed, and magic can't put you to sleep. Additionally, dancing lights
the City of Emerald Lights
your creature type is fey, rather than humanoid. Shae Lora Lyndar,
Fey Step. As a bonus action, you can magically teleport up to thorn whip
the City of Rose and Thorn
30 feet to an unoccupied space you can see. Once you use this Shaelas Tiraleth,
trait, you can’t do so again until you finish a short or long rest. guidance
the Court of the Silver Tree
Trance. Eladrin don't need to sleep. Instead, they meditate Taer Lian Doresh,
deeply, remaining semiconscious, for 4 hours a day. (The minor illusion
the Fortress of Fading Dreams
Common word for such meditation is "trance.") After resting in Taer Syraen,
this way, you gain the same benefit that a human does from 8 ray of frost
the Winter Citadel
hours of sleep.
(If you are using the Trance and Dreams variant for elves, the
same variant applies to eladrin as well).
Though called "wild" by their courtly kin within the Feyspires,
eladrin whose stories eb and flow with the seasons are no less
magically adept. Though they used to run free and cavort in the
wilds with other fey, the sudden absence of the Feyspires has
caused these wild eladrin to feel an ache in their souls; a
complement to themselves has been lost. Some few have
traveled to the material plane, a place of quickening, withering,
and pointless sorrow, to help their wayward cousins home.
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Ability Score Increase. Your Charisma score increases by 2.
Alignment. Eladrin of the wilds often follow carefree
storylines, unlike their cousins in the Feyspires, tending toward
chaotic alignments. Those few who take it upon themselves to
travel to the material plane tend toward good alignments as
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they are likely following heroic tales.
Seasonal Moods. Wild eladrin's stories are associated with
the changing seasons. Unlike the material plane, the seasons on
Thelanis seem to change with the mood of the plane's
occupants. When you finish a long rest, you may choose a
season of your liking and adopt it, changing your physical form
to match. Regardless of your form, you remain recognizable as
your previous self. Your chosen season represents a mood or
narrative tone that you take on:
Autumn is the season of peace and goodwill, when summer's
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harvest is shared with all. When you assume this season, your
skin, hair, and eyes take on autumnal colors of reds and
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Driven to battle against Darkness, many kalashtar take up Though immortal, killoren can die from violence or accident
arms in this spiritual war only metaphorically, preferring to as readily as any human, and the race seems almost driven to
meditate on the Great Light. But there are plenty among them prove this point. Throwing themselves into the most dangerous
who start the life of an adventurer, calling themselves "shadow frontiers of Khorvaire to do battle with the demonic, the
walkers," taking a more active role in the fight, confronting evil aberrant, and the monstrous, killoren adventurers are more
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where they can. common amongst their number than civilians.
Some kalashtar are orphans, raised outside of their culture Many killoren now look toward the Mournland, itching for
and heritage, leading to confusion and isolation as their natural vengeance against what caused such a malignant blight upon
powers manifest and set them apart from their human peers. the natural world. In fact, since the Day of Mourning four years
Many of these orphaned kalashtar pursue a life of adventuring ago, the number of killoren births seems to be on the rise...
to relieve themselves of the feelings of ostracization. Some even Racial Traits. The following racial traits can be used to play
become mentally unbalanced, alienated by the influence of a killoren in Eberron campaigns.
their patron spirit, unable to explain or escape the second ego
living inside their minds.
Racial Traits. Kalashtar racial traits can be found in Eberron: Your killoren character has the following traits.
Rising from the Last War.
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scores increase by 1.
Age. Killoren mature to adulthood within a decade, and do
not die from old age, nor do they grow infirm with time.
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If you wish to use variant statistics that fully represent the Size. Killoren are roughly the same size as elves, though
kalashtar’s natural psionic talents, the Korranberg Chronicle: otherwise drastically different in appearance. Your size is
Psion’s Primer details a complete psionics system for the 5th Medium.
edition of Dungeons and Dragons, especially for campaigns set Speed. Your base walking speed is 30 feet.
in the world of Eberron. Darkvision. You have superior vision in dark and dim
In addition to psionic races like the kalashtar, the Psion’s conditions. You can see in dim light within 60 feet of you as if it
Primer presents new psionic base classes, psionic subclasses were bright light, and in darkness as if it were dim light. You
can't discern color in darkness, only shades of gray.
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skills). You are considered proficient with this check and add only lightly obscured by foliage, heavy rain, falling snow, mist,
double your proficiency bonus on the check, instead of your and other natural phenomena.
normal proficiency bonus. The Hunt. As a bonus action, you can mark one creature you
Once you use this ability, you must finish a long rest before can see within 10 feet of you. Until the end of your next long
you may do so again. rest, your proficiency bonus is doubled for any ability check
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Naturespeak. You know the druidcraft cantrip. Once you you make to find the marked creature, and you always know
reach 3rd level, you can cast the speak with animals spell once the location of that creature if it is within 60 feet of you. You
with this trait, and you regain the ability to do so when you can’t use this trait again until you finish a short or long rest.
finish a long rest. Once you reach 5th level, you can cast the Wildsense. If you are surprised at the start of combat, you
speak with plants spell once with this trait, and you regain the can still move and take your action on your first turn of combat,
ability to do so when you finish a long rest. and you can take a reaction as soon as you finish your turn.
Wisdom is your spellcasting ability for these spells.
Many revere nature for its raw power and devastation, but
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altered them at birth. Others might count themselves as
Ability Score Increase. Your Charisma score increases by 1.
descendants of both a mortal and a fiend from one of these
Age. Tieflings mature at the same rate as humans but live a
planes. Regardless of how they came to be, manifest tieflings
few years longer.
draw their powers from the infusion of fell planar energies in
Alignment. Tiefling alignments vary wildly, depending on
their blood.
their fiendish origin.
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Ability Score Increase. Your Dexterity score increases by 2.
Size. Tieflings are about the same size and build as humans.
Alignment. Manifest tieflings have varying backgrounds, but
Your size is Medium.
almost all have felt the temptation of evil in their lives. Often
Speed. Your base walking speed is 30 feet.
outcast from society and self-reliant, they tend toward chaotic
Darkvision. Thanks to your infernal heritage, you have
alignments as well.
superior vision in dark and dim conditions. You can see in dim
Manifest Origin. Your fiendish blood has a specific malign
light within 60 feet of you as if it were bright light, and in
plane of origin. Pick one of the planes listed on the Manifest
darkness as if it were dim light. You can't discern color in
Origin table below. This affects other traits you gain from your
darkness, only shades of gray.
subrace.
Subrace. Unlike most campaign settings, there are three
Manifest Resistance. You have resistance to one type of
subraces of tieflings in Eberron: manifest, sakah, and venomous
tieflings. Choose one of these subraces.
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corresponding plane lists a choice of two damage types, you
select one and cannot change your choice.
Manifest Legacy. You know one cantrip, depending on your
choice of origin.
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Once you reach 3rd level and 5th level, you can cast
additional spells as indicated on the Manifest Origin table.
When you gain these spells at the indicated levels, you can cast
each spell once with this trait, and you regain the ability to do
so when you finish a long rest.
Charisma is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common and one
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Plane of Origin Resistance Cantrip Spell at 3rd Level Spell at 5th Level
Daanvi, the Perfect Order force resistance command zone of truth
Dolurrh, the Realm of the Dead necrotic toll the dead* ray of sickness calm emotions
Fernia, the Sea of Fire fire control flame* burning hands flame blade
Kythri, the Churning Chaos lightning mage hand chaos bolt* misty step
Lamannia, the Twilight Forest thunder primal savagery* hunter’s mark spike growth
Mabar, the Endless Night necrotic chill touch arms of Hadar shadow blade*
Risia, the Plain of Ice cold ray of frost armor of Agathys Snilloc’s snowball swarm*
Shavarath, the Battleground acid or fire true strike bane cloud of daggers
Xoriat, the Realm of Madness acid or necrotic minor illusion dissonant whispers crown of madness
*These spells can be found in Xanathar’s Guide to Everything.
The Sakah are the most rarely encountered tieflings outside of The vast majority of tieflings that walk the face of Eberron are
the Demon Wastes. In their wasteland of a home, they are the descendants of the nobility of Ohr Kaluun, a nation that
known as "Touched Ones," since their demonic taint is believed once thrived in ancient Sarlona. The mage-lords of Ohr Kaluun
to be due to the touch of a Demonic Overlord. Few sakah desire forged dark pacts with infernal spirits beyond the material
to leave their savage, brutal lives. Sakah typically rise to the plane, empowering themselves and their progeny. Over
position of leadership among the hordes of barbaric carrion generations, this taint accumulated until the first Kaluunite
tribes due to their physical prowess and mental cunning. tieflings were born. When Ohr Kaluun was wiped out in the
Those who do decide to leave must somehow make it past Sundering of Sarlona, a small number of tiefling nobles
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the Ghaash’kala orc clans that guard the Labyrinth. These orcs managed to flee with their retainers. They fled across the sea to
believe all who exist within the Demon Wastes are tainted by western Khorvaire and established a hidden enclave that
evil beyond redemption and cannot be allowed to escape. In the would become known as the Venomous Demesne.
case of the sakah, they might be correct... Until recently the Venomous Demesne was thought mere
Ability Score Increase. Your Strength score increases by 2. myth by the rest of Khorvaire. That changed when the Court of
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Alignment. Life among the carrion tribes is brutal, hard, and Four, the heads of the four noble houses of tieflings that ruled
often short. Even sakah that escape most likely only do so only the Venomous Demesne, entered into a formal pact with the
for darker motives like vengeance or a drive to conquer. A non- Daughters of Sora Kell and joined the nation of Droaam under
evil sakah is as likely to exist as a charitable dragon. their rule.
Demonic Resistance. You have advantage on saving throws Tieflings of the Venomous Demesne have a unified
against disease and poison, and you have resistance against appearance, clearly displaying horns and other diabolic
necrotic and poison damage. features, though they are possessed of a kind of dark beauty.
Demonic Legacy. You know the thunderclap cantrip (see Their domain is referred to as "Venomous" not due to any
Xanathar’s Guide to Everything). When you cast thunderclap, it predilection for or supernatural affinity with poisons, but
has a Verbal component (a roar) instead of a Somatic rather due to their viper's-nest-like society and culture.
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component. Once you reach 3rd level, you can cast the false life
spell once with this trait as a 2nd-level spell, and you regain the
ability to do so when you finish a long rest. Once you reach 5th
level, you can cast the enlarge/reduce spell on yourself once
with this trait, using only the spell's enlarge option. You regain
Ability Score Increase. Your Charisma and Intelligence
scores increase by 1.
Alignment. The Venomous Demesne is possessed of a
strongly insular society. Outsiders would consider most
traditions needlessly cruel. As a whole, the Venomous Demesne
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the ability to cast this spell when you finish a long rest. is a lawful evil society, but individual tieflings can be of any
Charisma is your spellcasting ability for these spells. alignment.
Languages. You can speak, read, and write Common and Infernal Resistance. You have resistance to fire damage.
Infernal. Infernal Legacy. You know the thaumaturgy cantrip. Once
you reach 3rd level, you can cast the hellish rebuke spell once
with this trait as a 2nd-level spell, and you regain the ability to
do so when you finish a long rest. Once you reach 5th level, you
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can cast the darkness spell once with this trait, and you regain
the ability to do so when you finish a long rest.
Charisma is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common and
Infernal.
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ll of the classes found in the Player’s Handbook have The Arcanist and Swordmage are new classes presented
their place in Eberron. Adventurers are rare, so the here, each with its own selection of subclasses. In addition to
player characters in an Eberron campaign setting these new classes, each existing class, including the new
are amazing heroes and explorers capable of more Eberron: Rising from the Last War’s Artificer, will have its own
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daring exploits than most people alive. There are no all- section, detailing how new or existing subclasses can fit into the
powerful NPCs waiting to steal the spotlight, so it is up to the world of Eberron (sometimes with suggested mechanical
player characters to save the day. alterations).
Druid Circle of Purity 2nd Disrupt and destroy the workings of unnatural magic.
Druid Circle of Ruin 2nd Channel the natural death and decay of all things.
Druid Circle of the Guardian 2nd Fight alongside a beast to protect the wilds while heavily armed
and armored.
Druid Circle of the Path 2nd Shepherd travelers to a plane and create temporary manifest
zones.
Druid Circle of Sealing 2nd Protect the material plane from fiends and aberrations.
Paladin Oath of Liberty 3rd Vow to protect the freedom of others, mind, body, and soul.
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Paladin Oath of the Unbroken 3rd Vow to protect and guide your fellow warforged.
Ranger Eldeen Hunter 3rd Learn secrets from Eldeen druids with this variant of the
standard hunter subclass.
Ranger Urban Soul 3rd Feel the ebb and flow of the city and explore it with a tiny beast
companion.
Sorcerer Apex Dragonmark 1st Manifest a true dragonmark with truly epic potential.
Sorcerer Child of Khyber 1st Manifest the most powerful aberrant dragonmark seen for
millennia.
Wizard Generalist 2nd Study the breadth and depth of arcane sciences to always be
prepared.
Swordmage Axiom of Assault 3rd Focus your magic on devastating attacks and mobility.
Swordmage Axiom of Command 3rd Lead your allies and magically empower them to ensure victory.
Swordmage Axiom of Division 3rd Outwit, outmaneuver, and out-cast your foes to conquer them.
Swordmage Axiom of Fortitude 3rd Channel your arcane might to fortify yourself and your allies.
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A human holds off assailants by firing a bolt of energy from her
whirling, improvised wand down the hallway. She tosses her
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latest invention, an automated lockpicker, to her allies, to help
them get out of this sticky situation.
A gnome carefully sets the glowing dragonshard into the
pommel of a dagger, sweat on his furrowed brow. After hours
of painstaking work… success! With a click, the shard is secured
in place, and a frosty patina of ice encrusts the edge of the
weapon. Perfect.
The elf turns the corner and comes up short. They certainly
did not expect to be chased by fire-wielding drow in these
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jungle ruins when they woke up this morning. No matter, with
a twist of a finger and an improvised incantation, the fireball
launched from the elf’s finger turns into a tiny screaming ball
that erupts into thunder.
Arcanists study the fundamental essence of magic and
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artifice and weave it into the fabric of their spells and creations.
The study of magic items and artifacts drives them to explore
outside of their labs as they delve into ancient ruins to uncover
the secrets of arcanists and artificers of old.
theory. While the wizard studies how to shape magic into In previous versions of the Adventurer’s Almanac, the arcanist
spells, the arcanist sees magic on a fundamental level and class as presented here went by the name of the “Artificer.” The
advances the boundaries of arcane science. They are experts at class was renamed in version 1.4 of the Almanac to avoid
channeling arcane energies into objects, crafting potent confusion with the newly released, official artificer class.
temporary magic items to wield that magical force. The distinction between the artificer and the arcanist is the
In many ways, arcanists and artificers work side by side to be distinction between an engineer and a scientist. The arcanist
the backbone of Eberron’s advanced magical technology. The deals in theoretical applications of fundamental magic, while
greatest modern marvels of magic—the lightning rail, the artificer engineers practical innovations based on the same
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Mastery feature
7th +3 — 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 — 4 4 3 3 3 1 — — — —
10th +4 Salvage Schema 5 4 3 3 3 2 — — — —
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11th +4 — 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 — 5 4 3 3 3 2 1 1 — —
14th +5 Infusions (3/rest) 5 4 3 3 3 2 1 1 — —
15th +5 — 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 Mastery feature 5 4 3 3 3 2 1 1 1 1
18th +6 Infusions (4/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Salvage Schema improvement 5 4 3 3 3 3 2 2 1 1
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When you begin creating your arcanist, you must first decide As an arcanist, you gain the following class features.
what field of arcane science you strove to master. Much like
choosing an academic field to study, your field of mastery
evokes what you find most interesting about magic. Do you love
to design conveniences for your allies? Do you seek to Hit Dice: 1d8 per arcanist level
experiment with the nature of spells? Hit Points at 1st Level: 8 + your Constitution modifier
However, you must also decide what has caused you to seek Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per arcanist level after 1st
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unrelated goals? Skills: Arcana and two from the following: History, Insight,
Investigation, Perception
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do not have a cost
You can cast an arcanist spell as a ritual if that spell has the
ritual tag and you have the spell prepared.
When you cast a ritual, you are not performing a complex
You approach the study of arcane science differently from a series of spellcasting gestures. Rather, your “rituals” are a mad
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wizard. While they research to control the essence of magic scramble to create a temporary magic item that produces
with speech and gesture, you experiment with ways to infuse spell's effect. When you cast a spell as a ritual, there is a special
magic's arcane threads through the physical world around you. requirement cost to cast it; supplies and raw materials worth
You cast spells differently from other spellcasters (see Custom at least 10 gold per spell level. These supplies are not consumed
Spellcasting Focus and Jury-Rigged Rituals below), but you in casting the ritual and can be salvaged and reused.
follow the general rules of spellcasting as detailed in chapter 10
of the Player’s Handbook. The arcanist spell list is detailed at the
end of the arcanist description. You cannot fulfill the material component of arcanist spells you
cast, unless they have a notable cost. Instead, you use any type
of Artisan's tools (usually Artificer's tools) to construct an
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At 1st level, you know three cantrips of your choice from the
arcanist spell list. You learn additional arcanist cantrips of your
choice at higher levels, as shown in the Cantrips Known column
of the Arcanist table.
improvised device that functions as a spellcasting focus.
Constructing this device is part of the casting time of the spell
and counts as the spell's somatic component. An arcanist must
have both hands free to construct a custom spellcasting focus.
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Your custom device can be reused the next time you cast the
same spell it was constructed for, unless the spell specifies that
The Arcanist table shows how many spell slots you have to cast its material component is consumed. If consumed, the custom
your arcanist spells of 1st level and higher. To cast one of these spellcasting focus falls apart after the spell's duration is over.
spells, you must expend a slot of the spell's level or higher. You Reusing a custom spellcasting focus requires only one hand for
regain all expended spell slots when you finish a long rest. casting a spell. Drawing a previously-made custom spellcasting
You prepare the list of arcanist spells that are available for focus and stowing it are part of the casting time of the spell.
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you to cast, choosing from the arcanist spell list. When you do
so, choose a number of arcanist spells equal to your Intelligence
modifier + your arcanist level (minimum of one spell). The Your proficiency bonus is doubled for any ability checks you
spells must be of a level for which you have spell slots. make using the Arcana skill or Artificer's tools.
For example, if you are a 3rd-level arcanist, you have four In addition, choose one field of arcane science that you have
1st-level and two 2nd-level spell slots. With an Intelligence of focused in above all others. Each field of mastery is detailed at
16, your list of prepared spells can include six spells of 1st or the end of the class description. Your choice grants you
2nd level, in any combination. If you prepare the 1st-level spell additional arcanist spells and other features when you choose
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repair damage, you can cast it using a 1st-level or 2nd-level slot. it at 1st level. It also grants you additional ways to use your
Casting the spell doesn't remove it from your list of prepared Infusions when you gain that feature at 2nd level, and
spells. additional benefits at 6th, 8th, and 17th levels.
You can change your list of prepared spells when you finish
a long rest. Preparing a new list of arcanist spells requires time
spent in contemplation and brainstorming: at least 1 minute Each field of mastery has a list of spells—its mastery spells—
per spell level for each spell on your list. that you gain at the arcanist levels noted in the mastery
description. Once you gain a mastery spell, you always have it
prepared, and it doesn't count against the number of spells you
Intelligence is your spellcasting ability for your arcanist spells, can prepare each day.
since your ability to formulate magic into spell effects comes If you have a mastery spell that doesn't appear on the
from your skill and ingenuity. You use your Intelligence arcanist spell list, the spell is nonetheless an arcanist spell for
whenever an arcanist spell refers to your spellcasting ability. In you.
At 2nd level, you gain the ability to shape magic energy directly Beginning at 10th level, you may spend one workday of
from the world around you to create magical effects. You start downtime to dismantle a magic item and reverse engineer the
with one such effect: Personal Weapon Augmentation. When schema necessary to create it (for more about schema, see the
you reach 2nd level, you also gain an effect determined by your rules for creating magic items in the Wayfinder’s Guide to
field of mastery. At 5th level, you gain the Instant Armor Eberron).
Augmentation effect. Some fields of mastery also grant You record the schema in a series of symbolic notations that
additional Infusions as you advance in levels, as noted in the only make sense to yourself and other arcanists and artificers.
mastery description. (Many accomplished arcanists maintain a book of schema that
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When you use your Infusions, you choose which effect to they safeguard against theft or duplication from rivals.)
create. You must then finish a short or long rest to use your The item you dismantle is destroyed, and the physical
Infusions again. components used to make it cannot be reused. Artifacts, cursed
Some Infusion effects require saving throws. When you use items, sentient items, and constructs cannot be dismantled.
such an effect from this class, the DC equals your arcanist spell At 20th level, you can dismantle a magic item in such a way
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save DC. that you can reassemble it within the same workday you spent
At 6th, 14th, and 18th level, you can use your Infusions an dismantling it, reverse engineering its formula without
additional time between rests. When you finish a short or long destroying the original item.
rest, you regain your expended uses.
As either an action or a bonus action, you may enhance a If your game allows the optional rules for Multiclassing found
weapon you are holding. If you enhance a weapon with the in the Player’s Handbook, a character can multiclass into and
ammunition property, it confers any augmentation to out of the arcanist class as they can with other classes.
ammunition loaded and fired from it. For the 10 minutes or
benefits:
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until you let go of the weapon, you gain one of the following
Arcanist Intelligence 13
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Flame Tongue. +1d6 fire damage, and you gain fire resistance.
Frost Brand. +1d6 cold damage, and you gain cold resistance.
features.
Infusion as a reaction, you may only do so when you or an ally
you can see within 5 feet of you are hit by an attack or are
affected by a spell, and the wearer of the outfit or suit of armor
gains its benefit against the triggering attack or spell. When multiclassing in arcanist and another spellcasting class
Resonant Harmonics. The wearer gains thunder resistance that grants spell slots, add your total arcanist level to determine
and an area with a radius of 5 feet around them ignores the your total number of spell slots.
effects of magical silence.
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When you reach 4th level, and again at 8th, 12th, 16th, and 19th
level, you can increase one ability score of your choice by 2, or
you can increase two ability scores of your choice by 1. As
normal, you can't increase an ability score above 20 using this
feature.
Starting at 2nd level, you can use an Infusion to cause a
Arcane science and artifice have been driving factors in the
damaged elemental creature to begin reconstituting its form.
development of modern society in Khorvaire and are one of the
Choose one elemental creature that doesn't have all of its hit
hallmarks of the Eberron campaign setting.
points you can see within 30 feet. For 1 minute, that elemental
There are many facets of the study of arcane science, and
creature heals an amount of hit points at the start of its turn
your choice of which field to assert your mastery in signifies
equal to your Intelligence modifier, unless the creature has
where you focus your creativity and drive for perfection.
more than half of its hit points.
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The secrets of elemental binding are behind some of the most At 6th level, you have devised how to channel bound elemental
famous inventions of modern Khorvaire, including the motes into a protective matrix around a suit of armor. If you
wondrous lightning rail and elemental airships of House Orien have summoned an elemental mote and have taken an action
and House Lyrandar. Masters of elemental binding channel the to suppress it into its khybershard core, you may spend one
primal power of conjured elementals into their works of workday of downtime (8 hours) integrating the khybershard
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artifice to enhance and empower them. into any suit of armor. While integrated this way, the
khybershard cannot be targeted separately, and the elemental
Restriction. You must know the secrets of elemental binding bound inside it has total cover against all spells and effects.
to select this mastery. The techniques to bind elementals are When worn, the augmented suit of armor functions as armor
known only to the gnomes of Zilargo and the Sulatar drow, but of resistance (Dungeon Master’s Guide), granting the wearer
with the DM's permission, it is possible that you were taught by resistance to one type of damage the bound elemental itself is
an a Zil or Sulatar, or you could discover the art yourself. resistant or immune to (your choice, made at the time you
finish integrating the khybershard into the armor).
The elemental mote still exists, and you cannot summon
another one while it and the armor remain intact. You may
Arcanist Level
1st
3rd
5th
Spells
absorb elements*,
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conjure elemental mote †
arcane lock, locate object
elemental weapon, magic circle
spend an additional workday of downtime to safely remove the
elemental's khybershard from the armor, restoring it to
elemental mote form.
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7th conjure minor elementals, charm
At 8th level, you have perfected the techniques for binding
monster*
elemental motes into weapons, channeling the primal magic of
9th conjure elemental, planar binding
* These spells can be found in Xanathar’s Guide to Everything
their element for offensive power. If you have summoned an
† This new spell is detailed in Chapter 3: Character Options elemental mote and have taken an action to suppress it into its
khybershard core, you may spend a workday of downtime (8
hours) integrating the khybershard into any weapon. While
Arcanists with a mastery in binding elementals begin the game integrated this way, the khybershard cannot be targeted
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with a single Khyber dragonshard worth 50 gp, sufficient for separately, and the elemental bound inside it has total cover
the material component of the conjure elemental mote spell. against all spells and effects.
The elementally bound weapon is a magic weapon, and gains
an additional effect depending on the nature of the bound
elemental mote as follows (Ranged weapons confer these
Starting at 1st level, whenever you cast conjure elemental mote,
bonuses to their ammunition):
the conjured mote's hit point maximum increases by 3 for
Air Mote. The weapon deals an extra 1d6 lightning damage
every arcanist level you have.
on each hit.
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considered your conjured mote for the conjure elemental mote component, instead of the spell's normal material component.
spell, allowing you to conjure another one without dismissing If you do so and the elemental fails its Charisma saving throw,
the permanently bound spirit back to its home plane. the shard is not consumed in casting. Instead, the elemental
If you bind an elemental creature other than an elemental creature is drawn into the khybershard and completely sealed
mote (see Binding Elementals sidebar), you can incorporate its within it. When cast this way, planar binding's duration is
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khybershard into a suit of armor or weapon, requiring a instantaneous. The elemental remains bound within the
number of workweeks of downtime equal to twice the khybershard until the khybershard is physically destroyed (AC
elemental's challenge rating and additional raw materials 10, 10 hit points per 500 gp it is worth), which frees the
equal to 1,000 times the elemental's challenge rating in gp. elemental into the nearest unoccupied space.
When binding an elemental other than an elemental mote to Such a freed elemental is not under your control and does not
a suit of armor, the armor grants all of the elemental's follow your instructions. It remains on the current plane of
resistances and immunities to the armor's wearer. existence it is freed into until another spell or effect transports
When binding an elemental other than an elemental mote to it to another plane (such as banishment or the dismissal effect
a weapon, the weapon gains magical properties, depending on of dispel evil and good).
the nature of the elemental bound to the weapon: A bound elemental creature and its khybershard do not
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Elemental Air Creatures. The weapon gains the properties of
a dancing sword (Dungeon Master’s Guide), even if the weapon
Many of these require a team of apprentice elemental binders, Arcanist Level Spells
in addition to your elemental binding mastery, such as is the 1st identify, spell-storing item †
case with the creation of House Lyrandar’s elemental airships, 3rd enhance ability, spiritual weapon
which require months of painstaking work from teams of 5th bestow curse, remove curse
arcanists, artificers, shipwrights, and engineers. 7th fabricate, stone shape
A single item can only have one elemental bound to it (except 9th Bigby’s hand, creation
under exceptional circumstances, such as the famed Golden † This new spell is detailed in Chapter 3: Character Options
Dragon, an elemental airship so large it requires two bound
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elementals to function).
At 1st level, you learn the improvised wand cantrip (detailed in
Chapter 3: Character Options). When you do, you know three
energy types with which to use it, instead of the normal two.
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can benefit from the object for the duration of the effect so long Enchantment. Wisdom.
as they hold and use the Perfect Tool. Evocation. Dexterity.
—When you cast spell-storing item, any creature can activate Illusion. Intelligence.
the item to cast the spell you store in it. Necromancy. Charisma.
Transmutation. Constitution.
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If the spell normally has a reduced effect even on a successful
Starting at 17th level, you have the opportunity to create a saving throw, the changed spell has no effect if affected
singularly impressive magic item. If you have inspiration, you creatures succeed on their save. For example, a fireball changed
may use it to spend one workweek of downtime to create a to a conjuration or illusion spell would deal no damage if a
magic item of up to legendary rarity at no cost and without a creature in its area of effect succeeded on their Strength or
schema or rare component. (Your DM has a list of appropriate Intelligence saving throw, instead of half damage.
magic items, such as those found in the Dungeon Master's Guide. The spell’s new school must conceivably be able to produce
You can also work with your DM to create a brand-new magic the base spell’s effects. If your chosen school cannot do so (such
item.) You may only create one magic item this way; it is your as an illusory dimension door that does not actually transport
finest invention. yourself), the spell fails, but you do not expend a spell slot or an
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Some arcanists focus on the shaping of raw magic rather than
crafting items. They have a wider breadth of study concerning
Infusion. Work with your DM to determine what the limits of
each spell school are, and how far you can stretch a desired
spell.
If you have two or more uses of your Infusions remaining,
you can expend two uses in order to affect a single spell with
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fundamental arcane forces, and usually have access to more both Arcane Alteration and Energy Modulation during its
directly devastating magic. Experienced arcanists in this field casting time.
can perceive the quintessential building blocks of spells,
rearranging them with improvisational alterations on the fly.
At 8th level, you add your Intelligence modifier to the damage
you deal with any arcanist cantrip.
Arcanist Level Spells
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Force Blast ∞ Erupting Earth * Guards and Wards
Guidance Flame Arrows * Magic Jar
Improvised Wand † Glyph of Warding Tenser’s Transformation *
Induce Stasis † Mass Emergency Repairs † True Seeing
Light Melf’s Minute Meteors *
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Wall of Ice
Lightning Lure ‡ Protection from Energy Wreck †
Magecraft ∞ Reactivate †
Magic Stone * Remove Curse 7th Level
Mending Tiny Servant *
Mold Earth * Transmute Weapon † Etherealness
Prestidigitation Wall of Sand * Forcecage
Resistance Mordenkainen’s Magnificent Mansion
Sword Burst ‡ Mordenkainen’s Sword
4th Level Symbol
Thunderclap *
Death Ward
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1 Level
Absorb Elements *
Catapult *
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Fabricate
Fire Shield
Leomund’s Secret Chest
Mordenkainen’s Private Sanctum
8th Level
Antimagic Field
Clone
Maze
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Cause Damage † Freedom of Movement
Concussive Burst ∞ Stone Shape Mighty Fortress *
Conjure Elemental Mote † Stoneskin Sunburst
Detect Magic ◆
Emergency Repair † 5th Level 9th Level
Ice Knife * Gate
Animate Objects
Identify ◆ Imprisonment
Creation
Magewright’s Incantation † Invulnerability *
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Holy Weapon *
Repair Damage † Mass Fix †
Legend Lore
Shield of Faith Time Stop
Mass Repair Damage †
Snare *
Passwall
Spell-Storing Item †
Planar Binding
Reconstruct †
2nd Level Skill Empowerment *
Arcane Lock Steel Wind Strike *
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artificial mind it has an AC of 18 and a number of hit points
equal to five times your artificer level. It is immune to poison
damage and all conditions. If it is forced to make an ability
If your game makes use of both the artificer class in Eberron: check or a saving throw, treat all its ability scores as 10 (+O). If
Rising from the Last War and the tools described in Chapter 4: the mending spell is cast on it, it regains 2d6 hit points. The
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Equipment of this book, it is recommended that the artificer’s magic item is destroyed and the artificial mind is annihilated if
class features grant proficiency with Artificer’s Tools, rather it is reduced to 0 hit points.
than Thieves’ Tools. Both allow you to disable traps and locks, The magic item has the following properties.
but Artificer’s Tools grant the ability to construct minor items Telepathic Advisor. The artificial mind telepathically
of convenience, and are more in keeping with the tone and supplies you with advice and information about certain topics:
theme of the class. while the item is on your person, you have proficiency in two
skills of your choice. The item’s main material determines
which skills you can choose from, as shown on the Artificial
Mind table in the Skill Proficiencies column, for the nature of
the object affects the mind’s knowledge.
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Originally appeared in Unearthed Arcana: Artificer.
Presented here in revised and adjusted form.
When you adopt this specialty at 3rd level, you gain proficiency
with either calligrapher’s supplies or the forgery kit. If you All-Around Awareness. Your item’s artificial mind has
already have both of these proficiencies, you gain proficiency darkvision out to 60 feet and can see in all directions at once.
with one other type of artisan's tools of your choice. While the item is on your person, you have advantage on
Initiative checks and Wisdom (Perception) checks based on
vision, as it feeds you sensory data telepathically.
Starting at 3rd level, you always have certain spells prepared Information Overload. As an action while the item is on your
after you reach particular levels in this class, as shown in the
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telepathically with anyone carrying
an item bearing one of your artificer
infusions, as the mind transmits your
thoughts to each other. That person
can also communicate telepathically with
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you as long as they have the item. This two-way
communication can even cross planar boundaries.
Psychic Damage. When you make a damage roll for
Information Overload or an artificer spell that deals psychic
damage, you gain a bonus to the damage roll equal to your
Intelligence modifier (minimum bonus of +1)
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to deal extra psychic damage to the target. The extra damage is
2d8 for a 1st level spell slot, plus 1d8 for each spell level higher
than first.
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An automatist is an artificer who focuses on the nature of
At 15th level, your Artificial Mind is able to receive and constructs and hones their intellect toward repairing,
transmit more information than ever before. You gain both of maintaining, and creating them. They also learn the
the following abilities. fundamental properties of the animus of constructs, and are
Mind Overload. When you expend a spell slot to increase the able to exploit that knowledge to enhanced or hinder
damage of Information Overload, the target must succeed on an constructs around them.
Intelligence saving throw against your spell save DC or be
stunned until the end of your next turn.
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Infoportation. As an action while your Artificial Mind magic When you adopt this specialty at 3rd level, you gain proficiency
item is on your person, you cause the mind to turn you into with one set of artisan’s tools useful for the construction of
pure information, teleporting you to an unoccupied space the constructs (typically carpenter’s tools, mason’s tools, or smith’s
mind can see within 60 feet of it or to the unoccupied space tools).
nearest to an item bearing one of your artificer infusions,
where you physically reappear.
You can teleport in this way once and must finish a long rest
Starting at 3rd level, you always have certain spells prepared
or expend a spell slot of 2nd level or higher before doing so
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can. In combat, the signature homunculus shares your initiative and regain all expended uses when you finish a long rest.
count, but it takes its turn immediately after yours. It can move When you reach higher levels in this class, the size of the
and use its reaction on its own, but the only action it takes on die you roll for this feature increases: to a d10 at 9th level, and
its turn is the Dodge action, unless you take a bonus action on a d12 at 15th level.
your turn to command it to take one of the actions in its stat
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block or the Dash, Disengage, Help, or Repair (see below)
action. Starting at 9th level, you can force a construct or warforged to
If the mending spell is cast on it, it regains 2d6 hit points. If it temporarily cease all functions. As an action, you can expend
has died within the last hour, you can use a set of artisan’s tools one 2nd level or higher spell slot to force one construct or
appropriate for its construction to revive it as an action, warforged within 30 feet of you that you can see to make a
provided you are within 5 feet of it and you expend a spell slot Wisdom saving throw against your artificer spell save DC. If the
of 1st level or higher. The signature homunculus returns to life target fails its saving throw, it locks up for 1 minute.
after 1 minute with all its hit points restored. While a target is locked, it can take no actions or reactions,
At the end of a long rest, you can create a new signature can’t move or speak, and it automatically fails Strength and
homunculus if you have an appropriate set of artisan’s tools Dexterity saving throws. Additionally, attack rolls against it
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with you. If you already have a signature homunculus from this
feature, the first one immediately perishes. You require 25 gp
in appropriate raw materials to create a new signature
homunculus in the form of a different type of construct from
your previous one (for example, creating a new packmate
have advantage, and any attack that hits the target is a critical
hit if the attacker is within 5 feet of it. At the end of each of its
turns, the target can repeat the saving throw. On a success, it is
no longer locked.
You can use this feature once and must finish a short or long
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signature homunculus when you previously had an arbalester). rest before you can use it again.
Your signature homunculus has the same statistics as a
regular construct of its type, with the following exceptions:
Fortified Construction. The signature homunculus’s At 15th level, you complete your final adjustments to your
maximum hit point total is either the normal total for its kind, signature homunculus. Pick two of the following features. Your
or equal to five times your artificer level + your Intelligence signature homunculus gains the selected features permanently.
modifier + the construct’s Constitution modifier, whichever is Once you make your choice, you cannot change it unless you
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hit points it restores is equal to 2d8 + your proficiency bonus. Mithral Wings. Your signature homunculus gains a fly speed
It can use this action three times, and it regains all expended of 60 feet, or its existing fly speed increases by 30 feet. While
uses when you finish a long rest. flying, it can hover. In addition, your signature homunculus
doesn't provoke opportunity attacks when it flies out of an
enemy's reach.
Beginning at 5th level, when you use the Attack action on your Quicksilver Fury. Your signature homunculus can use its
turn, if your signature homunculus can see you, it can use its action to make two melee weapon attacks against a single
reaction to make a melee attack. creature, or one melee weapon attack against each creature of
Additionally, while your signature homunculus can see you, its choice within 5 feet of it, with a separate attack roll for each
it has advantage on all saving throws. target.
At 3rd level, you take the first major leap in your quest for self-
Renegade artificers are driven by a devotion to—or some
improvement, something that clearly announces your lack of
would say, obsession with—self-improvement. These artificers
limits and marks you as a renegade. You remove one or more
are called renegades because they ignore conventional wisdom
of your limbs—usually a perfectly functional arm—and replace
and experiment upon themselves, improving their bodies by
it with a special constructed prosthesis you refer to as a bionic
implanting and replacing parts of themselves with the products
limb.
of their mad genius.
When you make an unarmed strike with a bionic limb, you
may choose to use Intelligence for the attack roll instead of
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Strength, and if you hit you deal bludgeoning damage equal to
When you adopt this specialization at 3rd level, you gain
1d8 + your Strength or Intelligence modifier (your choice).
proficiency with smith’s tools. If you already have this
Additionally, whenever you use the Attack action to make an
proficiency, you gain proficiency with one other type of
unarmed strike with a bionic limb, you may use a bonus action
artisan's tools of your choice.
to make an additional unarmed strike with a bionic limb.
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Your bionic limbs are considered martial weapons worth at
least 1 sp for all purposes and effects (such as the Enhanced
Just as importantly, as part of adopting this specialization at
Weapon infusion, or the steel wind strike spell).
3rd level, you gain proficiency in the Medicine skill. If you
already have this proficiency, you gain proficiency with
another skill of your choice.
Starting at 5th level, you can attack twice, rather than once,
whenever you take the Attack action on your turn.
Starting at 3rd level, you always have certain spells prepared
after you reach particular levels in this class, as shown in the
At 9th level, you have augmented so much of your body with
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Renegade Spells table. These spells count as artificer spells for
you, but they don’t count against the number of artificer spells
artificial components that you gain the following benefits:
—You can, as a bonus action, cause your bionic limbs to
become magical weapons for 1 minute.
—While you are not wearing any armor, your Armor Class
equals 10 + your Constitution modifier + your Intelligence
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Artificer Level Spells modifier. You can use a shield and still gain this benefit.
3rd searing smite, thunderous smite —You have a pool of self-maintenance energy that
5th branding smite, see invisibility replenishes when you take a long rest. With that pool, you can
9th blinding smite, fly restore a total number of hit points equal to twice your artificer
13th dimension door, staggering smite level. As an action, you can draw points from the pool to restore
17th destructive wave, steel wind strike * a number of hit points to yourself, up to the maximum amount
*This spell can be found in Xanathar’s Guide to Everything remaining in your pool.
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Magewright’s Incantation † has an AC of 20 and a number of hit points equal to five times
Repair Damage † your artificer level. It is immune to poison damage and all
Whirling Blade † conditions. If it is forced to make an ability check or a saving
throw, treat all its ability scores as 10 (+O). If the mending spell
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3rd Level is cast on it, it regains 2d6 hit points. If reduced to 0 hit points,
the weapon becomes nonmagical but is not destroyed.
Transmute Weapon †
When you release the weapon from your grip, it hovers in
your space, sharing it. As a bonus action, you can direct the
5th Level weapon to hover in the space of a creature within 30 feet of it
Mass Repair Damage † or return to you. While hovering, the dancing weapon follows
Planar Binding any creature whose space it shares. If doing so would move it
further than 100 feet away from you, it returns to your space.
† These spells can be found in Chapter 3: Character Options. When you direct the weapon to share an enemy’s space, it can
also make one attack against it as part of the same bonus action.
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Though artificers can specialize in automation or call
themselves renegades, the alchemist, archivist, artillerist, and
battle smith are widely known specializations within the field
When it attacks, the weapon functions as if you made a melee
weapon attack with it. If the weapon begins your turn hovering
in an enemy’s space, you can direct it to attack that enemy as a
bonus action.
Interposing Weapon. Starting at 3rd level, you can use your
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of artifice. reaction to command your dancing weapon to hinder or defend
a creature whose space it shares. While hindering, the next
attack roll the creature it shares a space with makes before the
Alchemy is a popular field of study for magewrights and other start of your next turn has disadvantage. When commanded to
wage mages, but an artificer who specializes in alchemy is one defend, it reduces damage the creature it shares a space with
of the master brewers in the Five Nations. takes against one attack by an amount equal to a roll of its own
damage die + your Intelligence modifier.
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arcane focus, not just wands. this feature when you finish a long rest.
Master’s Weapon. At 15th level, your Arcane Channeling and
Interposing Weapon features become more powerful.
Battle smiths are artificers that do not flinch from the front • The extra damage and temporary hit points of your Arcane
lines. While most battle smiths wade into combat with steel Channeling both increase to 4d6.
defenders, some of these artificers take a page from their • Whenever you use Interposing Weapon to command your
Archivist peers and construct sentient magic weapons instead. weapon to hinder a creature, the creature takes force
To play one of these battle smiths, replace the Steel Defender, damage equal to 1d4 + your Intelligence modifier.
Arcane Jolt, and Improved Defender features of the Battle
Totem Draconic Aspect Dinosaur Aspect
Barbarians are fierce warriors that channel their rage to shrug Bear Blue or Bronze Hammertail (ankylosaurs)
off wounds as they wade into battle, heedless of their own Eagle Black or Silver Glidewing (pteranodon)
recklessness. Below are some suggestions on incorporating Wolf Brass or Green Clawfoot
barbarian primal paths into the world of Eberron. Elk Copper or White Fastieth
Tiger Gold or Red Carver (deinonychus)
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particularly dwarven notion, and as such it has no restriction While many tribal societies revere their ancestors, the vast
on race. majority of barbarians who follow the path of the ancestral
Battleragers are berserkers of incredible fury and guardian come from elven cultures, and more specifically, the
recklessness. The Ancient Empire of Dhakaani often employed Valenar elves of the Tairnadal. Such warriors are usually
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hulking bugbear battlerager shock troops, trained and particularly devout toward their ancestor and the Spirits of the
indoctrinated to sublimate their consciousness during battle. Past, and amongst the Tairnadal may be seen as the equivalent
Many young, tempestuous dragonborn seek glory in combat of a paladin.
without a thought for self-preservation. During the Last War,
some warforged juggernauts were constructed for breaking
sieges and were trained to fight in a similar manner. Xanathar’s Guide to Everything
A warforged barbarian that choses the Path of the This new primal path lets you harness the rage of nature itself.
Battlerager at 3rd level grows armor spikes directly from their These warriors are typically found in more extreme druidic
own body’s plating. This substitutes the requirement to wear sects, and some may even be cultists who venerate the
spiked armor in any subclass features that require it, as the Devourer of the Dark Six. However, some barbarians who
Player’s Handbook
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warforged battlerager always has armor spikes.
be the result of years of training, or perhaps an alchemical the Path of the Zealot are much more likely to be civilized
accident has left the character with an alternate personality— people, citizens of the Five Nations. When battle is met, they
the Berserker—that only emerges during times of danger. unleash themselves and fight with utter abandon. While evil
barbarians of the Path of the Zealot are likely to worship the
Devourer, the Passion, or the Dark Six as a whole, most non-evil
Player’s Handbook and Sword Coast Adventurer’s Guide warriors of this primal path worship Dol Dorn or the Silver
The path of the totem warrior is likely to appear in several Flame.
primal cultures, such as the Seren Isles and the Talenta Plains. Zealot barbarians are also found among the Ghaash’kala orcs
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A barbarian from any culture has access to all known spirit of the Demon Wastes, as the ferocity with which they fight for
totems, including the elk and tiger totems from the Sword Coast Kalok Shash, the Binding Flame, aids in their divine mission to
Adventurer’s Guide, but barbarians from the Seren Isles or keep evil from escaping the Labyrinth.
dragonborn barbarians from Q’barra might know these totems
by more draconic aspects.
Wayfinder’s Guide to Eberron lists alternate aspects for the
Bear, Eagle, and Wolf totems that link them to dinosaurs. Those
are reproduced here, and the elk and tiger aspects are added as
well.
Bards in the world of Eberron are inspiring storytellers, sing, or orate, or that the creature affected by the feature or
intrepid reporters, and talented musicians. spell be able to hear you. (For instance, if an ally is within range
Below is one new bard college for use in Eberron games. of your Empathic Telepathy, you may grant them a Bardic
Inspiration die without speaking a word, projecting a swelling
surge of hope and determination directly into their mind.
Alternatively, if you know and cast vicious mockery, you may
Originating in the isolated monasteries of Adar, the College of project scorn and derision at a target within your Empathic
Thoughtsong unites the musical inspiration of bardic magic Telepathy range, allowing you to affect the target of that spell
with psionic talent. “Thoughtsingers,” as these bards call without needing to be heard.)
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themselves, project the music of pure emotions and feelings
directly into the minds of their audience. Adaran immigrants
and kalashtar have spread this tradition to Khorvaire, and At 6th level, you learn two spells of your choice from the
thoughtsingers are often on the front lines in the conflict following list: aid, beacon of hope, bless, blur, command, detect
between them and the Inspired.
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evil and good, divine favor, encode thoughts♢, enemies abound*,
guidance, haste, mage armor, mass healing word, mind spike*,
mirror image, prayer of healing, protection from evil and good,
When you join the College of Thoughtsong at 3rd level, you gain sanctuary, shield of faith, thaumaturgy, and warding bond.
the ability to cast your bard spells as innate spells, requiring no The chosen spells count as bard spells for you but don't count
components except material components with a listed cost. against the number of bard spells you know.
Although you do not speak or make gestures when you cast a
♢ This spell can be found in Guildmaster’s Guide to Ravnica.
bard spell innately, there is an audible thrum in the air
originating from you when you do so, and your eyes glow with * These spells can be found in Xanathar’s Guide to Everything.
psionic power as the spell takes effect. This makes it obvious
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you are the origin of whatever spell you are casting innately.
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perform the sacred function of preserving the epic tales and
Xanathar’s Guide to Everything
stories of the Tairnadal patron ancestors and inspiring the next
While many bards of the College of Glamour learn their trade
generation of heroes and warriors.
by studying under or observing various fey, many more bards
of this college learn its secrets under the tutelage of House
Phiarlan. The House recognizes talent and will accept, and
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Xanathar’s Guide to Everything
heartily welcome, anyone with enough artistic potential,
There is no one unified tradition of the College of Whispers.
whether they are related to the House or not. Those bards with
Rather, whisper bards are expert spies and assassins, found in
a knack for the illusion magic House Phiarlan is known for will
the employ of every nation, each one having their own tradition.
find the house’s guilds and art institutions a wonderful place to
Members of each nation’s intelligence agencies are trained as
glean and hone their abilities.
whisper bards if they show enough potential. There are rumors
that the similarity of each nation’s traditions might be due to a
singular source, some continent-wide organization that
Player’s Handbook
specializes in deception and secrecy that may have sold their
Lore college bards are likely to have studied at institutions of
secrets to the highest bidders. The fact that the rumors of the
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higher learning, such as the Library of Korranberg or Morgrave
University. Their expanded breadth of study lends them a
vague air of greater legitimacy than traveling minstrels, and
many might be tenured provosts or lecturers in the employ of
their favored institution.
so-called “College of Whispers” began shortly after the Shadow
Schism of House Phiarlan and House Thuranni only encourages
such rumors.
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Unearthed Arcana: Kits of Old
This new bardic college presents the option to play the
archetypical jester. In Khorvaire, such bards are often seen as
champions of the common man, as they freely speak their mind
about nobles and dragonmarked heirs, often with a scathing
tongue. Many satire bards are chroniclers for various
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bards train in actual melee combat as well and are often heirs
of, or employed by, House Phiarlan or Thuranni. They hide their
actual martial prowess behind such flamboyant displays.
On the following pages, several new domains for Eberron
campaigns are detailed, as well as a minor variation of the
Just as in other D&D worlds, clerics are wielders of divine magic. Grave domain.
However, the major difference in the Eberron campaign setting
is that clerics are empowered by their faith alone, not by
channeling the direct power of their deity. This is because the In addition to the faiths listed on the table, there are several
existence of gods cannot be proven in the Eberron campaign smaller heretical religions that combine aspects of the
setting. Sovereign Host and Dark Six into small, combined pantheons.
Spells or effects that normally explicitly reference the These smaller faiths often have access to domains that would
interaction with a deity—such as the cleric’s Divine not normally be available. Below are two examples of heretical
Intervention or the planar binding spell—still function in pantheons.
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Eberron campaigns, but they do not actually contact a god. Three Faces of War. Many soldiers of the Five Nations
Instead, a powerful entity aligned with the cleric’s faith, such as worship the Three Faces of War, a single god who they believe
a legendary solar angel, acts as an intermediary. But this entity has three faces, represented by Dol Arrah, Dol Dorn, and the
has never actually encountered the god in question either; it is Mockery. War priests of this soldier’s religion have access to
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a being created through the incarnate belief in the god and the Protection, Trickery, and War domains, not recognizing Dol
exists because of that belief. The existence of the divine is Arrah’s role in the Sovereign Host as the sun goddess, and
entirely a matter of faith in Eberron. instead focusing on her defensive approach to war.
Additionally, there are several religions in Eberron that are The Restful Watch. Followers of this faith believe that
actually philosophies, such as the Path of Light or the Blood of Aureon judges souls upon their passage from Dolurrh, those he
Vol. Clerics of these religions do not believe in or worship any deems worthy being entrusted to the Keeper’s safekeeping.
god and rather gain their power by adherence to and belief in a Priests of this faith have access to the Knowledge and
way of life. Divine domains from the Player’s Handbook, Protection domains, as well as the Repose variant of the Grave
Dungeon Master’s Guide, Sword Coast Adventurer’s Guide, and domain, downplaying Aureon’s role as a god of magic and
Xanathar’s Guide to Everything can be used in Eberron games, having a much more benevolent interpretation of the Keeper
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as well as domains from Unearthed Arcana articles that the DM
allows. See the Faiths & Pantheons table for which domains are
available to which religions.
that does not include the more commonly accepted view of the
dark god hoarding souls for his own greed. Rather, they insist
that the souls the Keeper has are under his sincere stewardship.
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The Sovereign Host Neutral Good All below
Arawai Neutral Good Life, Nature
Aureon Lawful Neutral Arcana, Knowledge, Order
Balinor Neutral Nature, Tempest
Boldrei Lawful Good Passion, Protection
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domain often have a complex relationship with the undead;
intelligent undead may be pitied or hated for having lost their
spark of the divine, or they may be venerated as tragic heroes At 8th level, you gain the ability to infuse your weapon strikes
having made the ultimate sacrifice in the service of the faith. with divine energy. Once on each of your turns when you hit a
Deities of any alignment are unlikely to claim influence over creature with a weapon attack, you can cause the attack to deal
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this subversive domain. Instead, it is typified by anti-theistic an extra 1d8 necrotic damage to the target.
faiths such as the Blood of Vol. When you reach 14th level, the extra damage increases to
2d8.
Cleric Level Spells At 17th level, you have harnessed the power of the Divinity
1st false life, inflict wounds Within in its ultimate form. When you drink the blood of a
3rd gentle repose, prayer of healing creature that has been killed within 1 hour (or that has been
5th life transference*, revivify magically preserved, for example, using a gentle repose spell),
7th blight, death ward your body does not age for one year. In addition, you are
9th
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dispel evil and good, raise dead
*This spell can be found in Xanathar’s Guide to Everything
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3rd blindness/deafness, crown of madness 1st identify, magewright’s incantation †
5th bestow curse, gaseous form 3rd cloud of daggers, spiritual weapon
7th stoneskin, polymorph 5th glyph of warding, Leomund’s tiny hut
9th contagion, modify memory 7th fabricate, stone shape
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9th animate objects, wall of stone
†This new spell is detailed in Chapter 3: Character Options
At 1st level, you gain proficiency with martial weapons.
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attack roll they make before the end of their next turn. This
damage increases by 1d4 when you reach 5th level (2d4), 11th
level (3d4), and 17th level (4d4). This ability has no effect on
constructs and plants.
Additionally, you can affect constructs with any spell that
restores hit points as if they were living creatures.
If your game uses the Living Construct optional trait for
warforged (see page 29), any non-transmutation spell you cast
that restores hit points has full effect on warforged (they regain
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the normal amount of hit points the ability or spell usually
Starting at 2nd level, you can use your Channel Divinity to restores).
intensify effects that debase your foe’s minds and bodies.
When you roll psychic or necrotic damage, you can use your
Channel Divinity to deal maximum damage, instead of rolling. Starting at 2nd level, you use your Channel Divinity to utter a
quick prayer, fortifying your armor and delivering you from
harm. When you are attacked while wearing armor, you can use
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At 6th level, when a creature within 30 feet of you makes a your Channel Divinity to gain a +10 bonus to your Armor Class
saving throw against a transmutation or enchantment effect, against that attack. You make this choice after the attack hits,
you can use your Channel Divinity as a reaction to impose a but before the DM describes the results of the attack (such as
penalty to the creature’s save equal to the result of a 1d10 roll. damage).
You make this choice before the DM says whether the save
succeeds or fails.
At 6th level, when a creature wearing armor within 30 feet of
you is attacked, you can use your reaction to grant that creature
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At 8th level, you gain the ability to infuse your weapon strikes a +10 bonus to their Armor Class against that attack, using
with corrupting energy. Once on each of your turns when you Channel Divinity. You make this choice after the attack hits, but
hit a creature with a weapon attack, you can cause the attack to before the DM describes the results of the attack (such as
deal an extra 1d8 psychic or necrotic damage (your choice) to damage).
the target. When you reach 14th level, the extra damage
increases to 2d8.
At 8th level, you gain the ability to infuse your weapon strikes
with blessed fire from the divine forge. Once on each of your
Starting at 17th level, when you cast a transmutation spell of turns when you hit a creature with a weapon attack, you can
1st through 5th level that targets only one creature, the spell cause the attack to deal an extra 1d8 damage to the target. This
can instead target two creatures within range and within 5 feet damage is either fire or radiant damage, whichever the target
of each other. If the spell consumes its material components, is least resistant to. When you reach 14th level, the extra
you must provide them for each target. damage increases to 2d8.
Starting at 17th level, you have the opportunity to create a Starting at 2nd level, you can use Channel Divinity as an action
singularly impressive magic item. If you have inspiration, you to project the image of wealth, presenting your holy symbol to
may use it to spend one workweek of downtime to create a cloak a collection of stones, wood chips, or other worthless
magic item of up to legendary rarity at no cost and without a items in an illusion that makes them feel, sound, and look like
schema or rare component. (Your DM has a list of appropriate gold coins. You can cloak enough small worthless items to make
magic items, such as those found in the Dungeon Master’s Guide. up to 10 illusory coins per cleric level. The illusion lasts for 10
You can also work with your DM to create a brand-new magic minutes.
item.) You may only create one magic item this way; it is the A creature can use these fake coins to make themselves
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ultimate sign of devotion to your god of creation. appear more affluent than normal. Flashing one or more of
these coins while attempting a Charisma (Persuasion) check
allows the creature to apply double their proficiency bonus to
the check, instead of any proficiency bonus they may normally
apply.
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If these coins are handed over to a creature that is not
informed of their nature, the creature may make a Wisdom
saving throw against your spell save DC. If they succeed, they
know the true nature of whatever worthless item your illusion
was masking (and are likely to become hostile if you were
attempting to defraud them). If they fail their save, they accept
the coins as real (and will accept them as legal tender).
However, after 10 minutes, the illusion will fade and they will
act accordingly.
At 8th level, you gain the ability to infuse your weapon strikes
Cleric Level Spells
with divine energy. Once on each of your turns when you hit a
1st alarm, charm person
creature with a weapon attack, you can cause the attack to deal
3rd detect thoughts, locate object
an extra 1d8 force damage to the target. When you reach 14th
5th bestow curse, glyph of warding
level, the extra damage increases to 2d8.
7th Leomund’s secret chest,
Mordenkainen’s private sanctum
9th dominate person, geas
Starting at 17th level, you can choose to automatically succeed
on the Charisma (Deception) checks you make when using
Spellmiser.
At 1st level, you learn the friends cantrip. You also gain
You can use Improved Spellmiser a number of times equal to
proficiency in the Deception skill and one of the following skills:
your Wisdom modifier (a minimum of once). You regain all
Insight, Intimidate, or Persuasion.
expended uses when you finish a long rest.
At 8th level, you gain the ability to infuse your weapon strikes
Gods and faiths of passion—including Dionysus, Sune, the Fury,
with divine energy. Once on each of your turns when you hit a
and Cults of the Dragon Below—entreat their followers to live
creature with a weapon attack, you can cause the attack to deal
their lives without inhibition. The more benevolent gods of
an extra 1d8 psychic damage to the target. When you reach
passion believe in love and art as a force of nature, while darker
14th level, the extra damage increases to 2d8.
faiths of passion tend to exhort their followers to mad revelries
that are often destructive.
Starting at 17th level, creatures have disadvantage against your
enchantment spells.
Cleric Level Spells
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1st charm person, Tasha’s hideous laughter
3rd enthrall, crown of madness
5th beacon of hope, hypnotic pattern The Grave domain detailed in Xanathar’s Guide to Everything
7th freedom of movement, confusion offers a benevolent alternative to the Death domain. It is
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9th dream, dominate person available to clerics of the Blood of Vol who use it as a means to
empower their undead martyrs and delay the untimely death
of their living followers. However, the Grave domain still uses
At 1st level, you gain proficiency in your choice of two of the the negative energies of Mabar in its divine abilities, which
following skills and/or tools: Intimidation, Performance, makes the domain unsuitable for clerics of the Undying Court,
Persuasion, Insight, calligrapher’s supplies, glassblower’s tools, who abhor the use of necrotic damage. Instead, they channel
jeweler’s tools, painter’s supplies, potter’s tools, weaver’s tools, the radiant energy of Irian, the Eternal Day into their
woodcarver’s tools, or one kind of musical instrument. necromantic arts.
Your proficiency bonus is doubled for any ability check you Clerics of the Undying Court, or ones who follow an alternate
make that uses one of the above chosen skills or tools. pantheon or philosophy with a focus on the positive aspects of
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Starting at 2nd level, you can use your pain to lash out with an
ardent howl.
As a bonus action when you are below maximum hit points,
death—such as the Restful Watch—replace vampiric touch and
blight with remove curse and guardian of faith, respectively, on
the table of Grave Domain Spells. Clerics refer to the domain as
the “Repose domain” when it grants these alternate domain
spells.
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you can use your Channel Divinity to deal psychic or thunder
damage (your choice) equal to 1d6 + your cleric level to every
creature within 5 feet of you.
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speaks to you. Knowledge of this language is imparted
instantly, so you understand the first foreign word spoken by
Cleric Level Spells the creature, and knowledge of the language remains with you
1st identify, longstrider for up to a minute after it is last spoken to you by a non-hostile
3rd locate object, zone of truth creature.
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5th haste, phantom steed
7th dimension door, divination
9th legend lore, teleportation circle At 8th level, whenever you take the Attack action to make
ranged attacks with coins magically imbued by your magic
stones cantrip, you may make two attacks.
At 1st level, you gain proficiency in two of the following skills When you reach 14th level, you may make three attacks with
or tools: Insight, Persuasion, one set of artisan’s tools, imbued coins as part of the Attack action.
herbalism kit, or one kind of vehicle (land or water).
Your proficiency bonus is doubled for any ability check you
make that uses either of these skills or tools. When you reach 17th level, your reputation for fair trade and
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Also at 1st level, you know the magic stones cantrip (Xanathar’s
Guide to Everything) and it is a cleric cantrip for you.
When you cast magic stones, you must touch one to three
equitable negotiation has reached other planes of existence.
You may cast planar ally or plane shift without expending a
spell slot once and regain the ability to do so when you finish a
short or long rest.
Furthermore, whenever you cast planar ally and begin
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coins, rather than pebbles. These coins can be of any value but bargaining with the entity for its services, make a Charisma
must be legal tender. Any coins imbued with magic from magic (Persuasion) check contested by the Wisdom (Insight) check of
stones that you use to make an attack are undamaged after the the summoned creature. If your check succeeds, the creature
attack and can be retrieved. requires only half the payment normally required for the task
you request of it (modified after all other considerations, such
as relative danger or if the task aligns with the creature’s
At 2nd level, you are gifted with a divine eye for wealth. interests). If your check fails, bargaining with the entity
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As an action, you can use your Channel Divinity to instantly proceeds as normal for the spell.
recognize the most valuable item that you can see within 60
feet of you. Typically, this will point out to you the rarest magic
item that might be in your field of vision, but sometimes a
mundane item may be worth more, such as the crown jewels
on a king’s head being worth more than the magical armor he
is wearing.
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The defenders of nature, druids have a long and storied history
in the Eberron campaign setting. Some druids are avengers, You perceive the presence of arcane magic as an unclean, dark
seeking out threats to the balance of the natural world and blight upon the world and its creatures. As an action, you can
vanquishing them where they can. Others are protectors, open your awareness to detect such magic. Until the end of your
channeling the power of the land to guard the world against next turn, you know the location of any creature able to cast
alien evils or rampaging threats. arcane spells within 60 feet of you that is not behind total cover.
On the continent of Khorvaire, there are several druidic You can sense the highest-level arcane spell slot they are
traditions that embody these different focuses. These druidic capable of casting from, but do not know the spellcaster’s
sects are made up of druids from a variety of circles, but each
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identity (the famous artificer Baron Merrix d’Cannith, for
sect has a distinct circle that is exclusive to it detailed below. instance). Within the same radius, you also detect the presence
of arcane magic as if you had spent an action while
concentrating on the detect magic spell.
Creatures with innate spellcasting do not register to your
Circle of Purity druids exclusively belong to the Ashbound
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sense unless they also specifically cast arcane spells.
druidic sect. They believe that civilization is a corrupting force
You can use this feature a number of times equal to 1 + your
in the world, and typically smear wood ash on their faces as a Wisdom modifier. When you finish a long rest, you regain all
symbol of its ravages. Though what counts as “civilization” expended uses.
varies from one member of the sect to another, all are united in
believing that arcane magic is the most pressing threat to
nature that exists. All arcane works must be destroyed and
The Ashbound work tirelessly to not only dispel the threat of
practitioners of the arcane arts punished. While many
arcane magic but seek out those that would use it and reverse
influential members of the Ashbound are druids of the Circle of
its effects. At 3rd, 5th, 7th, and 9th level you gain access to circle
the Land, druids of the Circle of Purity are the best they have at
spells. Once you gain access to a circle spell, you always have it
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rooting out and countering the threat of unclean magic.
Restriction. You must have been initiated into druidism by
way of the Ashbound druidic sect. Furthermore, you must be
unable to cast arcanist, artificer, bard, sorcerer, swordmage,
warlock, or wizard spells.
prepared, and it doesn’t count against the number of spells you
can prepare each day. If you gain access to a spell that doesn’t
appear on the druid spell list, the spell is nonetheless a druid
spell for you.
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The Ashbound harbor a deep hatred of arcane magic. For the Druid Level Circle Spells
purposes of your circle features, a spell or magic item is 3rd see invisibility, silence
“arcane” if it is a spell cast as an arcanist, artificer, bard, 5th counterspell, dispel magic
sorcerer, swordmage, warlock or wizard spell, or is a magic 7th geas, greater restoration
item created by a creature capable of casting those spells. This 9th globe of invulnerability, true seeing
incidentally includes the entire warforged race, as they are
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When you reach 14th level, your mind and body become
attuned to the balance of nature, granting you protection from
the corruption of arcane magic. You have advantage on saving
throws against arcane spells and other arcane magical effects.
Circle of Ruin druids exclusively belong to the Children of have it prepared, and it doesn't count against the number of
Winter sect. The "winter" that they take their name from is a spells you can prepare each day. If you gain access to a spell
metaphor for the cycle of death and decay, rather than the that doesn't appear on the druid spell list, the spell is
literal season, for when winter comes, death blankets the land nonetheless a druid spell for you.
and only the strongest survive. Children of Winter believe that
to live is to struggle against your own weakness, fighting for
survival, and that it is the predator's right to kill the prey. While Druid Level Circle Spells
many of their leaders are druids of the Circle of Ruin, they 3rd blindness/deafness, ray of enfeeblement
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respect Circle of the Moon druids among their kind as well. 5th stinking cloud, vampiric touch
Restriction. You must have been initiated into druidism by 7th blight, rusting grasp †
way of the Children of Winter druidic sect. 9th contagion, insect plague
†This new spell is detailed in Chapter 3: Character Options
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When you choose this circle at 2nd level, you learn the chill
touch cantrip. It does not count toward your limit of druid Starting at 6th level, you gain the ability to infuse your weapon
cantrips known. strikes with the natural force of decay. Once on each of your
turns when you hit a creature with a weapon attack, you can
cause the attack to deal an extra 1d8 necrotic damage to the
Starting at 2nd level, you can reap the vital energy of a living target. When you reach 14th level, the extra damage increases
creature upon their death. When you reduce a living creature to 2d8.
within 5 feet of you to 0 hit points, as a bonus action you can
regain a number of Hit Dice equal to your proficiency bonus,
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but no more than the creature possessed. This replenishment
cannot increase your Hit Dice total to higher than your normal
maximum. You cannot use this feature again until you finish a
long rest.
At 10th level, you can expend two uses of Wild Shape at the
same time to transform into the following shapes: bulette,
chuul, phase spider, or umber hulk (see the Monster Manual for
these creatures’ statistics).
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The Children of Winter know that death and decay are the When you reach 14th level, you have proven yourself a survivor
inevitable conclusion of life, and the spells they teach reflect in the face of death itself. You gain resistance to necrotic
this outlook. At 3rd, 5th, 7th, and 9th level you gain access to damage, and your hit point maximum cannot be reduced by an
circle spells. Once you gain access to a circle spell, you always effect that deals necrotic damage.
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Starting at 6th level, you can magically call forth a spirit
Circle of the Guardian druids exclusively belong to the Wardens
companion embodying the primal power of the natural world.
of the Wood sect. The Wardens believe in harmony between
You can perform a special ritual that lasts for 8 hours. At the
civilization and nature. They do not shun the innovations and
end of the ritual, you call forth a primal spirit that takes
progress of the Five Nations, so long as they do not unduly
physical form as a Primal Beast of the Air, Land, or Water (you
impact the wild. While most leaders and elders of the Wardens
determine its appearance; see next page for statistics). You can
are druids of the Circle of the Land, druids of the Circle of the
have only one spirit companion at a time.
Guardian are respected commanders and stewards of the
The spirit serves as your faithful companion and has a
Warden's armed forces and instructors of initiates intending to
personality trait and a flaw that you can roll for or select from
join the Warden's military.
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the tables below. Your companion shares your ideal, and its
Restriction. You must have been initiated into druidism by
bond is always, “The druid who travels with me is a beloved
way of the Wardens of the Wood druidic sect.
companion for whom I would gladly give my life.”
d6 Trait
When you choose this circle at 2nd level, you gain proficiency 1 I’m dauntless in the face of adversity.
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in the Athletics skill, with heavy armor, and one martial 2 Threaten my friends, threaten me.
weapon of your choice. The Wardens of the Wood are very 3 I stay on alert so others can rest.
progressive for druids, and do not place a large stigma on 4 People see an animal and underestimate me. I use that
wearing metal armor or using metal shields, so long as the ore to my advantage.
used to make them is sourced responsibly. 5 I have a knack for showing up in the nick of time.
6 I put my friends’ needs before my own in all things.
As the martial arm of the Wardens, druids of the Circle of the d6 Flaw
Guardian specialize in spells that allow them to protect their 1 If there’s food left unattended, I’ll eat it.
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allies and hunt threats within the Towering Wood. At 3rd, 5th,
7th, and 9th level you gain access to circle spells. Once you gain
access to a circle spell, you always have it prepared, and it
doesn't count against the number of spells you can prepare
each day. If you gain access to a spell that doesn't appear on the
2
3
4
5
I growl or screech at strangers, and all people except
my druid are strangers to me.
Any time is a good time for a belly rub.
I’m deathly afraid of water.
My idea of hello is a flurry of licks to the face.
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druid spell list, the spell is nonetheless a druid spell for you. 6 I jump on creatures to tell them how much I love them.
If your spirit companion is reduced to 0 hit points, it begins
making death saving throws. If it dies, it disperses into mist and
Druid Level Circle Spells
disappears. The bond you share allows you to return it to life
3rd blur, warding bond
when you finish a long rest, creating a new physical body for it.
5th aura of vitality, haste
When it reforms this way—or if you perform another 8 hour
7th guardian of nature*, locate creature
ritual while it lives—you may change the spirit companion’s
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take the action in its stat block or the Dash, Disengage, Help,
Hide, or Search action. If you are incapacitated or absent, your
companion acts on its own.
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14 (+2) 14 (+2) 15 (+2) 8 (–1) 14 (+2) 11 (+0) of the Circle of the Path maintain that all planes of existence
Saving Throws Dex +5, Con +3, Wis +4 have a place in the natural order—even perhaps Xoriat, the
Skills Perception +4, Stealth +5 Realm of Madness. The Circle of the Path is a relatively new
Senses darkvision 60 ft., passive Perception 14 philosophy within the Greensinger sect, which is mostly
comprised of druids of the circle of the land, moon, or song.
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Languages understands Druidic, but can’t speak
Restriction. You must have been initiated into druidism by
way of the Greensinger druidic sect.
Amphibious (Water Only). The beast can breathe air and
water.
When you choose this circle at 2nd level, you choose a plane of
Flyby (Air Only). The beast doesn’t provoke opportunity existence other than the material plane and learn that plane's
attacks when it flies out of an enemy’s reach. language if it has one associated with it. Most of your Circle of
the Path features are tied to your chosen plane.
Pack Tactics (Land and Water Only). The beast has advantage
on an attack roll against a creature if at least one of the beast’s
incapacitated.
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allies is within 5 feet of the creature and the ally isn’t
Actions
Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: Starting at 2nd level, you can feel where the barrier between
1d6 + 2 slashing damage. realities is permeable. As an action, you can automatically
determine the direction and distance to the nearest manifest
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The Greensinger druids of the Circle of the Path are a varied lot,
as would be expected from such a wild, eclectic druidic
tradition. All Circle of the Path druids gain access to path circle
spells at 3rd, 5th, 7th, and 9th level, plus additional circle spells
that are tied to their chosen plane. Once you gain access to a
circle spell, you always have it prepared, and it doesn't count
against the number of spells you can prepare each day. If you
gain access to a spell that doesn't appear on the druid spell list,
the spell is nonetheless a druid spell for you.
Druid Level Circle Spells
3rd misty step
5th blink
7th banishment
9th contact other plane
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3rd zone of truth
5th dispel magic
7th divination
9th geas
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Druid Level Circle Spells
3rd detect thoughts
5th fear
7th phantasmal killer
9th dream
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5th
7th
9th
gentle repose
speak with the dead
blight
antilife shell
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Druid Level Circle Spells
3rd scorching ray
5th fireball
7th wall of fire
9th immolation*
* This spell can be found in Xanathar’s Guide to Everything
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3rd darkness against your spell save DC. On a failure, they fall prone—
5th animate dead tripping over themselves trying to escape the manifest zone. If
7th shadow of moil* they succeed, their reaction is spent running and diving out of
9th negative energy flood* the zone, landing prone in the closest space just outside of the
* These spells can be found in Xanathar’s Guide to Everything zone's radius. Otherwise, creatures are affected by the zone as
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soon as they enter or start their turn inside it.
The zone lasts as long as you concentrate, for up to 10
minutes. Once you use this feature, you must finish a long rest
Druid Level Circle Spells
before you can use it again. Your manifest zone has the
3rd Snilloc’s snowball swarm*
following effects depending on your chosen plane.
5th sleet storm
7th ice storm
9th cone of cold
* This spell can be found in Xanathar’s Guide to Everything Impeded Magic: While within the manifest zone, spellcasters
must succeed on a Constitution save to cast a spell (DC 10 +
spell level).
Druid Level
3rd
5th
7th
Circle Spells
cloud of daggers
phantom steed
guardian of faith
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magical sleep unless they succeed on a Wisdom save against
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9th dispel evil and good your spell save DC. At the end of every turn a creature remains
in the zone, they can repeat their saving throw. On a success,
the creature wakes and is immune to the zone’s effect for 1
minute. Every failed save after the first deals 2d12 psychic
Druid Level Circle Spells
damage. Any damage the creature takes other than this psychic
3rd calm emotions
damage automatically wakes them up, but no amount of
5th fly
shaking will wake them.
7th aura of life
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9th hallow
9th mislead
Flame Tide: The entire manifest zone is engulfed in flames,
automatically dealing 2d6 fire damage to every creature and
object in the zone as it appears, and again at the end of every
Druid Level Circle Spells
turn they remain in the manifest zone.
3rd mind spike*
5th enemies abound*
7th confusion
9th synaptic static* Radiant Suffusion: The manifest zone is bathed in bright light
* These spells can be found in Xanathar’s Guide to Everything and all non-undead creatures within gain 2d10 temporary hit
points as the manifest zone appears, and each time they start
their turn in the manifest zone. These hit points last until the
next sunset.
Topsy Turvy: Gravity changes directions within the manifest Insane Magic: All spells cast within the manifest zone fail, and
zone at the end of each of your turns. Roll a d6. The side that the creature who attempted to cast the spell must then roll on
the 6 appears on after the roll is the subjective direction of the Wild Magic Surge table (Player’s Handbook).
"down" inside the zone. Creatures attempting to resist being
flung aside or falling into the sky must make a Strength saving
throw against your spell save DC to hang onto the "ground" or When you reach 10th level, you can expend two uses of Wild
any available handholds. If they fail, they begin falling in the Shape at the same time to transform into a form appropriate to
current direction of “down” and take falling damage should your chosen plane. These creatures can be found in the Monster
they strike a solid surface from a sufficient height. Should a Manual, unless noted otherwise.
creature fall unobstructed out of the manifest zone, they are
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subjected to normal gravity and fall prone. If they “fall” out of Plane Wild Shape Form
the top of the manifest zone, they remain there, oscillating Daanvi decaton modron (use the statistics for an
slightly, until the zone disappears or gravity changes again. otyugh, but it is a construct and has no bite
attack)
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Dal Quor tsoreva quori (The Korranberg Chronicle:
Instant Forest: Plant life explodes within the manifest zone, Threat Dispatch)
which becomes difficult terrain. In addition, creatures have Dolurrh ghost
total cover against other creatures further than 5 feet away Fernia minor fire elemental myrmidon
while inside the zone. (Mordenkainen’s Tome of Foes, but half hit
points, –2 on attack rolls and saving throws)
Irian radiant elemental (use the statistics for a fire
elemental, but replace all instances of fire
Devouring Shadows: The manifest zone is blanketed in magical
damage with radiant damage)
darkness and all non-undead creatures within take 2d6
Kythri red slaad
necrotic damage as the manifest zone appears, and again at the
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end of every turn they remain in the manifest zone.
Wings of Angels: All creatures gain a magical fly speed equal to once without using a spell slot or requiring any components,
their walking speed while within the manifest zone. If they exit but you can only travel between your chosen plane and the
the zone, they fall gently as per the feather fall spell. If you start material plane with this feature. You regain the ability to cast
your turn in the zone, you may use an action to cause it to move the spell this way when you finish a long rest. This functions
with you until the end of your turn. even if your plane is normally inaccessible (such as is the case
with Xoriat and Dal Quor).
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those that do possess the knowledge and means to safeguard
the world against extraplanar threats, and typically lead the
sect. When you reach 6th level, you gain the ability to create a wave
Restriction. You must have been initiated into druidism by of natural purity that aberrations abhor. As an action, you
way of the Gatekeeper druidic sect. present your druidic focus and channel the natural purity of
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Eberron. Each aberration within 60 feet of you must make a
Wisdom saving throw against a DC equal to your druid spell
When you choose this circle at 2nd level, you may recall lore save DC. If the creature fails its saving throw, it is repelled for
about planes of existence, the inhabitants of those planes, and as long as you concentrate on this effect, for up to 1 minute, or
aberrations with an Intelligence (Nature) check. When you do, until it takes any damage.
you add double your proficiency bonus to the check, instead of A repelled aberration can't willingly move to a space within
your normal proficiency bonus. 60 feet of you. If it begins its turn within 60 feet of you, it must
Additionally, as an action, you can sense the distance and immediately use its movement to move away from you. If at the
direction of the nearest manifest zone within 5 miles of you, end of this movement, it is still within 60 feet of you, it must use
and you determine which plane of existence it is tied to. Once
The Gatekeeper druids perceive reality itself as nature, and so the dismissal effect of dispel evil and good—aberrations and
are taught a broader range of spells to help defend it. At 3rd, fiends gain no benefit from any Magic Resistance trait they
5th, 7th, 9th, and 17th level you gain access to circle spells. might have against the effect you created and they have
Once you gain access to a circle spell, you always have it disadvantage on any saving throws to resist the effect.
prepared, and it doesn't count against the number of spells you
can prepare each day. If you gain access to a spell that doesn't
appear on the druid spell list, the spell is nonetheless a druid Starting at 14th level, you can no longer become charmed or
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spell for you. stunned, and you are immune to having your form changed
unwillingly (such as from a polymorph spell).
Originally the Circle of Dreams
Though the Eldeen druidic sects might have their own unique
Xanathar’s Guide to Everything
druidic circles, those circles are by no means the only ones that
The Circle of the Song is nearly exclusive to the Greensinger
exist. Below are some suggestions on incorporating other
sect. In the Twilight Demesne, the Eldeen forest brushes
druidic circles into the world of Eberron.
against Thelanis, the Faerie Court. The Greensinger druids
learn much from their neighbors, weaving fey secrets into their
druidic traditions. Relatively few druidic communities outside
Player’s Handbook
of the Twilight Demesne have regular contact with Thelanis,
When Vvaraak taught the first orc druids the secrets of
but some do and have likewise been inspired to blend the
druidism, the first circle she shared with her aspirants was the
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nature of the Faerie Court with the material plane. Outside of
Circle of the Land. With this circle, a deep, abiding connection
the Eldeen Reaches, the largest congregation of druids of the
to the wellspring of power and life connected to the very land—
Circle of the Song is a community of druidic gnomes, half-elves,
to Eberron itself—was brought to the first druids. From these
and dwarves who live in the Shimmerwood Forest of Zilargo,
first sages, further generations of aspirants were initiated into
current home of the Feyspire known as the Gate of Joy.
the secrets of druidism.
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In Eberron, because the nature of dreams is linked to the
The Circle of the Land is the most widespread druid circle in
quori and Dal Quor instead of fey and the Feywild, this druidic
Khorvaire, having long since spread far from the original orc
circle has no connection with dreams. Instead, the fey influence
druids, to be found in disparate ends of the continent with no
of this circle incorporates into the secrets of druidism the
recorded connection to the ancient orcs of the Shadow Marches
songs, tales, and epic poems that the fey embody. Therefore,
and Eldeen Reaches.
druids of the Circle of the Song in Eberron gain this alternate
feature instead of Walker in Dreams.
Walker in Song. At 14th level, your mastery of the lore of fey
Player’s Handbook
allows you to see beyond normal vision and to walk among the
After the Circle of the Land and the Circle of Sealing, the next
epic songs of old.
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circle of druidism Vvaraak taught the original orc druids was
the Circle of the Moon. With the secrets inherent to this circle,
the orc druids could empower themselves to fight with a primal
savagery only found in nature’s deadliest beasts. The original
druids of the Circle of the Moon were taught to be the soldiers
When you finish a short rest, you can cast one of the following
spells, without expending a spell slot or requiring material
components: legend lore, scrying, or teleportation circle.
When you cast legend lore with this ability, the person, place,
or object you seek information about must be within line of
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and warriors of the druids, to guard druids of the other circles
sight.
when the time came to protect the natural world against
When you cast teleportation circle using this ability, rather
encroaching annihilation.
than opening a portal to a permanent teleportation circle, it
Over the course of nearly ten thousand years, the original
opens a portal to the most recent place within the last week
narrow purpose of the Circle of the Moon was forgotten, and
that was the subject of a legend lore spell you cast using this
nowadays druids who are initiated into this circle do so for the
ability. If you haven't cast legend lore using this ability to gain
appreciation of beasts—predator, prey, and the purity of the
information about a place within that timeframe, you fail to cast
hunt. All druidic sects of the Eldeen Reaches, as well as those in
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they are typically seen as, appropriately enough, champions of
Xanathar’s Guide to Everything the common folk.
As magic became wider in use, many nations of the Kingdom of
Galifar developed a blending of arcane power and peerless
archery. Aundair, for instance, is said to have the finest arcane Player’s Handbook
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artillery units in the Five Nations. However, one nation, Thrane, Just as magic is a cornerstone of civilization in the Five Nations,
has an alternative tradition. Rather than relying on the study so too was it a cornerstone in the Last War. Every nation
and science of arcane magic, they select particularly devout trained as many soldiers in arcane spellcasting as showed
worshipers of the Silver Flame to learn the ways of the Divine talent and potential. Many of these trainees were only capable
Arrow. of casting a handful of spells and only with the aid of an arcane
If you are playing a fighter that worships the Silver Flame, focus. But Eldritch Knights were those warriors who took a
you can elect to take an alternative version of this martial shine to it. Not as highly trained as a wizard or swordmage,
archetype called the Divine Arrow. The Divine Arrow has all the these magical warriors used magic to enhance their already
same features as the Arcane Archer, except that any archetype formidable martial abilities, rather than rely on magic entirely
feature that lets you deal extra force or psychic damage instead to bring them victory.
fire damage. e
deals extra radiant damage, and any archetype feature that lets
you deal extra poison or necrotic damage instead deals extra
You gain proficiency in the Religion skill, and you learn either House Deneith's Defender's Guild are trained in this martial
the light or thaumaturgy cantrip. archetype, though as House members they are forbidden from
holding the noble title of “knight.”
Player’s Handbook
The battle master is a highly skilled warrior. They’ve been Originally the Purple Dragon Knight,
trained, either by a prestigious military academy, an expensive Sword Coast Adventurer’s Guide
personal tutor, or more rarely, self-taught, to fight with their Marshals are exceptionally talented battlefield commanders.
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wits and to outthink their opponents, rather than fighting During the Last War, all nations had a few marshals leading
solely with physical might or overwhelming force. Battle platoons of front-line soldiers, but Karrnath was known for
masters are some of the most feared and skilled warriors in producing more than any other. The Rekkenmark Academy in
Khorvaire. Karrnath is one of the finest institutions of military strategy in
the Five Nations, so it is no wonder that it gave Karrnath the
edge in this regard.
Xanathar’s Guide to Everything The Marshal archetype is used as-is with no mechanical
The Cavalier is an expert at mounted combat, and many alterations. The one change, other than the archetype’s name,
cavaliers throughout the history of Galifar are held as the is cosmetic:
knightly ideal. Cavaliers were often leaders of men during the Military Envoy. The Royal Envoy feature gained at 7th level
Last War and every nation counted them among their armed is instead named Military Envoy because this archetype is not
forces, though the Valenar elves were said to have the most restricted to knighthood and royal service. Instead, this feature
terrifyingly skilled mounted cavalry in the war. represents the strict discipline and manners instilled in
marshals for dealing with higher-ups in the military chain of
command.
Unearthed Arcana: Gothic Heroes Unearthed Arcana: Kits of Old
Many monster hunters worship the Silver Flame, as one of that Scouts are often thought of as a military occupation, and many
religion's main tenants is the fight to protect common folk nations employ them as vanguards and in reconnaissance
against unnatural evils. Other monster hunters are more forces.
pragmatic—monstrous threats abound across the face of
Khorvaire and beyond, and much gold can be had in slaying
them for those not strong enough to do it themselves. Unearthed Arcana: Fighter
Many of the most skilled archers in the history of the Five
Nations were sharpshooters, and folk tales of their legendary
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Xanathar’s Guide to Everything accuracy and prowess are well known. Citizens of Thrane and
There is no clear analogue to feudal-era Japan in the world of members of the Church of the Silver Flame have a particular
Eberron. However, this fighter archetype presents a skilled love of archery and ranged combat. They hold skillful archers
melee combatant that uses discipline and mental fortitude to of any kind in high esteem (even those that do not follow the
empower themselves. Samurai are fighters that believe way of the Divine Arrow but are otherwise devout). Many a
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strength of mind and clarity of purpose are just as important as Thrane peasant child dreams of earning the title of
physical might. "sharpshooter" while training day after day with their first
A few monasteries of Dol Dorn or Dol Arrah teach the way of practice bow.
the samurai as a monastic or religious tradition. However,
many more examples of this archetype can be found in Sarlona,
both in the mountains of Adar, and amongst the armies of the
Riedra. Many of the Chosen that lead Riedra's armed forces are The following additional fighting style is available for fighters,
samurai Inspired by Du'ulora quori, spirits that prize a rangers, and College of Sword bards to select:
dispassionate, disciplined view of combat. The Adaran monks Throwing Specialist. You may draw weapons with the
and the kalashtar train samurai to resist the mental attacks of thrown property as if they were ammunition. In addition, when
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their Riedran enemies. Many samurai hailing from Sarlona
often multiclass into psionic classes, focusing on psychic
abilities that fortify the body with the power of the mind.
Among the Dhakaani, the samurai tradition has a long history,
dating back to the war they fought against Xoriat. The Dhakaani
you make a ranged weapon attack with a thrown weapon, you
gain a +1 bonus to the attack roll, and the weapon’s normal and
long ranges are increased by 20 feet.
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samurai were said to be the last to break in the face of the
onslaught of mental abilities employed by their otherworldly
adversaries. Unlike the samurai of Sarlona, these goblinoid
samurai nearly universally detest psionic power, considering it
a sign of their ancient enemy, and see those developing psionic
talents as being corrupted by the madness their ancestors once
fought.
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unreachable paradise. Its existence ends, completely. The
disciples of one monastery steeped in the lore of the Blood of
Monks are those rare individuals who hone their body, mind, Vol call this slow fading of the soul "The Long Death". They seek
and soul in complete accord. For a monk, spiritual to understand death and immortality, and wield them in their
strengthening is just as important as physical conditioning. cause to annihilate death from the world.
Most monastic orders in Eberron are tied to a religion, as the
path of awakening—gaining access to one’s Ki—is often closely
linked to the spiritual enlightenment that comes with devotion Player’s Handbook
to a faith. Below are some suggestions on incorporating The Way of the Open Hand does not belong to a single monastic
monastic traditions into the world of Eberron. tradition but is rather the most common expression of
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monastic and martial discipline. Nearly every major faith has a
monastic order that adheres to the Way of the Open Hand,
Xanathar’s Guide to Everything although Dol Dorn is the most common patron of such orders.
The Way of the Drunken Master is a centuries-old fighting style,
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carried over to Khorvaire by emigrants from Sarlona fleeing the
Sundering. It was believed to be developed by vassals of Olladra, Player’s Handbook
the Sovereign of Song and Feast, to combine her love of drink While the Way of Shadow is obviously the preferred tradition
and trickery—because of their apparently uncoordinated of The Shadow—and to a lesser extent, the Mockery—the Way
movements, many people mistake drunken masters for actual of Shadow is often practiced by secret, secular orders taught by
inebriated fools. Such people are often violently divested of House Phiarlan and House Thuranni. Such are amongst the
such beliefs if they push their luck. deadliest agents of the Shadow Houses.
Deep under of Xen’drik, the Umbragen elves dedicate their
lives and souls to the Umbra. The Umbragen have developed
Player’s Handbook many ways to harness the power of this darkness to their aid
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The Way of the Four Elements teaches one to be in balance with
the elements of nature around them. As such, most monastic
orders that teach this tradition are devoted to Arawai, or more
rarely, Balinor. Some hidden orders belonging to The Devourer
harness the fury of primal elements with rigorous discipline, to
and benefit, having independently developed a monastic
tradition similar to the Shadow Houses that draws on the
power of the Umbra to enhance their martial abilities.
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unleash them upon their foes. Xanathar’s Guide to Everything
Amongst the monks of Adar, the Way of the Four Elements is The Way of the Sun Soul is one of the rarest monastic traditions,
often taught devoid of any religious quality, as the influence of requiring strong conviction to manifest Ki into raw spiritual
Lamannian manifest zones common in that region causes the fire. There are only two known monasteries that teach this
energy of primal elements to brim forth and overflow. This tradition in Khorvaire, each associated with a different religion.
allows disciples of the Way of the Four Elements to become The Monastery of the Silver Forge in Thrane exhorts its
attuned to these energies with a focused will. students to channel the Silver Flame, striking at the forces of
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Serpent Steel Strike makes use of a heavy spear (mechanically During the Last War, the Way of Tranquility was founded by
identical to the glaive), and Whirling Blade Strike teaches clerics of Boldrei and Olladra. Though followers of this path
mastery of the longsword. Many monasteries to the Sovereign were often scorned as traitors because they called for the end
Host or Silver Flame focus their dedication on these arts. The of hostilities between nations, the dedication to peace and
most famous of these is the Order of the Broken Blade, devoted healing attracted many who tired of the Last War's atrocities.
to the Sovereign Host as a whole but with particular reverence Presently, the Order of Tranquility welcomes all dedicated
for Dol Dorn, the Sovereign of Strength and Steel. aspirants, no matter what god they worship, if any at all.
Disciples of the Way of Tranquility are extremely distraught
about the Day of Mourning, regardless of the fact that it led to
Sword Coast Adventurer’s Guide, pg. 130 the end of the war. Such a massive loss of life wounds these
The Blood of Vol teaches that death is unnatural and mortality monks to their core, and many seek to unlock the mysteries of
an unjust punishment from the Sovereign Host, thrust upon all the Mournland, so the catastrophe that destroyed Cyre can
those who were born beneath them. Seekers of the Divinity never be repeated.
Within believe that once the soul disappears from Dolurrh, the
Realm of the Dead, it does not go on to some fabled,
Equality. No one is born with inherently more value than
Paladins are warriors of faith and conviction. Although knightly another. Society might have granted the nobility the right to
orders of paladins and templars exist within the hierarchy of rule the common folk, but this is an accident of circumstance,
some churches, a paladin need not belong to these as far as you are concerned. All people are equal in your eyes.
organizations—or even follow a faith at all—to gain their Humility. You know all too well how much damage an out-
divine power. Some paladins swear oaths to king and country, of-control ego can do. Most tyrants don't see their own flaws,
to their family, or even on their own honor, and the and their natural charisma and leadership ability allows them
unbreakable conviction in which they do so grants them to exploit those around them. As a paladin, you are only too
supernatural abilities, just as the oaths spoken by paladins who aware how similar you are to these despots, and how easy it
swear by a god or religion do. Below are two new sacred oaths might be for you to become one without realizing it. You are
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for the world of Eberron. very conscious to seek the input of others and consider all
opinions, deliberately stepping away from positions of sole
leadership and authority.
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tyranny. But the tales of liberation—of freedom hard-fought for You gain oath spells at the paladin levels listed.
and won—are always the most inspiring. People yearn to be
free, and paladins who take the Oath of Liberty will give their
all so that others may claim that freedom. Some call them Paladin Level Spells
freedom fighters, holy liberators, or knight saviors, but they 3rd comprehend languages,
humbly refuse the mantle of hero. To these paladins, they fight protection from evil and good
to preserve the freedom of all people, a thing which they 5th lesser restoration, see invisibility
believe shouldn't have to be fought for in a perfect world. 9th remove curse, tongues
They're merely putting right what went wrong. 13th aura of purity, freedom of movement
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In the world of Eberron, many Paladins of Liberty devote
themselves to Olladra, Dol Arrah, or Boldrei, but many more
follow no particular faith except that in the Code of Galifar.
When it still existed, the Kingdom of Galifar was a shining
example of just rule and protection against tyranny. It is said
17th dispel evil and good, greater restoration
When you take this oath at 3rd level, you gain the following two
Channel Divinity options.
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Galifar the First personally freed goblins from slavery and
Bestow Epiphany. As a reaction, when a creature within 30
offered them full rights of citizenship in the nation he was
feet of you makes an ability check, you can use your Channel
forging. The Code of Galifar also guarantees the rights of all
Divinity to bestow instant divine insight, giving that creature a
intelligent folk, be they human, elf, ogre, goblin, or gnoll, the
+10 bonus to the roll. You make this choice as you see the roll,
right to life and liberty. In the current day, the reemergence of
but before the DM says whether the outcome of the check is a
the institution of slavery with the rise of Darguun and Droaam
success or failure.
has driven many paladins to speak new oaths, swearing by the
Break Command. As a reaction, you use your Channel
law of a kingdom that no longer exists in hopes of a brighter
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Divinity and shout a divine word that can break an ally free of
tomorrow.
mental chains. One ally within 30 feet that can hear and
understand you may immediately attempt another saving
throw with advantage against any one effect imposed upon
Paladins who swear an Oath of Liberty are usually fiercely them by a failed Intelligence, Wisdom, or Charisma saving
individualistic and chafe under conformity, so there are as throw. If this saving throw succeeds, the effect on them ends
many different variations on the oath as there are paladins who immediately.
swear it. However, they all share the same dedication to these
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ideals.
Freedom. Life is only worth living when lived free. The
Starting at 7th level, you and friendly creatures within 10 feet
shackles of tyranny and oppression steal a person's ability to
of you can't become paralyzed while you are conscious.
be who they were truly meant to be. One's destiny can only be
At 18th level, the range of this aura increases to 30 feet.
attained when the choices leading up to it were free to be made.
Knowledge. In order to truly be free, you must be able to
make informed decisions. You treasure knowledge that instills
When you reach 15th level, any non-magical lock or restraint
a deeper understanding of actions and consequences, and you
upon an unwilling living creature is automatically affected by a
are eager to teach and foster critical thinking in others, so they
knock spell if it enters your Aura of Freedom or your Aura of
can make their own choices instead of blindly trusting
Freedom moves so as to overlap it. The object also shatters and
another's decisions, even your own.
is destroyed, and the noise this makes replaces the loud knock
as per the spell. This noise is audible from 300 feet away.
Additionally, when a magical lock or restraint is within your
Aura of Freedom, you may cast knock on it once without You gain oath spells at the paladin levels listed.
expending a spell slot. Once you cast knock in this way, you
must complete a short or long rest before you may do so again.
Paladin Level Spells
3rd bless, sanctuary
At 20th level, you can assume the form of an angelic savior.
5th lesser restoration,
Using your action, you undergo a transformation. For 1 hour,
magic weapon
you gain the following benefits:
9th beacon of hope, remove curse
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13th aura of purity,
• Wings sprout from your back and grant you a flying speed of
freedom of movement
60 feet.
17th dispel evil and good,
• You emanate an aura of liberty in a 60-foot radius. Within this mass cure wounds
radius, your allies are unaffected by difficult terrain, have
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advantage on Dexterity saving throws, can move without
provoking opportunity attacks, and attack rolls against them
When you take this oath at 3rd level, you gain the following two
are made with disadvantage.
Channel Divinity options.
Break Command. As a reaction, you use your Channel
Once you use this feature, you can't use it again until you
Divinity and shout a divine word that can break an ally free of
finish a long rest.
mental chains. One ally within 30 feet that can hear and
understand you may immediately attempt another saving
throw with advantage against any one effect imposed upon
"We are not your slaves. We were born bowed. But we are them by a failed Intelligence, Wisdom, or Charisma saving
throw. If this saving throw succeeds, the effect on them ends
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unbroken.” Such were the words spoken to King Boranel of
Breland by Bastion, his warforged friend and companion.
Warforged are weapons. It is what they were created for. But
now the warforged are free, and each of them must discover for
themselves what kind of weapon they will be. Every warforged
immediately.
Sacred Bulwark. As an action, you can imbue one shield you
touch with positive energy, using your Channel Divinity. For 1
minute, whoever is using the shield gains temporary hit points
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must now decide who or what they will fight for. Warforged at the start of each of their turns equal to your Charisma
paladins who swear the Oath of the Unbroken have decided to modifier. The shield also emits a bright light in a 20-foot radius
fight for their fellow warforged. and dim light 20 feet beyond that. If the shield is not already
Restriction. You must be a warforged to take this sacred magical, it becomes magical for the duration.
oath. You can end this effect at any time (no action required) even
if it is not your turn. If you fall unconscious, this effect ends.
When it ends, any temporary hit points granted by the effect
There is no central authority or unified coda for the Oath of the disappear.
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must fight them. Some have lived a life of nothing but violence hit points the ability or spell usually restores).
and know no other way.
Patience. The warforged will not die of old age, so you are
told. Therefore, you have no need to rush to conclusions or
make rash judgments. Make sure your actions do not encroach Starting at 7th level, you and friendly creatures within 10 feet
on the freedom of others and be understanding of those who of you can't become paralyzed while you are conscious.
have yet to see your wisdom. At 18th level, the range of this aura increases to 30 feet.
Guide, Not Command. The warforged were indoctrinated to
take orders, and you know that even in freedom many
warforged still seek a strong leader to follow. Though you When you reach 15th level, you learn the guidance cantrip.
abhor the thought of commanding obedience, you know it is When you cast guidance, its casting time is one bonus action
your duty to guide all who will listen in the virtues of and it has a range of 30 feet. It targets all allies who can see and
compassion, patience, and freedom. hear you, and targets may add the d4 roll to either an ability
check or an attack roll.
Devotion, before sacrificing herself to bind the demonic
At 20th level, you are the guiding light for all who walk the path overlord in the Silver Flame.
of freedom. As an action, you can emanate an aura of gleaming
sunlight. For 1 minute, bright light shines from you in a 30-foot-
radius, and dim light shines 30 feet beyond that. Originally the Oath of the Crown,
Whenever you start your turn, and whenever an ally starts Sword Coast Adventurer’s Guide
its turn in the bright light, you and they are affected as by the More than any other oath, the Oath of the Patriot is typically
freedom of movement spell until the start of their next turn. sworn by agnostic paladins or by warriors for whom religion
In addition, you and all allies within the bright light have and faith are not a primary concern. Because not every nation
advantage on all Intelligence, Wisdom, and Charisma saving is led by a crowned ruler (such as Thrane, the Eldeen Reaches,
or New Galifar), this oath is known by the name of "Oath of the
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throws.
Once you use this feature, you can't use it again until you Patriot" in the world of Eberron. Furthermore, because this
finish a long rest. Oath is to a nation as a whole, rather than its current ruler or
hereditary line, it is possible for such paladins to find
themselves working against their nation's current rulers. So
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long as their conviction holds that their homeland's current
Though the above oaths are presented as new options for rulers are acting against the best interests of the nation itself,
Eberron campaigns, they are by no means the only ones they see no betrayal or lapse in their duties. To a Patriot
available. Below are some suggestions on incorporating other paladin, their Oath is to the nation above all.
sacred oaths into the world of Eberron.
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paladins can be found among the Eldeen druidic sects. They are
amongst the fiercest defenders and the most terrifying
avengers of the natural world. Among the jungles of Xen’drik,
some Qaltiar scorpion tribe drow also display the strength of
conviction necessary to swear the Oath of the Ancients, and
hunter. The Treaty of Thronehold maintained their right to
pursue criminals across the Five Nations, bringing these
elusive villains in for trial. The Oath of the Sentinel Marshal is
to pursue wrongdoers and bring them to justice, to protect all
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of the Thronehold nations, and to serve the office of the
these drow typically venerate the spirit of the swordtooth titan
Sentinel Marshals. Their charges must be taken in for trial
(tyrannosaurus rex) as the ultimate hunter, alongside the
unless lethal force is necessary. Finally, while Sentinel Marshals
scorpion-god Vulkoor.
have the inherent power to extradite criminals from one nation
to another, they must maintain neutrality concerning political
interests between Thronehold nations.
Xanathar’s Guide to Everything
House Deneith has negotiated contracts with House Orien,
While there are certainly evil paladins who swear the Oath of
Ghallanda, and Lyrandar, ensuring free travel and
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Within may swear the Oath of Vengeance, with the gods
themselves as the ultimate target of their enmity, desiring
Unearthed Arcana: Paladin nothing less than to righteously punish them for cursing
While many paladins of treachery are examples of fallen mortals with death and oblivion in Dolurrh.
paladins, holy warriors that failed to live up to the virtues and
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ideals of their oaths, most paladins who swear an actual Oath
of Treachery are devout worshipers of The Mockery. These
dark warriors usually show their devotion by flaying portions
of their own skin in emulation of their dark god.
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Prerequisite: Proficiency with Herbalism Kits
Skilled hunters and explorers, rangers prowl the dangerous You know how to use various plants and substances to concoct
lands of Eberron, be they forest, cave, or some other environ. healing salves that function identically to a potion of healing
Many of them find home in the druidic sects of the Eldeen (though they are applied topically, not drunk). When you are in
Reaches, as scouts among the armies of the Five Nations, or on one of your favored terrains, you may spend 4 hours searching
the streets of sprawling cities. Below are two new ranger for ingredients. If you do, make a DC 15 Wisdom (Survival)
archetypes and one alternate class option for the ranger. check. On a success, you find enough ingredients to concoct one
healing salve, plus enough ingredients for one additional
healing salve for every 5 points your ability check exceeded the
DC. Each salve takes 2 hours to make, and the ingredients only
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retain their potency for 8 hours once gathered.
Once created, a healing salve remains potent for 48 hours.
Some rangers in the world of Eberron have no mystical
connection with primal magic or druidic sects. They are skilled
hunters and survivalists, or elite scouts for various nation's
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militaries. The following is not a subclass of the ranger, but Prerequisite: Proficiency in Stealth
rather an option to change the benefits provided by the base You are always on the watch for traces your companions leave
ranger class. behind and make it a priority to mask them as best you can.
While in your favored terrain, you can move stealthily at a
normal pace, even while traveling with a group, and your
The below additional features come at the cost of the ranger's companions gain a bonus to their Dexterity (Stealth) checks
magical abilities. You do not gain the ranger's Spellcasting and equal to your Wisdom modifier.
Primeval Awareness features. If your game uses the Unearthed
Arcana Revised Ranger, you do gain the Primeval Awareness
feature, but not the additional benefit described in the 3rd and Prerequisite: Ranger level 13th
4th paragraph of that ability.
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At 3rd level, when you select a ranger archetype or conclave,
the subclass may normally grant a feature that grants
additional spells known, such as "Gloom Stalker Magic" or
Most tend to think rangers are solitary hunters, lone wolves
striking out on their own. But you've grown accustomed to
fighting with your companions, and you know wolves are more
dangerous in packs. You may use the Help action to grant an
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"Horizon Walker Magic". Instead of gaining such a feature, you ally advantage on their next attack roll against an opponent
learn one additional Wilderness Knack ability (see below) at without expending an action, once per turn.
9th level.
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the Player’s Handbook, and shares many of the same features.
Prerequisite: Proficiency with Herbalism Kits Restriction. You must abide by the teachings of one of the
You have slowly built your tolerance to natural venoms. You following druidic sects: Ashbound, Children of Winter,
have resistance to poison damage dealt by beasts and you have Gatekeepers, Greensingers, or Wardens of the Wood. Your
advantage on saving throws to resist being poisoned by beasts. chosen sect determines several of your archetype features.
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Additionally, you may make antitoxin by collecting a sample
from a freshly killed or incapacitated beast that deals poison
damage or inflicts the poisoned condition. Collecting the At 3rd level, you gain one of the following features of your
sample requires a successful Wisdom (Survival) check with a choice.
DC equal to 10 plus the beast's challenge rating, and you Colossus Slayer. Your tenacity can wear down the most
require 4 hours to brew one dose of antitoxin from it. You can potent foes. When you hit a creature with a weapon attack, the
make only one dose per sample, and a living creature can creature takes an extra 1d8 damage if it's below its hit point
provide only one sample while incapacitated in any given 24- maximum. You can deal this extra damage only once per turn.
hour period. Giant Killer. When a Large or larger creature within 5 feet of
Unlike most wilderness lore abilities, you may select this you hits or misses you with an attack, you can use your reaction
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ability more than once. Each additional time after first, you can
apply this ability's benefits (including the ability to harvest
venom) against one additional creature type from the following
list: aberrations, fiends, monstrosities, or oozes.
to attack that creature immediately after its attack, provided
that you can see the creature.
Horde Breaker. Once on each of your turns when you make
a weapon attack, you can make another attack with the same
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weapon against a different creature that is within 5 feet of the
original target and within range of your weapon.
In the wild, you know it is all too easy for the hunter to become
the hunted, and you have honed your ability to sense danger
and react quickly. You can’t be surprised while you are
conscious and you may add your proficiency bonus to Initiative If your game uses the Unearthed Arcana Revised Ranger, you
checks. can use the Eldeen Hunter subclass with it by making one
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addition:
At 7th level, you gain one the features listed below appropriate
to the druidic sect you belong to.
Ashbound. Mage Hunter. You gain "arcane spellcasters" as a
new favored enemy (arcane spellcasters typically speak
draconic as the basis of their arcane studies). Additionally,
when you cast hunter's mark on an arcane spellcaster, no
arcane spell can hide your quarry's location from you. (Against
an invisible arcane spellcaster you are still blind, but you can
pinpoint their location if it is within line of sight)
Children of Winter. Resist Decay. You gain resistance to
poison and necrotic damage, and you have advantage on saving
throws against poison and disease.
Gatekeepers. Resist Corruption. You are immune to any effect
originating from an aberration or fiend that would make you At 15th level, you gain the feature listed below appropriate to
charmed or frightened. Additionally, you are immune to any your druidic sect.
effect that would change your form against your will. Ashbound. Arcane Resistance. You can’t be affected or
Greensingers. Unearthly Grace. You gain proficiency in detected by arcane spells of 4th level or lower unless you wish
Charisma saving throws and the Persuasion skill. Additionally, to be. You have advantage on saving throws against all other
while you are wearing no armor and not using a shield, your AC arcane spells.
is equal to 12 + your Charisma modifier + your Dexterity Children of Winter. Deathwalker. As a reaction, you can
modifier. voluntarily fail a saving throw against a poison or disease. You
Wardens of the Wood. Nature's Soldier. You gain proficiency are immune to the effects of this exposure of the poison or
with heavy armor and your weapon attacks score a critical hit
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disease until the end of your next long rest.
on a roll of 19 or 20. During this time, while you do not have all of your hit points
you can smear your blood on a target within 5 feet of you. The
target is exposed to the poison or disease and must make a
At 11th level, you gain one of the following features of your saving throw against it as if it was exposed to the original
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choice. source. If the target fails its saving throw, you are no longer
Volley. You can use your action to make a ranged attack affected by the poison or disease. If you finish a long rest before
against any number of creatures within 10 feet of a point you successfully transferring the poison or disease to another
can see within your weapon's range. You must have target, you suffer the full effect of the poison or disease without
ammunition for each target, as normal, and you make a a saving throw.
separate attack roll for each target. You regain the use of this feature whenever you finish a long
Whirlwind Attack. You can use your action to make a melee rest, or when a target fails their saving throw against the poison
attack against any number of creatures within 5 feet of you, or disease you exposed them to using this feature.
with a separate attack roll for each target. Gatekeepers. Khyber's Foe. You gain several benefits which
help defend you against the forces of Khyber.
At 3rd level, you harmonize with the thrum of city life. You
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halve the cost of living a comfortable, modest, poor, or squalid Urban Soul rangers still draw their magic from the wild essence
lifestyle when you spend downtime in a city. You and your of nature, but for them the hustle and bustle of a metropolis is
group can't become lost in a city except by magical means. If merely another kind of wilderness. At 3rd, 5th, 9th, 13th, and
you are traveling in a city alone, you can move stealthily at a 17th level, you learn the following spells that don't appear on
normal pace.
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the ranger spell list. These spells are ranger spells for you, and
In addition, you choose to either learn Thieves' Cant (as per do not count against your limit of ranger spells known.
the Rogue feature on page 96 of the Player’s Handbook) or gain
proficiency in one of the following: Deception, Sleight of Hand,
Performance, Persuasion, Thieves' Tools, or one type of
Ranger Level Spells
musical instrument.
3rd comprehend languages
Finally, urban soul rangers have a finger on the pulse of
5th see invisibility
current events. When within a city, you may apply twice your
9th speak with dead
proficiency bonus to Charisma checks to find out information
13th Mordenkainen’s faithful hound
on anything notable or newsworthy in that city (such as in
17th animate objects
which district a famous noble's estate lies, or where the last in
a string of serial murders took place).
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Starting at 3rd level, you gain the loyal friendship of a beast that If your game uses the Unearthed Arcana Revised Ranger, you
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has adapted to urban life. Choose from any of the following can use the Urban Soul subclass with it by making one addition:
animals: cat, lizard, rat (or mouse), raven (or dove or pigeon),
spider, or weasel. This beast is unusually smart for its kind,
with an Intelligence of 6, and it can understand one language of Beginning at 5th level, you can attack twice instead of once,
your choice that you speak. Additionally, the following whenever you take the Attack action on your turn.
numbers in the beast’s stat block increase by 1 when your
proficiency bonus increases by 1: the beast’s AC, listed skill and
saving throw bonuses. Lastly, the beast’s maximum hit points
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are now equal to its Constitution modifier + your Wisdom At 7th level, your urban companion can use its reaction to
modifier + twice your level in this class, and it has an amount of distract a creature within 5 feet of it when the creature makes
hit dice equal to your level in this class. an attack roll against you or your allies. If it does so, your
Your companion is friendly to you and your allies, and it companion imposes disadvantage on the creature 's attack roll,
always obeys your commands. In combat, it shares your then immediately moves up to half its speed without provoking
initiative count but takes its turn immediately after yours. It an opportunity attack from the creature. This reaction and
can move and use its reaction on its own, but the only action it movement takes place before the creature 's attack.
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takes on its turn is the Dodge action, unless you take a bonus
action on your turn to command it to take an action listed in its
stat block, or the Dash, Disengage, Help, Hide, or Search action. When you reach 11th level, you may use your reaction to make
If your companion is ever slain, the magical bond you share an opportunity attack when an opponent you can see attacks
allows you to return it to life at the end of a long rest, creating you or one of your allies. Your opportunity attack occurs before
a new body for it. If your companion has died within the last the attack that triggers it.
hour, you can use your action to expend a spell slot of 1st level
or higher. Your companion returns to life after 1 minute with
all its hit points restored, reappearing in an unoccupied space Starting at 15th level, you can easily shake off effects that
adjacent to you. You can return an animal companion to life in control your mind. If you fail a Wisdom, Intelligence, or
this manner even if you do not possess any part of its body. Charisma saving throw against a spell or effect, you
At 7th level, your relationship with your companion grows. automatically succeed your next save against the spell or effect
You can teach it to be proficient in one of the following, as long if it grants one.
as you are also proficient in it: Sleight of Hand, Survival, Stealth,
or Thieves' Tools. It’s total bonus on rolls using its new
abilities of Horizon Walkers, as they become attuned to the
thinned borders between realities of the Shattered Land.
Though the above options allow you to play various kinds of Regardless of origin, the Horizon Walker archetype fits as-is
rangers in Eberron campaigns, there are many ways existing into the Eberron setting with one addition:
ranger options can be incorporated in the world, as noted Manifest Sense. The 3rd level feature, Detect Portal, is more
below. commonly referred to as Manifest Sense, and in addition to the
ability to detect the nearest planar portal, you can also detect
the presence of the nearest manifest zone (including which
Player’s Handbook or Unearthed Arcana: The Ranger, Revised plane of existence the manifest zone is tied to) within 5 miles.
Many rangers in Khorvaire, from the Eldeen Reaches to Q’barra,
bond with a beast companion and adventure alongside them,
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but most frequently this bond occurs between a mount and Player’s Handbook or Unearthed Arcana: The Ranger, Revised
rider from the Talenta Plains or Valenar, two cultures with Hunters are archetypical scouts and skirmishers. Martial
ancient traditions of bonding with favored animals. rangers—rangers with no supernatural connection to natural
Talenta halflings who choose this subclass may select a magic—are more likely to be hunters than any other subclass.
Fastieth as their companion (Eberron: Rising from the Last War),
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In the Eldeen Reaches, hunters that belong to druidic sects
and Valenar elves may choose a Valenar Hawk, Hound or Steed are often given unique training and learn special abilities
(Eberron: Rising from the Last War) as their companion, despite dependent on their sect (see the Eldeen Hunter variant above).
these creatures being fey.
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patrol the tunnels and caverns of Khyber, and are charged with
stopping threats to the surface before they arrive there.
Additionally, House Tharashk often trains or employs Gloom
Stalker rangers to protect and guide prospecting expeditions
searching for Khyber dragonshards in the Underdark.
the Gatekeepers and the Wardens of the Wood, also have
rangers specifically trained to seek out such menaces. However,
there are monster slayers of a more mercenary bent—those
who use their talents to seek rewards from towns and villages
threatened by creatures they have trained themselves to kill.
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Xanathar’s Guide to Everything Unearthed Arcana: Ranger & Rogue
Horizon Walker rangers are most likely to come from two Primeval Guardians are taught their ways directly by druids,
organizations in Eberron: the Edgewalkers of Riedra and the and as such can be found as members of any druidic sect found
Gatekeepers of Khorvaire. The Edgewalkers of Riedra are a in Eberron. Any of the sects of the Eldeen Reaches could be a
cadre of elite soldiers, chosen from the Harmonious Shield of plausible origin, as well as more obscure sources of druidic
Riedra by the nation's Inspired lords. Expert scouts and
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found amongst the Greensingers, especially rangers who follow Guardians taught by Vulkoori druids may temporarily turn into
in the footsteps of planar shepherds. scorrow—half-drow/half-scorpion tauric creatures—when
Outside of these organizations, some self-taught rangers assuming their Guardian Form. In all cases, this does not
native to Xen'drik naturally gravitate toward the skills and change the benefits granted by Guardian Soul.
Rogues—be they scoundrels, spies, or rakes—are dangerously
skilled individuals that rely on cunning and skill rather than Xanathar’s Guide to Everything
might or overt power to achieve their goals. Below are some The Scout represents a survivalist that is less in touch with
suggestions on incorporating roguish archetypes into the nature—as a ranger would be—and is more in opposition to it.
world of Eberron. Scouts are rogues that study every trick, snag, and deadfall that
can befall a body traveling in the wilds. While they have
extensive knowledge of nature, most are still vastly more
Player’s Handbook
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comfortable in a well-run tavern where the ale flows freely. Still,
Throughout the Five Nations, low-level magic is a common they pride themselves on the ability to not flounder in the face
everyday occurrence. Magic is used in daily life, and the daily of simple natural obstacles their city-slicker associates may
life of rogues is no different. The Arcane Trickster may be a find themselves harried by.
charlatan, using magic to make their cons more likely to Many Scouts received their training in the Last War, serving
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succeed, or they could be magically adept agents of some in reconnaissance units and ranging ahead of the front-line
organization or another—such as the Trust of Zilargo or the warriors. Other Scouts train themselves to be ready for
Royal Eyes of Aundair—and weave illusions and enchantments adventures into the wilderness, and many find lucrative
to aid their missions. careers as guides for Wayfinder Foundation or Dragonmarked
House expeditions.
Player’s Handbook
Assassins are deadly individuals often in the service of a Xanathar’s Guide to Everything
greater organization. In Eberron, they are likely to be Across the Five Nations, the Swashbucklers are often envied
intelligence agents in the employ of one of the Five Nations, or and admired. Featured in many tales of derring-do told by
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even more likely, assets of House Phiarlan or House Thuranni.
Less lawfully-inclined assassins may be part of criminal
syndicates, like the changeling-exclusive Cabinet of Faces or
the aberrant marked individuals of House Tarkanan. Finally,
independent assassins may be servants of The Mockery, the
bards and chronicles alike, there's a certain romantic image of
the dashing swordsman that drives many to hone the arts of the
blade bravo. The fighting style of the Swashbuckler is
particularly favored in the Lhazaar Principalities and around
Stormreach, where more heavily-armored warriors are at a
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dark god of murder and betrayal, and their assassinations may distinct disadvantage on the high seas.
be divinely inspired. Swashbucklers can also be found among the upper class of
the Five Nations, where strutting into the gala of the year in
clanking full plate would be a serious faux pas but leaving
Xanathar’s Guide to Everything yourself defenseless amongst your most dangerous "friends"
Masterminds can come from many walks of life. While many would be just as unappealing.
are leaders of criminal networks, one can find lawful
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2nd, 3rd, 4th, and 5th level spell slots, you learn spells of the
corresponding spell levels on the table. You treat spells you
Your innate magic comes from a true dragonmark unlike any learn this way as a sorcerer spell you know, but they do not
other in recent history, surpassing even the promise of a count against your limit of known sorcerer spells.
Siberys-level dragonmark. Your mark is an Apex Dragonmark, Additionally, all of your sorcerer spells are cast as innate
one of only a handful of dragonmarks identified throughout
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spells, requiring no somatic, verbal, or material components
history that matched it in power and potential. (except those with a listed cost). Instead, your dragonmark
Restriction. The apex version of a true dragonmark only itself flares with brilliant light which is extremely noticeable
ever appears among the descendants of true dragonmarked (even through clothing or armor) whenever you cast a sorcerer
bloodlines. In order to qualify for this subclass, you need to be spell. At 3rd level, when you gain access to the Metamagic class
related by blood (even if distantly) to one of the appropriate feature, you can select the Subtle Spell metamagic effect and
Houses and be of the appropriate race or races as listed below. use it to cast a spell without manifesting this eye-catching flare
(For example, a half-elf born from a House Phiarlan elf and a of power.
human would not meet the prerequisites for the Apex Mark of
Shadow, because although she has a blood relation to House
Human Making Cannith importance and is quite impressive to those in power and
Human Passage Orien anyone with a keen interest in the Draconic Prophecy.
Gnome Scribing Sivis Whenever your unique dragonmark is visible and you make a
Human Sentinel Deneith Charisma check to influence nobles, creatures possessing a true
Elf Shadow Phiarlan or Thuranni dragonmark, individuals with a keen interest in the Draconic
Half-elf Storm Lyrandar Prophecy, or dragons, you apply twice your proficiency bonus
Dwarf Warding Kundarak on the check, instead of any proficiency bonus you may have.
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Upon attaining 14th level, your apex dragonmark rapidly
crawls across your entire body, covering every inch of your
flesh in its complex pattern and becoming a greater
dragonmark. You gain the Siberys Dragonmark feat (see
Chapter 3: Character Options), gaining the effects that
correspond to your dragonmark. Charisma is your spellcasting
ability for spells you cast from the feat, regardless of which
Siberys dragonmark’s effects you gain.
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If you already have this feat, you regain the ability to cast the
feat’s granted spells without using a spell slot when you finish
a short or long rest. Spells you learn this way do not count
against the number of spells known on the Sorcerer class table.
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When you reach 18th level, your mark continues to grow in
complexity, increasing in fractal detail. You can channel the
power of your dragonmark to adjust your destiny. You may
concentrate (as though concentrating on a spell) for 5 minutes.
At the end of this duration, you can sacrifice a spell slot to gain
a number of Luck points equal to one third the level of the
sacrificed spell slot (rounded down, minimum 1 Luck point).
Whenever you make an attack roll, an ability check, or a
saving throw, you can spend a luck point to roll an additional
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d20. You can choose to spend your luck point after you roll the
die, but before the outcome is determined. You choose which of
the d20s is used for the attack roll, ability check, or saving
throw.
You can also spend a luck point when an attack roll is made
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against you. Roll a d20, and then choose whether the attack
uses the attacker’s roll or yours. If more than one creature
spends a luck point to influence the outcome of a roll, the points
cancel each other out; no additional dice are rolled.
Once expended, Luck points gained through this ability do
not return. Once you begin concentrating on this ability, you
may not do so again until you finish a long rest.
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from view. Disconcertingly, however, yours seems to grow just
a bit every day. Also at 6th level, your aberrant mark is the most intricate and
powerful the world has seen in centuries, and you gain a
measure of influence over beings similarly touched by Khyber.
Whenever your aberrant mark is visible and you make a
Starting at 1st level, you manifest a fledgling aberrant
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Charisma check to influence aberrations, creatures native to
dragonmark. This dragonmark is roughly the size of your palm,
Khyber, or creatures that possess an aberrant dragonmark, you
though it can appear anywhere on your body. While each true
apply twice your proficiency bonus on the check, instead of any
dragonmark has its own pattern, their blue-green shimmering
proficiency bonus you may have.
nature makes them easy to recognize as related to each other.
Aberrant dragonmarks, however, are visually distinct from
true dragonmarks and appear in myriad different fashions (you
can roll randomly from the Aberrant Mark Manifestations table When you reach 14th level, your mark rapidly crawls across
below, select an entry you like, or come up with your own idea). your entire body, covering every inch of your flesh in its
complex pattern and becoming a greater aberrant mark. Your
mark allows you to consume the good fortune of others. As a
d6
1
2
Manifestation
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Shimmering lines similar to true dragonmarks, but
angry red and black instead of blue and green.
An open, twisting wound that continually wells a
reaction, within 30 feet of you, you can cancel a use of
Inspiration, negate a spent Luck point, or prevent a creature
from benefiting from advantage. You then gain advantage on
your next attack roll, saving throw, or ability check you make
before the end of your next turn. You cannot use this ability
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small amount of blood, but never heals. again until you have completed a long rest.
3 A patch of necrotic dead flesh that rots away normal
clothing that comes in contact with it.
4 A third degree burn that never fades. Upon attaining 18th level, your mark continues to grow in
5 A shadow cast by an unknown light source that only complexity, increasing in fractal detail and becoming a Khyber
appears on your flesh. dragonmark. When you have at least 1 Sorcery Point remaining,
6 Weeping sores that constantly seep yellow pus that your mark grants you a boon. Choose one of the below options
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forms the mark. when you gain this feature. Once the choice has been made, it
cannot be changed.
The aberrant dragonmark grants you strange powers. You
learn any one 1st-level sorcerer or warlock spell. As you gain • You gain resistance to one type of damage.
levels in this class, you learn another sorcerer or warlock spell
• Your hit point maximum increases by 2 hit points per
at every odd level (3rd, 5th, 7th, etc.). Spells you learn must be
sorcerer level you possess, and it increases by 2 more hit
of a level for which you have spell slots. You treat spells you
points for every additional sorcerer level you take.
learn this way as sorcerer spells you know, but they do not
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• Whenever you cast a spell that deals damage, the spell deals
count against your limit of known sorcerer spells.
additional damage equal to your proficiency bonus (applied
Additionally, all your sorcerer spells are cast as innate spells,
to only one roll of your choice if a spell has multiple attacks
requiring no somatic, verbal, or material components (except
or targets).
those with a listed cost). Instead, the dragonmark itself flares
• You gain a bonus on initiative checks equal to your
with dark light or otherwise becomes extremely noticeable
proficiency bonus.
(even through clothing or armor) whenever you cast a sorcerer
spell. At 3rd level, when you gain access to the Metamagic class • You gain proficiency in one saving throw.
feature, you can select the Subtle Spell metamagic effect and
use it to cast a spell without manifesting this eye-catching flare
of power.
The above sorcerous origins capitalize on the inheritable magic with one or more kinds of artisan's tools that would benefit
of dragonmarks, but dragonmarks are not the only kind of from their powers (such as smiths’ tools or glassblowers’
innate sorcery. Below are some suggestions on incorporating supplies).
other sorcerous origins into the world of Eberron. A small number of Fernian sorcerers insist that they are the
byproducts of willing or unwilling participation in illegal
elemental binding rituals and owe their power to a fire
Xanathar’s Guide to Everything elemental being bound to their souls. Such Fernian sorcerers
Divine Souls are sorcerers whose innate magic comes from a may have more obvious signs of their sorcerous power, such as
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divine blessing. While the birth of a divine soul is exceedingly coal-black skin or veins that visibly glow with a fiery light.
rare, the Sovereign Host and the Blood of Vol seem to produce
the most of them. Though no mortal has ever glimpsed the face
of one of the Sovereign Host, their vassals believe they do make Unearthed Arcana: Giant Soul Sorcerer
themselves known in the world through miracles and divine Xen’drik was the ancient home of a vast and powerful
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magic, with divine souls just being another one of their many civilization of giants, but now it is known as the Shattered Land,
gifts. The Seekers of the Blood of Vol believe that divine souls a vast wilderness of ruins and savage beasts. Still, some of the
are born from bloodlines exceedingly close in unlocking the potent magic of giants lingers in their artifacts, relics, and fallen
divinity within, with their lineage showcasing an innate ability cities. Every so often, adventurers and expeditions successfully
to channel this divine energy without the need for retrieve such treasures and bring them back to Khorvaire.
contemplation and prayer. Giant Soul sorcerers are individuals who have inherited
The Silver Flame and the Undying Court are both religions some of the innate magic of these relics, possibly from their
with a clearer connection to their divine patron or force, and as parents who bore the magic before them. Some may feel cursed
such many parents seeking a blessing for their child may by their ancient powers, drawn inexorably toward Xen’drik as
petition the Voice of the Flame, through the Keeper of the Flame, though an urge alien to their own consciousness demands their
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or the Undying Court for their favor. However, these entities
rarely ever do so, perhaps seeing it as their responsibility to
ensure their favor is only ever placed on the truly righteous.
power be restored to its place of rest. Others feel no such pull,
and simply revel in the power and glory such might bestows
upon them. Among the Sulatar drow, Fire Giant Soul sorcerers
are especially favored and considered a great omen for their
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communities, often elevated to positions of honor and
Player’s Handbook rulership.
A Draconic Bloodline is most likely more metaphorical than In the world of Eberron, the history of giants and their realms
literal in the world of Eberron. The dragons of Argonnessen are differ from the standard D&D assumptions, resulting in the
remote and dispassionate observers of lesser beings and have following cosmetic changes to the Giant Soul sorcerous origin:
a history of reacting violently to interbreeding. However, the Mark of Apotheosis. The ancient giants discovered the
dragons are possessed of powerful magic that can bestow their secrets of elemental apotheosis, granting them primordial
attributes onto servitors or guardians. The dragonborn race sovereignty over the elements of the cosmos. Each nation, city,
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are believed to be the result of one such powerful blessing. A or community of giants favored one kind of elemental
Draconic Bloodline sorcerer could be a different manifestation apotheosis over the others, and the relics that empower Giant
of such an endowment, and sorcerers of this origin are typically Soul sorcerers channel these ancient rituals. This renames the
found amongst the savage tribes of the Seren Isles or the Mark of the Ordning feature, as there was no divine mandate
dragonborn of Q’barra. More rarely, an agent of the Chamber from giant gods that determined their castes in Eberron.
may bestow such power onto an associate—usually someone Soul of Lost Cul’sir. This renames the Soul of Lost Ostoria
clueless as to the true nature of the draconic agent—acting on ability, as the most prominent ancient giant empire in Eberron
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what they believe to be a branch of the Prophecy. was the Empire of Cul’sir, and no mythical realm called Ostoria
existed. Some Sulatar drow may instead refer to this feature as
the “Soul of the Sul’at”, after the Sul’at League nation of their
Originally Phoenix Sorcery fire giant masters.
Unearthed Arcana: Sorcerer Rage of the Titans. Likewise, as Ostoria is not an element of
Fernia, the Sea of Fire, is believed to be the source of all flames giant history in Eberron, this ability is renamed to reference the
and is known to be populated by spirits of fire and immolation. ancient giants of old, before their devolution into the giants of
Fernian sorcerers typically believe themselves to have been modern times.
born or conceived in a manifest zone tied to Fernia, though not Blessing of the Emperor. The giants did not worship a god
all claims of this can be verified. they named the All Father, so instead this ability alludes to the
Some sorcerers of this origin may choose to believe ancient Titan King and Emperor of the giant civilization before
themselves some kind of special Divine Soul, blessed by Onatar, it collapsed.
the Sovereign of Forge and Fire. These sorcerers are more
likely to attempt to use their powers constructively, and often
choose backgrounds and classes that grant them proficiency
Unearthed Arcana: Sorcerer Xanathar’s Guide to Everything
Many Sea sorcerers consider themselves to be cursed by the While sorcerers born to Dragonmarked Houses often achieve
Devourer and are ashamed of their powers, hiding their high levels of prestige, they do not necessarily automatically
perceived profane origin from others for fear of persecution. manifest their lineage's dragonmark. Often, such sorcerers get
Such sorcerers may have discovered their power after a mundane tattoo in the shape of their family's Least mark as a
surviving a shipwreck and believe themselves to have been sign of respect. Storm Sorcerers of House Lyrandar, however,
spared by the Devourer for some dark purpose. However, a are a bit different from the norm. Though they too do not
great number of Sea sorcerers consider their power a mere always manifest a dragonmark immediately, they are more
natural affinity, perhaps tied to an aspect of Lamannia, a plane likely to do so than sorcerers of other Houses, and Storm
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of existence with vast, endless oceans. Many aquatic races, Sorcerers seem to manifest the Siberys Mark of Storm with
especially the sahuagin, claim a higher-than-normal frequency startling regularity.
of birthing Sea sorcerers. Beyond house heirs, there are a few bewildering examples of
Like Fernian sorcerers, there are a few sea sorcerers with storm sorcerers who claim their powers came from seedy
wild claims that their power comes from a water elemental experiments that left air elementals bound to their souls.
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bound to their souls.
Player’s Handbook
Xanathar’s Guide to Everything The world of Eberron is influenced strongly by the planes
In Eberron games, the power of shadow magic flows from the which surround it, the energies and reality of these dimensions
plane of Mabar instead of the Shadowfell. Many Shadow bleeding into the material plane in manifest zones. One such
sorcerers are descendants of elven families that fled plane, Kythri, the Churning Chaos, is the most likely cause of the
persecution in Aerenal for associating with the line of Vol or for Wild Magic sorcerous origin. Sometimes when a humanoid is
having blood tainted with the energies of Mabar. Over the born or lives in a manifest zone linked to Kythri, the chaos of
centuries since, such taint may have spread to half-elves and the plane seeps into their very being, altering them. If the
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humans among the population of Khorvaire. Still others may
have volunteered (or were volunteered by their parents at a
young age) for a ritual performed by the Blood of Vol, who are
constantly seeking a way to end death.
Among the Umbragen drow, most sorcerers have an innately
person already has a magical talent for the arcane, the influence
of Kythri can wildly alter their magic in unpredictable ways.
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strong bond with the Umbra and are Shadow sorcerers who
draw their power from that force instead of Mabar.
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Extorting his allies to follow him, bolstering their resolve and
quickening their steps with an arcane gesture, a human leads
his companions into the breach toward their common foe.
Studying her enemies, a tiefling devises a cunning plan. A
wall of arcane force springs into existence among them,
splitting their forces in half. Then with a befuddling word, her
enemies begin fighting amongst themselves, leaving her to mop
up the survivors.
With a defiant shout, a gnome extends the magical
One hundred years of war did more than reshape the political
boundaries of the Five Nations. During this time, the Last War
seemed endless, and the question of how best to fight one’s
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6th +3 2 4 2 — — —
7th +3 Arcane Axiom feature 2 4 3 — — —
8th +3 Ability Score Improvement 2 4 3 — — —
9th +4 2 4 3 2 — —
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10th +4 Mental Alacrity 2 4 3 2 — —
11th +4 Maxim (2/rest) 2 4 3 3 — —
12th +4 Ability Score Improvement 2 4 3 3 — —
13th +5 3 4 3 3 1 —
14th +5 Mental Alacrity improvement 3 4 3 3 1 —
15th +5 Arcane Axiom feature 3 4 3 3 2 —
16th +5 Ability Score Improvement 3 4 3 3 2 —
17th +6 3 4 3 3 3 1
18th +6 Spell Focus improvement 3 4 3 3 3 1
19th +6 Ability Score Improvement 3 4 3 3 3 2
20th +6
from a mentor, a traveling warrior-philosopher that taught you Saving Throws: Constitution, Intelligence
everything they knew? Perhaps you enlisted in a military Skills: Choose two from Arcana, Athletics, History,
organization that saw your potential for spellcasting and Intimidation, Insight, Investigation
inducted you into the ranks of an arcane knightly order.
You start with the following equipment, in addition to the
equipment granted by your background:
You can make a swordmage quickly by following these
suggestions. First, Intelligence should be your highest ability • (a) a greatsword, (b) a longsword, (c) a rapier, or (d) two
score, followed by Dexterity, then Constitution. Second, choose short swords
the soldier background. Third, choose the booming blade and • (a) a dungeoneer's pack or (b) an explorer's pack
lightning lure cantrips. • (a) a component pouch or (b) an arcane focus
• a spellbook
While you are not wearing any armor or using a shield, you The spells that you add to your spellbook as you gain levels
have the ability to conjure an arcane aegis, a magical field of reflect the philosophy of arcane might as applied to warfare
force that protects you, after a minute of concentration (as if that you refine as you progress, as well as the insights gleaned
concentrating on a spell). Your arcane aegis is invisible and through battling your enemies and testing their philosophies
weightless and it grants you an Armor Class of 10 + your against yours. You might find other spells during your
Dexterity modifier + your Intelligence modifier. Your arcane adventures. You could discover a spell recorded on a scroll in a
aegis lasts for 8 hours, or until you don armor or use a shield. chest, for example, or take it from a rival swordmage's
Starting at 1st level, while you are protected by your arcane spellbook after you defeated them in battle.
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aegis and have a free hand (a hand not wielding a weapon or Copying a Spell into the Book. When you find a swordmage
holding an item), you can gain an additional +2 bonus to AC as spell of 1st level or higher, you can add it to your spellbook if it
an action. Once you do, the bonus lasts indefinitely, until you is of a level for which you have spell slots and if you can spare
don’t have a hand free or are not being protected by your the time to decipher and copy it.
arcane aegis. Copying a spell into your spellbook involves reproducing the
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basic form of the spell, then deciphering the unique system of
notation used by the mage who wrote it. You must practice the
As a swordmage, you study arcane magic as a philosopher, spell until you understand the sounds or gestures required,
transcribing your spells in a spellbook. See chapter 10 of the then transcribe it into your spellbook using your own notation.
Player’s Handbook for the general rules of spellcasting and the For each level of the spell, the process takes 2 hours and costs
list at the end of this section for the swordmage spell list. 50 gp. The cost represents material components you expend as
you experiment with the spell to master it, as well as the fine
inks you need to record it. Once you have spent this time and
At 1st level, you know a single cantrip of your choice from the money, you can prepare the spell just like your other spells.
swordmage spell list. You learn a second swordmage cantrip of Replacing the Book. You can copy a spell from your own
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your choice at 6th level, and a third at 13th level. spellbook into another book---for example, if you want to make
a backup copy of your spellbook. This is just like copying a new
spell into your spellbook, but faster and easier, since you
understand your own notation and already know how to cast
the spell. You need spend only 1 hour and 10 gp for each level
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At 1st level, you have a spellbook, but it does not yet contain of the copied spell.
any complete spells. It only contains the beginning research If you lose your spellbook, you can use the same procedure
into six 1st level swordmage spells of your choice that you are to transcribe the spells that you have prepared into a new
working on learning. spellbook. Filling out the remainder of your spellbook requires
When you reach 2nd level, you finish this work and complete you to find new spells to do so, as normal. For this reason, many
these six 1st level swordmage spells, adding them to your swordmages keep backup spellbooks in a safe place.
spellbook. The Book's Appearance. Your spellbook is a unique
Starting at 3rd level, and every level thereafter, you add one
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The Swordmage table shows how many spell slots you have to
cast your swordmage spells of 1st level and higher. To cast one
of these spells, you must expend a slot of the spell's level or
higher. You regain all expended spell slots when you finish a
long rest.
Beginning at 2nd level, you prepare the list of swordmage
spells that are available for you to cast, choosing a number of
spells from your spellbook equal to your Intelligence modifier
+ half your swordmage level, rounded down (minimum of one
spell). The spells must be of a level for which you have spell
slots.
For example, if you are a 5th-level swordmage, you have four
1st-level and two 2nd-level spell slots. With an Intelligence of When a creature you can see attacks a target other than you
14, your list of prepared spells can include four spells of 1st or that is within 5 feet of you, you can use your reaction to impose
2nd level, in any combination. If you prepare the 1st-level spell disadvantage on the attack roll. You must be protected by your
burning hands, you can cast it using a 1st-level or 2nd-level slot. arcane aegis and have a free hand (a hand not wielding a
Casting the spell doesn't remove it from your list of prepared weapon or holding an item).
spells.
You can change your list of prepared spells when you finish
a long rest. Preparing a new list of swordmage spells requires When you are wielding a melee weapon in one hand and no
time spent studying your spellbook and memorizing the other weapons, you gain a +2 bonus to damage rolls with that
incantations and gestures you must make to cast the spell: at weapon.
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least 1 minute per spell level for each spell on your list.
When you roll a 1 or 2 on a damage die for an attack you make
with a melee weapon that you are wielding with two hands, you
Intelligence is your spellcasting ability for your swordmage can reroll the die and must use the new roll, even if the new roll
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spells, since you learn your spells through dedicated study and is a 1 or a 2. The weapon must have the two-handed or versatile
memorization. You use your Intelligence whenever a property for you to gain this benefit.
swordmage spell refers to your spellcasting ability. In addition,
you use your Intelligence modifier when setting the saving When you engage in two-weapon fighting, you can add your
throw DC for a swordmage spell you cast and when making an ability modifier to the damage of the second attack.
attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Starting at 2nd level, when you hit a creature with a melee
Intelligence modifier weapon attack, you can expend one spell slot to deal extra
Spell attack modifier = your proficiency bonus + your
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Intelligence modifier
it so long as you are attuned to the magic weapon. 15th, and 20th level. Those features include axiom spells and
Starting at 18th level, your focus becomes as unbreakable as the Maxim feature.
the weapons you channel it through. Damage can no longer
cause you to lose concentration on swordmage spells, maxims,
or other axiom features while you are wielding a weapon you Each axiom has a list of associated spells. You gain access to
gain the above benefits with. these spells at the levels specified in the axiom description.
Once you gain access to an axiom spell, you copy it to your
spellbook for free and always have it prepared. Axiom spells
At 2nd level, you adopt a particular style of fighting as your don't count against the number of spells you can prepare each
specialty. Choose one of the following options. You can't take a day. If you gain an axiom spell that doesn't appear on the
Fighting Style option more than once, even if you later get to swordmage spell list, the spell is nonetheless a swordmage
choose again. spell for you.
At 3rd level, you gain the ability to recite an arcane phrase, or
Maxim, to produce a magical effect. You start with three such Modern day swordmages steadfastly believe that in any battle,
Maxims: Knowledge is Power and two Maxims you formulate the side that most effectively employs magic is the side that is
as part of your chosen axiom. Each axiom describes the Maxim most assured of victory. However, not all swordmages agree on
options provided by it. which application of magic is most effective. Most swordmages
When you use a Maxim, you choose which phrase to recite. develop their own personal philosophies, or Axioms, that
You must then finish a short or long rest to use a Maxim again. dictate the "proper" use of arcane might on the battlefield.
Some Maxim effects require saving throws. When you use
such an effect from this class, the DC equals your swordmage
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spell save DC.
Beginning at 11th level, you can use a Maxim twice between The old adage goes "the best offense is a good defense", but you
rests. When you finish a short or long rest, you regain your never understood that. For you, the best offense is a good
expended uses. offense. The surest way to victory is the quickest, most direct
application of overwhelming force possible. You have little
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patience for subtlety, instead honing your arcane abilities to get
you into the front lines as quickly as conceivably possible and
All swordmages, regardless of axiom, believe that careful study
to deliver retribution for attacks dealt to your allies.
of arcane forces is paramount to success. As a bonus action, you
can recite this Maxim to regain one expended 1st-level spell
slot.
Swordmages who subscribe to the Axiom of Assault study
magic that aids them in their goal of getting into melee,
wherever that might be. Teleportation spells of the conjuration
When you reach 4th level, and again at 8th, 12th, 16th, and 19th
school of magic, as well as transmutation spells that work to
level, you can increase one ability score of your choice by 2, or
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you can increase two ability scores of your choice by 1. As
normal, you can't increase an ability score above 20 using this
feature.
increase the caster’s or their allies’ movement capabilities, are
part and parcel to your combat philosophy.
your Intelligence modifier. You do not gain this bonus if you are 13th dimension door, freedom of movement
unconscious. 17th far step*, steel wind strike*
Beginning at 14th level, your mental alacrity improves even *These spells can be found in Xanathar’s Guide to Everything
further, allowing you to anticipate enemy moves and react
quickly to them. You can no longer be surprised, and you may
add your Intelligence modifier as a bonus when rolling for When you decide to adhere to this Axiom at 3rd level, you gain
Initiative. the following two Maxim options.
Retribution is the Best Deterrence. As an action, you can
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stunned and you gain a 10-foot bonus to your base walking
speed. Swordmages that adhere to the Axiom of Command
incorporate the most eclectic mix of spells in their philosophy,
more so than most other Axioms. This is because as leaders
among equals, these swordmages believe the best application
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At 15th level, your Velocity Ward improves so that you cannot
become paralyzed or stunned when protected by your Arcane of their magic is to provide the most utility to their team.
Aegis and wielding a weapon, and the bonus to your base Bolstering spells, communication spells, divination spells, and
walking speed granted by your Velocity Ward increases to 20 spells that can provide a safe haven to plan in privacy are all
feet. among the repertoire of the Axiom of Command.
At 20th level, you have formulated the complete philosophy of You gain axiom spells at the swordmage levels listed.
magical assault warfare. Once on each of your turns, as part of
your movement you can spend up to half your movement to
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teleport the same number of feet to an unoccupied space you
can see. When you do, you may make a melee weapon attack as
a bonus action immediately following the teleport.
Swordmage
Level
3rd
5th
9th
Spells
alarm, heroism
enhance ability, rope trick
clairvoyance, haste
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13th freedom of movement, Mordenkainen's
private sanctum
17th Rary's telepathic bond, scrying
At 3rd level, you learn to cast any spell you know with the ritual
tag as a ritual (by increasing the casting time of the spell by 10
minutes, you can cast it without expending a spell slot). If you
have a ritual spell in your spellbook, you can cast it as a ritual
without having to prepare it.
When you reach 7th level, you may add four wizard spells of up
"Divide and Conquer" is the core of your warfare stratagems.
to 2nd level that have the ritual tag to your spellbook. These
You believe the surest way to defeat your opponent in any
spells are not swordmage spells or axiom spells, and you
conflict to is to outwit, outmaneuver, and outplay your enemies.
cannot prepare them or cast them from spell slots. You can,
You are a cunning tactician, willing to use ambushes or other
however, cast them as rituals.
dirty tactics to achieve victory, doing whatever is necessary to
cut off your enemies from support and vanquish them.
At 15th level, you add an additional four wizard spells of up to
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4th level that have the ritual tag to your spellbook. Like the
Swordmages who adhere to the Axiom of Division most often
rituals you learned at 7th level, these are not swordmage spells
include illusion, enchantment, and evocation spells that erect
or axiom spells, you cannot prepare or cast them from spell
sudden walls as the centerpieces in their spellcasting
slots, but you can cast them as rituals.
repertoire. With illusions and walls, you can scatter your
enemies and shape the battlefield to your advantage, while
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enchantment spells can divide your enemies and set them
At 20th level, you have completed your unifying theory of team- against each other.
based tactical warfare. After concentrating on a 10 minute
ritual (as though casting a ritual spell), you and any ally within
30 feet of you that can see or hear you gains the following
You gain axiom spells at the swordmage levels listed.
benefits for 1 hour:
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• When reduced to 0 hit points, affected creatures are not
incapacitated and may keep fighting so long as there is
another creature benefiting from this ability with more than
0 hit points. Affected creatures at 0 hit points still make death
saves at the end of their turn and accrue failures each time
3rd
5th
9th
13th
17th
silent image, Tasha's hideous laughter
crown of madness, invisibility
hypnotic pattern, wall of sand*
hallucinatory terrain, wall of fire
dominate person, wall of force
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*This spell can be found in Xanathar’s Guide to Everything
they are damaged.
• Affected creatures can use any spell or feature that requires
them to touch another creature to bestow its benefits at any
When you decide to adhere to this Axiom at 3rd level, you gain
range, so long as their target is a creature benefiting from this
the following two Maxim options.
ability.
The Essence of Warfare is Deception. As an action, you can
recite this Maxim to create illusory duplicates of yourself.
Once you perform this ritual, you must finish a long rest
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When you do, you expend a spell slot and create one perfect
before you are able to do so again
illusion of yourself for each level of the spell slot expended. All
illusions created through this maxim last for as long as you
concentrate on it (as though concentrating on a spell), for up to
1 minute, and they appear in unoccupied spaces that you can
see within 30 feet of you. As a bonus action on your turn, you
can move one or more illusions up to 30 feet to a space you can
see, but they must remain within 120 feet of you.
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For the duration, you when you take the Attack action, an
illusion can make any or all of the attacks, instead of you, but
you must use your own senses to perceive what the illusion is
attacking. These illusions are equipped exactly as you are, and
make attack and damage rolls as you do, except all damage they
deal is psychic damage and they cannot add extra damage with
a Spell Strike when they hit with an attack. Additionally, when
both an illusion and either your or one of your allies are within
5 feet of a creature that can see the illusion, you or your ally
have advantage on attack rolls against that creature, given how
distracting the illusion is to the target.
Appear Near When You Are Far. As an action, you can recite
this Maxim and magically attune yourself to the veil between You focus your magic to solidify your defenses and resist
dimensions. For one minute afterward, whenever an enemy damage, relying on Abjuration and transmutation spells.
you can see attacks you or an ally, or begins casting a spell, you
may teleport that enemy 15 feet in any direction as a reaction,
so long as the destination is an unoccupied, non-hazardous
Swordmage
space and the enemy fails a Charisma saving throw. This
Level Spells
teleport occurs after their attack is made or spell is cast.
3rd armor of Agathys, shield
5th protection from poison, warding bond
9th meld into stone, protection from energy
Beginning at 7th level, you gain the ability to infuse
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13th death ward, stoneskin
enchantments and illusions into your Arcane Aegis, befuddling
17th circle of power, wall of stone
enemies who try to attack you and fail. Whenever an enemy
makes a melee attack against you while you are protected by
your Arcane Aegis, if the attack misses the enemy has
At 3rd level, you gain the following two Maxim options.
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disadvantage on all further attack rolls against you until the
Be Strong Where They Believe You Are Weak. As a bonus
start of its next turn. Creatures that are immune to being
action, you can recite this Maxim and energize your Arcane
charmed or that have truesight are not affected by this ability.
Aegis, expanding wisps of its protective field outward to
protect your allies when you channel arcane power into it. For
one minute afterward, whenever an ally you can see is attacked,
At 15th level, you can weave even more perplexing magical
you may expend a 1st level or higher spell slot as a reaction to
distractions into your Arcane Aegis. Whenever an enemy has
add a bonus to that ally's AC equal to three times the level of
disadvantage on attack rolls against you due to your
the spell slot expended. This bonus lasts until the start of your
Disorienting Ward, attacks rolls against them have advantage.
next turn and applies against the triggering attack.
The Shield that Cannot be Turned Aside. As an action, you
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At 20th level, you have perfected your philosophy of dividing
enemy forces into a single, devastating magical disruption.
When you use this disruption, all enemies within 120 feet of
you that you can see must make an Intelligence saving throw
can recite this Maxim to magically fortify your flesh, and begin
concentrating (as though concentrating on a spell) for up to one
minute. For as long as you concentrate on this maxim, you gain
resistance to all damage except psychic damage.
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against your spell save DC. On a success, the disruption has no
effect, but each creature who fails their saving throw considers
Beginning at 7th level, whenever you are protected by your
every creature who succeeded on the save to be their mortal
Arcane Aegis and have a hand free, you cannot be moved any
enemy. Whenever an affected creature chooses another
distance against your will and you cannot be swallowed by a
creature as a target, it must choose the target from among the
creature capable of swallowing other creatures whole.
creatures that it can see who succeeded on their saving throw
to resist the disruption, and it must choose to target such
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you finish a long rest. Whenever you use this ability to cast
that are immune to being charmed automatically pass their
mighty fortress, you gain the following benefits:
saving throw to resist this disruption. You can use this ability
once, regaining the ability to do so when you finish a long rest.
• The spell requires no material component.
• The fortress's walls and turrets are made from adamantine.
• Each 10-foot-by-10-foot section of the adamantine walls
The old adage goes "the best offense is a good defense", and you and turrets has an AC of 20 and 300 hit points per inch of
couldn't agree more. Attrition has won more wars than daring thickness and is immune to bludgeoning, piercing, and
assaults, and you hold to this Axiom with a stubbornness so slashing damage from attacks not made with adamantine
intense it becomes a virtue. You will fortify, consolidate, and weapons.
weather any storm, protecting not only yourself, but all those • The fortress only crumbles and sinks back into the ground if
who rely on you. you cast the spell again, otherwise remaining even after 7
days.
If your game allows the optional rules for Multiclassing found
Cantrips (0 Level) 3rd Level in the Player’s Handbook, a character can multiclass into and
blade ward counterspell out of the swordmage class as they can with other classes.
booming blade ‡ elemental weapon Multiclass swordmages follow the normal multiclassing rules,
fire bolt haste with the following notes:
frostburn* phantom steed
green-flame blade ‡ protection from energy
lightning lure ‡ tiny servant* Swordmage Intelligence 13
transmute weapon †
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mending
prestidigitation vampiric touch
resistance Swordmage Light armor, longswords, rapiers
sword burst ‡ 4th Level
arcane eye
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1st Level dimension door When you gain a new level in the swordmage class, you gain its
absorb elements* Evard's black tentacles features.
armor of Agathys fire shield
burning hands freedom of movement
color spray staggering smite Arcane Aegis counts as the Unarmored Defense feature for the
detect magic stoneskin purposes of multiclassing. (If you already have the Unarmored
ice knife* Defense feature, you can't gain it again from another class.) If
identify 5th Level you multiclass into Swordmage and already have Unarmored
inflict wounds banishing smite Defense, then any swordmage feature that requires you to be
searing smite
thunderous smite
thunderwave
whirling blade †
witch bolt
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Bigby's hand
cone of cold
passwall
steel wind strike*
protected by your arcane aegis requires you to instead not
wear any armor nor use a shield.
mirror image much benefit from the Steel Focus feature as a singularly
misty step dedicated swordmage does.
shadow blade* A multiclass swordmage does not gain the ability to use
silence Intelligence for attack and damage rolls when making an attack
warding wind* using the weapon they meditate with, nor magic weapons they
are attuned to, unless they have also gained the Arcane Axiom
* These spells can be found in Xanathar’s Guide to Everything feature by attaining 3rd level in the swordmage class.
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however, the fabled Feyspires of lore have dropped these veils making the pact. These warlocks wander Eberron not in search
and have become startling reality for their neighbors. Your of old, lost lore, but rather new, untested, dangerous
Archfey patron may be an Archfey native to Thelanis—such as knowledge.
the Prince of Frost—or it might be the Lord or Lady of one of
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the Feyspires:
Pylas Pyrial, in Zilargo (between Korranberg and Trolanport Xanathar’s Guide to Everything
in the Shimmerwood Forest) is called the Gate of Joy. Its One celestial that is available to make pacts with is in fact the
population includes a majority of Feywild-native gnomes and Silver Flame itself. While many warlocks of this pact are aware
has a cordial relationship with the Zil triumvirate. of the connection, calling themselves “silver pyromancers”,
Shae Joridal, in the center of Darguun, is called the City of more are unaware of the connection to the Church of the Silver
Emerald Lights. It is constantly under siege by the goblin Flame or belong to esoteric sects that actually predate the
military. modern Church. For these warlocks, the Celestial is a mystical
Shae Lora Lyndar, in the Twilight Demesne of the Eldeen battery of everlasting radiance that empowers them to bring
Reaches, is called the City of Rose and Thorn. Although on fair light to dark places.
Material Plane. e
terms with the local druidic clans (especially the Greensingers),
its inhabitants are still wary of being permanently tied to the
roaming the woods and strange sleepwalking communities, the are visibly formed of psionic energy.
Feyspire is on civil terms with High Prince Rygar.
Taer Syraen, near the Scions Sound in Karrnwood in Karrnath,
is called the Winter Citadel. It has a contentious relationship Player’s Handbook
with the Karrnathi government, but a close one with House While archdevils are known to make deals and contracts in
Phiarlan. Eberron, a far more likely candidate for a fiendish patron are
the demonic overlords. Each of these terrible beings has the
might of a god, but with no interest in being worshiped. Instead
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Originally The Seeker, they plan and scheme for their eventual release, after which
Unearthed Arcana: The Faithful they will end life on Eberron as we know it. There are roughly
Most warlocks who make pacts with The Archivist believe their thirty overlords in existence; below are just a few:
patron to be none other than Aureon, the Sovereign of Law and Bel Shalor, the Shadow in the Flame, is a fiend that almost
Lore. Aureon is traditionally viewed as the basis for all escaped his ancient bonds, but was stopped by Tira Miron and
knowledge, and as the Sovereign of Lore, he smiles on those trapped within the Silver Flame. Some say that he is still
who retrieve forgotten records and archive them, preserving trapped within the flame in Flamekeep, able to whisper into the
knowledge for later generations. minds of the faithful.
However, Aureon himself has never been proven to contact Eldrantulku, the Oathbreaker, is the spirit of discord and
or converse with any of his pact benefactors. Most warlocks of betrayal, turning allies into enemies.
the Pact of the Archivist may simply believe they are doing Katashka, the Gatekeeper, is the overlord of life and death, the
Aureon's work and make pacts with powerful entities that creator of the first undead. Katashka's most renowned servant
claim to be aligned with Aureon. Such entities include ancient
was the archmage Kyuss, who he is said to have merged with in
a failed bid to escape his bonds. Xanathar’s Guide to Everything
Masvirik, the Cold Sun, has dominion over that which slithers In the world of Eberron, hexblade warlocks do not necessarily
in the night. Masvirik is trapped deep beneath Haka'torvhak, believe the source of their magic comes from an unusually
where his servant Rhashaak and his dragonborn and lizardfolk powerful weapon. Rather, warlocks of the Pact of the Hexblade
tribes await his freedom. make deals with dangerous, shadowy entities of Mabar, the
Rak Tulkhesh, the Rage of War, is the embodiment of the rage Endless Night. Such creatures are usually inimical to life and
and bloodlust that drives mortals to war. seek to spread death and destruction to the living. Hexblades
The overlord known only as The Scar That Abides once with the Pact of the Blade feature take to calling their pact
claimed rulership of all other overlords. He was known for his
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weapons "nightblades". When a warlock manifests one these
hatred and spite, almost holy in its intensity. He is thought to nightblades, it usually appears as though the weapon's metal
be bound somewhere beneath Xen'drik. has been replaced with a dark, blade-shaped hole in reality,
Sul Khatesh, the Keeper of Secrets, is the master of arcane with an alien nightscape visible in its infinite depths.
might and mystery. Unknown to most, Sul Khatesh is trapped
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beneath the Arcane Congress, whispering to them in their sleep.
Tiamat, the Daughter of Khyber, is the truest child of Khyber, Originally the Raven Queen
and holds dominion over dragonkind. She is trapped within the Unearthed Arcana: Warlock & Wizard
Pit of Five Sorrows, where the Talons of Tiamat hope to free her. The Queen of the Dead appears to warlocks seeking to make
Tul Oreshka, the Truth in the Darkness, is the keeper of pacts that give them power over death itself. The Queen of the
terrible truths—ones that, once learned, shatter minds. Dead is a powerful native of Dolurrh, the Realm of the Dead,
who rules from the fabled Vault of Memories.
Though the Queen of the Dead's identity remains is unknown,
Player’s Handbook the vast majority of her warlock beneficiaries are seekers of the
Millennia ago, the forces of Xoriat besieged the known world. Blood of Vol. Amongst those concerned about this religion and
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At the cost of civilizations, the daelkyr were driven
underground and sealed with ancient druidic magic. Thousand
of years later, these seals are weakening as their guardians
dwindle in numbers. Any of the Daelkyr princes still
imprisoned in the depths of Khyber could make for an excellent
knowledgeable about its history, there is a prevailing belief that
the Queen of the Dead is somehow tied to the ancient elven line
of Vol, from which the Blood of Vol takes its name.
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patron, as their influence slowly extends beyond broken seals. Sword Coast Adventurer’s Guide
Below are some of the known Daelkyr princes: Restriction: Must be a worshiper of the Blood of Vol, or be a
Belashyyra, the Lord of Eyes, who is said to be able to see Khorvaire Elf, Aereni Elf, Khoravar Half-Elf, or First-Generation
through any mortal's eyes that has spoken his name. Some Half-Elf that worships the Undying Court.
believe he is the creator of beholders and their kin. Of the ancient beings on Eberron most concerned with the
Dyrrn, the Corruptor, greatest general during the war and powers of death and immortality, none know more than the
creator of the malformed dolgrims and dolgaunts from goblin Undying Court or Erandis Vol. While Lady Vol will share her
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and hobgoblin stock. Dyrrn is said to be trapped beneath the secrets with any faithful Seeker of proven worth, the Undying
Eldeen Reaches and alleged to be responsible for the horrors Court of Aerenal bestows blessings of knowledge, faith, or
that lurk in the deep woods. power only upon their living descendants.
Kyrzin, the Prince of Slime, who left the world many "gifts" in
the form of diseases that cause weeping pustules or even
merely an abundance of mucus (such as the common cold). He
is rumored to lurk beneath the Shadow Marches and sends his
sentient oozes to haunt the swamps and bogs there.
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of these spells must be of a level for which you have spell slots
when you add them, as shown on the Wizard table on page 113
of the Player’s Handbook.
Generalist wizards are those mages that intentionally keep
their study of arcane magic as broad as possible. They seek lore
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and knowledge from all schools and traditions of magic, so as Beginning at 2nd level, you may use your spellbook as an
to be prepared for anything. arcane spellcasting focus.
Starting at 2nd level, your broad study of every expression of At 6th level, your arcane studies have increased your efficiency
arcane magic has honed your knowledge and expertise in all in casting a particular spell. Choose any 1st level spell in your
things arcane. You gain proficiency in the Arcana skill. If you spellbook that is not already a ritual. It is considered a ritual
are already proficient in the skill, you add double your spell for you.
proficiency bonus to checks you make with it.
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At 2nd level, you record all the cantrips you know, plus three
additional wizard cantrips of your choice, into your spellbook.
Whenever you prepare spells, you select a number of wizard
At 10th level, you have attained a greater mastery of spell
preparation. As a bonus action, you can replace one spell you
have prepared with another spell from your spellbook. You
can’t use this feature again until you finish a short or long rest.
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cantrips from your spellbook equal to the number in the
Cantrips Known column of the Wizard table for your level.
These selected cantrips are the only wizard cantrips you can At 14th level, your arcane studies have increased your
cast until you prepare spells again. efficiency in casting an even more potent spell. Choose any 3rd-
level or lower spell in your spellbook that is not already a ritual.
It is considered a ritual spell for you.
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Xanathar’s Guide to Everything
While wizards who apply themselves to a broad study of arcane
War Mages are trained all throughout the Five Nations. While
magic abound in Eberron, study of specialized applications of
most wizards study ancient tomes and theorize about arcane
magic are still quite common. Below are some suggestions on
philosophy, wizards who made a career serving in armies
incorporating other arcane traditions into the world of Eberron.
during the Last War were indeed mostly war mages, and tend
to have a practical, utilitarian mindset when it comes to magic.
Most see themselves as just another soldier and feel a common
Sword Coast Adventurer’s Guide
bond with others that fought for king and country.
Restriction: None. In Eberron, the elves were not the creators
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of the bladesong, so it is not a closely guarded secret of their
people.
Aundair has a long and storied history of arcane traditions, and
the bladesingers of the Knights Arcane are among the most
celebrated. Most members of the order are Eldritch Knights or
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swordmages, but a few that show exceptional talent in the
mystic arts are trained as full bladesingers instead.
Over the course of the Last War the secrets of Bladesinging
have been gleaned by other nations, and bladesingers can be
found being trained by any of them. However, the bladesingers
of the Knights Arcane are the most celebrated and iconic among
them.
Player’s Handbook
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Several circles of wizardry exist in Khorvaire, each favoring a
selection of schools of magic. Below are just a few:
The Esoteric Order of Aureon is a highly respected
organization of spellcasters who are avowed to use their magic
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for the betterment of society. They allow wizards of all
traditions to join their circle, but the Order has a predilection
toward the schools of abjuration, divination, evocation, and
transmutation.
The Guild of Starlight and Shadows formed as an answer to
the rigid structure and rules of the Esoteric Order and includes
a number of bards and sorcerers as well as wizards. They
consider the scholarly mages of the Esoteric Order to be
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Several new backgrounds are detailed below for Eberron
campaigns. Following these new options, some suggestions on
including backgrounds from other sources are presented as
well.
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First and foremost, you consider yourself a true scion of your
homeland. The Five Nations are the oldest standing bastions of
civilization in Khorvaire and possessed distinct cultural
identities before, during, and now after the united Kingdom of
Galifar.
Pre-War Five Nations
cultural experience that the Five Nations attained over a Although all citizens of a nation might share the same culture,
thousand years. Many citizens of these new nations still cling to they are individuals. Select the background feature of any other
the identity of their former parent nation, even if they don't background listed in the Player’s Handbook. You gain that
realize it. background feature.
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their rages. With one exception, these druidic sects will even necessity of maintaining their ancient seals, warding the
welcome arcane spellcasters amongst their number, for the aid natural world from extraplanar threats and imprisoning the
and knowledge they bring to a community cannot be horrors of a long-forgotten war within Khyber. While
discounted. Gatekeeper aspirants are fewer and farther between than they
Though living one's life according to druidic tradition does
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once were, they are all trained in Arcana to better identify and
not preclude worship of a deity, those with profound faith in a maintain the Gatekeeper's protective barriers and track planar
religion often come to understand nature through Arawai, movements.
Balinor, or the Devourer rather than the teachings of a sect. The Greensingers. The Greensingers are an intensely
That said, it is not unheard of to find paladins who've taken the capricious druidic sect, embodying the unfathomable whims of
oath of the ancients or clerics who venerate the abstract force nature. A pleasant summer day can quickly devolve into a
of nature itself to be found in an Eldeen sect. cacophonous downpour beneath a roaring sky of thunder
No matter the path by which an aspirant came to their chosen clouds, only for golden rays of sunlight to pierce the darkness
sect, they must be taught the secret druidic language. Only of the storm and herald a rainbow on the horizon. So, too, do
through this ancient tongue can the secrets of nature be the Greensingers live. With a strong tie to fey and the plane of
revealed.
Though all druids in the Eldeen Reaches can trace their races and embrace the progress and technology of civilized
traditions back to the Scaled Apostate, their philosophies have culture. Their efforts to protect nature revolve around the
diverged in the roll of years since that ancient history. Here are hunting of unnatural creatures, such as monstrosities and
some of the major druidic sects that can be found today. fiends, and educating others on responsible cultivation and
The Ashbound. The Ashbound believe that civilization is harvesting of nature's bounty. Warden aspirants are trained in
harmful, and that it has produced the worst abomination to the Athletics to ensure their physical prowess, as the Wardens are
natural order possible: arcane magic. They do not allow arcane capable of fielding an army to rival one of the Five Nations, and
spellcasters to become aspirants, and in fact are fanatical in all aspirants must be able to serve as soldiers if need be.
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their goal to see such people punished and their magical works
destroyed. The Ashbound believe that the Day of Mourning was
caused by arcane magic run amok, and blame wizards, You can find food and fresh water for yourself and up to five
artificers, and the like for the disgusting blight on the world other people each day, provided that the land offers berries,
that is the Mournland. Ashbound initiates are trained in Arcana, small game, water, and so forth. In addition, as long as you can
to better recognize and target arcanists, artifacts, and magic see the sun or stars, you are always able to discern which
items. direction is true north.
Aspirants to druidic traditions are shaped by their bond with
nature, and how their sect focuses this bond. Important sites or
relics to the Gatekeepers would be very different from those
sacred to the Children of Winter. Those following the Ashbound
would probably lean closer to evil ideals and fanatical flaws.
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1 I idolize a particular hero of my druidic sect, 1 The fellow aspirants I began my studies with
and constantly refer to that person's deeds are the most important thing in my life, even
and example. when they are far from me.
2 I once sprinted twenty-five miles without 2 A blight upon the unspoiled reaches of the wild
stopping to warn my druid circle of an is a blight upon my soul.
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approaching horde of aberrant beasts. I'd do it 3 I suffer awful visions of a coming disaster and
again if I had to. will do anything to prevent it.
3 I see omens in every event and action. Nature 4 I would die to recover an ancient relic of my
speaks to us always, we just need to listen. druidic sect that was lost long ago.
4 I place no stock in wealthy or well-mannered 5 I owe my life to the druid who took me in when
folk. Money and manners won't save you from my parents died.
a hungry owlbear. 6 I fled from civilization long ago, escaping into
5 I quote (or misquote) proverbs and druidic the wilderness to hide from those that may yet
aphorisms in almost every situation. still hunt me. I must someday confront them.
6 I am tolerant (or intolerant) of the worship of
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gods of nature.
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I was, in fact, raised by wolves.
I've spent so long in the wilderness that I have
little practical experience dealing with people
d6
1
Flaw
I put too much trust in those who wield power
within my druidic sect.
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who live in cities and towns. 2 I am inflexible in my thinking.
3 I am suspicious of those who live life
disconnected from the wilderness and expect
d6 Ideal the worst of them.
1 Tradition. The ancient traditions of druidism 4 I secretly long for the vices and comfort of the
and nature must be preserved and upheld. city, especially hard drink.
(Lawful) 5 Violence is my answer to almost any challenge.
Survival of the fittest is nature's decree.
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your guild will support you if a good case can be made for your
learning the trade and working diligently.
innocence or the crime is justifiable. You can also gain access to
Below is a list of Houses, their guilds, and what languages and
influential political figures through the guild, if you are a
proficiencies they grant their members.
member in good standing. Such connections might require the
donation of money or magic items to the guild's coffers.
Equipment: A set of calligrapher's supplies or one tool your
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If you are not a blood relative of the House a guild is owned
guild grants proficiency in, Identification papers marking you
by, you must pay dues of 5 gp per month to the guild. If you miss
as a member of the guild (or Dragonmarked House if you are
payments, you must make up back dues to remain in the guild's
a blood relative), a set of common or traveler's clothes, and a
good graces.
belt pouch containing 15 gp.
House
Medani
Mark
Requirement Guilds
None Warning Guild
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Perception, Investigation Inquisitives tools †,
Herbalism kit
Languages
—
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Tharashk None Finders Guild Perception, Survival Cartographer’s tools, —
Navigator’s tools
Vadalis None Handlers Guild Animal Handling, Nature Cobbler’s tools, —
Herbalism kit
Jorasco None Healers Guild Insight, Medicine Alchemist’s supplies, —
Herbalism kit
Ghallanda None Hostelers Guild Persuasion Cook’s utensils Two of your choice
Cannith None Tinker’s Guild Persuasion Artificer’s tools †, One of your choice
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Tinker’s tools
None Fabricators Guild History, Persuasion Two of any kind of
Artisan’s tools
Orien Passage Couriers Guild Athletics, Acrobatics Cartographer’s tools One of your choice
None Transportation Guild Athletics Cartographer’s tools, One of your choice
Vehicle (land)
Sivis Scribing Notaries Guild Insight Glyphbook set † Two of your choice
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guild's skill proficiencies for proficiency in up to two of the Arrah. In every city wall, standing strong, there is Boldrei. The
following skills: Deception, Insight, Intimidate, or Persuasion. Sovereigns are all around you and you draw comfort in them.
Equipment: You have a set of fine clothes instead of common Vassals may venerate the Host as a whole, but usually find
or traveler's clothes, and you may substitute the set of tools themselves gravitating to one or two Sovereigns in particular.
for 50 additional gold. Your background grants you equipment, plus skill and tool
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proficiencies specific to a Sovereign that speaks to you
particularly clearly.
As long as you remain in contact with your House's upper
echelons, you have access to influential political figures directly Equipment: A holy symbol (either to the Host as a whole, or
through the House and need not donate money or magic items one customized to a particularly favorite Sovereign who
to gain an audience with them. Furthermore, the House influences you most), one set of tools this background gives
supports you with a wealthy lifestyle at no cost to yourself. you proficiency with, a set of common clothes, and a belt
These perks come with a cost, however. As your influence pouch containing 15 gp.
grows, the requests for favors start to go both ways. If you
decline a request or fail to keep a promise, you may find
Aureon
Skills
Nature, Medicine
Arcane, Religion
Tools
Herbalism kit, Weaver’s
tools
Calligrapher’s set,
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While you may still find the Guild Artisan's characteristics Alchemist’s supplies
fitting, the Noble's suggested characteristics on pages 135 and Balinor Animal Handling, Herbalism kit,
136 of the Player’s Handbook work particularly well for a House Survival Leatherworker’s tools
Scion, with the understanding that the power and influence you Boldrei Insight, Carpenter’s tools,
have over the common people is a privilege of economic Investigate Mason’s tools
standing, rather than noble blood. Dol Arrah Athletics, Insight Cartographer’s tools, one
type of gaming set
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Select from the following tables for your cultist
Sovereign Feature (Background) proficiencies and background benefits.
Arawai Wanderer (Outlander*) or
Discovery (Hermit*)
Aureon Researcher (Sage*) or
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Dark God Skills Tools
Discovery (Hermit)
The Devourer Nature, Navigator’s tools,
Balinor Wanderer (Outlander*)
Intimidate Carpenter’s tools
Boldrei Rustic Hospitality (Folk Hero)
The Fury Persuasion, Painter’s supplies, one kind
Dol Arrah Military Rank (Soldier*)
Intimidate of musical instrument
Dol Dorn Military Rank (Soldier*) or
The Keeper History, Forgery kit, one type of
Gladiator (Variant Entertainer)
Religion gaming set
Kol Korran City Secrets (Urchin) or
The Mockery Athletics, Disguise kit, Poisoner’s kit
Ship’s Passage (Sailor)
Deception
Olladra By Popular Demand (Entertainer*)
The Shadow Arcana, Alchemist’s supplies,
Onatar Guild Membership (Guild Artisan*)
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If a background noted in parentheses in the Vassal Background
The Traveler
Intimidate
Deception,
Persuasion
Calligrapher’s tools
Two of the following:
Disguise kit, Forgery kit,
Thieves’ tools, or one kind
of artisan’s tools
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Feature table has an asterisk next to it, it is particularly fitting
to use the noted background as the basis for your personality
traits, ideals, bonds, and flaws. Otherwise, the feature is the
most relevant part of the background, and the background's Sovereign Feature (Background)
traits, ideals, bonds and flaws are not common among Vassals The Devourer Wanderer (Outlander*) or
of that god. Feel free to use another background to determine Ship's Passage (Sailor or Pirate*)
those qualities in such a case. The Fury By Popular Demand (Entertainer*)
The Keeper Researcher (Sage)
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nation for the locations where the feature allows you to live in
With a diverse array of cultures and peoples all across
comfort, such as Sharn in Breland or Fairhaven in Aundair.
Khorvaire and beyond, anthropology is a fascinating field of
study in the world of Eberron. When rolling for or selecting
your adopted culture, use the following table instead of the one
Sword Coast Adventurer’s Guide
presented in Tomb of Annihilation:
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The city watch background fits perfectly into Eberron with
nearly no adjustments. The variant, investigator, is instead
known as an “inquisitive” in Eberron, and substitutes one
d20 Culture language for proficiency in the Inquisitive’s kit (detailed in
1 Adaran Monks Chapter 4: Equipment). A background as an inquisitive is
2 Aerenal Elves suitable for characters who lent their talents to the city watch,
3 Akiak Dwarves and Duergar worked for a Dragonmarked House such as Tharashk or
4 Darguun Goblinoids Medani with licensed inquisitive offices, or were part of a
5 Droaam private inquisitive agency. Inquisitives may also substitute the
6 The Eldeen Druidic Sects set of manacles in the background’s starting equipment for an
7
8
9
10
11
The Empire of Riedra
The Feyspires
Ghaash’kala Orcs
Guardians of Rushemé
Kalashtar
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19 Vulkoori Drow The faction agent background is a perfect fit for the intrigue-
20 Zilargo laden world of Eberron. However, the factions presented in the
Sword Coast Adventuring Guide do not exist in Eberron. If you
In addition, consider allowing this background to grant select this background, instead select one of the below factions:
proficiency in Glyphbook sets (detailed in Chapter 4: The Argentum. Restriction: Must worship the Church of the
Equipment) and provide a glyphbook set as starting equipment, Silver Flame. This covert faction is a branch of the Church of the
in place of the second language this background would usually Silver Flame, tasked with identifying, locating, and obtaining
grant. powerful or dangerous artifacts—by any means necessary. The
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Argentum has carried out this mandate for centuries, and this
talent for covert operations made it the logical choice to
Tomb of Annihilation become Thrane's intelligence service when the Last War
The ruins of many an ancient culture—from the Dhakaani denied Flamekeep access to the King's Citadel. It is a small,
Empire of Khorvaire, to the Qabalrin of Xen’drik—have left specialized organization that has been operating for centuries.
their mark on the world of Eberron. As an archaeologist, you Highly skilled at procurement and extraction, it has access to
seek to uncover the true history of these long-lost cultures, the warehouse of dangerous artifacts gathered over the
sifting through myth and legend to find the facts. Most centuries. Most of the artifacts the Argentum hunts are of a
archaeologists in Eberron are employed by an institution of religious nature, either pertaining to the Silver Flame or dark
higher learning, such as Morgrave University or the Library of cults devoted to vile entities. Being able to identify these
Korranberg. artifacts is of the highest priority to an agent of the Argentum,
leading to their extensive training in Religion.
The Aurum. Outwardly, the Aurum is merely a fraternal spellcasters, especially learned in divination magic, but all of
society of wealthy individuals professing an interest in history. their operatives are trained in Arcana regardless of magical
And though most Khorvairians suspect that members of the ability.
Aurum conduct special deals and grant political favors amongst The Trust. Restriction: Must be a gnome and native to Zilargo.
their number, the true reach of the conspiracy remains The Trust was formed by the Triumvirate, the governing body
unknown—even to you. The Aurum is stratified into many of Zilargo, to police and protect gnomish interests. No one is
layers, circles within circles of inner secrets. As an agent of the exactly sure how many agents of the Trust there are, but given
Aurum, you may serve only a lowly guild master on the Copper that Zilargo has the lowest crime rate in Khorvaire, the answer
Concord, or may have the trust of a secretive Mror clan master seems to be "enough". Though agents don't know for certain
in the Gold Concord. One day, you may hope to earn the right to who among their neighbors is another agent, they are
wear the rings of the Copper Concord, and possibly work your invariably trained in Perception, ever watchful for any
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way up to Platinum, but for now you must enact the deals and nefarious wrongdoing in the community.
missions your patron sends you on. Agents of the Aurum The Twelve. Restriction: Must be related to a Dragonmarked
Concords must be trained in Deception, to ensure their masters’ House by blood or marriage. An arcane institution funded by the
plans are hidden and secret. Dragonmarked Houses, the Twelve represents inter-house
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The King's Dark Lanterns. Restriction: Must be native to cooperation, working together to study dragonmarks and find
Breland. The Dark Lanterns serve the crown of Breland as spies ever more useful applications for them. Over the centuries of
and assassins. Collectively they form the intelligence division of its existence, the institute has been responsible for many
the King's Citadel, a much larger organization sworn to defend arcane advances, such as airships, speaking stones, and the
Breland from its enemies and dispense justice in the name of lightning rail. While the wizards, artificers, and magewrights of
King Boranel. More than any other division within the Citadel, the Twelve do much of the research, it is still an organization
the Dark Lanterns tend toward intelligence-gathering missions comprised of individuals with their own loyalties to their
that extend beyond Breland's borders. As the secret servants of House or even their own pet projects. Many of the Twelve's
the crown, members of the organization are granted the gifted mages are skilled in Persuasion, or employ attendants
authority to conduct intelligence operations on foreign soil, similarly trained, to facilitate the application of funds from the
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execute covert missions across the continent, and prevent
national secrets from falling into the hands of rival intelligence
agencies. The Dark Lanterns also have the unwritten authority
to eliminate any creature that threatens their nation, its
sovereign, or its citizens. While individual Dark Lanterns may
Twelve's budget to their grand ideas over another's.
The Wayfinder Foundation. Founded by Lord Boroman
ir'Dayne, the Wayfinder Foundation is an exclusive
organization that invites only renowned explorers and
adventurers to join its number as full members. The guild funds
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execute their duties through a variety of methods (subterfuge, dangerous expeditions to exotic locales such as the Frostfell,
forgery, stealth), all are trained in Investigation to find clues, Xen'drik, and the Seren Isles, seeking to unlock the mysteries of
make deductions, and find information swiftly and accurately. the unknown. Though the position of full member is invitation
The Library of Korranberg. The oldest, most famous, and only, these expeditions require many hands, and even the
most exhaustively curated library in the known world is the greenest of recruits is thoroughly trained in Survival to help
great Library of Korranberg. Procurement officers for the ensure the success of every expedition.
Library are tasked with seeking out tomes and knowledge of
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confident in their strength. As such, most "knights" of the northwest edge of Khorvaire extends beyond the Shadowcrags
Emerald Claw rely on Intimidation to secure cooperation from and Icehorn mountain range. Life in the Demon Wastes is harsh
locals unsympathetic to their cause. and brutal. Savage tribes roam the canyons and cracked plains,
The Royal Eyes of Aundair. Restriction: Must be native to vying for what little resources there are to sustain themselves,
Aundair. When Queen Aundair the First became the first praying to strange, unheard-of gods. The fell magic of ruined
crowned governor of the nation named for her—over a demonic cities permeates the landscape, leading to odd
thousand years—she immediately set about building her own superstitions and survival skills that may seem bizarre or
intelligence network. Rather than placing her trust in her foolish to outsiders. The orc clans of the Ghaash'kala pray to a
siblings and the King's Citadel (which had its headquarters and burning effigy and insist that palpable evil taints all those who
leadership based in her sister Brey's nation of Breland), Queen set foot in the Demon Wastes, even themselves, and so must not
Aundair trusted in her own servants and wizards instead. The be allowed to leave.
Royal Eyes of Aundair were formed to be Aundair's arcane
spies. The modern Royal Eyes are almost uniformly
Sarlona. Once a continent of many varying cultures, a
thousand years of Inspired rule have homogenized the Sword Coast Adventurer’s Guide
continent of Sarlona into the Empire of Riedra, an orderly, Eberron has its fair share of knightly orders, allowing you to
feudal society of rigid castes and absolute loyalty to the select this background in an Eberron campaign. However, the
Inspired. The only resistance to Inspired rule lies in the orders presented in the Sword Coast Adventurer's Guide do not
mountains of Adar, where spiritual hermits and kalashtar exist in Eberron. Instead, select an order presented below, or
refugees have weathered a thousand-year siege. Whether create your own.
Riedran or Adaran, the inhabitants of Sarlona have existed in The Knights Arcane. Restriction: Must possess arcane
near-isolation from Khorvaire for nearly three millennia, spellcasting ability and be proficient with at least one martial
leading to many exotic differences in culture and outlook (such
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weapon. The best of Aundair's best are the Knights Arcane, an
as the Sarlonan prevalence of psionics and their lack of arcane elite knightly order of soldiers boasting both martial skill and
or divine magic.) Sarlonan fashions tend to display long flowing arcane ability. Universally trained in Arcana, these Knights
robes with colorful, linear patterns over dark fabric, with a Arcane were singularly important to Aundair's war effort
prevalence of crystal jewelry. during the Last War, keeping that nation's comparatively small
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The Seren Isles. Argonnessen, the land of dragons, remains a armies in the fight with spell and blade. Within the Knights
mystery to the rest of Eberron. Every expedition into the Arcane, the order of the Knights Phantom exists as the elite of
interior of the continent has either been lost or rebuffed on the the elite, a cadre of dragoons (or mounted infantry), who
shores of the Seren Isles where savage tribes worship dragons executed many a daring rescue by charging into flanking enemy
as gods. These tribesmen live by raiding and pillaging, positions on their conjured phantom steeds.
supplemented by hunting, fishing, and gathering. Serens offer The King's Citadel. The King's Citadel exists to serve the
sacrifices to their dragon gods, and their greatest warriors take crown ruler of Breland and protect the nation's people. Divided
on dragon totems that they believe grant them great powers. into the King's Swords, the King's Wands, the King's Shield, and
Xen'drik. The Shattered Land is a vast wilderness of the the more secretive King's Dark Lanterns, many talented and
unknown. The few maps of Xen'drik show large swathes of capable individuals were elevated to knighthood during the
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jungle and desert, but are incredibly unreliable. Though the
scorpion tribes of the Vulkoori drow are the most well-known
natives of Xen'drik, residents of Khorvaire could not even begin
to fathom the depth and breadth of cultures that might exist
within the mysteries of this broken continent.
Last War in order to serve in the King's Citadel. Now that the
war is over, the King's Citadel has been charged with law
enforcement across Breland. Agents of the Citadel travel
throughout the nation, trained in Investigation in order to
dispense the King’s justice while serving as the eyes, ears, and
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strong right arm of the crown.
The Knights of Thrane. King Thalin ir'Wynarn was the last
Curse of Strahd royal to wear Thrane's crown, and when he died in 914 YK, a
Any number of terrible events can befall a person in the world popular uprising turned the people against his heir, Prince
of Eberron, so the haunted one background has its place in the Daslin. The Knights of Thrane were beholden to the throne and
world if you are seeking to inject a bit of noir horror into your Daslin above all else, and stood ready to defend their prince
backstory. In addition to the Harrowing Events listed in Curse with their lives. However, Daslin refused to allow any
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of Strahd, you may instead elect to have one of the following as bloodshed, and abdicated his inheritance, ushering in the
your harrowing event: theocracy of the Church of the Silver Flame. Though many
War Crime. You witnessed or perhaps even participated in a knights refused to accept anything but Wynarn rule and exiled
war crime against innocents during the Last War. The memory themselves to Stormreach, many more accepted the Prince's
of what you saw or did will haunt you till the end of your days. decision and remained loyal to Wynarn blood, even though
The Day of Mourning. You were there. You don’t know how they also now serve the Church. The Knights of Thrane train all
you survived. Something unspeakable spared you while all you their inductees in History, ensuring that all future Knights of
loved and held dear was reduced to ash and whispers. You must Thrane know where their true loyalties lie.
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Karrnath to truly embrace the presence of the undead, the Cyran employ, the Scourge single-handedly slew an entire
Order of the Onyx Skull trained many of the officers that were garrison of elite Cyran troops in their sleep. This garrison was
charged with giving orders to units of Karrnathi undead during stationed on the Cyre-Karrnath battlefront, so the blame for the
the Last War. This required an extensive training in Religion to ensuing massacre of thousands of Cyran troops was also
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be able to replicate the Blood of Vol rites for commanding them. squarely placed on the Scourge's shoulders. To this day, the
The terrifying Bone Knights of Karrnath also exclusively draw members of Cyre's Scourge are held as paragons of goblinoid
their number from the Order of the Onyx Skull. loyalty in Darguun.
Dagger of Valaes Tairn. Restriction: Must be a Valenar elf
proficient with the Stealth skill. While most Valenar warbands
Originally Uthgart Tribe Member, are eager to spread their glory and renown across the continent,
Sword Coast Adventurer’s Guide the Dagger of Valaes Tairn remains a mystery to most outside
The Uthgart tribes do not exist in Eberron, but the features of of Valenar. The Dagger doesn't accept unsolicited contracts and
this background lend themselves to the tough frontier settlers do not advertise their services in a straightforward manner.
of the Eldeen Reaches and the Shadow Marches. The Uthgart Instead, they take it upon themselves to eliminate known rivals
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Heritage feature is modified to become either "Marcher
Heritage" or "Reacher Heritage" and applies to either of these
territories instead of "the North." In addition, nomadic groups
of nature-loving elves, the Harpers, and gods of the "First
Circle" do not exist in Eberron, so the only folk allied with your
of one faction or another, then demand payment for the service.
Most "beneficiaries" of these favors have found it far more
prudent to comply than refuse. The Dagger of Valaes Tairn
trains its members in the most cunning guerrilla tactics known
to the Tairnadal. As the warband's leader, Illidris Kayael, says,
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tribe are likely to be druidic circles or Khyber cults, depending "Enemy arrows, enemy eyes. Let either find you, and you die."
on your tribe's beliefs and history. The Fog Riders. Restriction: Must be a goblinoid. Known as
the Avrak Sehn in their own tongue, the Fog Riders were
employed by Breland during the Last War as a forward
Sword Coast Adventurer’s Guide reconnaissance force for the mobile fortress Argonth. They
The Last War was a very active time for mercenaries. attained great fame within Breland early in the Last War for a
Companies rose and fell over the century-long conflict and daring rescue of General Allusair Connol, one of the greatest
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were responsible for some of the most influential events in the generals in Breland’s history and close personal friend of King
Last War. While the mercenary companies detailed in the Boranex. Some say this heroic action was what ultimately
Sword Coast Adventurer's Guide do not exist in Eberron, below caused Breland to support Darguun's claim of sovereignty
are a few of the myriad mercenary companies found in decades later when the Thronehold Accords were signed.
Khorvaire. Manifest Legion. Restriction: Must be able to cast artificer,
Bronze Hawk. One of the largest non-goblinoid mercenary bard, sorcerer, swordmage, warlock or wizard spells. The
companies employed by Cyre after the Darguul companies Manifest Legion has roots dating back before the Last War, but
betrayed them, the Bronze Hawk frequently saw action on the truly came into its own during that conflict. Originally founded
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Cyre-Karrnath front. Caught there on the Day of Mourning, only in 888 YK by a group of Aundairian wizards expelled from the
half the company survived the rushing expanse of the dead- Arcane Congress for providing military aid without approval,
grey mists. Today, the Bronze Hawk seems obsessed with the Manifest Legion embraced their newfound freedom and
finding these lost companions, and are said to be among the business model. Today, the Manifest Legion remains the largest
greatest experts on the twisted Mournland. Whispers circulate independent arcane military force in the Five Nations. The
that even these survivors were scarred—mentally, physically, Legion takes its name from the prevalent use of conjuration
or both—by the magic of the Mourning. spells that summon spirits into corporeal form, such as conjure
fey or conjure elementals. Though fresh recruits are not capable
of casting these spells, the Manifest Legion ensures that they
are available for study (and copying into spellbooks, if
necessary) for any member who gains the level of ability
necessary to do so.
Red Gauntlet Regiment. Restriction: Must have a non-evil
alignment. A famed mercenary company, the Red Gauntlet Originally Cloistered Scholar,
Regiment has existed for centuries, its fortunes rising and Sword Coast Adventurer’s Guide
falling with the governments and churches it supports. The cloistered scholar background provides the proficiencies
Minstrels across Khorvaire sing folk tales praising the Red and features to play an adventuring professor in Eberron. See
Gauntlet and the code of honor it regards as essential to the the description for complex libraries found in this book’s
soldier's life. Once the Red Gauntlet is hired, it stays hired, and Equipment chapter and select a library for your background
no pay-off by the enemy is great enough to sully its given word. feature, or ask your DM for more ideas about which institution
In the latter years of the Last War, the Red Gauntlet served the you are in the employ of.
Brelish crown with distinction along the Breland-Cyre border.
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On the Day of Mourning, the Red Gauntlet is said to have
"formally requested" to be ordered to help the evacuation of Sword Coast Adventurer’s Guide
Cyran troops and refugees fleeing the dead-grey mists, and thus The necessity for bounty hunters exists in Eberron, ensuring
earned the personal respect of not only King Boranel, but the this background has a place in the world. House Tharashk's
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Cyran refugees lead by Prince Oragev in New Cyre. more adventurous heirs often employ their Mark of Finding in
this line of work, and the Sentinel Marshals of House Deneith
can be seen as the most prestigious form of bounty hunter. Still
others operate privately, supporting themselves in this
dangerous line of work.
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You can't have more than one elemental mote at a time. If you
cast this spell while you already have an elemental mote
These new spells are presented in alphabetical order. serving you, you cannot use the previous elemental mote's
khybershard as the focus for the new spell, and when you finish
casting, the previous elemental mote's spirit is released back to
1st-level transmutation its home plane and renders its khybershard worthless.
Casting Time: 1 action
Range: Touch
Components: V, S 1st-level transmutation
Duration: Instantaneous Casting Time: 1 bonus action
Classes: Arcanist, Artificer, Wizard Range: 60 feet
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Make a melee spell attack against a warforged, construct, or Components: V
unattended object you can reach. On a hit, the target takes 3d12 Duration: Instantaneous
force damage. This spell has no effect on any other type of Classes: Arcanist, Artificer (Automatist only), Wizard
creature. A warforged, construct, or object of your choice that you can
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At Higher Levels. When you cast this spell using a slot of 2nd see within range regains hit points equal to 3 + your
level or higher, the damage increases by 1d12 for each slot level spellcasting ability modifier. This spell has no effect on any
above 1st. other type of creature.
At Higher Levels. When you cast this spell using a slot of 2nd
level or higher, the amount of hit points repaired increases by
1st-level conjuration (ritual) 3 for each slot level above 1st.
Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (A small khybershard worth 50 gp, which 6th-level transmutation
the elemental mote coalesces around. If the mote drops to 0 Casting Time: 1 action
Duration: Instantaneous
Classes: Arcanist, Wizard
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hit points, the khybershard is burned out and becomes
worthless)
elemental mote cannot normally attack, however when you increases by 10 for each slot level above 6th.
take the Attack action on your turn, you can forgo one of your
own attacks to allow your elemental mote to make one attack
of its own as a Reaction. The elemental mote can take other Evocation cantrip
actions as normal. Casting Time: 1 action
When the elemental mote drops to 0 hit points, the Range: 60 feet
khybershard at its center burns out, releasing the elemental Components: S, M (a wand suitable for use as an arcane focus
spirit back to its home plane. A burned out khybershard worth 10 gp)
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becoming stable if dying, and incapacitated indefinitely. If the tools an intuitive insight in how best to be utilized by your
target regains any hit points or is damaged, the inert state ends. hands. While you spend a workday of downtime crafting an
item associated with your chosen tool, you contribute 10 gp
toward completing it instead of 5 gp—essentially doubling
3rd-level transmutation your progress.
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Casting Time: 1 bonus action If multiple people are contributing to the crafting of a single
Range: 60 feet item, you contribute the same amount of progress as two
Components: V people working toward completion. The amount of raw
Duration: Instantaneous materials needed to complete the item (half market value) does
Classes: Arcanist, Artificer (Automatist only), Wizard not change.
As you shout arcane words, up to six warforged, constructs, or At Higher Levels. If you cast this spell using a spell slot of 5th
objects of your choice that you can see within range regain hit level or higher and spend the workday toward the creation of a
points equal to 3 + your spellcasting ability modifier. This spell schema or the crafting of a magic item using the enhanced tool,
has no effect on any other type of creature. the time spend working counts as two workdays toward
At Higher Levels. When you cast this spell using a slot of completion of the schema or item.
9th-level transmutation
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4th level or higher, the amount of hit points repaired increases See the Wayfinder’s Guide to Eberron for more on the creation
of schemas and crafting of magic items and Xanathar’s Guide to
Everything for more on downtime activities in general.
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Casting Time: 1 action 2nd-level transmutation
Range: 60 feet Casting Time: 10 minutes
Components: V, S Range: 30 feet
Duration: Instantaneous Components: V, S
Classes: Arcanist, Wizard Duration: Instantaneous
A flood of repairing transmutation magic flows from you to into Classes: Arcanist, Artificer (Automatist only)
damaged objects and artificial creatures around you. You Up to six warforged or constructs of your choice you can see
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restore up to 700 hit points, divided as you choose among any within range each regain hit points equal to 4d4 + your
number of warforged, constructs, and objects that you can see spellcasting ability modifier. This spell has no effect on any
within range. Warforged and constructs repaired by this spell other type of creature.
are also cursed of any effect making them blinded or deafened. At Higher Levels. When you cast this spell using a spell slot
This spell has no effect on any other type of creature. of 3rd level or higher, the amount of hit points repaired
increases by 2d4 for each slot level above 2nd.
5th-level transmutation
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creature was dead or destroyed for no longer than 10 days. A At Higher Levels. When you cast this spell using a slot of 2nd
warforged’s soul must be willing and at liberty to rejoin its level or higher, the amount of hit points repaired increases by
body. If the body and soul are in a condition for the spell to 2d4 for each slot level above 1st.
function on them, they return to life or a functioning state with
1 hit point. This spell has no effect on other types of creature.
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This spell repairs all vital damage, but it doesn’t restore 4th-level transmutation
missing body parts. If the creature is lacking parts or Casting Time: 1 action
components integral for its survival—a warforged’s head, for Range: Touch
instance—the spell automatically fails. Components: V, S
Full repair can take time, and it is an ordeal for a warforged’s Duration: Instantaneous
soul to return to life. The target takes a –4 penalty to all attack Classes: Druid
rolls, saving throws, and ability checks. For every 24 hours that You corrode one nonmagical ferrous metal object you touch. If
elapses after the spell is cast, the penalty is reduced by 1 until the object isn't being worn or carried, your touch destroys a 3-
it disappears. foot cube of it. If the object is being worn or carried by a
creature, make a melee spell attack against the creature. If the
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Since there are many more races available to play in Eberron
than those described in just the Player’s Handbook, below is an
object you are trying to touch is the creature's armor or shield,
you have advantage on the attack roll. On a hit, you affect the
metal object as follows:
If the object touched is either metal armor or a metal shield
being worn or carried, it takes a permanent and cumulative -
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alternate table for the reincarnate spell that you may use in
1d4 penalty to the AC it offers. Armor reduced to an AC of 10 or
Eberron campaigns.
a shield that drops to a +0 bonus is destroyed.
If the object touched is a weapon, the weapon takes a
d100 Race (variant or subrace)
permanent and cumulative -1d4 penalty to damage rolls. If its
01–04 Bugbear (Eberron: Rising from the Last War)
penalty drops to -5, the weapon is destroyed.
05–10 Changeling
If the object touched is a piece of ammunition, it is
11–14 Dragonborn
destroyed.
15–20 Dwarf *
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weapon attack against every creature in a 60-foot long 5-foot
of 2nd or higher, you may store any spell of a level up to one wide line extending from you in any direction you choose,
less than the level of spell slot used to cast this spell, and the making a single attack roll and comparing it to each creature's
stored spell functions as if it was being cast from a spell slot one AC individually. If the attack hits a creature, it deals normal
level less than was used (for example, a 5th level spell slot can damage for the attack plus an additional d8 force damage.
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be used to create a spell-storing item that launches a fireball as When the hurled weapon reaches the end of the line, or
though it was cast at 4th level, dealing 9d6 fire damage). strikes a solid surface such as a wall, it vanishes and reappears
If the 1st-level or higher spell you are storing has a costly in your hand.
material component, you must incorporate costly raw At Higher Levels. When you cast this spell using a slot of 2nd
materials (usually Eberron dragonshards) worth the same level or higher, the additional force damage increases by 1d8
amount of gold as the chosen spell's expensive material for each slot level above 1st.
components at the time you imbue the spell into the item.
The Arcana check required to create a higher-level spell-
storing item is more difficult the higher level the spell slot was 6th-level transmutation
used to cast it; the DC is 13 + twice the level of the spell slot Casting Time: 1 action
materials are wasted.
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used to cast this spell, and if the check fails, any costly raw
expend Hit Dice equal to the spell slot’s level that you cast it damage it took. Any effect that removes a curse allows the
from. warforged or construct’s hit point maximum to return to
normal before that time passes. This spell has no effect on any
other type of creature.
3rd-level transmutation
Casting Time: 8 hours
Range: Touch
Components: V, S, M (chemicals, unguents, solvents, and at
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least one ounce of the metal desired, all worth at least 500 gp
in total which the spell consumes, and a set of alchemist's
supplies you are proficient with worth 50 gp)
Duration: Instantaneous
Classes: Arcanist, Artificer, Wizard, Swordmage
You work laboriously for hours, submerging one melee weapon
or up to 10 pieces of ammunition in a solution that transforms
the metal comprising the weapon or ammunition into the
desired metal used in the spell's material components.
If the metal used in the spell's material components has
special properties, such as adamantine or silver, the weapon or
ammunition gains all the properties of a weapon or
ammunition made from that material. Otherwise, the weapon
or ammunition retains all the properties of steel but gains the
appearance of the metal used in the spell's material.
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If your game makes use of the optional feat rule in chapter 6,
“Customizing Options” of the Player’s Handbook, the following
additional feats may be available for your Eberron campaign.
• When you take the Attack action and attack with a only a
spiked chain, you can use a bonus action to make a melee
attack with it against an opponent within 5 feet of you. This
attack deals normal damage, including your ability modifier.
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• When you draw a spiked chain, you can do so in such a way
that the weapon's reach property is negated, wrapping the
Prerequisite: Warforged with the Model Type variant trait chain around your arms and shoulders so you can only strike
Your adamantine plates thicken and cover even more of your targets up to 5 feet away from you. If you do, you gain a +1
body, overlapping in interlocking sections to cover all your bonus to AC while wielding a spiked chain in this way.
structural weak points. Though this gives you increased Switching a spiked chain to or from this position while it is
protection, the plating becomes impossible to remove. You gain already drawn requires a bonus action.
the following traits:
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You determine the homunculus's appearance. Some mages Saving Throws Dex +4
prefer mechanical-looking birds, whereas some like winged Skills Perception +4, Stealth +4
vials or miniature, animate cauldrons. The homunculus is Damage Immunities poison
friendly to you and your companions, and it obeys your Condition Immunities exhaustion, poisoned
commands. See this creature's game statistics in the Arcane
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Senses darkvision 60 ft., passive Perception 14
Homunculus stat block. You apply a bonus equal to your Languages understands the languages you speak
proficiency bonus –2 to the homunculus’s AC, its skill and
saving throw bonuses, and its bonuses to hit and damage.
Whenever your proficiency bonus increases, this bonus Evasion. If the homunculus is subjected to an effect that allows
increases as well. it to make a Dexterity saving throw to take only half damage, it
In combat, the homunculus shares your initiative count, but instead takes no damage if it succeeds on the saving throw, and
it takes its turn immediately after yours. It can move and use its only half damage if it fails. It can't use this trait if it's
reaction on its own, but the only action it takes on its turn is the incapacitated.
Dodge action, unless you take a bonus action on your turn to
command it to take the action in its stat block or the Dash, Actions (Requires your Bonus Action)
Disengage, Help, Hide, or Search action.
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The homunculus regains 2d6 hit points if the mending spell
is cast on it. If it dies, it vanishes, leaving the Eberron
dragonshard it was created from in its space, which you may
Arcane Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 1d8 + 2 acid, cold, fire, lightning, or thunder damage
(your choice when you create the homunculus).
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use to repeat the ritual to create the homunculus anew.
Reactions
Arcane Convergence. When you cast a spell, the homunculus
Replaces Flail Mastery, can use its reaction to grant you advantage on spell attacks you
Unearthed Arcana: Feats make with that spell against creatures it is adjacent to.
The ancient goblins of the Dhakaani Empire invented all
manner of chain weapons, including the flail, dire flail, and
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In addition to the above, you may cast any 4th or 5th-level spell
listed in your Spells of the Mark table as an innate spell,
requiring no somatic or verbal components. Once you cast a 4th
or 5th-level spell in this way, you many not cast any such spell Prerequisite: Shifter
with this feat again until you finish a long rest. You are a rare shifter that manifests two shifting aspects.
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Your spellcasting ability for any spell you cast with this feat Choose a second shifter subrace (you can't choose your existing
is the same as the spellcasting ability for the spells you can cast subrace twice). You gain all traits of that subrace except its
from your racial traits. Ability Score Increase trait. When you shift, you gain the
benefits of both subrace’s Shifting Features simultaneously.
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• Increase your Dexterity score by 1, to a maximum of 20.
• As an action, you can expend a spell slot of at least 2nd-level
to simultaneously cast two cantrips when wielding a wand in
each hand. You supply the somatic component for each
when unencumbered by bulky armor, and you also have a
knack for surviving certain doom with sheer luck.
1, to a minimum of 0. You may use this feature twice, but only roll an additional d20. You can choose to spend your luck
once on any given magic item. When you finish a short or long point after you roll the die, but before the outcome is
rest, you may use this ability again. determined. You choose which of the d20s is used for the
attack roll, ability check, or saving throw.
You can also spend a luck point when an attack roll is made
against you. Roll a d20, and then choose whether the attack
Prerequisite: Shifter, 8th level uses the attacker’s roll or yours. If more than one creature
You strengthen your racial shifting ability after much
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take damage. no longer falling and may resume flying on your next turn.
• While you are concentrating on a spell of 1st-level or higher, Otherwise you take falling damage as normal.
acid, cold, fire, lightning, and thunder damage you take from
magical effects is reduced by 3.
• When you roll a 1 or a 2 on a damage die for a cantrip you • Your Strength score increases by 1, to a maximum of 20.
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cast while concentrating on spell of 1st-level or higher, you • While shifting, you may make unarmed strikes with your
can reroll the die and must use the new roll, even if the new fangs as part of the Attack action.
roll is a 1 or a 2. • The piercing damage you deal with unarmed strikes made
with your fangs increases to 1d8 + your Strength modifier.
• If you hit with your fangs, you may attempt to grab the
target of the attack with them as a bonus action. While a
Prerequisite: Shifter target is grappled by your fangs, unarmed strikes with them
Your shifter aspect has grown more pronounced than others of automatically hit the grappled opponent. Make an attack
your kind, granting you increased benefits when you shift. You roll to determine if your hit is a critical hit, but on any result
gain the benefits below associated with your shifter subrace. lower than a natural 20 (including a natural 1) you still hit.
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If you have the Extra Shifter Aspect feat, you gain the benefits
associated with only one of your subraces. However, when
eligible, you may take this feat a second time to gain the below
benefits associated with your other shifter subrace:
• Your Dexterity scores increases by 1, to a maximum of 20.
• During your shift, if you hit a target with an unarmed strike
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using a claw with your Attack action and also hit the same
target with an unarmed strike using a claw with your bonus
• Your Constitution score increases by 1, to a maximum of 20. action, you may make one additional unarmed strike using
• While shifting, bludgeoning, piercing, and slashing damage a claw against the same target as part of the same bonus
that you take from nonmagical weapons that aren't silvered action.
is reduced by 3. If you have resistance to damage you take
while benefiting from this reduction, apply the reduction
before resistance. • Your Dexterity score increases by 1, to a maximum of 20.
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• While shifting, when you take the Dash action, after moving
at least 30 feet in a straight line you may make one melee
• Your Dexterity score increases by 1, to a maximum of 20. weapon attack as part of the same action or bonus action
• Your climb speed during your shift increases by an used to Dash.
additional 20 feet. • While shifting, when you use the Dash action, all
• While shifting, if you are barefooted, you can climb even on opportunity attacks against you are made with
upside-down surfaces, and may hang securely from any disadvantage until the start of your next turn.
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• Your Constitution score increases by 1, to a maximum of 20. You have meditated upon the nature of the quori you are linked
• While shifting, you are immune to cold damage and you gain with, and forged a stronger than normal psionic bond to them.
a +1 bonus to AC. If you shift as a reaction to taking cold Choose one type of quori and gain the benefits below
damage and this bonus would increase your AC above the associated with it.
result of the attack roll, the attack misses you.
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• Increase your Strength or Charisma score by 1, to a
Prerequisite: Changeling maximum of 20.
You have extensively honed your natural shapeshifting • Incite Fury. Your du'ulora allows you to ignite wild emotion
abilities, granting you the following benefits: in your foes. You may cast the compelled duel spell, using no
components. When you do, your eyes burn with psionic
• Your Constitution score increases by 1, to a maximum of 20. might. The target is instilled with a furious desire to single
you out for retribution. Strength or Charisma (your choice)
• You may use your Change Appearance racial ability as a
is your spellcasting ability for this spell. Once you cast the
bonus action instead of an action.
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• You have advantage on all Constitution saving throws to
maintain concentration on transmutation spells.
• If a creature other than you casts a transmutation spell on
you that requires concentration, you may maintain
concentration on the spell instead of the caster.
spell using this feat, you must finish a long rest before you
may do so again.
• Far Hand. You know the mage hand cantrip. When you cast
mage hand, the hand you create is invisible. For the duration
of the spell, a faint thrumming in the air originates from you.
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Strength or Charisma (your choice) is your spellcasting
ability for this cantrip.
the transformation is irreversible. You gain the following traits: to empathically connect with your allies and fill them with
confidence and security. You may cast the bless spell, using
• Your model type becomes Mithral Tracery if it was not no components. When you do, an audible, harmonic note
already, and you then lose the Remodeling racial trait, manifests in the air, originating from you. Wisdom or
making your model type permanent. Charisma (your choice) is your spellcasting ability for this
• Your weight decreases by 50 pounds. spell. Once you cast the spell using this feat, you must finish
• Your walking speed increases by 5 feet. a long rest before you may do so again.
• You either gain proficiency in Initiative checks or one of the • Empathic Projection. As an action, you project calming
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following skills: Acrobatics, Sleight of Hand, or Stealth. emotions and friendship toward one humanoid you can see
• As a bonus action, you can morph one or both of your hands within 120 feet of you. When you do, a faint tinkling in the air
into blades, allowing you to make deadly strikes with them. originates from you. The target must succeed on a Charisma
While your hands are in blade form, they are silvered simple saving throw or be charmed by you until the end of your next
melee weapons you are proficient with that deal 1d6 damage turn. The DC to resist this is equal to 8 + your proficiency
on a hit, and have the Finesse and Light properties. In modifier + your Wisdom or Charisma modifier (your choice).
addition, they count as being worth at least 1 sp for all effects You may use this ability at will.
and purposes.
• Increase your Intelligence or Charisma score by 1, to a • Increase your Charisma or Intelligence score by 1, to a
maximum of 20. maximum of 20.
• Shadow Eye. You channel the otherworldly perception of • Inflict Despair. Your usvapna lets you incapacitate a foe with
your kalaraq quori. You may magically create a Tiny, utter self-loathing. You may cast the Tasha’s hideous laughter
shadowy eye that hovers in an unoccupied space you can see spell, using no components. When you do, an audible thrum
within 30 feet of you. When you create the shadow eye, your in the air originates from you. The spell functions as normal,
field of vision shifts to see through the shadow eye instead of except the target perceives everything as meaningless and
your own eyes for as long as you concentrate (as though weeps uncontrollably for the duration of the spell. Charisma
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concentrating on a spell), up to 1 minute. You can move the or Intelligence (your choice) is your spellcasting ability for
shadow eye up to 30 feet as a bonus action. The shadow eye this spell. Once you cast the spell using this feat, you must
disappears when your concentration ends, or if it is ever finish a long rest before you may do so again.
more than 30 feet away from you. The shadow eye is invisible • Mind Crush. You know the vicious mockery cantrip, and you
in dim light or darkness. While you look through the shadow can cast it using no components. You deliver the insult
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eye, the sclera of your eyes turn pitch black. This is a telepathically as your eyes flare. Intelligence or Charisma
divination effect. Once you create a shadow eye, you must (your choice) is your spellcasting ability for this cantrip.
finish a long rest before you may do so again.
• Psychic Hammer. You know the eldritch blast cantrip. When
you cast this spell, the blasts are invisible but your eyes flash
brightly when they hit. Intelligence or Charisma (your
choice) is your psionic ability for this spell.
will.
This ability's damage increases by 1d8 when you reach 5th
level (2d8), 11th level (3d8), and 17th level (4d8).
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• You learn to read, write, and speak Dwarvish. If you already • When you use your Change Appearance trait to transform
know this language, you can learn another one of your into a human, you can automatically gain advantage on any
choice. d20 roll once. You regain the use of this ability after you
• When you use your Change Appearance trait to transform finish a long rest in the form of a human.
into a dwarf, you have advantage on saving throws against
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poison, and you have resistance against poison damage.
• Your Dexterity score increases by 1, to a maximum of 20.
• You learn to read, write, and speak one language of your
• Your Dexterity score increases by 1, to a maximum of 20. choice from the following list: Dwarvish, Elvish, Halfling,
• You learn to read, write, and speak Elvish. If you already Goblin, Orc. If you already know all of these languages, you
know this language, you can learn another one of your can learn another language of your choice.
choice. • When you use your Change Appearance trait to transform
• When you use your Change Appearance trait to transform into a shifter that isn't currently shifting, you gain the ability
into an elf, you have advantage on saving throws against to mimic the shifting trait of shifters. As a bonus action, you
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being charmed, and magic can't put you to sleep.
Additionally, while in the form of an elf, you don’t sleep.
Instead, you meditate deeply, remaining semiconscious, for
4 hours a day. (The Common word for such meditation is
"trance.") While meditating, you can dream after a fashion;
may use your Change Appearance trait to transform from the
shape of a shifter who is not shifting into the shape of the
same shifter who is shifting. When you do so, you gain
temporary hit points equal to your level + your Constitution
bonus (minimum 1). You do not gain any other ability
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such dreams are actually mental exercises that have become associated with the shifter aspect you are mimicking, such as
reflexive through years of practice. After resting in this way, enhanced unarmed strikes or alternate modes of movement.
you gain the same benefit that a human does from 8 hours Once you use your Change Appearance trait as a bonus action
of sleep. in this special way, you may not do so again until you finish a
short or long rest in the form of a shifter that isn't shifting.
• You learn to read, write, and speak one of the following • Your Strength score increases by 1, to a maximum of 20.
languages: Gnomish, Goblin, Halfling, or Draconic. If you • You learn to read, write, and speak Goblin. If you already
already know all of these languages, you can learn another know this language, you can learn another one of your
language of your choice. choice.
• You may use your Change Appearance trait to transform • You gain proficiency with one of the following weapons:
into a Small sized humanoid. flail, mighty flail, dire flail, or spiked chain.
• When you use your Change Appearance trait to transform
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if it were bright light, and in darkness as if it were dim light. with a goblinoid, you can add twice your proficiency bonus,
You can't discern color in darkness, only shades of gray. instead of any proficiency bonus you normally apply.
• Your Constitution score increases by 1, to a maximum of 20. • Your Constitution, Intelligence, or Wisdom score increases
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• You learn to read, write, and speak Giant. If you already by 1, to a maximum of 20.
know this language, you can learn another one of your • You learn to read, write, and speak Goblin. If you already
choice. know this language, you can learn another one of your
• When you use your Change Appearance trait to transform choice.
into an eneko and you make saving throws to resist • You gain proficiency in Intimidation.
environmental effects due to weather or climate, you are • When you use your Change Appearance trait to transform
considered proficient in the saving throw and add double into a minotaur, you count as one size larger when
your proficiency bonus to the saving throw, instead of your determining your carrying capacity and the weight you can
normal proficiency bonus. push, drag, or lift.
Additionally, while in the form of an eneko, you count as
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one size larger when determining your carrying capacity
and the weight you can push, drag, or lift. • Your Strength or Constitution score increases by 1, to a
maximum of 20.
• You learn to read, write, and speak Orc. If you already know
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• Your Dexterity score increases by 1, to a maximum of 20. this language, you can learn another one of your choice.
• You learn to read, write, and speak Gnoll. If you already • When you use your Change Appearance trait to transform
know this language, you can learn another one of your into an orc, you may roll a d4 and add it to the result of any
choice. attack roll, saving throw, or ability check that hasn't already
• When you use your Change Appearance trait to transform benefited from a Bardic Inspiration die. You can wait until
into a gnoll, you have advantage on Wisdom (Perception) after you roll the d20 before deciding to roll this d4, but you
and Intelligence (Investigation) checks that rely on smell. must decide before the DM says whether the roll succeeds
or fails. You may roll this d4 once, and you regain the ability
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elevations above 20,000 feet. You’re also naturally adapted • Your Strength or Wisdom score increases by 1, to a
to cold climates, as described in chapter 5 of the Dungeon maximum of 20.
Master’s Guide. • You learn to read, write, and speak Sahuagin. If you already
Additionally, while in the form of a goliath, you count as know this language, you can learn another one of your
one size larger when determining your carrying capacity choice.
and the weight you can push, drag, or lift. Finally, you are • When you use your Change Appearance trait to transform
always considered to have a running start when jumping into a sahuagin, you gain a swimming speed of 40 feet and
while in the form of a goliath. you can breathe both air and water. However, you need to
be submerged at least once every 4 hours to avoid
suffocating. If it has been at least 2 hours since you have
been submerged, your skin is too dry and brittle to easily
transform and you cannot use your Change Appearance
trait.
Prerequisite: Warforged, Charisma or Wisdom 13 Mechanics designed by Keith Baker, Will Brolley, and Laura
You have meditated and philosophized extensively on what it Hirsbrunner. Reprinted from Exploring Eberron
means to be a living creature. You were forged, not born, it is
true—but you have a living soul. By taking this feat, you have Prerequisite: 12th level, appropriate race (see table)
come to an epiphany that radically alters your body to reflect
the change to your identity. You gain the following benefits:
Race Mark House
• You increase your Charisma or Wisdom score by 1, to a Half-elf Detection Medani
maximum of 20. Half-orc or Human Finding Tharashk
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• You gain proficiency in two of the following skills: Deception, Human Handling Vadalis
Insight, Persuasion. Halfling Healing Jorasco
• If your game uses the Construct Nature variant rules, you Halfling Hospitality Ghallanda
gain the normal effect of healing magic from all sources. Human Making Cannith
• You retain the ability to use warforged components. Human Passage Orien
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• You lose any feat that requires a specific warforged model Gnome Scribing Sivis
type to function. In their place you gain an Ability Score Human Sentinel Deneith
Improvement, as the class feature, for each feat lost this way. Elf Shadow Phiarlan or Thuranni
• Your body sheds any armor it once had, leaving you a Half-elf Storm Lyrandar
humanoid comprised solely of livewood musculature. You no Dwarf Warding Kundarak
longer have the Integrated Protection, Model Type, or
Remodeling racial traits. You manifest a dragonmark that extends across most of your
body, or your existing dragonmark grows exponentially to do
the same. Your mark is now one of the most potent forms of
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Once you do so, you can’t cast the spell in this way again until Mordenkainen’s private sanctum or the forbiddance spell
you finish a long rest. Charisma is your spellcasting ability for without expending a spell slot or requiring material
this spell. components. When you cast the forbiddance spell in this way,
• Siberys Dragonmark of Making. You have advantage on it protects up to 900 square feet of floor space to a height of
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any ability check you make that uses an artisan’s tool. In 30 feet above the floor. Once you do so, you can’t cast either
addition, you can cast the fabricate or creation spell without spell in this way again until you finish a long rest. Intelligence
expending a spell slot or requiring material components. is your spellcasting ability for these spells.
Once you do so, you can’t cast either spell in this way again
until you finish a long rest. Intelligence is your spellcasting
ability for these spells.
• Siberys Dragonmark of Passage. You have advantage on Prerequisite: Must be able to use an arcane spellcasting focus and
Dexterity (Acrobatics) checks. In addition, you can cast the worship the Silver Flame.
dimension door or teleportation circle spell without Your faith in the Silver Flame empowers and augments your
expending a spell slot or requiring material components. arcane spellcasting. You gain the following benefits:
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Once you do so, you can’t cast either spell in this way again
until you finish a long rest. Most major House Orien enclaves
have a permanent teleportation circle in place, and you may
be able to learn the sigils for these circles from house
authorities. Dexterity is your spellcasting ability for these
• You learn the sacred flame or light cantrip. Once you make
this choice it cannot be changed. You cast this cantrip using
the same spellcasting ability that you use for other spells you
cast using an arcane spellcasting focus.
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spells. • You have advantage on Constitution saving throws that you
• Siberys Dragonmark of Scribing. You have advantage on make to maintain your concentration on a spell when you
Wisdom (Insight) checks, on any ability check you make that take damage.
uses calligrapher’s supplies, cartographer’s tools, or forgery • Whenever you use an arcane spellcasting focus to cast a spell
kits, and on any ability check you make to recognize a that deals fire damage, you can choose for the spell's damage
forgery. In addition, you can cast the Rary’s telepathic bond to be radiant damage instead.
spell without expending a spell slot or requiring material
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an unarmed strike using your armor spikes, you deal piercing You have trained extensively with the traditional halfling
or slashing damage equal to 1d4 + your Strength modifier. weapons of the Talenta Plains. You gain the following benefits:
• Whenever you succeed on a grab or shove attempt, you deal • Increase your Dexterity score by 1, to a maximum of 20.
your unarmed strike damage to the target.
• You may use your Dexterity modifier instead of your
• Creatures grappled by you and creatures you are grappled by
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Strength modifier for attack and damage rolls you make with
take your unarmed strike damage automatically at the start a sharrash or tangat.
of their turn.
• When you use a sharrash or tangat, its damage die changes
from a d8 to 1d10.
• When you throw a Talenta boomerang, its range becomes
Prerequisite: Halfling from the Talenta Plains, proficient with 60/100 ft. and it always returns to you at the end of your
woodcarver’s tools turn, whether you hit or miss. Furthermore, you
Talenta halflings consider the bond between rider and mount automatically succeed on catching a Talenta boomerang that
to be sacred. You may craft a mask to spiritually bond with a returns to you.
beast of CR 1 or less capable of serving as your mount. To do so,
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you must spend a long rest with the beast while it is aware of
your presence and remains non-hostile. You must also have
woodcarver’s tools on hand, and supplies necessary to craft the
mask. At the end of the long rest, you form a bond with the beast
Prerequisite: 8th level
You have traveled the length and breadth of the Thunder Sea,
learning from cultures indigenous to disparate regions, from
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using the mask you create. You may have only one bonded
the jungles of Xen'drik to the Seren Isles. Pick three of any of
mount at a time, and the bond lasts as long as the mask remains
the following abilities to represent the tricks and knacks you've
intact. If you attempt to craft a new mask while your original
picked up from your travels. You must have adventured in the
mask still exists, a new bond does not form.
region under which the ability is listed in order to select it.
While your mask is intact, you apply a bonus equal to your
proficiency bonus –2 to the skill and saving throw bonuses
noted in the beast’s statistics (if any), and its bonuses to hit and
damage. Whenever your proficiency bonus increases, this • Eye of the Chamber. Learning patience and planning from
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bonus increases as well. Until the mask is destroyed, the beast’s draconic agents of the Chamber, you apply those traits in
maximum hit points is increased by an amount equal to five combat. As an action during combat, you may study a
times your level, increasing whenever you gain a level. While creature hostile to you and begin concentrating (as though
wearing the mask, you may communicate with your bonded concentrating on a spell). For up to 1 minute, or until your
mount as if under the effects of the speak with animals spell. concentration ends, you have advantage on all attacks
While riding your mount, you can either control it or allow it against the opponent. Once you have observed an opponent
to act independently. When acting independently—or while this way, you may not do so again until you finish a short or
long rest.
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before you can carry a creature this way again.
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When you do, it requires an additional material component
of an Irian-infused Eberron dragonshard found only on the
Isle of Aerenal worth at least 200 gp, and it is cast as though
from a 3rd level spell slot. Intelligence is your spellcasting
ability for this spell. Once you cast this spell, you must finish
a long rest to do so again.
• Friend of the Aereni. Your presence is always welcome in the
Aereni port of Pylas Talaear. You always have free
accommodations in the city, and the governor, Syraen
Melidith, will subsidize half the cost of any House Lyrandar
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trip you make to or from Pylas Talaear. Additionally, you
may purchase mundane goods at half-cost while in the city.
• Honorary Tairnadal. The Valenar elves welcome you as one
of their own, and one of their majestic mounts has even
formed an unbreakable bond with you. You learn the find
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steed spell, but you may only summon a Valenar Steed with
it. Wisdom is your spellcasting ability for this spell. Once
you cast this spell, you must finish a long rest to do so again.
(See Eberron: Rising from the Last War for the Valenar
Steed’s statistics.)
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• Breath of Shargon. You can hold your breath for a number of of 20.
minutes equal to your Constitution score.
• You may use your Dexterity modifier instead of your
• Malenti Pearl Trick. You may cast the charm person spell. Strength modifier for attack and damage rolls you make with
When you do, it requires an additional material component a double scimitar.
of a pearl worth at least 100 gp. Charisma is your spellcasting
• When you use a scimitar or double scimitar, its damage die
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ability for this spell. Once you cast this spell, you must finish
changes from a d6 to a d8.
a long rest to do so again.
• If you do not already add your ability modifier to the damage
of the attack you make as a bonus action when engaging in
two-weapon fighting, you may now do so when wielding a
• Ally of Rushemé. You have communed with the Guardians of double scimitar or engaging in two-weapon fighting with a
Rushemé and have been granted the mystical ability to call pair of scimitars.
on the strength of giantkind. You gain the ability to cast
enlarge/reduce, but only on yourself and only using the
enlarge option. Strength is your spellcasting ability for this
spell. Once you cast this spell, you may not do so again until Lord Boroman ir’Dayne, founder of the Wayfinder Foundation,
you finish a long rest.
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• Ghost of Xen'drik. In any jungle environment, you have
advantage on Dexterity (Stealth) and Wisdom (Survival)
checks. Additionally, you are considered a native to Xen'drik
is said to be the most skilled whip-wielder ever to have lived.
He’s taught a thing or two to others over the years, and you’ve
picked up a couple of his finer techniques. You gain the
following benefits:
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for the purposes of navigation and the Traveler's Curse.
• Pandin Temn. You have trained at the side of Vulkoori drow • When you use a whip, its damage die changes from a d4 to a
to be a scourge of giants. Against the attacks of giants, you d6.
have a +1 bonus to AC if you are wearing no or light armor, • While you are wielding a whip, other creatures provoke an
and all of your attacks deal 2 additional damage against opportunity attack from you when they enter your reach.
giants. • You may use a whip to attempt to grapple or shove a target
• Xen'drik Boomerang Expert. You are proficient with Xen'drik up to 10 feet away from you. If you do, you make a Dexterity
boomerangs and you double their short and long ranges (Acrobatics) check instead of a Strength (Athletics) check to
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when throwing them. Additionally, Xen'drik boomerangs contest the target’s check. If a target is grappled by your whip,
always return to you at the end of your turn when you throw you can’t make attacks with your whip. If you move adjacent
them, whether they hit or miss, and you automatically to a target grappled by your whip, you can grab them
succeed on catching them. automatically with a free hand, maintaining the grapple, and
attack with your whip again.
• Before or during a jump, you may add up to 20 feet of
horizontal distance to your jump by latching onto an
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• Your shifts now last 1 hour. When you shift, your form is
nearly identical to a lycanthrope’s hybrid form, appropriate
for the beast form you can assume (see below).
• You gain the ability to magically assume the shape of a beast
by expending a use of your shifting ability as an action. You
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always assume the same beast shape, chosen from one of the
following: bat, black bear, boar, crocodile, giant bat, giant rat,
rat, tiger, wolf, reef shark. You can stay in beast shape for a
number of hours equal to your proficiency bonus. You then
revert to your normal form unless you expend another use of
your shifting ability. You can revert to your normal form
earlier by using a bonus action on your turn. You
automatically revert if you drop to 0 hit points or die.
Your game statistics in beast shape are replaced by the
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statistics of the beast, with the following exceptions: You
retain your normal form’s hit point total, Hit Dice, and your
alignment, personality, and Intelligence, Wisdom, and
Charisma scores. Additionally, your beast form’s Armor
Class, attack rolls, and damage rolls gain a bonus equal to
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your proficiency bonus.
You are limited in the actions you can perform by the
nature of your beast form, and you can’t speak, cast spells, or
take any other action that requires hands or speech. Your
gear melds into your new form, and you can’t activate, use,
wield, or otherwise benefit from any of your equipment.
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layer characters have access to extra gear and
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equipment in the world of Eberron, due to the Weapons with special rules are described here.
world’s greater industrial capacity than most other Bola. A Large or smaller creature hit by a bola is knocked
D&D settings. This chapter will detail such items— prone and has its speed reduced to 0 until it is freed. A bola has
both mundane and magical. no effect on creatures that are formless, or creatures that are
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Huge or larger. A creature can use its action to make a Strength
(Athletics) or Dexterity (Acrobatics) check to free itself. The DC
for this check is equal to 8 + the proficiency modifier of the
Eberron sports a variety of new weapons created by the bola's thrower + the thrower's Strength or Dexterity modifier
various peoples and cultures found upon it—such as the (thrower's choice). Another creature can attempt a Strength
Dhakaani goblins, Talenta halflings, the drow of Xen’drik, and (Athletics) check against the same DC to free a target hit with a
more. bola within 5 feet of it. Dealing 5 slashing damage to the bola's
The Weapons table details these weapons in the same cords (AC 10) also frees the creature without harming it. If a
manner as the weapons in chapter 5 of the Player’s Handbook. creature is freed by a Strength (Athletics) check or by dealing
In addition to the weapon properties described in that book, slashing damage to the bola, the bola is destroyed.
below share:
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there is one new property some of the new weapons detailed When you use an action, bonus action, or reaction to attack
with a bola, you can make only one attack regardless of the
number of attacks you can normally make.
Boomerang. Three main types of boomerangs exist in
Eberron: the Adar boomerang, which does slashing damage,
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A double weapon has two striking ends on either side of an the Talenta boomerang, which does bludgeoning damage, and
elongated grip. It is too unwieldy for Small creatures to handle Xen'drik boomerang, which does piercing damage.
properly; they have disadvantage on attacks rolls with double- When you miss a ranged attack roll with a non-magical
ended weapons. When you use your Attack action to make an boomerang, it returns to you at the end of your turn. A non-
attack with a double-ended weapon, you can also use a bonus magical boomerang can be caught with a DC 10 Dexterity
action to make an additional attack with it. You don't add your (Acrobatics) check. Magical boomerangs return to you at the
ability modifier to the damage of the bonus action attack, unless end of your turn, regardless of whether you hit or miss, and
that modifier is negative.
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Name Cost Damage Weight Properties
Simple Melee Weapons
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Kesh’dar club (nunchaku) 1 gp 1d4 bludgeoning 1 lb. Finesse, light
Sword cane 30 gp 1d6 bludgeoning 2 lb. Finesse, light, special
Martial Melee Weapons
Dire flail 95 gp 1d6 bludgeoning 16 lb. Double, two-handed
Double scimitar 100 gp 1d6 slashing 8 lb. Double, two-handed
Mighty flail 35 gp 3d4 bludgeoning 12 lb. Heavy, two-handed
Myrnaxe 120 gp 1d6 piercing or slashing 8 lb. Double, special, two-handed
Orc double axe 150 gp 1d6 (or 1d10) slashing 10 lb. Special (double or heavy), two-handed
Sharrash 40 gp 1d8 slashing 5 lb. Reach, two-handed
Spiked chain 30 gp 2d4 piercing 10 lb. Reach, special, two-handed
Tangat
Tratnyr
Two-bladed sword
Martial Ranged Weapons
15 gp
15 gp
125 gp
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1d10 piercing
1d6 piercing
4 lb.
4 lb.
8 lb.
Two-handed
Heavy, two-handed, thrown (range 20/60)
Double, two-handed
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Bola 2 gp — 2 lb. Finesse, special, thrown (range 30/90)
Boomerang 15 gp 1d6 special 2 lb. Finesse, special, thrown (range 20/60)
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(f)
Beyond silver and adamantine, weapons in Eberron are often
made from a plethora of special ores or other materials. The
Weapon Materials table summarizes how much more The prices detailed here for constructing a weapon made from
expensive a weapon made out of each material is, as well as special materials assume the weapon has a single striking end.
how the material modifies the weight of the weapon. Below are Material upgrades for double-ended weapons must be
the rules for each type of material. purchased one end at a time. For example, an adamantine
double scimitar would cost 1,000 gp more than a normal
double scimitar, +500 gp for each end of the weapon.
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A double weapon can be crafted so that each end is forged
Material Cost Weight Modifier from a different special material. When you make an attack
Adamantine +500 gp x 1.5 with such a weapon, you decide which material to gain the
Bronzewood +200 gp x 0.9 properties of for the attack before the attack roll is made. If you
Byeshk +200 gp x 1.5 can make multiple attacks in a turn with the weapon, at least
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Flametouched Iron +400 gp x1 one attack must be made with each weapon’s end.
Mithral +500 gp x 0.5 For example, if you are a 5th-level paladin and have a dire
Orichalcum +400 gp x 0.5 flail with one adamantine end and one byeshk end, you may
Silver +100 gp x1 make three attacks with your weapon in a round: two with your
Targath +300 gp x1 Attack action, and a third as a bonus action from the weapon’s
Double property. At least one of these three attacks must be
made with the byeshk end, and at least one must be made with
Adamantine is an ultra-hard metal found in meteorites and the adamantine end of your dire flail. The remaining attack can
extraordinary mineral veins. In addition to being used to craft be made with either end you wish.
adamantine armor, the metal is also used for weapons.
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Some creatures, such as certain types of constructs, are
resistant or immune to weapons not made from adamantine.
Additionally, melee weapons and ammunition made of
adamantine are unusually effective when used to break objects.
Whenever an adamantine weapon or piece of ammunition hits
Bronzewood is an especially dense and sturdy wood found only
on the Isle of Aerenal that can hold an edge when crafted into
one. It is used in place of metal in many applications, including
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an object, the hit is a critical hit. the crafting of weapons.
The adamantine version of a melee weapon or of ten pieces Bronzewood weapons cannot be corroded by rust or acid
of ammunition costs 500 gp more than the normal versions. (making them immune to deleterious effects caused by rust
monsters and black puddings, for example), but have no other
unique properties besides their slightly reduced weight.
This lustrous, purple metal is incredibly dense and heavy. It is The bronzewood version of a melee weapon or ten pieces of
mined from mountain ranges in western Khorvaire, typically ammunition costs 200 gp more than normal versions, mainly
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the Byeshk and Graywall Mountains. It is typically worn as due to the rarity of bronzewood trees.
jewelry and is considered a precious metal akin to silver, gold,
or platinum, though it is not as soft as those metals, and can
hold an edge. Flametouched iron is only found in Thrane and is considered
Because it is so heavy, byeshk weapons are typically steel sacred by the Church of the Silver Flame. When freshly mined,
with a thin, durable byeshk plating. Druidic sects of the Eldeen the raw iron ore appears to be corroded with rust, but when
Reaches, most often the Wardens of the Wood or Gatekeepers, refined it glimmers with a bluish, silvery sheen.
trade with the peoples of the Byeshk and Graywall Mountains Fiends and undead abhor the touch of flametouched iron.
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for byeshk ore to make weapons with. Attacks made with weapons and ammunition forged of
Whenever you hit an aberration with a byeshk weapon, it flametouched iron ignore any resistance to bludgeoning,
can’t regain hit points until the start of your next turn. slashing, or piercing damage a fiend or non-deathless undead
Additionally, certain creatures have a distinct aversion to the creature has, and deal half damage to such creatures who have
metal and are resistant or immune to weapons that aren't immunity to bludgeoning, slashing, or piercing damage.
byeshk. The flametouched iron version of a melee weapon or ten
The byeshk version of a melee weapon or ten pieces of pieces of ammunition costs 400 gp more than the normal
ammunition costs 200 gp more than the normal versions. versions.
Mithral is a gleaming, rare form of silver, lighter and stronger
than steel. In addition to being used to craft mithral armor, it Several new tool kits and proficiencies are available to player
can also be used to create light, elegant weapons. characters in the world of Eberron. Below are three new tool
Weapons with the thrown property and ammunition have kits that characters can gain proficiency with. Each are given a
their normal and long ranges doubled when made from detailed description as per chapter 2, “Dungeon Master’s Tools”
mithral. Melee weapons that do not normally have the heavy of Xanathar’s Guide to Everything, and their prices and weights
property gain the finesse property when made from mithral. are given in the Tools table.
Melee weapons that do normally have the heavy property do
not have it when made from mithral. Finally, mithral weapons
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count as silver for the purposes of some creatures' resistances Tool kit Cost Weight
or immunities to weapons not made from silver. Artisan’s tools
The mithral version of a melee weapon or ten pieces of Artificer’s tools 50 gp 3 lb.
ammunition costs 500 gp more than the normal versions. Glyphbook set 20 gp 2 lb.
Inquisitive’s kit 30 gp 5 lb.
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Orichalcum is a material used by the Sulatar drow for their
weapons and armor. It has the appearance of polished, golden
bronze. It has all the same properties of mithral, except it does Artificer’s tools are one kind of artisan’s tools designed to
not count as silver for the purposes of creatures' resistance or enable you to repair and craft complex mechanical objects.
immunity to weapons not made from silver. Components. Artificer's tools include a small saw, hammer,
Due to the rarity of orichalcum falling out of the hands of files, pliers, narrow-bladed scissors, tweezers, and a small
Sulatar drow, a melee weapon or ten pieces of ammunition crucible and molds for casting gears and other clockwork
made from it costs 400 gp more than the normal versions. components. They also include an array of crystal and
specialized equipment for channeling magical forces.
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Silver is a precious metal usually too soft to be used in the
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codebreakers abounded during the Last War. starting equipment, you may start with an Inquisitive's kit
Failures with a glyphbook may not always imply that you instead.
cannot decrypt or translate the text; sometimes you glean Components. An Inquisitive's kit contains a pair of fine silk
inaccurate messages at the DM’s discretion. gloves, a magnifying glass, dusting powder and brush, chalk
Alternate Proficiency. If your background or class would and charcoal, cotton swabs, tweezers, and an assortment or
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grant you proficiency in a Musical Instrument or a kind of glass, metal, and wooden containers for storing samples. It also
Gaming set, you may instead gain proficiency with all kinds of includes a small journal and quill for recording notes.
Glyphbook sets instead. Likewise, if your class or background History. Your familiarity with crime scene investigations
grants you a Musical Instrument or a Gaming set as starting aids you in remembering past cases where important evidence
equipment, you may start with one kind of Glyphbook set was found by a skilled inquisitive at a crime scene.
instead. Perception. Your training makes it easier for you to identify
Components. A Glyphbook set contains one of the following: an area as the scene of a crime or altercation, prompting further
a volume of cryptographic cyphers, a textbook on Primordial investigation.
languages, a compilation of Sarlonan languages, or a guide to Investigation. An Inquisitive's kit is considered essential
languages of Xen’drik. The set also contains a collection of equipment for finding clues in area that is the scene of a crime.
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scratch paper and charcoal for taking rubbings or working out
ancient writings, frescoes, carvings, and other forms of visual creature the evidence points to by making a check and referring
communication associated with the ancient cultures who spoke to the below DCs.
the language family or families it treats with.
Recorded Messages. With the cryptographic glyphbook, you
can accurately record coded messages you intercept; with any
other kind of glyphbook, you can take accurate rubbings of Activity DC
important inscriptions while traveling. Determine race and build of suspect 15
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disease, you cannot become cursed this way. While cursed by
Absentia. This strange elixir first became available after the this nonmagical addiction, you have disadvantage on all
Last War. It is currently sold illegally in Sharn by the Boromar Dexterity checks. A remove curse or greater restoration spell
clan—usually to the jaded rich. It is considered a mostly can remove this curse.
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harmless indulgence. Some users of absentia report that it sometimes causes bouts
When you drink absentia, you fall into a comatose state and of sleepwalking during the comatose state induced by the
are unconscious for one hour. During this time, you perceive substance.
the world through the senses of another. This is similar to the Alarm. This device can be triggered by stepping on a
scrying spell, but it is concentrated on an individual, and you pressure plate, fowling a tripwire, or some other mechanical
perceive sensations through all five senses. The target of this trigger. Once triggered, it chimes lightly for 6 seconds. If it is
Item
Alchemical items
Absentia
Alchemical acid
Alchemical frost
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20 gp
45 gp
40 gp
Weight
—
1 lb.
1 lb.
Item
Clothes, common
Fishing tackle
Hammer
Cost
1 sp
1 sp
1 sp
Weight
3 lb.
4 lb.
3 lb.
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Hammer, sledge 5 sp 10 lb.
Alchemical lightning 40 gp 1 lb. Holy symbol, flametouched 100 gp 1 lb.
Dragon’s blood, black 60 gp — Hourglass 5 gp 1 lb.
Dragon’s blood, blue 500 gp — Hunting trap 1 gp 25 lb.
Dragon’s blood, red 2,000 gp — Ink (1-ounce bottle) 1 sp —
Explosive oil 40 gp 1 lb. Ink pen 1 cp —
Smoke stick 30 gp — Lantern, bullseye 5 gp 2 lb.
Sunrod 2 gp — Lantern, hooded 2 gp 2 lb.
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grows extremely cold when exposed to air. It can be hurled at a blood, whenever a racial feature allows you to roll a d4 and add
creature or object within 30 feet of you as an action. The vial it to the result of certain kinds of ability checks, you may roll a
shatters on impact. A creature must succeed on a DC 10 d12 instead.
Dexterity saving throw or take 1d6 cold damage. An object Blue: When you drink a dose of blue dragon’s blood, you may
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automatically takes that damage. cast any spell you can normally cast from a racial feature, or a
Alchemical lightning. This flask has two compartments, spell from your Spells of the Mark table with a spell level up to
each filled with a separate substance. When combined, the two half of your character level (round down) without expending
substances react violently. As an action, you can hurl the flask its use or using a spell slot. You have one hour to cast a spell
at a creature or object within 30 feet of you. If the target fails a this way, and once you do the effect of blue dragon’s blood
DC 10 Dexterity saving throw, the flask shatters and allows the wears off. Your spellcasting ability for spells cast with blue
substances to mix, releasing a powerful electrical discharge, dragon’s blood is the same as the spellcasting ability for the
dealing 1d6 lightning damage to the target. An object spells you can cast as a racial feature.
automatically takes that damage. Red: When you drink a dose of red dragon’s blood, you gain
Armored hem. Perfect for those looking for just a bit of the ability to cast a spell of the Siberys version of your
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protection, these interlocking plates of metal and chain can be
sewn into the hem of any coat or cloak, even magical ones. An
armored hem grants you a +1 bonus to AC when worn with no
armor or light armor but it limits your maximum Dexterity
bonus to AC to +3. Wearing an armored hem with medium or
dragonmark, as detailed in the Siberys Dragonmark feat in
Chapter 3. You must cast this spell within the next hour, and
you may only do so once. When you do, it requires no
components.
All forms of dragon’s blood are severely physically addictive,
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heavy armor grants no additional benefit. While wearing an and a single usage is often enough to cause an overdose
armored hem, you have disadvantage on Dexterity (Stealth) reaction. When you imbibe a dose of any kind of dragon’s blood,
checks, and you cannot cast spells unless you are proficient in you make a Constitution saving throw. If you fail this saving
light armor. throw, you become cursed with nonmagical addiction one hour
Armored hem, mithral. An armored hem constructed of after you imbibe the dragon’s blood. If you fail this saving throw
mithral has reduced weight and provides increased mobility. A by 5 or more, you immediately suffer poison damage when you
mithral armored hem functions as a regular one but allows you imbibe the substance. The saving throw’s DC and the damage
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to apply a maximum Dexterity bonus of +4 to your Armor Class. you suffer depend on the variety of dragon’s blood you imbibe,
In addition, you do not have disadvantage on Dexterity as indicated on the dragon’s blood side effects table. If you are
(Stealth) checks from wearing a mithral armored hem, and it immune to disease, you cannot become cursed by drinking
does not interfere with casting spells. dragon’s blood.
Bauble, targath. Targath is a rare metal from Argonnessen While cursed by this nonmagical addiction, you have a
with mysterious health-promoting properties. Wearing a number of permanent levels of exhaustion, as indicated on the
bauble—a small decorative item such as an amulet or dragon’s blood side effects table for the variety of dragon’s
bracelet—made from targath grants you advantage on saving blood that caused you to be cursed. While cursed, resting and
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throws to resist disease. magic cannot restore these levels of exhaustion, but imbibing a
Calculator. This device makes doing long sums easy. dose of dragon’s blood with a higher DC than the one that
Clockwork toy. This toy is a clockwork animal, monster, or caused you to become cursed (or red dragon’s blood, if you are
person, such as a frog, mouse, bird, dragon, or soldier. The cursed by the red variety) allows you to ignore all levels of
children of nobles and prominent dragonmarked heirs often exhaustion you have due to this nonmagical addiction until you
have entire themed collections of clockwork toys, while a finish a long rest (you must still make a Constitution saving
merchant or magewright’s children might eagerly await the throw to avoid becoming addicted to this more potent variety
rare one they receive only on special occasions. of dragon’s blood). A remove curse or greater restoration spell
When fully wound and placed on the ground, the toy moves can remove this curse.
5 feet across the ground every six seconds, in a random
direction. It makes noises as appropriate to the creature it
represents. It operates for 1 minute, then must be rewound. Variety DC Poison Damage Exhaustion
Blue 15 7 (2d6) 1 level
Black 20 14 (4d6) 2 levels
Red 25 28 (8d6) 4 levels
Explosive oil. This is a vial of volatile liquid that explodes in Morgrave University's library is only granted to enrolled
a conflagration when exposed to air. As an action, you can hurl students and individuals under the patronage of the
the vial at a creature, object, or surface within 30 feet of you. On university's faculty.
impact, the vial detonates in a 5-foot radius. Any creature in The Arcanix's Athenaeum covers all Intelligence (Arcana)
that area must succeed on a DC 10 Dexterity saving throw or checks, Intelligence (Religion) checks relating to the practices
take 1d6 fire damage. of secret cults, and Intelligence (History) checks that relate to
Holy symbol, flametouched. Holy symbols dedicated to the legendary mages, historical magical events, and the magical
Silver Flame may be crafted from flametouched iron, a rare practices of ancient kingdoms. Access to The Arcanix's
variety of ore that is only mined in Thrane. If you present a Athenaeum is only granted to citizens of Aundair with
flametouched iron holy symbol while attempting to turn spellcasting ability, but special exceptions might be made for
undead or fiends, the saving throw DC to resist the effect visiting mages of sufficient skill or individuals proven to be
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increases by 1. working for the good of Aundair.
Igniter. The device produces a miniature flame, which you The Argentum Archive is an exclusive catalogue of ancient
can use to light a candle, torch, campfire, or other flammable artifacts and religious lore, focusing on items of clearly
object within 5 feet of you. Using the device requires an action. demonic origins or magic that can easily be abused for great ill.
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Library, basic. This 20-to-30 volume encyclopedia set It is maintained in secret by the Church of the Silver Flame and
covers a single topic represented by a type of Intelligence skill access is only granted to members of the Argentum, so they can
check used to recall lore (such as Arcana, History, or Nature). research and compile a list of target artifacts for retrieval. It
The DM might also allow a simple library to cover lore about covers all Intelligence (Religion) checks, and Intelligence
another skill (for example, researching medical lore with the (Arcana) and Intelligence (History) checks related to topics of
Medicine skill), but using a library is an Intelligence check, fiendish magic and artifacts.
regardless of which skill is used. The Library of Korranberg in Zilargo is the most famous
Perusal of a basic library takes 1d4-1 hours (minimum 1) and library in Khorvaire. It covers all types of skill checks to recall
provides advantage on the skill check. any sort of lore. Citizens of Korranberg are required to devote
Library, simple. This bookshelf is stacked with several four years of service to the Library but have free access to its
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tomes of lore from many different sources and covers a single
topic represented by a type of Intelligence skill check used to
recall lore (such as Arcana, History, or Nature). The DM might
also allow a simple library to cover lore about another skill (for
example, researching animal husbandry methods with the
use for life. Many choose to extend the term of their service as
a full career, accepting posts as lecturers, researchers,
administrators, and other important positions. For noncitizens,
temporary access can be purchased at the rate of 100 gp per
day. This includes a private study room and accommodations
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Animal Handling skill), but using a library is an Intelligence for the night.
check, regardless of which skill is used. Magebinders. These mundane manacles include
Perusal of a simple library takes 1d4+1 hours and provides unarticulated, immobile gauntlets. When a Small or Medium
advantage on the skill check. In addition, you may peruse a creature is locked into them, that creature cannot move their
simple library to reroll failed Intelligence checks to recall lore fingers at all. This makes it impossible to supply the somatic
on the topic it covers, with each attempt taking 1d4+1 hours. components for any spell, limiting a spellcaster bound with
Library, complex. More complex libraries are exponentially them significantly. The bound creature cannot attempt to
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larger than basic or simple libraries, and often require a staff of escape the magebinders except by brute force, requiring a
full-time curators to keep up to date and relevant. They cannot successful DC 20 Strength check to break them. Each set of
be purchased, but access to them can be granted by magebinders comes with one key. Without the key, a creature
membership in specific organizations, or by request, as that is not currently bound by the magebinders and that is
appropriate for each institution. They cover multiple topics proficient with thieves' tools can pick the lock with a successful
represented by Intelligence skill checks used to recall lore DC 15 Dexterity check. Magebinders have 20 hit points.
(such as Arcana, History, or Nature). The DM might also allow Music box. When opened, this music box plays a single song
a complex library to include lore about other skills (for at a moderate volume. The box stops playing when it reaches
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example, finding a transcription of an ancient play with the the song’s end or when it is closed.
Performance skill), but using a library is an Intelligence check, Pocket watch. This device keeps accurate time down to the
regardless of which skill is used. minute but must be wound every day. The listed price is for the
Perusal of a complex library takes 1d4+4 hours, grants most basic of time pieces, but more fashionable and decorated
advantage on the skill check, and allows you to reroll failed pieces can be purchased at a commensurately increased price
Intelligence checks on skills and topics they cover, with each point.
attempt taking 1d4+4 hours. In addition, complex libraries also Potion bracer. In the midst of battle, you may not have much
allow you to double your proficiency bonus with the relevant time to imbibe a potion, let alone have a hand free to hold a vial.
skill check, if you already have proficiency in it. A potion bracer is a leather band reinforced with strips of steel,
Below are three examples of such larger institutions: with slots for three potion vials. Worn on the forearm, it allows
The Morgrave University Library in Upper Menthis, Sharn instant hands-free access to these three potions. You may drink
covers all Intelligence (History) checks, and also Intelligence (but not administer) a potion from a worn potion bracer as a
(Arcana and Nature) checks that relate to Xen'drik. Access to bonus action.
However, unlike a potion safely stowed in a pack, potions
slotted into a bracer are very obvious to observers—and can be
directly attacked. As an action, an opponent can attempt to Contributed by Nausicaä Enriquez, with additions by Ian Miner,
smash a potion you have stored in a bracer by making an attack ChamberofE, and Patrick Dunning.
roll contested by your Dexterity save. If your opponent wins the
contest, the attack deals no damage to you, but one of the When rolling for a trinket for an Eberron character, you may
potion vials stored in the bracer (chosen randomly) shatters. roll on the table in the Player’s Handbook, or use the one below.
Potion bracer, adamantine. An adamantine potion bracer is
constructed with additional reinforcement, making it harder
for an enemy to shatter potions stored in it. You have advantage d100 Trinket
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on your contested Dexterity saving throw to resist having one 01–02 A small glass marble, inside of which perpetually
of your potions destroyed while wearing an adamantine potion burns a small blue flame. The marble is icy to the
bracer. touch and provides no useful light.
Due to the increased weight and fortification, an adamantine 03–04 A commemorative coin struck over a century ago,
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potion bracer interferes with spellcasting. If you are not celebrating the wedding of King Jarot
normally proficient with Dexterity saves, you cannot cast spells 05–06 A bronzewood cutlery steak knife
while wearing one. 07–08 A bottle with a floating model elemental airship
Smoke lenses. Invented by House Tharashk to aid them in inside
Eberron dragonshard prospecting, these lenses make vision 09–10 A raptor’s talon
through them dusky. You may ignore the Sunlight Sensitivity 11–12 The mask of a dead Talenta warrior
trait while wearing smoke lenses. The lenses have no effect 13–14 A piece of soarwood bound with small iron rings
against magically produced light. You may put on or remove that floats perfectly in place
smoke lenses as an object interaction without detriment, but if 15–16 A rock with an ancient faded glyph of warding on
the lenses are abruptly removed (such as by being struck with it
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a critical hit) while you are in bright light or sunlight, you are
blinded for 1 minute. You may attempt a DC 15 Constitution
saving throw at the end of each of your turns, ending the
blindness on a success.
You may wear smoke lenses even if you do not have Sunlight
17–18
19–20
21–22
A 12-sided gaming die, but the sides numbered 2
to 13
An invitation to a masquerade that you didn’t
attend
A blank journal resistant both to damage and any
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Sensitivity. If you do not have darkvision, you see everything attempt to write on it
not in direct sunlight as if it was in dim light, but you are not 23–24 A vial of lavender perfume
blinded if the lenses are abruptly removed. 25–26 Half of a floor plan for a Kundarak vault
Smoke stick. A smoke stick is a small ashwood stick that can 27–28 The iron holy symbol of a pre-Sovereign god,
produce a thick plume of smoke when it is struck against a hard which never rusts
surface as an action. You can hold on to the stick or throw it to 29–30 A helmet that saved your life on the battlefield
a point up to 30 feet away as part of the action used to strike it. 31–32 A recurring dream of a small area of calm amidst
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The area in a 10-foot radius around the stick is filled with thick great danger
smoke that blocks vision, including darkvision. The smoke 33–34 The icon of an obscure but dear saint
persists for 1 minute and then dissipates. At the end of this 35–36 A scar from a vampire bite
minute, the wooden stick has completely sublimated into 37–38 A recipe that requires prestidigitation to prepare
smoke and is gone. accurately
Sunrod. This 1-foot gold-tipped iron rod glows brightly 39–40 A tiny pewter figurine of a sleeping dragon
when struck. It clearly illuminates a 30-foot radius and 41–42 A scrap of cloth from an old banner
provides shadowy illumination in a 60-foot radius. It glows for 43–44 A fragment of a beautiful song, written as musical
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6 hours, after which the gold tip is burned out and worthless. notes on two pieces of parchment
Tanglefoot bag. This bag is filled with a writhing, sticky, 45–46 A hilt from a broken sword
black tar-like substance. You can hurl a tanglefoot bag at a point 47–48 A read and reread issue of an adventure magazine
on the ground within 30 feet of you as an action. The bag bursts 49–50 An old Conqueror piece made of black marble
on impact and covers the ground in a 5-foot radius with sticky
goo. That area becomes difficult terrain for 1 minute, and any
creature that starts its turn on the ground in that area has its Inventor's pack (40 gp). Includes a backpack, blanket, an
speed halved for that turn. abacus, a bag of 1000 ball bearings, a bag of 20 caltrops, a bell,
Thunderstone. A thunderstone is a crystalline shard about block and tackle, 5 candles, 5 pieces of chalk, a crowbar, 10 feet
the size of a human's thumb. As an action, you can hurl it at a of string, a glass bottle and 2 glass vials, a hammer, an ink
creature, object, or surface within 30 feet of you. The shard bottle, an ink pen, 5 sheets of parchment, 5 empty belt pouches,
shatters on impact with a blast of concussive energy. Each a tinderbox, a whetstone, and a nonmagical wand. The pack
creature within 10 feet of the point of impact must succeed on also has 50 feet of hempen rope strapped to the side of it.
a DC 10 Constitution saving throw or be knocked prone and
pushed 10 feet away from that point.
d100 Trinket was over. Nowadays, this extremely potent draught can only be
51–52 A silver skull the size of a coin found on the black market.
53–54 One-fifth of a schema from Xen’drik When you drink alchemical wrath, for 1 minute afterward
55–56 A bejeweled orc tusk clasp you may make an extra attack when you take the Attack action
57–58 The lower half of an Aereni death mask on your turn. While many warriors find alchemical wrath to be
59–60 An old elven shadow puppet exhilarating, it is not actually addictive, though it takes a
61–62 The shell of an egg painted with scenes of misery serious toll on the those who drink it. Every time you imbibe a
in disturbing detail dose of alchemical wrath, at the end of its duration, your
63–64 Lucky dice current and maximum hit points are reduced by 5 points for
65–66 Support for a crackpot conspiracy theory every dose you took since your last long rest (5 after the first
67–68 A message in a top-security military code you dose, 10 after the second, etc.). If this reduces your current or
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can’t crack maximum hit points to 0, you immediately die.
69–70 A white tattoo in the Vulkoori drow style Every time you finish a long rest, the reduction of your
71–72 Half a wheel of Karrnathi bitter cheese maximum hit points from the oldest dose is restored.
73–74 An issue of the Korranberg Chronicle covering an
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event that never happened
75–76 A blueprint for an impossibly complex eldritch Weapon (hand crossbow), uncommon (+1), rare (+2), very rare
machine (+3), or legendary (+3)
77–78 An intricately detailed map of one tower in Sharn, This weapon appears to be a hand crossbow, except that it lacks
down to the sewers a crossbar and has a covered flight groove. When making an
79–80 Two tickets to a popular play attack with a bolt launcher, you have a bonus to attack and
81–82 A shard of a conductor stone from the White Arch damage rolls. The bonus is determined by the weapon's rarity.
Bridge Additionally, a bolt launcher creates its own ammunition
83–84 A miniscule planar orrery every time you attack with it, allowing you to ignore both the
85–86 A tooth with a tiny secret compartment inside it loading and ammunition properties of the hand crossbow. If
87–88
89–90
91–92
93–94
95–96
A deed to a house in Cyre
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A rank insignia from a lost military unit
An unusually-shaped dragonshard
The thumb of a warforged
A belt buckle with an embarrassing slogan
you desire, you can load the bolt launcher with pre-existing
ammunition (for instance, if you wish to fire a dragon-slaying
bolt from it). If you do, the bolt launcher does not create
ammunition for the next attack you make with it, firing the
loaded bolt instead.
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97–98 An invitation to a party where a murder When you make an attack with a legendary bolt launcher, you
happened can choose for the created ammunition to be a normal bolt, or
99–00 The knowledge that your name appears in one a bolt made from a special material, such as adamantine,
translation/interpretation of the Draconic byeshk, or mithral. If you do, the bolt has all the properties of
Prophecy that special material.
Bolts fired from a bolt launcher disappear after they hit or
miss their target. The magical propulsion of a bolt fired from a
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to the cantrip caster you know its cantrip, but may only cast it
military research and development of the Last War has by using the cantrip caster as a spellcasting focus for the spell
contributed to the creation of several magic items that anyone (you may use the wand as a spellcasting focus for the cantrip
can wield. imbued in it, even if you normally cannot use a wand as a
spellcasting focus). If you are a spellcaster, you may use your
Spellcasting ability for the cantrip caster’s cantrip. If you are not
Potion, rare already a spellcaster, the cantrip is always cast as if by a 1st-
Developed during the Last War, alchemical wrath is an elixir level character and Intelligence is the spellcasting ability for the
that causes its imbiber to enter a state of pure berserk fury. cantrip imbued in the wand.
Mass production was quickly abandoned when it became Nine out of ten of all cantrip casters are created to cast a
readily apparent that many soldiers who partook of the damage-dealing cantrip, such as fire bolt or ray of frost. Cantrip
experimental concoction and died in battle actually suffered no casters are sold on the open market (where legal) for anywhere
grievous injuries and in fact dropped dead after the fighting between 80 to 120 gp.
Wondrous item, common Wondrous item, uncommon
Darkweave clothing is always custom-made. Outfits This wide, black leather band is adjustable so that it can be
incorporating darkweave clothing typically cost 100 to 200 gp, wrapped and secured around any part of the body. In the center
depending on the tailor and the desired complexity of the outfit. of one side of the belt is a flat-cut khybershard. If the excoriate's
Raw shadow is woven into the material of darkweave band is secured to a dragonmarked creature such that the
clothing, lending a shadowy appearance to you while you wear khybershard is in physical contact with the creature's
it. While in areas of dim light or darkness, you may roll 1d4 and dragonmark, the creature instantly loses all remaining uses of
add the result to Dexterity (Stealth) checks to avoid being seen. the ability to cast a spell or spells granted by their dragonmark
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and cannot regain these uses if the excoriate’s band is still
secured to them at the end of any rest. The excoriate's band
cannot be removed once secured, unless it is unlocked with a
special key.
These items were originally commissioned from the Twelve
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by the King of Galifar in 428 YK, when an infamous excoriate of
House Orien used the teleportation powers of their mark to
burgle priceless works of art from the Vermishard Palaces of
Metrol, also using their powers to elude capture. Not even the
Sentinel Marshals were able to bring in the excoriate, until the
first excoriate's bands were created and distributed. Today,
most city guards in capitals and large metropolises have at least
a couple of excoriate's bands in prominent precincts.
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This bottle of magical wine is made from berries created with
the goodberry spell through a process that preserves their
healing properties. This magical fermenting technique is
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known only to one circle of druids that make their home in the
Wondrous item, common Greenhaunt forest of northern Breland. Until the Day of
This exceptionally crafted quill has a crystal nib cut from a Mourning, the wine was merely a curiosity and a local delicacy
single Siberys dragonshard. The quill can be activated as an of the hamlet of Hatheril just outside the forest. Now, the yearly
action, and it can be used in two ways. By twisting the nib vintage of goodberry wine is a hot commodity with scavengers,
clockwise until it clicks once, the quill's first mode is activated. the Wayfinder Foundation, and other parties interested in
In this mode, the holder of the quill can dictate up to 10 minutes exploring the Mournland, as goodberries and goodberry wine
are among the few magical healing effects that still function
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Greater Repair Uncommon 2d8 + 5
Superior Repair Rare 4d8 + 9
Wondrous item, uncommon Supreme Repair Very Rare 5d8 + 21
The finest in House Lyrandar elemental airship passenger
safety solutions, a lifering is crafted from soarwood. This ring is
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about 3 feet in diameter and 4 inches thick, with four fine
leather grips evenly spaced around its circumference. Each
lifering also has an easily cut cord of twine extended across its
hollow center.
When the cord is cut as an action (AC 0, 1 hit point, immune
to bludgeoning damage), the lifering is activated for 1 minute.
For this duration, the lifering is affected as though by the
feather fall spell, and bestows this effect on up to four creatures,
each grasping one of its four grips. Any creature gains this
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• The duration of the spell increases to 12 hours.
Wondrous item, very rare (requires attunement by a creature • Instead of creating a dome of force, the spell conjures a small
with the Mark of Passage that is at least 9th level) cottage of wood or stone around you that has an area of 20
An astral beacon is a sphere of silver about twice the size of a ft. by 20 ft. The structure has a single story with a ceiling 12
feet high. The walls of the structure are immune to damage.
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human fist, with a Siberys dragonshard embedded in the
center. They are often encased in lead and embedded in walls • The cottage has up to 2 entrances and as many windows as
or floors of House Orien enclaves to escape detection and you wish, all of which are filled with planes of force, instead
prevent theft or destruction. of glass, that behave exactly as the dome of force in a normal
House Orien maintains an enclave with an astral beacon in casting of Leomund's tiny hut (allowing only creatures that
every major city in the Five Nations. By attuning to one astral were in the area of the cottage when it appeared to enter and
beacon, you become attuned to all astral beacons (though this exit, are opaque from the outside but transparent from
counts as only one magic item attunement slot). In doing so, inside, do not allow spells and magical effects to be extended
you gain an awareness of all other astral beacons that exist in a through them, etc.).
linked network. As an action, you can sense the general • The shelter is conjured with furnishings: up to eight
comfortable beds (which may be stacked two high if desired),
from you.
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direction and distance all astral beacons in the network are
for dragonmarked heirs who are excoriated from the house.) range of any teleport effect you create is doubled.
As the fastest method of travel known to Khorvaire, the
services of the astral beacon network are in extremely high
demand by nobles and other houses, commanding a Wondrous item, very rare (requires attunement by a creature
commensurate price. Despite the instantaneous with the Mark of Healing that is at least 9th level)
transportation, the high demand and rarity of heirs with more This low marble slab is inlaid with targath and mithral. Its top
powerful than normal dragonmarks makes it unlikely that an holds a shallow impression roughly of humanoid shape. The
appropriately-marked heir of House Orien will be present in entire slab weighs 400 pounds and is difficult to move. By
any given city at any time. The wait list for such transportation expending a use of cure wounds from your Healing Touch racial
services varies but waiting one's turn in a teleport queue is trait or mass cure wounds from a Siberys Mark of Healing, you
almost always faster than travel by other means. may instead cast the regenerate spell upon a creature on the
slab. When you do, regenerate functions as normal, except the
target must remain on the slab for the entire duration of the
spell (1 hour) to regenerate a lost body part, even if the severed
member is held against the stump. Wisdom is your spellcasting Unlike most magic items, up to five qualified individuals may
ability for this spell. attune to a crystal theater, and attuning to one attunes you to a
network of five crystal theaters. Attunement to a network of
crystal theaters is usually reserved for members of House
Wondrous item, very rare (requires attunement by a creature Phiarlan of high standing and influence. Three attuned
with the Mark of Handling that is at least 9th level) individuals can perform a special ritual that lasts 1 hour to
This leather collar is studded with several Siberys break the attunement of one of the remaining two individuals.
dragonshards synced to the Mark of Handling. Each collar is (This is usually a punishment reserved only for dragonmarked
linked to an associated magical key, a small dragonshard- heirs who are excoriated from the house. When House
embedded metal disk. By attuning to the collar of the wild bond, Thuranni split from House Phiarlan, House Phiarlan
maintained control of all crystal theater networks and any
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you also attune to its paired key, though both items only count
as one toward your magic item attunement limit. Thuranni scions that were attuned to them had their
If you have the paired key on your person while attuned to attunement broken.)
the collar of the wild bond, you can cast the dominate beast spell While attuned to a crystal theater and touching its crystal
at will, requiring no components—on a creature wearing the ball, you may cast scrying, requiring no components. When you
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collar you can see within 60 feet. When you cast dominate beast do, you may only target the location of another crystal theater
in this way, it has a permanent duration that doesn't require in the same network. The scrying spell lasts indefinitely, as long
concentration, and you can target a beast or monstrosity, as you maintain concentration on it and remain within 100 feet
provided the monstrosity’s Intelligence score is 3 or lower. The of the crystal ball. The invisible sensor created by your spell
dominated creature remains under the effects of the spell until may be up to 100 feet away from the crystal ball of the targeted
the collar is removed, or if the collar and key are ever more than crystal theater, and its position may be fine-tuned by you
60 feet away from each other. Additionally, the target of the (usually to attain the maximum view of the stage at the targeted
spell does not gain a new saving throw to resist the spell when location). The massive glass pane of the crystal theater at your
it takes damage. Wisdom is your spellcasting ability for this location displays the view from your sensor, allowing an
spell. audience seated at your location to watch a live performance
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Wondrous item, very rare (requires attunement by a creature
with the Mark of Storm that is at least 9th level)
put on at the target location through the surface of the glass.
Additionally, all sound within 100 feet of the crystal ball of the
targeted crystal theater is also projected from the glass pane of
your crystal theater, allowing members of your audience up to
100 feet away to hear the remote performance as well. You
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This thin circlet of mithral is covered in blue and white enamel must finish a short or long rest before you can cast scrying again
in a pattern suggesting a cloudy sky, with points of Siberys this way. Charisma is your spellcasting ability for this spell.
dragonshards rising up like a crown. Phiarlan playhouses that are home to a crystal theater are
While attuned to the crown of high dominion and wearing it, constructed in such a way that the massive glass pane may be
you may cast control weather, requiring no components. When removed to leave the stage unobscured for live performances,
you cast control weather this way, the radius of the spell is 6 and for the projecting of their performances remotely via
miles, the spell does not require concentration, and it has a crystal theaters at other locations.
duration of 48 hours. You must finish a long rest before you
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some 20 feet wide by 10 feet tall, magically linked to a crystal it, you gain several enhancements:
ball about 2 feet in diameter. The glass pane and the crystal ball
have their magic suppressed whenever they are more than 100
• You may cast detect magic and detect poison and disease at
feet away from each other.
will, requiring no components. Intelligence is your
House Phiarlan is world-renowned for putting on amazing
spellcasting ability for them.
performances and employing some of the most talented
• You may cast detect thoughts, requiring no components. You
playwrights over the centuries. However, even with the
must finish a short or long rest before you may cast this spell
convenience of modern travel, it is sometimes impossible to
again this way. Intelligence is your spellcasting ability for this
leave one's home city to view a Phiarlan play performed with
spell.
its original cast (as the director intended). Thus, the crystal
• You gain proficiency in the Investigation and Perception
theater was developed to allow the house's most talented
skills. If you are already proficient in either of these skills,
performers to reach more people.
you add double your proficiency bonus to checks you make
with them.
• You receive a +5 bonus to your passive Perception score. you wear it. While wearing it, whenever you cast cure wounds
• Any time you cast detect magic, true seeing, or a spell from from your Healing Touch racial trait, instead of rolling dice to
your Spells of the Mark list with a casting time of 1 action, it restore hit points to the target of the spell, you use the highest
can be cast as a bonus action instead. number possible for each die.
A rare Keoghtom's hand has two additional Siberys
dragonshards suspended against the back of your hand when
Wondrous item, common (requires attunement by a creature you wear it. While wearing it, you cast cure wounds from your
with a specific dragonmark) Healing Touch racial trait as a 2nd-level spell. Additionally, you
This amulet, set with a small Siberys dragonshard, is the most may cast spells from your Healing Touch racial trait one
additional time between rests. When you finish a long rest, you
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common and simplest kind of dragonshard focus item. Each
dragonmark focus is tied to a specific dragonmark, such as the regain all expended uses of your Healing Touch racial trait.
Mark of Healing or the Mark of Making, and you can only attune A very rare Keoghtom's hand has a total of six Siberys
to it if you possess that dragonmark. dragonshards, the main one held against your palm, and an
While you wear a dragonmark focus you are attuned to, array of five held against the back of your hand when you wear
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whenever a racial feature allows you to roll a d4 and add it to it. While wearing it, you cast cure wounds from your Healing
the result of certain kinds of ability checks, you may roll a d8 Touch racial trait as a bonus action, and as 3rd-level spell.
instead.
Alternatively, if you do not have such a racial feature (for
instance, if you have a Siberys Dragonmark that did not grow Wondrous item, uncommon (requires attunement by a creature
from a previously existing dragonmark), you gain the racial with the Mark of Passage)
feature of your associated dragonmark, but you may only roll a These long cords of fine leather are studded with alternating
d4 for its associated ability checks. Siberys and Khyber dragonshards. They are attached to the
helm of a House Orien lightning rail coach, reminiscent of the
reins of a mundane coach, and are integral to the operation of
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Wondrous item, uncommon (requires attunement by a creature
with the Mark of Shadow)
An image projector is a 1-foot diameter hoop of silver with a
large flat-cut Siberys dragonshard suspended in its center by
the lightning rail. While attuned to the lightning reins, you may
telepathically command the air elemental bound to the coach,
forcing it to move the coach as you desire.
Since the lightning rail follows a line of conductor stones, this
is usually limited to deciding the speed of the coach, but an
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copper and gold wires. These items were created, ostensibly, to
record visual effects to add spectacle and wonder to House uncontrolled lightning rail coach is bound to "jump the stones"
Phiarlan stage performances, but they can be used to record and crash if speed is not carefully modulated along its route.
any scene.
As an action, you can activate an image projector to visually
record a scene, either an illusion you create, or all activity Wondrous item, uncommon, rare, or very rare (requires
within 10 feet of the image projector. The image projector can attunement by a creature with the Mark of Making)
record up to 1 minute of either scene. Crafted for practicality during the Last War, a reparation
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After the scene is recorded, you can activate the playback apparatus is a strange glove-like device that fits over your hand
function of the image recorder as an action. The recorded scene like a fingerless gauntlet, with numerous tools and implements
replays as a visual illusion above the image projector, with itself sprouting from it. A large Siberys dragonshard is mounted on a
as the center of the illusion. No sound is recorded when the thick band of adamantine at the wrist, with a variable number
image projector is used this way. of smaller Siberys dragonshards studding the circumference of
If you are capable of casting 5th-level spells from your Spells the band depending on the rarity of the reparation apparatus.
of the Mark list, or have a Siberys Mark of Shadow, you may use Rarer varieties of the reparation apparatus have all the
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require attunement, but it does only respond to divination Wondrous item, uncommon (requires attunement by a
spells cast by those who possess the Mark of Shadow. warforged)
When casting clairvoyance and holding a shadow eye, you
This deep blue metal disc is banded in copper and studded with
may target the linked shadow eye with your spell, instead of a
iron. When attached to your chest, over the course of
person or place. If you do, there is no saving throw necessary
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attunement, adamantine reinforcement spreads through your
and no chance for failure, and the range of clairvoyance may be
body. While it is attached, any critical hit against you becomes
any distance as long as both shadow eyes are on the same plane
a normal hit.
of existence.
Unlike most magic items, shadow eyes are created with magic
but are not innately magical themselves, merely serving as a
Wondrous item, rare (+1), very rare (+2), or legendary (+3)
focus for the divination magic cast by a bearer of the Mark of
(requires attunement by a warforged)
Shadow. As such, they cannot be detected with a detect magic
spell, and cannot be identified as what they are with an identify This gleaming steel disc is banded in gold and has several red
spell. dragonshards studded in a ring, the number and size of which
increase with the rarity of the disc. When attached to your
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Wondrous item, very rare (requires attunement by a creature
with the Mark of Making)
This anvil is wrought from cold iron, with a complex circular
chest, over the course of attunement you feel a field of magical
force strengthen your armor plates. While it is attached, you
have a bonus to AC. The bonus is determined by its rarity.
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inlay of silver surrounding an array of small Siberys
Weapon, rare (+1), very rare (+2), or legendary (+3) (requires
dragonshards encircling one larger Siberys shard. Unlike most
attunement by a warforged)
magic items, any number of qualified individuals can attune to
a sky forge and can remain attuned to it so long as they stay This ogre-sized metal gauntlet fits over a warforged's hand and
within 1 mile of the sky forge. forearm. Over the course of attunement, you feel the battlefist
Whenever you cast fabricate, if you are attuned to the anvil physically lock and integrate into your arm, and your sense of
and standing within 1 mile of it, you can fabricate an object of touch extends into the component as if they were your actual
any size, provided that it can be contained within a 100-foot arm and hand. You have a bonus to attack and damage rolls on
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cube, or eighty connected 5-foot cubes. unarmed strikes made with a battlefist. The bonus is
determined by the weapon's rarity.
Unarmed strikes with a battlefist deal damage as if you had 5
Wondrous item, uncommon (requires attunement by a creature monk levels more than you currently do (minimum 5th level).
with the Mark of Storm) If this would increase your effective monk level past 20, your
unarmed strikes with a battlefist deal 1d12 damage instead of
These fine, fingerless leather gloves are decorated with crossed
1d10.
lightning bolts on the palms.
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only communicate back to you, not with each other.
In addition, when you make a saving throw against being Wondrous item, rare (requires attunement by a warforged)
frightened, as a reaction you may grant up to ten warforged This dark metal torc is engraved with symbols representing
within 30 feet of you (including yourself) advantage on saving silence and shadow. When attached, it hinges open and locks
throws against the same effect. Once you use this ability, the around your neck, and over the course of attunement it melds
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circlet cannot produce this effect until 1d12 hours have passed. into your body. Your metal parts gleam less, and the wood and
stone of your body hush quietly when you move. While
attached, you gain proficiency in the Stealth skills, and you do
Wondrous item, common (requires attunement by a warforged) not have disadvantage on Dexterity (Stealth) checks from a
These copper-rimmed crystal lenses come in a paired set. racial trait if you normally do.
When placed over your eyes and attuned to, over the course of
attunement the lenses lock into place in your eye sockets and
form a second layer over your regular crystalline eyes. Wondrous item, legendary (requires attunement by a warforged)
While delver's eyes are attached, you can activate or This large emerald-cut sapphire is fitted in a mithral setting,
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deactivate them on your turn, requiring no action (but you may
only either activate or deactivate once per turn). When you
activate your delver's eyes, they emit a cone of bright light out
to 30 feet, and dim light in an additional 30 feet beyond that.
The cone is always emitted in the direction you are looking.
and is the only one of its kind. When attached, the gem obscures
the ghulra on your forehead, and over the course of attunement
your ghulra appears within the depths of the sapphire, emitting
a dull glow. While attached, you repair 1d6 hit points every 10
minutes, even if you are reduced to 0 hit points or are dead. If
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you lose a body part, the gem causes the missing part to regrow
and return to full functionality after 1d6 + 1 days. If you are
Wondrous item, uncommon (requires attunement by a decapitated, you die but the gem remains attached unless
warforged) deliberately removed, and you grow a new fully functional
This band of copper is decorated with lacquered soarwood body after 1d6 + 1 weeks.
discs. When attached, the copper band melds into your waist The gem can be removed while you are at 0 hit points or dead,
until only the soarwood discs are visible. Over the course of preventing it from repairing you. Your soul enters the gem
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attunement, you feel your sense of balance significantly immediately if your body dies, or if it is removed while you are
improve. You have advantage on Dexterity (Acrobatics) checks at 0 hit points, unless it already houses a soul. You are trapped
to maintain your balance and on all saving throws against any in the gem so long as it is attached to your dead body or
effect that would knock you prone. unattached.
If a warforged attunes to the gem while it already contains a
soul, the two warforged must immediately make contested
Charisma saving throws. The victor gains control of the body;
the loser is trapped in the gem. This test can be repeated once
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even if your hands aren't free. You do not have disadvantage on this tauric form and your true form as an action.
ranged attacks with the shoulderbow even if you are in melee Your tauric form provides you with a number of advantages.
range of an enemy. You have a bonus to attack and damage rolls Your size increases to Large for the purposes of most effects
made with the shoulderbow. The bonus is determined by the (such as grappling, carrying capacity, and your space if your
weapon's rarity. game uses a combat grid). However, your upper body remains
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A shoulderbow magically loads and fires with a thought, the same size, so you continue to use weapons appropriate for
ignoring the Loading property of the light crossbow. Moreover, Medium creatures.
the shoulderbow magically creates bolts to keep the Your base walking speed increases by 10 feet, and you gain a
ammunition case located in its mount filled. The case holds 5 climbing speed equal to your new walking speed.
bolts at a time: whenever one bolt is fired, another one is Your Strength score becomes 27 and your Constitution score
magically created. Bolts vanish if they are removed from the becomes 23, if they are not already higher.
shoulderbow without being shot. The shoulderbow can create You may make unarmed strikes with your lower forelimb’s
20 bolts per day. You can use your own life energy to create claws. When you hit with an unarmed strike using your claws,
additional bolts, at the cost of 1 hit point per bolt. At any time, you deal 1d6 + your Strength modifier slashing damage.
you can expend 3d4 hit points to cast conjure barrage as an You may make two unarmed strikes using your claws as a
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action. The spellcasting ability for this spell is Constitution. Hit
points used to create a bolt or cast conjure barrage are treated
just as if you took damage; they can be healed or repaired
normally.
bonus action.
legs and the bottoms of your feet. Over the course of chosen when it was created.
attunement, you can feel the greaves meld into your legs and
make them feel oddly lighter. While attached, your base
walking speed increases by 5 feet, and you are always
considered to have a running start when jumping.
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Wondrous item, uncommon (requires attunement by a
warforged) The below artifact was contributed by Jarrod Taylor.
This component is a set of large metal crampons. When
attached, they lock into place around your feet. Over the course
of attunement, you can feel the crampons' claws slowly retract Wondrous item, artifact (requires attunement)
into the soles of your feet. While attached, you can extend or For centuries, this relic has been the cause of much speculation
retract these claws as a bonus action. When you make a throughout various esoteric orders—most respectable
Strength (Athletics) check to climb a surface (but not a rope) or scholars refuse to admit that such an item even exists in this
world. An unassuming cap of black leather, the Baker's hat
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a Dexterity (Acrobatics) check to maintain your balance while
these claws are extended, you can add twice your proficiency eludes all known methods of determining any magical
bonus, instead of any proficiency bonus you normally apply. properties, but if any of the legends of the hat are true, surely it
contains some enchantment.
One of the few constants, the experts agree upon, is that by
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Wondrous item, uncommon (requires attunement by a donning the hat, the wearer is filled with all manner of
warforged) knowledge about the world of Eberron, driven by its magic to
seek out knowledge that few others comprehend or
This brass and mithral tube resemble a scroll case, but is made understand. If such legends are true, the wearer of this hat
to fit all varieties of wands. When placed against your forearm automatically succeeds on all Intelligence checks to recall
and attuned to, the cylinder sinks into your arm and becomes knowledge about any topic.
almost seamless with your limb, except for an irising mithral It is also said that there is another side to the hat's luck, and
hatch just below your wrist. that whoever should lose the cap will soon fall under some
While you are attuned to a wand sheath, as an action you may grave misfortune. Rumors hold that Lord Boroman ir'Dayne,
insert any kind of wand inside it. If an inserted wand is a head of the Wayfinder Foundation, wore the hat as he crossed
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magical wand, you may activate and spend charges from it as if
you were holding it in your hand. If the magical wand allows
you to cast spells, you ignore any somatic and inexpensive
material component when casting its spells. If you have the
ability to use wands as a spellcasting focus, you may use the
into the Frostfell, and Baker enthusiasts claim it is the very hat
he is seen fanning himself with in a woodcut brought back by
his Xen'drik expedition crew. Scuttlebutt in the Wayfinder
Foundation hints that their founder's unknown disease set in
shortly after losing his dear cap when escaping a thunder lizard
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inserted wand as a focus without having it in hand, and you stampede. The current whereabouts of the Baker's hat are
ignore the somatic components for spells you cast with it. unknown.
You may eject a wand from a wand sheath as a bonus action. Lore abounds around infamous figures of history said to have
possessed the hat, from the pirate Malleon the Reaver to the
Loremaster Dorius Alyre ir'Korran. The hat usually appears
Wondrous item, common (requires attunement by a warforged) roughly the same in depiction, though variants emerge over
A weapon mount is a hollow elongated canister of interlocking time. Scholars love to debate the change of powers in these so
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metal plates studded with Eberron dragonshards. It attaches to called "editions." One Morgrave student claimed that under
your arm, becoming inseparable from you as long as you're scrutiny he had determined the hat to be made of leather of a
attuned to it. To attune to this item, you must hold it against native to Fernia, but his peers quickly laughed away his
your forearm for the entire attunement period. "hellcow" theory.
As part of a short rest, you may attach any melee weapon that Common haberdasher tales claim that it is the same hat seen
does not have the two-handed property to an attuned weapon throughout history. Recently, however, a Cannith youth
mount. Once attached, you can retract the weapon into your released initial notes on a set of a dozen of these hats of
forearm or extend it from there as a bonus action. While the knowledge, and hinted at an even more mysterious 13th said
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weapon is extended, you can use it as if you were holding it, and to be tied to some other world or unreachable place tied to the
you can't use that hand for other purposes. Prophecy. These findings were unfortunately lost with the Day
The weapon you attach retains its former nature. A of Mourning weeks later...
nonmagical weapon does not become magical, and a magical Whatever truths are tied to this fashion accessory, it seems
weapon retains all of its magical properties. If you attach a the Baker's Hat holds many keys to Eberron.
magical weapon that requires attunement, it shares the same
attunement slot as the weapon mount itself while attached. You
may detach a weapon from the weapon mount at the end of a
short rest.
Grafts are items that can be attached to a creature that is unconscious or desires its removal. If a graft is removed, a
missing a limb or organ. Some mad individuals might seek out regeneration or wish spell can either restore the graft, or
grafts to replace perfectly functioning body parts, in order to restore the creature's original limb or organ (and reverse the
improve themselves beyond their normal limits. reduction of the creature's maximum hit points), depending on
Grafts, no matter how they are made or what body part they whether the graft’s removal was desired.
are replacing, share some basic game rules.
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of artifice and ingenuity. Many veterans of the Last War sought
abilities, they are not considered magic items. They do not take
out these grafts to ameliorate battlefield wounds.
up an attunement slot, and they keep functioning in an
antimagic field or similar effect. The rarity of the graft indicates
the complexity of the procedure required to attach it; the more
Construct graft, legendary
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complex a graft, the rarer it is to find someone capable of
Adamantine skin grafts are made from the same living
attaching the item.
adamantine plating as some warforged, and replace the
Requires Trauma. Whether voluntarily or not, a creature
recipient's skin, which must be flayed prior to grafting.
must have suffered some grievous bodily harm to require a
Procedure. To graft adamantine skin, the recipient creature
graft to replace a piece of themselves. Each graft indicates the
must suffer from a 30-point reduction in their maximum hit
minimum amount by which a creature's hit point maximum
points. The creature performing the grafting procedure must
must be reduced to allow the graft to be attached. This
be proficient in Medicine and Arcana, and succeed on a DC 21
reduction could happen at any point prior to the grafting, and
Wisdom (Medicine) check after 8 uninterrupted hours of
may be purposely self-inflicted, but must still be affecting the
concentrating on the procedure to successfully complete the
creature at the time they receive their graft. Once a graft is
graft.
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attached, this hit point maximum reduction becomes
permanent and cannot be reversed by any means, magical or
mundane, while the graft remains in place.
Difficult to Attach. Grafting an item to a creature requires 8
hours of uninterrupted concentration and a Wisdom
Benefit. The adamantine skin grants the recipient an Armor
Class of 15 + their Dexterity modifier (max +4). Additionally,
the recipient gains resistance to bludgeoning, piercing, and
slashing damage from nonmagical weapons that aren't made
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from adamantine.
(Medicine) check. The DC of the check varies from graft to graft,
Finally, the recipient of an adamantine skin graft can attune
and can only be performed by someone who is proficient in
to and attach warforged components to their chest, head, neck,
both Medicine and another skill (typically Arcana, but in some
and waist as if they were a warforged.
cases Nature or Religion). This procedure can only be
performed on someone who is either willing or unconscious
throughout the procedure. Additional prerequisites for the
creature performing the procedure may apply, depending on Construct graft, rare
Grafting a heart of steel involves implanting a reinforced living
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the graft.
Compatibility. A creature can only support so many grafts, construct heart in the recipient's chest. This heart can be
based on their overall endurance and health. A creature can created whole cloth from a working creation forge, or salvaged
only have a number of grafts equal to or less than their from a living warforged (who dies shortly thereafter).
Constitution modifier (minimum one). Temporary reductions Procedure. To graft a heart of steel, the recipient creature
or boosts to their Constitution score do not affect the number must suffer from a 12-point reduction in their maximum hit
of grafts a creature may have. Additionally, each graft has a type points. The creature performing the grafting procedure must
(construct, elemental, etc.), and a creature can only have grafts be proficient in Medicine and Arcana, and succeed on a DC 15
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of any one type attached to them at a time. Wisdom (Medicine) check after 8 uninterrupted hours of
A Part of You. Grafts function and are powered by the life concentrating on the procedure to successfully complete the
force of the creature they are grafted to, and cannot be salvaged graft.
in a usable state from a dead creature. If a creature with a graft Benefit. The recipient of a heart of steel is immune to disease.
is raised from the dead, they retain any attached grafts. If the Also, if the recipient is dying, they stabilize at the start of their
spell that brought the dead creature back to life is powerful turn.
enough to reconstruct its body, it is reconstructed with the Additionally, the recipient can no longer sleep. When they
grafts it had when it died. take a long rest, they must spend at least six hours in an
Difficult to Remove. Grafts have no combat statistics of their inactive, motionless state, rather than sleeping. In this state,
own, and cannot be targeted or affected separately from the they appear inert, but are not unconscious, and they can see
creature to which they are grafted. They can only be and hear as normal.
removed if the creature to which they are grafted is
Benefit. A single quicksilver leg provides the recipient with
Construct graft, common no unusual benefits, other than being able to walk normally
Composite arm grafts are made from a combination of living after losing a leg. If both of the recipient’s legs are replaced with
wood, stone and metal, similar to that of most warforged, and quicksilver leg grafts, the recipient's base walking speed
replace one or both of the recipient's arms, which must be increases by 5 feet, and they may use the Dash action as a bonus
missing prior to grafting. action.
Procedure. To graft a composite arm, the recipient creature Additionally, if the recipient has two quicksilver legs, they
must suffer from a 4-point reduction in their maximum hit can attune to and attach warforged components to their legs as
points. The creature performing the grafting procedure must if they were warforged.
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be proficient in Medicine and Arcana, and succeed on a DC 10
Wisdom (Medicine) check after 8 uninterrupted hours of
concentrating on the procedure to successfully complete the
Deathless grafts are holy relics of the Aereni. Donated from
graft.
Undying ancestors to their living descendants, elves are
To graft a second composite arm, the recipient must suffer an
typically the only recipients of a deathless graft, and it is
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additional 5-point reduction in their maximum hit points, and
considered one of the greatest blessings a living worshiper of
the creature performing the grafting must succeed on a second
the Undying Court can bear.
procedure with the same requirements as the first arm's.
Benefit. The recipient of a composite arm graft can make
unarmed strikes with it, dealing bludgeoning damage equal to
Deathless graft, rare
1d4 + their Strength modifier on a hit. When the recipient takes
An Arm of the Ancestor graft is either an entire arm, or
the Attack action and attacks with a light melee weapon that
extensive amounts of muscle, skin, and sinew from the arm of a
they are holding in their other hand, they can use a bonus
donor deathless elf of the Undying Court. The recipient gains
action to make an unarmed strike with the composite arm, but
not only the strength of the deathless elf, but also the ability to
they do not add their Strength modifier to the damage of the
channel the healing energies of Irian.
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unarmed strike, unless that modifier is negative.
If the recipient has both of their arms replaced with
composite arm grafts, they may attack with one as a bonus
action when they take the Attack action to make an unarmed
strike with the other, though they do not add their Strength
Procedure. To graft an Arm of the Ancestor, the recipient
creature must suffer from a 5-point reduction in their
maximum hit points. The creature performing the grafting
procedure must be an elf who worships the Undying Court and
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be proficient in Medicine and Religion, and succeed on a DC 17
modifier to the damage of the bonus action unarmed strike,
Wisdom (Medicine) check after 8 uninterrupted hours of
unless that modifier is negative.
concentrating on the procedure to successfully complete the
Additionally, the recipient of one or two composite arms can
graft.
attune to and attach warforged components to either arm as if
Benefit. The recipient of an Arm of the Ancestor graft has a
they were a warforged.
+1 bonus on attack and damage rolls made with weapons held
with it, or unarmed strikes made with it.
Additionally, the recipient has a pool of healing power that
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Procedure. To graft legs of the Undying Marcher, the The creature performing the grafting procedure must be an elf
recipient creature must suffer from a 16-point reduction in who worships the Undying Court and be proficient in Medicine
their maximum hit points. The creature performing the grafting and Religion, and succeed on a DC 13 Wisdom (Medicine) check
procedure must be an elf who worships the Undying Court and after 8 uninterrupted hours of concentrating on the procedure
be proficient in Medicine and Religion, and succeed on a DC 17 to successfully complete the graft.
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Wisdom (Medicine) check after 8 uninterrupted hours of Benefit. The recipient of a bone plating graft has natural
concentrating on the procedure to successfully complete the armor that grants it an Armor Class of 13 + their Dexterity
graft. modifier. Additionally, they have resistance to cold damage.
Benefit. Legs of the Undying Marcher grant their recipient
advantage on all Dexterity saving throws, as well as any saving
throws to resist being moved against their will. Additionally, Deathless graft, very rare
the recipient cannot gain levels of exhaustion due to a forced Grafts of deathless flesh transplant muscle, sinew, and
march. subdermal tissue donated from a deathless elf of the Undying
Court. Recipients of grafts of deathless flesh must therefore be
extensively maimed or flayed before receiving such an
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exhaustion, and grants the recipient immunity to Abi-Dalzim's recipient uses this action, they cannot do so again until they
horrid wilting (Xanathar's Guide to Everything), blight, and any finish a short or long rest.
other spell or effect that relies on harming the target due to
dehydration or removing moisture from the target.
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Additionally, when submerged in water, the recipient's body Elemental graft (earth), rare
becomes mostly translucent, allowing them to make Dexterity This skin replaces most of the recipient’s skin with the vital
(Stealth) checks to hide even if they are not obscured or behind rocky hide of an earth elemental, granting them protection.
cover. Procedure. To graft earthskin to a creature’s body, the
recipient creature must suffer from a 20-point reduction in
their maximum hit points and have a single khybershard worth
Elemental graft (air), uncommon 9,000 gp embedded in their chest. The creature performing the
The hands of an air elemental are bound to a recipient’s wrists grafting procedure must be proficient in Medicine and Arcana,
to replace their own hands, allowing them to summon short and succeed on a DC 20 Wisdom (Medicine) check after 8
gales of wind. uninterrupted hours of concentrating on the procedure, and
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Procedure. To graft buffeting fists, the recipient creature
must suffer from a 5-point reduction in their maximum hit
points and have two khybershards worth 250 gp embedded in
their wrists, one in each limb. The creature performing the
grafting procedure must be proficient in Medicine and Arcana,
must know the secret of elemental binding (see Binding
Elementals sidebar in Chapter 2) and cast planar binding on the
recipient to successfully complete the graft.
Benefit. The recipient’s skin becomes a rough, stony texture,
and their AC can’t be less than 18, regardless of what kind of
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and succeed on a DC 13 Wisdom (Medicine) check after 8 armor they wear.
uninterrupted hours of concentrating on the procedure, and Additionally, the recipient gains a burrow speed of 20 feet.
must know the secret of elemental binding (see Binding The recipient can burrow through sand, earth, mud, and even
Elementals sidebar in Chapter 2) and cast planar binding on the nonmagical unworked stone. The recipient doesn’t disturb the
recipient to successfully complete the graft. material they move through while burrowing.
Benefit. The recipient of a buffeting fists graft may deflect
incoming missiles. When they are hit by a ranged weapon
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attack, they may reduce the damage they take from the attack Elemental graft (any), legendary
as a reaction. The damage is reduced by 1d10 + their Dexterity An elemental core graft replaces most of a creature's internal
modifier + twice the number of air elemental grafts they have organs and structure with a raw primal element. To outside
attached. observers, the recipient appears much as they did before,
Additionally, the recipient may also cast the gust of wind spell except that their eyes and mouth are visibly filled with the
without expending a spell slot. They may cast the spell this way element that the graft is comprised of.
once, and must complete a long rest before they may do so Procedure. To graft an elemental core, the recipient creature
again. must suffer from a 40-point reduction in their maximum hit
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Finally, the recipient is considered to be both a humanoid attacks or touches them until the start of their next turn takes
and an elemental, and they cease to age. 3d6 fire damage (including the triggering creature). Once the
recipient uses this blazing blood effect, they must finish a short
or long rest before they may do so again.
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Elemental graft (water), rare
An oceanic adaptation graft completely replaces the recipient
creature's arms with the arms of an actual water elemental, Elemental graft (fire), rare
allowing the recipient to propel themselves in water with the Inserting an khybershard with a bound fire elemental behind
utmost ease. each eye gives a creature a powerfully baleful gaze, able to light
Procedure. To graft an oceanic adaptation, the recipient things aflame with a glance.
creature must suffer from a 12-point reduction in their Procedure. To graft a scorching gaze, the recipient
maximum hit points and have two khybershards worth 2,000 creature must suffer from an 18-point reduction in their
gp each embedded in their body, one on each of their shoulders, maximum hit points and have two olive-sized khybershards
where the elemental arms will be attached. The creature worth 2,500 gp embedded in their head, one behind each eye.
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performing the grafting procedure must be proficient in
Medicine and Arcana, and succeed on a DC 15 Wisdom
(Medicine) check after 8 uninterrupted hours of concentrating
on the procedure, and must know the secret of elemental
binding (see Binding Elementals sidebar in Chapter 2) and cast
The creature performing the grafting procedure must be
proficient in Medicine and Arcana, and succeed on a DC 20
Wisdom (Medicine) check after 8 uninterrupted hours of
concentrating on the procedure, and must know the secret of
elemental binding (see Binding Elementals sidebar in Chapter
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planar binding on the recipient to successfully complete the 2) and cast planar binding on the recipient to successfully
graft. complete the graft.
Benefit. An oceanic adaptation graft grants the recipient Benefit. On their turn, the recipient of a scorching gaze
creature a swim speed of 50 feet. graft can cause their eyes to alight with a raging inferno,
Additionally, while underwater, the recipient is unaffected requiring no action. While the recipient’s eyes are burning, if a
by difficult terrain, and spells and other magical effects can creature starts its turn within 30 feet of the recipient and the
neither reduce the recipient's speed nor cause the recipient to two of them can see each other, the recipient can force the
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Elemental graft (fire), very rare eyes again. If it looks at the recipient in the meantime, it must
Grafting heartfire to a creature involves replacing their blood immediately make the save.
with the magma-like blood of a fire elemental, and magically Keeping their eyes burning for too long can be hazardous
reinforcing their circulatory system to sustain such extreme to the recipient of a scorching gaze graft. The recipient can keep
temperatures. their eyes burning for 1 minute safely, but thereafter takes 1
Procedure. To graft heartfire, the recipient creature must fire damage at the start of each of their turns. When the
suffer from a 30-point reduction in their maximum hit points recipient finishes a long rest, they can safely keep their eyes
and have a single khybershard worth 8,000 gp embedded in burning for 1 minute again.
Elemental graft (earth), uncommon Elemental graft (air), very rare
This graft replaces the lower legs and feet of the recipient’s feet This complicated graft binds the essence of the whirlwind to
with living quartz and slate, allowing them to sense vibrations the recipient’s extremities, allowing their body to transform
through the ground. back and forth from flesh-and-blood to a howling tornado.
Procedure. To graft tremor soles to a creature’s feet, the Procedure. To graft whirlwind form to a creature’s legs,
recipient creature must suffer from an 8-point reduction in the recipient creature must suffer from a 25-point reduction in
their maximum hit points and have two khybershards worth their maximum hit points and have four khybershards worth
250 gp embedded in their knees, one in each joint. The creature 1,000 gp embedded in their legs and arms, one in each limb.
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performing the grafting procedure must be proficient in The creature performing the grafting procedure must be
Medicine and Arcana, and succeed on a DC 13 Wisdom proficient in Medicine and Arcana, and succeed on a DC 15
(Medicine) check after 8 uninterrupted hours of concentrating Wisdom (Medicine) check after 8 uninterrupted hours of
on the procedure, and must know the secret of elemental concentrating on the procedure, and must know the secret of
binding (see Binding Elementals sidebar in Chapter 2) and cast elemental binding (see Binding Elementals sidebar in Chapter
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planar binding on the recipient to successfully complete the 2) and cast planar binding on the recipient to successfully
graft. complete the graft.
Benefit. At the start of the graft recipient’s turn, they may Benefit. The recipient of a whirlwind form graft may cast
voluntarily reduce their speed to 0. If they do, they can sense the warding wind spell (Xanathar’s Guide to Everything)
the number and location of all creatures within 20 feet that are without expending a spell slot. When they do, the spell’s
in contact with the same ground or substance as the recipient. duration is 1 hour and does not require concentration.
The recipient knows the exact location of creatures the Additionally, the recipient is not deafened by the wind created
moment they chose to reduce their speed to 0, but they cannot by the spell, and any creature that enters the radius of the wind
sense movement after that instant. for the first time on their turn, or starts their turn inside it, must
The living stone of the recipient’s lower legs are bulky and succeed on a Constitution saving throw or be blinded until the
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lumbering, reducing their movement speed by 5 feet. end of their next turn. Finally, for the duration of the spell, the
recipient gains a fly speed of 20 feet, and can hover.
Constitution is the spellcasting ability for this spell. The
recipient of this graft may cast the spell this way once, and must
complete a short or long rest before they may do so again.
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n elemental mote is the weakest kind of elemental
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spirit that is distinct from the primal essence of their An earth mote is an elemental spirit from Lamannia, bound to
home plane. When conjured into the material plane, a khybershard at its core. Should the khybershard at its center
their essence is so weak it must be bound to a be shattered, the elemental spirit returns to its home plane. It
Khyber dragonshard worth at least 50 gp in order to not appears as a clump of dirt that floats slowly in the air, though it
instantly dissipate back to its home plane. is capable of moving much faster if it lands and glides through
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Artificers and wizards that know the secret techniques of the earth.
elemental binding typically create elemental motes to serve as
power sources and lab assistants, though they can be used as
guardians in a pinch.
Tiny elemental, unaligned
An air mote is an elemental spirit from Syrania, bound to a Armor Class 15 (natural armor)
khybershard at its core. Should the khybershard at its center be Hit Points 31 (7d4 + 14)
shattered, the elemental spirit returns to its home plane. It Speed 0 ft., burrow 30 ft., fly 15 ft. (hover)
usually appears as a tiny white cloud about the size of a pigeon, STR DEX CON INT WIS CHA
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but when entering combat, it becomes a diminutive black
thunderhead capable of discharging small arcs of tiny lightning.
14 (+2) 10 (+0) 14 (+2)
Damage Vulnerability thunder
Damage Immunities poison
5 (–3) 10 (+0)
Damage Vulnerability thunder Faint Tremorsense. While in contact with the ground, the
Damage Resistance lightning earth mote gains tremorsense out to 30 feet as long as it has not
Damage Immunities poison moved within the last minute.
Condition Immunities exhaustion, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages None, understands Auran
Actions
Challenge 1/4 (50 XP) Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
4 (1d4 + 2) bludgeoning damage.
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Actions
Discharge. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) lightning damage.
A fire mote is an elemental spirit from Fernia, bound to a A water mote is an elemental spirit from Lamannia or Risia,
khybershard at its core. Should the khybershard at its center be bound to a khybershard at its core. Should the khybershard at
shattered, the elemental spirit returns to its home plane. It its center be shattered, the elemental spirit returns to its home
appears as a floating flame about the size of a small campfire. plane. It usually appears as a globe of water slowly drifting
through the air, though it can move much faster when
submerged in water. When it freezes, sharp crystalline ice
extends from its surface.
Tiny elemental, unaligned
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Armor Class 12
Hit Points 31 (7d4 + 14)
Speed 0 ft., fly 30 ft. (hover) Tiny elemental, unaligned
STR DEX CON INT WIS CHA Armor Class 14 (natural armor)
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10 (+0) 14 (+2) 14 (+2) 5 (–3) 10 (+0) 1 (–5) Hit Points 31 (7d4 + 14)
Speed 0 ft., swim 30 ft., fly 15 ft. (hover)
Damage Vulnerability cold
Damage Immunities fire, poison STR DEX CON INT WIS CHA
Condition Immunities exhaustion, poisoned, unconscious 10 (+0) 14 (+2) 14 (+2) 5 (–3) 10 (+0) 1 (–5)
Senses darkvision 60 ft., passive Perception 10 Damage Vulnerability lightning
Languages None, understands Ignan Damage resistances acid
Challenge 1/4 (50 XP) Damage Immunities poison
Condition Immunities exhaustion, poisoned, unconscious
Illumination. The fire mote sheds bright light in a 20-foot Senses darkvision 60 ft., passive Perception 10
Languages None, understands Aquan
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radius and dim light in an additional 20 feet.
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This tiny creature appears to be a thick, swollen slug with a
creatures that seek out a host to merge with. The
lamprey-like mouth. Though it feeds on its host's vitality like
daelkyr are fond of gifting symbionts as rewards to
any other symbiont, a breed leech also introduces alien
their favored servants and cultists, and daelkyr
chemicals into the host's body that bolster the host's fortitude.
typically use them as living arms and armor. The warped
Despite this benefit, the true purpose of the breed leech is to
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progeny of daelkyr influence, daelkyr half-bloods, are also born
spread the "progeny" of the daelkyr. The alien fluids it injects
with symbiont twins. All symbionts share the following game
into a host will mutate any developing embryo, if present.
mechanics:
Should a pregnancy come to term after this mutation takes
Attach. Symbionts are creatures that can join with a host,
place, the child will be born as a daelkyr half-blood.
and most cannot attach to an unwilling host. Typically, to attach
a symbiont, it must be attuned to as though it were a magic
item. While attached in such a way, the symbiont cannot take
any actions and is a sentient magic item for all purposes. For Tiny aberration (symbiont), neutral evil
example, it cannot be targeted by spells or effects that target Armor Class 12
creatures. Hit Points 2 (1d4)
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Symbiotic Nature. Symbionts can't be removed from a
host while they’re attuned to it, and the host can't voluntarily
end their attunement to the symbiont. If the host is willingly
targeted by a spell that ends a curse, its attunement to all
symbionts it is attached to ends, and they detach from the host.
Speed 20 ft.
STR DEX CON
6 (–2) 15 (+2) 11 (+0) 5 (–3)
INT WIS
8 (–1)
CHA
10 (+0)
Senses blindsight 30 ft. (blind beyond this radius without a
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Most symbionts impose some detrimental effect when host), passive Perception 9
forcibly detached this way. In some cases the detached Languages telepathy (host only)
symbiont violently reacts to being expelled, damaging the Challenge 0 (0 XP)
former host’s body on the way out. Sometimes though, the
host’s body adjusted to the presence of the symbiont while it Attach. Wondrous item, uncommon (requires attunement)
was attuned, and it loses some vital function with it gone. While a breed leech is attached to a host, the host regains all
Telepathy. Symbionts can telepathically perceive their expended Hit Dice when they finish a long rest, ignores the first
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surroundings through the host’s senses and mentally level of exhaustion they would gain in any given 24-hour period,
communicate with their host, if their host knows at least one and has advantage on Constitution saving throws to resist
language. disease and being poisoned.
Curse. If the breed leech is attached to a pregnant humanoid
host for at least 24 hours, the child the host is carrying will be
born as a daelkyr half-blood. This property of the breed leech is
undetectable by divination and it can’t be reversed by magic.
Many of the symbionts in this appendix are creature versions Symbiotic Nature. A breed leech can't be removed from a
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of symbiont magic items in Eberron: Rising from the Last War, host while they’re attuned to it, and the host can't voluntarily
and Keith Baker’s Exploring Eberron (used with permission). end their attunement to it. If the host is targeted by a spell that
The Attach and Symbiont Nature mechanics are adapted from ends a curse, their attunement to the breed leech ends, and it
these sources, with the exception of detachment penalties. detaches from the host.
The Adventurer’s Almanac adds these penalties because the When a breed leech is detached, it leaves its former host
author feels that symbiont items should be creepy and poisoned for 24 hours.
disturbing in effect as well as flavor. While attached, the host
suffers no penalty, but once removed, the toll a symbiont exacts
from its former host becomes horrifically apparent. If you Actions
would rather not use these drawbacks, feel free to exclude Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:
them from your game. 1 piercing damage and the target instantly attunes to the breed
leech as it attaches itself. If the target is already attuned to their
maximum number of magic items, one random attunement is
overridden.
Magic item mechanics designed by Keith Baker and Will Brolley, Magic item mechanics designed by Keith Baker and Will Brolley,
Adapted from Exploring Eberron Adapted from Exploring Eberron
Appearing as a blob of leathery flesh, a coat of many eyes is This disturbing creature resembles a monstrous, severed hand.
covered with the eyes of several different kinds of creatures, It skitters about in disturbing motions akin to a spider. A host
each independently moving, gazing at its surroundings. can wear this symbiont like a glove, gaining a claw attack.
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Small aberration (symbiont), neutral evil Tiny aberration (symbiont), neutral evil
Armor Class 3 Armor Class 13 (natural armor)
Hit Points 45 (7d6 + 21) Hit Points 4 (2d4)
Speed 1 ft. Speed 20 ft.
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
4 (–3) 1 (–5) 17 (+3) 5 (–3) 20 (+5) 16 (+3) 18 (+4) 13 (+1) 11 (+0) 5 (–3) 8 (–1) 10 (+0)
Skills Perception +9 Senses passive Perception 9
Damage Immunities bludgeon, piercing, and slashing from Languages telepathy (host only)
attacks made with weapons that aren’t byeshk Challenge 1/4 (50 XP)
Senses darkvision 120 ft., passive Perception 19
Languages telepathy (host only) Attach. Wondrous item, uncommon (requires attunement)
Challenge 0 (0 XP) When a crawling gauntlet is attuned to, it surrounds the host’s
hand and forearm, fusing to their flesh.
Attach. Armor (studded leather); uncommon, rare, or very rare When the host makes an unarmed strike, they can slash with
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(evolves with service to Belashyrra, requires attunement)
When a host attunes to the coat of many eyes, the coat binds
itself to the host’s flesh and shares its insight, granting the
following benefits:
the talons on the gauntlet. On a hit, the host deals slashing
damage equal to 1d6 + their Strength modifier, in place of the
normal damage of their unarmed strike.
Additionally, the host can project an ectoplasmic duplicate of
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• The armor lets you see in all directions, and you have the gauntlet, allowing them to manipulate objects at a distance.
advantage on Wisdom (Perception) checks that rely on sight. While wearing the crawling gauntlet, the host can use an action
• You have darkvision out to a range of 120 feet. to cast mage hand.
Gifts of the All-Seer. All coats of many eyes are linked to Symbiotic Nature. A crawling gauntlet can’t be removed
Belashyrra, and while wearing one a host may receive from a host while they’re attuned to it, and the host can't
visions—flashes of things the Lord of Eyes wishes to see voluntarily end their attunement to it. If the host is targeted by
through them. If the host follows through with these tasks, the a spell that ends a curse, their attunement to the crawling
coat can evolve, gaining additional powers and increasing its gauntlet ends, and it detaches from the host.
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Actions
None. A coat of many eyes has no effective attacks.
This fat slug is covered in oily rainbow-shimmering slime. On On its own, a living armor looks like a round mass of muscle
its own, an earworm looks harmless, but it can defend itself by and black chitin, and is defenseless except for its extreme
projecting chaotic psychic static into another creature’s mind. durability. When attached to a creature, the symbiont extends
tendrils deep into the host's body, entwining around organs
and injecting alien fluids into the host's circulatory system.
Though disturbing and torturously painful, a host gains several
Tiny aberration (symbiont), neutral evil
defensive benefits if it survives the process.
Armor Class 10
Hit Points 5 (2d4)
Speed 15 ft.
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STR DEX CON INT WIS CHA Small aberration (symbiont), neutral evil
6 (–2) 10 (+0) 11 (+0) 10 (+0) 8 (–1) 17 (+3) Armor Class 5
Senses blindsight 60 ft. (blind beyond this radius without a Hit Points 85 (10d6 + 50)
host), passive Perception 9 Speed 1 ft.
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Languages understands Daelkyr, but can’t speak, telepathy 10 STR DEX CON INT WIS CHA
miles (daelkyr, host, or other earworms only) 4 (–3) 1 (–5) 21 (+5) 5 (–3) 15 (+2) 14 (+2)
Challenge 1 (200 XP) Saving Throws Con +7
Damage Immunities bludgeon, piercing, and slashing from
Attach. Wondrous item, uncommon (requires attunement) attacks made with weapons that aren’t byeshk
To attune to an earworm, a host must hold it against the skin Senses blindsight 30 ft. (blind beyond this radius without a
behind their ear for the entire attunement period, whereupon host), passive Perception 9
it burrows into the host’s head and bonds to their brain. While Languages telepathy (host only)
the earworm is inside a host, they can speak, read, and write Challenge 0 (0 XP)
Daelkyr.
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Spells. The earworm has 4 charges. The host can cast the
following spells from it, expending the necessary number of
charges (spell save DC 15): detect thoughts (2 charges) or
dissonant whispers (1 charge). Each time the host uses the
Attach. Armor (any), very rare (requires attunement)
This hideous armor is formed from black chitin, beneath which
veins pulse and red sinews glisten. To attune to this item, a host
must wear it for the entire attunement period, during which
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earworm to cast the detect thoughts spell, it sends the tendrils on the inside of the armor burrow into them.
information gleaned to the nearest daelkyr, or to the next While wearing this armor, the host has a +1 bonus to Armor
nearest earworm until it reaches a daelkyr. Class, and they have resistance to necrotic, poison, and psychic
The earworm regains 1d4 expended charges daily at dawn. damage.
Symbiotic Nature. An earworm can’t be removed from a host Symbiotic Nature. The armor requires fresh blood be fed to
while they’re attuned to it, and the host can't voluntarily end it. Immediately after the host finishes any long rest, they must
their attunement to it. If the host is targeted by a spell that ends either feed half of their remaining Hit Dice to the armor (round
a curse, their attunement to the earworm ends, and it detaches up) or take 1 level of exhaustion.
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from the host. Living armor can’t be removed from a host while they’re
When an earworm is detached, it leaves behind a hole in the attuned to it, and the host can't voluntarily end their
auditory center of the former host’s brain where it once resided. attunement to it. If the host is targeted by a spell that ends a
The former host is deafened and can’t communicate curse, their attunement to the living armor ends, and it
telepathically by any means. A lesser restoration spell or similar detaches from the host.
magic can restore the former host’s hearing and potential to When living armor is detached, its tendrils wildly thrash on
communicate telepathically. the way out of the former host’s body. The former host must
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Hit Points 5 (2d4) Hit Points 5 (2d4)
Speed 20 ft. Speed 15 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 11 (+0) 5 (–3) 12 (+1) 10 (+0) 6 (–2) 1 (–5) 16 (+3) 1 (–5) 6 (–2) 1 (–5)
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Senses passive Perception 11 Damage Immunities acid, poison
Languages telepathy (host only) Condition Immunities blinded, charmed, deafened,
Challenge 1/8 (25 XP) exhaustion, frightened, poisoned, prone
Senses blindsight 60 ft. (blind beyond this radius without a
Attach. Wondrous item, uncommon (requires attunement) host), passive Perception 8
To attune to a living glove, a host must wear it for the entire Languages —
attunement period, during which the glove bonds with their Challenge 0 (10 XP)
skin and muscle. A host may only attune to one living glove at a
time. Attach. Wondrous item, very rare (requires attunement)
While attuned to a living glove, the host gains one of the To attune to morphing ooze, a host must first ingest it,
the glove):
• Sleight of Hand
• Thieves' tools
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following proficiencies (the host’s choice when they attune to unlocking the following properties.
Resistant. While attuned to morphing ooze, a host has
resistance to poison and acid damage, and they’re immune to
the poisoned condition.
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• One kind of artisan's tools of the host’s choice Amorphous. As an action, the host can speak a command
• One kind of musical instrument of the host’s choice word and cause their body to assume the amorphous qualities
When the host makes an ability check using the chosen of an ooze. For the next minute, the host (along with any
proficiency, they add double their proficiency bonus to the equipment they're wearing or carrying) can move through a
check, instead of their normal proficiency bonus. space as narrow as 1 inch wide without squeezing. Once a host
Symbiotic Nature. A living glove can’t be removed from a uses this property, it can't be used again until the next dawn.
host while they’re attuned to it, and the host can't voluntarily Acid Breath. As an action, the host can exhale acid in a 30-foot
end their attunement to it. If the host is targeted by a spell that line that is 5 feet wide. Each creature in that line must make a
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ends a curse, their attunement to the living glove ends, and it DC 15 Dexterity saving throw, taking 36 (8d8) acid damage on
detaches from the host. a failed save, or half as much damage on a successful one. Once
When a living glove is detached, it flays its former host’s hand the host uses this property, it can't be used again until the next
of all its skin as it goes, dealing 5 (1d10) slashing damage. dawn.
Furthermore, the former host has disadvantage on all ability Black Eruption. If the host dies while the morphing ooze is
checks and attack rolls made using the flayed hand, until a inside them, it bursts out and engulfs the host, turning their
lesser restoration spell or similar magic is used to regrow their corpse into a black pudding allied with the daelkyr.
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appendage’s lost skin. Symbiotic Nature. A morphing ooze can’t be removed from a
host while they’re attuned to it, and the host can't voluntarily
Actions end their attunement to it. If the host is targeted by a spell that
ends a curse, their attunement to the morphing ooze ends, and
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: it detaches from the host.
4 (1d4 + 2) slashing damage. When a morphing ooze is detached, it seeps out of the former
host’s digestive tract, leaving behind a foul substance that
afflicts them with a debilitating disease. Until cured, the former
host has disadvantage on all ability checks and saving throws.
Actions
Acid Spittle. Ranged Weapon Attack: +0 to hit, range 30 ft., one
target. Hit: 2 (1d4) acid damage.
Magic item mechanics designed by Keith Baker and Will Brolley, Magic item mechanics designed by Keith Baker and Will Brolley,
Adapted from Exploring Eberron Adapted from Exploring Eberron
A shadow sibling is often confused for an undead shadow This symbiont appears to be a large beetle with shiny, prismatic
creature, as it appears to be a vaguely dark, intangible chitin. Barely sentient on its own, a spellburrow nonetheless
humanoid. In reality it is a hollow, thin sheath of tissue that can possesses great arcane potential. It must anchor itself in a
attach to a host like a second skin, granting it a shadowy humanoid’s grey matter in order to awaken its alien sentience,
appearance. finally able to understand the full power it holds.
The below spellburrow knows fire bolt, but this can be
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replaced with any sorcerer or warlock cantrip. The host knows
this cantrip while the spellburrow is attached.
Medium aberration (symbiont), neutral evil
Armor Class 14
Hit Points 45 (6d8 + 18)
Tiny aberration (symbiont), neutral evil
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Speed 30 ft.
STR DEX CON INT WIS CHA Armor Class 12
1 (–5) 19 (+4) 16 (+3) 10 (+0) 12 (+1) 10 (+0) Hit Points 10 (4d4)
Skills Stealth +8 Speed 20 ft.
Damage Resistances acid, cold, fire, lightning, thunder; STR DEX CON INT WIS CHA
bludgeon, piercing, and slashing from attacks made with 6 (–2) 15 (+2) 11 (+0) 5 (–3) 8 (–1) 16 (+3)
weapons that aren’t byeshk Senses passive Perception 9
Senses passive Perception 11 Languages telepathy (host only)
Languages understands Daelkyr but can't speak, telepathy Challenge 1 (200 XP)
(host only)
Challenge 2 (450 XP)
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Attach. Wondrous item, rare (requires attunement)
The shadow sibling condenses into a black jewel-like object that
Attach. Wondrous item, uncommon (requires attunement)
To attune to a spellburrow, a host must place it on their head. In
the process of attunement, it digs in and burrows through the
host’s skull, awakening its strange alien sentience that
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fuses to the center of a host’s forehead when they attune to it. responds to the host’s desires.
As a bonus action, the host can cause the shadow sibling to An attached spellburrow knows one cantrip of the DM’s
exude or retract an ectoplasmic shadow that surrounds their choice drawn from the sorcerer or warlock spell list, and the
body and conceals them from prying eyes. While the shadow is host can cast this cantrip as if they know it. In addition, a
active, Wisdom (Perception) checks made to see the host have spellburrow knows one 1st-level spell and one 2nd-level spell
disadvantage, and the host has advantage on Dexterity from the same spell list its cantrip is from. If the host has the
(Stealth) checks made to hide. Spellcasting or Pact Magic class feature, they can cast these
In addition, when the host is hit by an attack, they can use spells as if they had prepared or learned them, and they don’t
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their reaction to spend one Hit Die to shield themselves, rolling count against the number of spells the host can prepare or
the die and adding the result as a bonus to their AC, including know. The host can choose to use either their Intelligence
against the triggering attack. This bonus lasts until the end of modifier, or a spellcasting ability modifier they have gained
the host’s next turn. from another source, for these spells.
Symbiotic Nature. A shadow sibling can’t be removed from a Symbiotic Nature. A spellburrow can’t be removed from a
host while they’re attuned to it, and the host can't voluntarily host while they’re attuned to it, and the host can't voluntarily
end their attunement to it. If the host is targeted by a spell that end their attunement to it. If the host is targeted by a spell that
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ends a curse, their attunement to the shadow sibling ends, and ends a curse, their attunement to the spellburrow ends, and it
it detaches from the host. detaches from the host.
When a shadow sibling is detached, the former host no longer When a spellburrow is detached, it begins to claw its way out
casts a shadow and is vulnerable to cold, necrotic, and psychic from its former host’s skull, reducing its former host’s
damage. This effect remains until a greater restoration spell or Intelligence score by 2d4 every round. At the end of each of the
similar magic is used to restore the host’s shadow. former host’s turns, it may make a DC 13 Constitution saving
throw, expelling the spellburrow on a success. If the spellburrow
Actions reduces its former host’s Intelligence score to 0, they die. This
reduction lasts until the former host finishes a long rest.
Corrupting Touch. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) cold or necrotic damage (the
shadow sibling’s choice). Actions
Fire Bolt (Cantrip). Ranged Spell Attack: +5 to hit, range 120 ft.,
one target. Hit: 11 (2d10) fire damage.
Similar in appearance to an eel, except for the large humanoid This creature appears to be a long, thin snake with its skin and
eye replacing its head, a stormstalk's sleek body crackles with scales flayed, leaving wet, slimy muscle. Its psychic venom is
electricity. It can discharge this lighting through its eye, and capable of paralyzing prey, and a host can use the creature as a
allows a host to use this attack as well. deadly whip.
Tiny aberration (symbiont), neutral evil Tiny aberration (symbiont), neutral evil
Armor Class 14 (natural armor) Armor Class 17 (natural armor)
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Hit Points 7 (3d4) Hit Points 14 (4d4 + 4)
Speed 10 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (–2) 17 (+3) 10 (+0) 5 (–3) 8 (–1) 11 (+0) 9 (–1) 18 (+4) 13 (+1) 7 (–2) 8 (–1) 10 (+0)
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Senses passive Perception 9 Skills Stealth +6
Languages telepathy (host only) Damage Immunities poison
Challenge 1 (200 XP) Condition Immunities poisoned
Senses blindsight 60 ft. (blind beyond this radius without a
Attach. Wondrous item, uncommon (requires attunement) host), passive Perception 9
While a stormstalk is attached to a host, the host can magically Languages understands Daelkyr but can't speak, telepathy
fire a ray of lightning from the stormstalk's eye as an action. (host only)
When they do, a white-hot bluish line of crackling light streaks Challenge 2 (450 XP)
toward a creature of the host’s choice within 60 feet of them.
This is a ranged spell attack that uses the host's Dexterity as its Attach. Weapon (whip), very rare (requires attunement)
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spellcasting ability. On a hit, the target takes 1d8 lightning
damage, and has disadvantage on Dexterity checks and
Dexterity saving throws until the start of the host's next turn.
The ray's damage increases by 1d8 when the host reaches
To attune to this symbiotic weapon, the host must wrap the
whip around their wrist for the entire attunement period,
during which time the tentacle whip painfully embeds its
tendrils into the host’s arm.
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5th level (2d8), 11th level (3d8), and 17th level (4d8). The host gains a +2 bonus to attack and damage rolls made
Symbiotic Nature. A stormstalk can’t be removed from a host with this magic whip, but attack rolls made against aberrations
while they’re attuned to it, and the host can't voluntarily end with this weapon have disadvantage. A creature hit by this
their attunement to it. If the host is targeted by a spell that ends weapon takes an extra 1d6 psychic damage. When the host
a curse, their attunement to the stormstalk ends, and it rolls a 20 on the d20 for an attack roll with this weapon, the
detaches from the host. target is stunned until the end of its next turn.
When a stormstalk is detached, it leaves its former host’s As a bonus action, the host can sheathe the whip by causing
nervous system a shambling wreck. The former host has it to retract into their arm, or draw the whip out of their arm
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lethal dose of its psychic venom to its former host. The former
until the start of the stormstalk's next turn. host must make a DC 17 Constitution saving throw. On a failure,
they take 35 (10d6) psychic damage and are paralyzed
indefinitely. On a success, they take half damage and are not
paralyzed.
Actions
Sting. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 6 (1d4 + 4) piercing damage, and the target must make a
DC 11 Constitution saving throw, taking 14 (4d6) psychic
damage on a failed save, or half as much damage on a successful
one.
If the psychic damage reduces the target to 0 hit points, the
target is stable but paralyzed for 1 hour, even after regaining
hit points.
Magic item mechanics designed by Keith Baker and Will Brolley, Magic item mechanics designed by Keith Baker and Will Brolley,
Adapted from Exploring Eberron Adapted from Exploring Eberron
At first glance, a throwing scarab appears to be a gem cut in the Similar in appearance to the tentacle whip, this symbiont
shape of a small beetle—until it moves. Mostly harmless on its attaches to a host by enveloping the host's tongue and
own, while attached to a host, it generates small shards of hard compressing itself into the creature's mouth. The host can then
crystal that can be used as deadly throwing weapons that launch the symbiont's stinger outward, delivering a potent
dissolve into acid. poison.
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Tiny aberration (symbiont), neutral evil Tiny aberration (symbiont), neutral evil
Armor Class 13 (natural armor) Armor Class 14
Hit Points 5 (2d4) Hit Points 18 (4d4 + 8)
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Speed 5 ft., fly 60 ft. (hover) Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (–4) 13 (+1) 11 (+0) 5 (–3) 12 (+1) 6 (–2) 19 (+4) 19 (+4) 15 (+2) 5 (–3) 8 (–1) 10 (+0)
Senses darkvision 60 ft., passive Perception 11 Skills Stealth +6
Languages telepathy (host only) Damage Immunities poison
Challenge 0 (0 XP) Condition Immunities poisoned
Senses blindsight 60 ft. (blind beyond this radius without a
Attach. Wondrous item, uncommon (requires attunement) host), passive Perception 9
When a host attunes to the throwing scarab, it fuses with one of Languages telepathy (host only)
their hands, visible only as an iridescent, chitinous growth on Challenge 1/2 (100 XP)
their palm.
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For every attack the host makes as part of the Attack action
on their turn, the host can extrude a shard of razor-sharp chitin
from the symbiont into their empty hand, using it for the attack.
Attach. Wondrous item, uncommon (requires attunement)
When a host attunes to a tongueworm, it envelops their tongue,
contracting itself like a spring and acting as a perfect
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The shard counts as a magical simple melee weapon with which replacement for the host’s sense of taste.
the host is proficient. It has the finesse, light, and thrown A host can use a bonus action to make an unarmed strike
properties (range 20/60), and deals 1d4 points of piercing using the tongueworm, using their choice of Strength or
damage and 1d4 points of acid damage on a hit. The shard Dexterity for the attack, dealing piercing damage equal to 1d4
dissolves as soon as it hits or misses its target. + the host’s Strength or Dexterity modifier (host’s choice),
Symbiotic Nature. A throwing scarab can’t be removed from instead of the bludgeoning damage normal for an unarmed
a host while they’re attuned to it, and the host can't voluntarily strike. In addition, the target must succeed on a DC 13
end their attunement to it. If the host is targeted by a spell that Constitution saving throw or be poisoned until the start of the
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ends a curse, their attunement to the throwing scarab ends, and host’s next turn.
it detaches from the host. Symbiotic Nature. A tongueworm can’t be removed from a
When a throwing scarab is detached, it violently thrashes as host while they’re attuned to it, and the host can't voluntarily
it burrows its way out the back of the former host’s hand, end their attunement to it. If the host is targeted by a spell that
dealing 5 (2d4) piercing damage and 5 (2d4) acid damage. The ends a curse, their attunement to the tongueworm ends, and it
former host has disadvantage on attack rolls made with the detaches from the host.
damaged hand until this damage is healed or they finish a long When a tongueworm is detached, it takes its former host’s
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rest. tongue with it. The former host’s cannot speak while missing
its tongue. A lesser restoration spell or similar magic can restore
Actions the former host’s tongue and ability to speak.
Bite. Melee Weapon Attack: –2 to hit, reach 5 ft., one target. Hit:
1 piercing damage. Actions
Sting. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 6 (1d4 + 4) piercing damage, and the target must make a
DC 12 Constitution saving throw or be poisoned for 1 minute.
The target is paralyzed while poisoned in this way. The target
can repeat the saving throw at the end of each of their turns,
ending the effect on a success.
Magic item mechanics designed by Keith Baker and Will Brolley, This bulbous, slimy polyp looks like a slug with a glassy,
Adapted from Exploring Eberron inhuman eye at one end. The eye's iris is ice-blue and glows
with a baleful, pale light just before it projects a freezing beam
This disturbing daelkyr-made symbiont is a leathery tentacle from it.
with one end terminating in a single bulbous eye, and the other
sporting a barb designed to burrow into flesh. It uses the barb
in self-defense or to attach to a prospective host.
Tiny aberration (symbiont), neutral evil
Armor Class 14 (natural armor)
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Hit Points 7 (3d4)
Tiny aberration (symbiont), neutral evil Speed 10 ft.
Armor Class 14 (natural armor) STR DEX CON INT WIS CHA
Hit Points 22 (4d4 + 12) 6 (–2) 17 (+3) 10 (+0) 5 (–3) 8 (–1) 11 (+0)
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Speed 30 ft. Senses passive Perception 9
STR DEX CON INT WIS CHA Languages telepathy (host only)
10 (+0) 17 (+3) 16 (+2) 5 (–3) 14 (+2) 10 (+0) Challenge 1 (200 XP)
Skills Perception +4
Senses passive Perception 14 Attach. Wondrous item, uncommon (requires attunement)
Languages telepathy (host only) While a winter cyst is attached to a host, the host can magically
Challenge 1/4 (50 XP) fire a ray of frost from the winter cyst's eye as an action. When
they do, a frigid beam of blue-white light streaks toward a
Attach. Wondrous item, uncommon (requires attunement) creature of the host’s choice within 60 feet of them. This is a
When a host attunes to the wandering eye, it burrows into one ranged spell attack that uses the host's Dexterity as its
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of the host’s shoulders, then rises up from it, studying the world
and projecting insights into their mind. While the eye is
uncovered, the host gains the following benefits:
Third Eye. When the host makes a Wisdom (Perception) or
spellcasting ability. On a hit, the target takes 1d8 cold damage,
and has disadvantage on Strength checks and Strength saving
throws until the start of the host’s next turn.
The ray's damage increases by 1d8 when the host reaches
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Intelligence (Investigation) check involving sight, they can roll 5th level (2d8), 11th level (3d8), and 17th level (4d8).
a d4 and add the number rolled to the ability check. Symbiotic Nature. A winter cyst can’t be removed from a host
Periscopic Vision. The eye can stretch up to 18 inches and can while they’re attuned to it, and the host can't voluntarily end
be used to peer around corners or over cover. When extended their attunement to it. If the host is targeted by a spell that ends
and used in this way, the eye has an AC of 20 and 6 hit points. If a curse, their attunement to the winter cyst ends, and it
it is forced to make an ability check or a saving throw, it uses detaches from the host.
the host’s statistics. If it is reduced to 0 hit points, the host When a winter cyst is detached, it leaves its former host with
cannot benefit from any of the wandering eye’s properties until a bone-draining weakness. The former host has disadvantage
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they finish a short or long rest, after which it regains all lost hit on Strength checks and Strength saving throws until it receives
points. a lesser restoration spell or similar magic.
Always Vigilant. The eye remains watchful while its host
sleeps. When the host takes a long rest, the wandering eye Actions
remains active, allowing the host to use their passive Wisdom
(Perception) score to notice threats even while asleep. If the Eye Ray. Ranged Spell Attack: +5 to hit, range 60 ft., one
eye spots danger, it sends its host a mental alarm in the form of creature. Hit: 9 (2d8) cold damage, and the target has
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a nightmare that immediately wakes the host up. disadvantage on Strength checks and Strength saving throws
Symbiotic Nature. A wandering eye can’t be removed from a until the start of the winter cyst's next turn.
host while they’re attuned to it, and the host can't voluntarily
end their attunement to it. If the host is targeted by a spell that
ends a curse, their attunement to the wandering eye ends, and
it detaches from the host.
When a wandering eye is detached, the loss of extra
perception is disorienting to the former host. The former host
is blinded for 24 hours as its brain reacclimates to only seeing
with two eyes.
Actions
Barb. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 5 (1d4 + 3) piercing damage.
omunculi are constructs that have been invested
with a portion of their creator's life essence or soul. A dedicated wright is a stubby-limbed humanoid molded from
They come in many shapes and sizes in the world clay, glazed with magically active oils and unguents, then fired
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of Eberron, each kind specifically created to aid its in a kiln. They are created to aid craftsmen in their work. A
master in a different way. dedicated wright homunculus is prized even more highly for its
An automatist artificer can create a homunculus from any aid in speeding up magic item creation (see Xanathar's Guide to
Medium size or smaller construct with a challenge rating of 1/4 Everything for downtime crafting rules). When left alone, they
or less. While the base homunculus presented in Monster shy away from combat. They are intelligent enough to hide
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Manual is a commonly created one, below are several someplace too small for larger creatures to follow them.
additional constructs specifically designed as homunculi.
Languages understands Common, but can’t speak continuously without being commanded.
Challenge 1/4 (50 XP)
Homunculus. A dedicated wright homunculus cannot speak,
Homunculus. An arbalester homunculus cannot speak, but but understands any language its creator knows, and responds
understands any language its creator knows, and responds to to verbal commands.
verbal commands. A dedicated wright created as a homunculus is proficient
An arbalester’s creator can perform an hour-long to imbue with all tools its creator is and applies its creator's proficiency
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an arbalester with the properties of a magical ranged weapon bonus as a bonus on ability checks made with them.
in their possession. The weapon's properties must be A homunculus dedicated wright can use its Diligent Crafting
applicable to light crossbows. At the end of this ritual, the ability to assist in the creation of magic items, as if it was a
arbalester's light crossbow attack gains the magical properties spellcaster that fulfills all the same requirements of a given
of the ranged weapon. Until reversed with another ritual, the schema that its creator does, including the ability to cast any
magical properties of the ranged weapon are suppressed. This spell its creator can (though it does not actually gain the ability
transfer lasts until the magical ranged weapon is more than to cast such spells). If both it and its creator craft the item
100 ft. from the arbalester, or if it is destroyed. together, the number of workweeks to create the magic item is
halved.
Actions
Light Crossbow. Ranged Weapon Attack: +4 to hit, range
Actions
80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Tiny Hammer. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 2 (1 + 1) bludgeoning damage.
An expeditious messenger looks like a minuscule lemur or A furtive filcher is a tiny creature shaped from clay, ashes, and
meerkat with draconic wings and a tiny tail. They are crafted raw shadow-stuff that looks like nothing so much as a vaguely-
from soft clay and bits of hair, scales, and feathers from tiny humanoid wisp of darkness. Furtive filchers are constructed by
flying beasts. As its name suggests, it is designed to quickly unscrupulous creators to, as the name implies, steal small items.
carry messages from its creator, as evidenced by its unusual Its size and shadowy nature make it well suited for even the
capability to speak. Expeditious messengers created as deftest acts of thievery.
homunculi can serve this purpose even more effectively,
projecting their master's own voice.
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The expeditious messenger here differs from the one in
Eberron: Rising from the Last War, in order to fit better into Tiny construct, unaligned
character options in this book above.
Armor Class 14
Hit Points 2 (1d4)
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Speed 50 ft.
STR DEX CON INT WIS CHA
Tiny construct, unaligned 9 (–1) 19 (+4) 10 (+0) 12 (+1) 10 (+0) 7 (–2)
Armor Class 13 Skills Sleight of Hand +8, Stealth +6
Hit Points 7 (1d4 + 2) Damage Immunities poison
Speed 25 ft., fly 60 ft. Condition Immunities charmed, exhaustion, poisoned
STR DEX CON INT WIS CHA Senses darkvision 60 ft., passive Perception 10
6 (–2) 16 (+3) 13 (+1) 8 (–1) 12 (+1) 7 (–2) Languages understands Common, but can’t speak
Saving Throws Dex +5 Challenge 0 (10 XP)
Skills Acrobatics +5, Stealth +5
Damage Immunities poison
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Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Common
Homunculus. A furtive filcher homunculus cannot speak, but
understands any language its creator knows, and responds to
verbal commands.
When created as a homunculus, the furtive filcher gains
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Challenge 1/8 (25 XP) several benefits. Whenever the creator’s proficiency bonus
increases by 1, the filcher’s bonus to Dexterity (Sleight of Hand)
Flyby. The messenger doesn't provoke opportunity attacks checks increases by 2, rather than 1. It also has the Harry ability.
when it flies out of an enemy's reach. Harry. When the furtive filcher homunculus hits a target that
is within 5 feet of its creator with a claw attack, the attack deals
Homunculus. An expeditious messenger homunculus can extra slashing damage equal to 1d6 for every six levels the
speak and understand any language its creator knows, and homunculus's creator possesses, to a maximum of 3d6.
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Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
5 (1d4 + 3) piercing damage.
An iron defender resembles a Great Dane, or other large breed A packmate is a small, sturdy wooden chest bound in burnished
of dog, formed from iron plates and bars, with serrated iron bronze that walks on four legs, with two claw-tipped arms
teeth. They are constructed for one purpose: to fight for and protruding from its sides. When opened, the chest is divided
safeguard their creator. into several compartments, for ease of sorting and access.
The iron defender here differs from the one in Eberron: Rising
from the Last War, in order to fit better into character options
in this book above.
Small construct
Armor Class 14
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Hit Points 2 (1d4)
Medium construct Speed 50 ft.
Armor Class 15 (natural armor) STR DEX CON INT WIS CHA
Hit Points 17 (2d8 + 8) 14 (+2) 11 (+0) 15 (+2) 8 (–1) 12 (+1) 7 (–2)
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Speed 40 ft.
Damage Immunities poison
STR DEX CON INT WIS CHA Condition Immunities charmed, exhaustion, poisoned
15 (+2) 14 (+2) 14 (+2) 8 (–1) 13 (+0) 7 (–2) Senses darkvision 60 ft., passive Perception 10
Saving Throws Con +4 Languages understands Common, but can’t speak
Skills Perception +3 Challenge 1/8 (25 XP)
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned Secure Chest. A packmate is designed to securely transport
Senses darkvision 60 ft., passive Perception 13 items. Its compartment is protected as if by an arcane lock spell.
Languages understands Common, but can’t speak If dispelled, the packmate reactivates this magical protection
Challenge 1/4 (50 XP)
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Keen Senses. The defender has advantage on Wisdom
(Perception) checks.
after 1 minute. The packmate can open and close its
compartment at will.
A packmate can carry a load as if it was a Medium creature.
Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
3 (1 + 2) slashing damage.
Korranberg Chronicle: Adventurer’s Almanac
Version 1.5.1
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Lead Designer: Anthony J. Turco
Design: Will Brolley, Imogen Gingell, Jarrod Taylor,
Nausicaä Enriquez
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kpenguin, Kuul, Michael Stankowski, Matthew Booth, Pyrrha