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  Introduction ................................................................................. 1 
  What You Need to Play ......................................................................... 1 
  Chapter 1:  
  Races of Eberron ......................................................................... 3 
  Common Folk ........................................................................... 4 
  Changelings ............................................................................................... 4 
  Dwarves ...................................................................................................... 4 
  Elves ............................................................................................................. 5 
  Gnomes ....................................................................................................... 7 
  Goblins ........................................................................................................ 8 
  Half-Elves ................................................................................................... 9 
  Half-Orcs .................................................................................................. 10 
  Halflings.................................................................................................... 11 
  Humans ..................................................................................................... 12 
  Shifters ...................................................................................................... 13 
  Uncommon Folk ................................................................... 15 
  Bugbears .................................................................................................. 15 
  Dragonborn ............................................................................................. 16 
  Drow .......................................................................................................... 17 
  Eneko ......................................................................................................... 20 
  Gnolls ......................................................................................................... 21 
  Goliaths ..................................................................................................... 22 
  Hobgoblins .............................................................................................. 23 
  Minotaurs................................................................................................. 24 
  Orcs ............................................................................................................ 25 
  Sahuagin ................................................................................................... 26 
  Warforged ................................................................................................ 28 
  Rare Folk ................................................................................ 30 
  Aasimar ..................................................................................................... 30 
  Daelkyr Half-Blood ............................................................................... 31 
  Dhampyr .................................................................................................. 32 
  Eladrin ....................................................................................................... 33 
  Kalashtar .................................................................................................. 35 
  Killoren ..................................................................................................... 36 
  Tieflings .................................................................................................... 38 
  Chapter 2:  
  Classes & Subclasses ............................................................... 41 
  Artificer ................................................................................... 42 
  Alchemical Mastery .............................................................................. 46 
  Automation Mastery ............................................................................ 47 
  Elemental Mastery ............................................................................... 49 
  Innovation Mastery .............................................................................. 51 
  Renegade Mastery ................................................................................ 51 
  Spellcraft Mastery................................................................................. 53 
  Barbarian ............................................................................... 55 
  Bard .......................................................................................... 57 
  Cleric ........................................................................................ 58 
  Blood Domain ......................................................................................... 59 
  Corruption Domain .............................................................................. 60 
  Creation Domain ................................................................................... 60 
  Greed Domain ........................................................................................ 61 
  Passion Domain ..................................................................................... 62 
  Repose Domain (Variant) .................................................................. 62 
   
   
  Trade Domain ........................................................................................ 63 
  Druid ........................................................................................ 64 
  Circle of Purity ....................................................................................... 64 
  Circle of Ruin .......................................................................................... 65 
  Circle of the Guardian ......................................................................... 65 
  Circle of the Path ................................................................................... 67 
  Circle of the Seal .................................................................................... 71 
  Fighter ..................................................................................... 73 
  Monk......................................................................................... 75 
  Paladin ..................................................................................... 76 
  Oath of Liberty ....................................................................................... 76 
  Oath of the Unbroken.......................................................................... 77 
  Ranger ..................................................................................... 81 
  Alternate Class Option: Martial Ranger ....................................... 81 
  Eldeen Hunter ........................................................................................ 82 
  Urban Soul ............................................................................................... 83 
  Rogue ....................................................................................... 86 
  Sorcerer .................................................................................. 87 
  Apex Dragonmark ................................................................................ 87 
  Child of Khyber ...................................................................................... 89 
  Swordmage ............................................................................ 93 
  Axiom of Assault ................................................................................... 97 
  Axiom of Command ............................................................................. 98 
  Axiom of Division ................................................................................. 99 
  Axiom of Fortitude ............................................................................ 101 
  Warlock ................................................................................ 103 
  Wizard .................................................................................. 105 
  Generalist ............................................................................................. 105 
  Chapter 3:  
  Character Options ................................................................. 108 
  Backgrounds ...................................................................... 108 
  Citizen .................................................................................................... 108 
  Eldeen Aspirant .................................................................................. 109 
  House Guild Member ....................................................................... 111 
  Variant: House Scion ........................................................................ 112 
  Variant: Excoriate .............................................................................. 112 
  Vassal ..................................................................................................... 113 
  Variant: Dark Six Cultist .................................................................. 114 
  Other Backgrounds ........................................................................... 114 
  Spells ..................................................................................... 120 
  Feats ...................................................................................... 125 
  Chapter 4:  
  Equipment ............................................................................... 140 
  Weapons .............................................................................. 140 
  Tools ...................................................................................... 143 
  Adventuring Gear ............................................................. 145 
  Eberron Trinkets .............................................................. 145 
  Magic Items ......................................................................... 149 
  Dragonshard Focus Items .............................................................. 152 
  Warforged Components .................................................................. 158 
  Artifact ................................................................................................... 162 
  Appendix:  Elemental Motes ............................................. 163 
  
   
   
   
   
   
   
   
   
   
   
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  “Security is mostly a superstition. It does not exist in 
  nature, nor 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 
   
   
   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 player-centric supplement meant to go hand-in hand 
  with the Wayfinder’s Guide to Eberron, the official 
  update of the 
   Campaign Setting to the 5th 
  Edition of Dungeons & Dragons. Within this tome, you 
  will find 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 
  ! 
   
   
  To make the most out of this supplement, you will need 
  the 5th Edition Dungeons and Dragons 
  , Xanathar’s Guide to Everything, The 
  Korranberg Chronicle: Threat Dispatch and the 
  Wayfinder’s Guide to Eberron. Additionally, references 
  are made to the Elemental Evil Player’s Companion, 
  Mordenkainen’s Tome of Foes, and Volo’s Guide to 
  Monsters. 
   Furthermore, this supplement converts elements 
  from the following 3.5 sourcebooks: Dragonmarked, 
   Campaign Setting, Explorer's Handbook, 
  Faiths of Eberron, Five Nations, Magic of Eberron, 
  Player’s Guide to Eberron, Races of Eberron, Secrets of 
  Sarlona, Secrets of Xen’drik, and Sharn: City of Towers. 
  You can find pdfs of these classic Eberron 
  sourcebooks and the Wayfinder’s Guide to Eberron, as 
  well as and other products from The Korranberg 
  Chronicle, 
  available 
  for 
  purchase 
  at 
  www.dmsguild.com. 
   
   
  
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
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  he world of Eberron is populated by many of 
  the same fantastical races as other Dungeons 
  and Dragons  worlds, but  through the lens  of  
  pulp action or noir intrigue these races are reexamined 
  and given a fresh new look. Are gnomes whimsical 
  practical jokers, or scheming cutthroats? Are orcs 
  brutal savages, or noble protectors of nature?  
  In this chapter, rules are given for playing Dungeons 
  and Dragons races with variant mechanics for 
  capturing the feel of an Eberron campaign, or to 
  expand on the options given to that race in the 
  Wayfinder’s Guide to Eberron. Races are divided in 
  three categories. 
  1. Common Folk. These are the races most 
  frequently seen in the Five Nations of Khorvaire, the 
  main continent of the Eberron campaign setting. A 
  peasant running into one of these folk may not give the 
  occurrence a second thought, and if they 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 by strangers as if they were 
  avoiding a stra y dog). 
   
   
   
   
   
   
   
  2. Uncommon Folk. These races are not unheard of, 
  but it is uncommon to see them walking openly in most 
  civilized settlements in the Thronehold Nations. While 
  everyone knows that a warforged is, and can recognize 
  them on sight, their numbers are still far less than the 
  humans, dwarfs, half-elves, and other peoples of the 
  Five Nations, so to see one is still a notable occurrence. 
  3. Rare Folk. These races are extremely rare in 
  civilized Khorvaire. Most commoners may never see 
  one in their lifetime, or if they do they may mistake 
  them for another more common race (such as ass 
  uming a kalashtar or an aasimar is merely a beautiful 
  human, or that eladrin are merely another ethnic 
  group of elves). Some folk may not even know these 
  races exist at all. 
   
  Races are presented here in the same format as the 
  . Refer to page 17 of that book for 
  more about choosing a race for your character. 
   
  
   
   
   
   
   
   
   
   
  The changelings of Eberron are an enigmatic race of 
  shapeshifters. Descended from doppelgangers and, 
  presumably, humans, changelings have evolved into 
  their own separate race, distinct from either heritage. 
  Their ability to completely change their appearance at 
  will lends them the potential to be consummate spies 
  and criminals, and many changelings live up to that 
  image. 
  While open changeling communities are quite rare, 
  changelings themselves are spread out and fairly 
  common in the Five Nations. So much so, that it is often 
  standard practice for other people to associate 
  themselves with a signature piece of jewelry or article 
  of clothing—something distinctive enough to identify 
  themselves as who they are, since changelings can’t 
  mimic clothing and accessories. 
  Changelings adventurers come from a variety of 
  backgrounds: They might be running from a criminal 
  past, pursuing revenge, or seeking spiritual perfection 
  through the use of their shapeshifting abilities. Some 
  may be adventurers simply due to a lack of other 
  palatable options: Changelings not inclined toward 
  stealth or crime find their race's stereotype working 
  against them. 
  Racial Traits. Changeling racial traits can be 
  found on page 61 of the Wayfinder’s Guide to Eberron. 
  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 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 (
  , pg. 20) and the Mark of Warding subrace 
  (Wayfinder’s 
  Guide 
  to 
  Eberron, 
  pg. 
  108) 
  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, pg. 81) 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 
  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 amazing prowess in battle. A Mountain Dwarf 
  character is likely to be the most naturally gifted 
  warrior to come from the Mror Holds in generations. 
   
   
   
  
   
   
   
   
   
   
   
   
  While a great many elves live among the Five Nations, 
  the rarer sight of a golden Aereni death mask or a 
  Valenar veil obscuring an elven visage hints as the 
  diversity of elven people.  
  Subraces. The Mark of Shadow elf subrace 
  (Wayfinder’s Guide to Eberron, pg. 105) can manifest 
  on any elf that shares a bloodline with the line of 
  Phiarlan or Thuranni (itself formerly a lineage of 
  House Phiarlan). This typically occurs on elves from 
  Khorvaire, but the Mark has been known to 
  spontaneously manifest on foundlings from Aerenal or 
  Valenar. 
  The Wayfinder’s Guide to Eberron also details a 
  variant rule for bringing the unique elven cultures of 
  Aerenal and Valenar into the game. Presented below 
  are fully fledged subraces that embrace these cultures, 
  plus the cosmopolitan elves of the Five Nations, and 
  make them fully distinct from the elves of other 
  campaign settings.  
  If your game uses these new subraces, it is 
  recommended that they replace the High Elf and Wilf 
  Elf subraces found in the 
  .  
  Finally, the drow and eladrin of Eberron are 
  considered separate races for all mechanical purposes 
  (for instance, they cannot manifest the Mark of 
  Shadow). These races are detailed in later sections of 
  this chapter. 
  The Island of Aerenal is named after the great hero 
  Aeren, liberator of the elven people from their giant 
  slave-masters in ancient Xen'drik. Aeren's people 
  grieved for her and followed her prophetic visions to 
  their culmination generations after her death: the 
  establishment of the divine Undying Court. This 
  singular feat of necromantic mastery has shaped 
  Aereni culture well into modern times. 
  Ability Score Increase. Your Intelligence score 
  increases by 1. 
  Alignment. The Undying Court benevolently guides 
  their descendants, offering sage advice. Aereni elves 
  are largely neutral, but many tend toward good. 
  Traditional Proficiency. Aereni elves take pride in 
  honing a skill or trade to the perfection attained by 
  their ancestors. Choose one skill or tool; you gain 
  proficiency with your chosen skill or tool. Your 
  proficiency bonus is doubled for any ability check that 
  uses this chosen proficiency. 
  Irian Necromancy. Before an Aereni elf can be 
  considered an adult, they must complete an education 
  in the practice of fueling necromancy with energy from 
  Irian, the Eternal Day. You know the spare the dying 
  cantrip. Once you reach 3rd level, you can cast the spell 
  gentle repose once with this trait, and you regain the 
  ability to do so when you finish a long rest. Once you 
  reach 5th level, you can cast the false life spell once 
  with this trait as a 3rd-level spell, and you regain the 
  ability to cast this spell when you finish a long rest.  
  Intelligence is your spellcasting ability for these 
  spells. 
  The elves of Aerenal have not always lived in harmony 
  with each other. Early in the settlement of Aerenal, 
  there was an upheaval that saw an entire bloodline 
  wiped out. Allies of this family, as well as neutral 
  parties disturbed by the unilateral action taken against 
  an entire lineage, decided it was best to move on, 
  abandoning Aeren's promised land. These elves sailed 
  north to Khorvaire and found themselves integrating 
  into the burgeoning human nations growing there. 
  Ability Score Increase. Your Charisma score 
  increases by 1. 
  Alignment. Like the humans they live among, elven 
  citizens of Khorvaire tend toward no particular 
  alignment. 
  Sociable. Elven citizens of Khorvaire can be rather 
  personable and charming. You have proficiency in the 
  Persuasion skill. 
  Cantrip. Dabbling in their natural talents, many 
  elves know a bit of magic. You know one cantrip of 
  your choice from the wizard spell list. Intelligence is 
  your spellcasting ability for this spell. 
  Extra Language. You can speak, read, and write one 
  extra language of your choice. 
   
  
   
   
   
   
   
   
   
  Tairnadal elves escaped Xen'drik to Aerenal along with 
  those who founded the Undying Court, but they 
  practice a different form of ancestor worship. 
  Descended from the brave warrior elves who fought 
  the giants with spell and blade, the Tairnadal believe 
  the only way to honor them is to emulate their battles 
  in the present day. The Valaes Tairn, the largest 
  Tairnadal tribe, has even gone so far as to invade 
  Khorvaire and establish the nation of Valenar, seeking 
  any and every battle to bring glory to the Spirits of the 
  Past. 
  Ability Score Increase. Your 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 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 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. 
   
  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 Quor to construct their 
  dreamscapes from the raw energies of Dal Quor’s 
  fringes. While dreaming, they may be visited by the 
  quori—fiends native to that plane. How then, does the 
  elven ability to Trance interact with this plane and 
  dream magic, if elves never sleep? Consider using the 
  following variant rule: 
   
  While trancing, elves don’t precisely dream, but 
  they do experience intense visions; though dream-like, 
  these are actually mental exercises that have become 
  reflexive through years of practice. As such, elves do 
  not mentally project their minds into Dal Quor when 
  they trance like others do when they sleep. So long as 
  a spell or ability originates from Dal Quor, elves are 
  immune to its effects (for example, an elf cannot be 
  targeted by a quori sending a phantasmal killer 
  nightmare, but they can be affected normally by a 
  dream spell cast by spellcaster on the material plane).  
  Elves lose this immunity if they (somehow) find 
  themselves physically on the plane of Dal Quor, for the 
  duration of their stay on that isolated plane. 
   
   
   
  
   
   
   
   
   
   
   
   
  Gnomes are harmless industrious folk... or so they 
  want people to think. The gnomish homeland of 
  Zilargo attained its independence from Breland at the 
  start of the Last War by announcing itself an ally of 
  Breland. It seems no one realized that Breland 
  surrendered the sovereignty it previously held over 
  the territory in the process. 
  It was also the gnomes of House Sivis that 
  anticipated the commercial impact of Dragonmarks 
  and formed them into an extended network of 
  industrial monopolies. 
  Gnomes might be small and jovial, but they are far 
  more cunning and shrewd than they let on. 
  Subraces. In the world of Eberron, gnomes 
  essentially come from one of two origins: the nation of 
  Zilargo, or the mysterious Feyspires. These are 
  detailed below. 
  The 
  Mark 
  of 
  Scribing 
  gnome 
  subrace 
  (Wayfinder’s Guide to Eberron, pg. 103) manifests 
  within the population of Zil gnomes, from those 
  sharing a blood relation to the families of House Sivis. 
  Rock Gnomes do not exist in Eberron, and those 
  wishing to play a gnome with the ability to create 
  clockwork items are encouraged to play one of the 
  below gnome subraces. They can then select a class or 
  background that grants proficiency in any kind of 
  artisan’s tools, and pick Artificer’s tools, detailed in a 
  Chapter 4: Equipment. 
  The gnomes of Zilargo have a long and ancient 
  tradition of guile and subterfuge. Though one would 
  not guess to look at it, the peaceful surface of Zilargo is 
  a status quo that runs on intrigue and scheming. While 
  a human might find such conditions intolerable, the 
  psychology of the gnomes is such that they seem most 
  comfortable in this type of society. 
  Ability Score Increase. Your Constitution score 
  increases by 1. 
  Alignment. Zilargo is a very peaceful nation, leading 
  the gnomes to have a strongly lawful bent. While a 
  society bent toward subterfuge and espionage may 
  lead some to believe there is a strong evil streak in Zil 
  gnomes, there is no actual tendency toward it. 
  Zil Guile. You have proficiency with the Deception 
  and Insight skills.  
  Zil Magic. You know the prestidigitation cantrip. 
  Intelligence is your spellcasting ability for it. 
  The Feyspire of Pylas Pyrial was once a legend out of 
  Zilargo's fairy tales. The gnomes of this fabled city 
  featured in the oldest of Zil bed-time stories and 
  morality 
  tales—stories 
  of 
  mischievous 
  heroes 
  outwitting ugly, dumb brutes. But now, 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. 
  Fey-Touched. Feyspire gnomes are functionally 
  immortal. You will never die of old age, but you may 
  still perish due to harm or illness. 
  Forest Friends. In all other ways, Feyspire gnomes 
  use the Forest Gnome subrace traits from page 37 of 
  the 
  . 
   
   
   
  
   
   
   
   
   
   
   
  Goblins have an ancient and storied history acting as 
  the scouts, spies, and assassins of the Dhakaani 
  Empire. But since the fall of ancient Dhakaan, goblins 
  have spent long millennia suffering oppression and ill 
  fortune. 
  Though the ancient clans yet exist in secret, hiding 
  until the true heirs of Dhakaan return once again to 
  claim their services, most goblins live under the 
  shadow of larger nations. Whether oppressed by the 
  brutal cultures of Droaam and Darguun, or suffering 
  the more civil ostracization of Thronehold nations, 
  goblins are usually relegated to city slums and stick to 
  their own. 
  Racial Traits. The below goblin racial traits and 
  subraces are customized for the world of Eberron and 
  replace entirely the goblin traits found in Volo’s Guide 
  to Monsters. 
  Your goblin character shares a number of traits in 
  common with all other goblins.  
  Ability Score Increase. Your Dexterity score 
  increases by 2. 
  Age. Goblins reach adulthood shortly before a 
  decade and live a little over half a century. 
  Size. Goblins are roughly the same size as gnomes, 
  though much more bestial in appearance. Your size is 
  Small. 
  Speed. Goblins are known as golin'dar in their native 
  tongue, meaning "the quick people", because they are 
  unusually swift for their size. Your base walking speed 
  is 30 feet. 
  Goblinoid. You belong to one of the three major 
  goblinoid races. 
  Darkvision. 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 light, and in darkness as if it 
  were dim light. You can't discern color in darkness, 
  only shades of gray. 
  Naturally Stealthy. You can attempt to hide even 
  when you are obscured only by a creature that is at 
  least one size larger than you. 
  Languages. You can speak, read, and write Common 
  and Goblin. 
  Subrace. While the majority of goblins live in the 
  cities of modern Khorvaire, the ancient Dhakaani clans 
  have begun exploring the world. Choose one of these 
  subraces. 
  The most common goblinoid people the citizens of 
  Khorvaire are familiar with, goblins are often 
  downtrodden and pushed into poverty by a cycle of 
  bigotry and criminal retaliation. These "city goblins" 
  learn to anticipate danger and escape swiftly from it. 
  It's a lucky goblin that finds the opportunity to become 
  an adventurer and gain respect. 
  Ability Score Increase. Your Wisdom score 
  increases by 1. 
  Nimble Escape. You can take the Disengage action 
  as a bonus action on each of your turns.  
  Street Cunning. Most goblins know to develop a 
  strong fluency in body language, to know when threats 
  from larger folk are coming. You have proficiency with 
  the Insight skill, and your proficiency bonus is doubled 
  on all Wisdom (Insight) checks you make. 
  Among the most infamous of Dhakaani Clans were the 
  "Silent Clans". Comprised entirely of goblins, the 
  taarka'kesh ("Silent Wolves") and shaarat'kesh 
  ("Silent Knives") were renowned for their skill and 
  stealth. Dhakaani goblins may become adventurers in 
  order to function as scouts for their clans, taking in the 
  lay of the land and the changes in the political 
  landscape since their millennia-long seclusion began. 
  Others may just be driven by wanderlust, finally free 
  from their underground homes for the first time in 
  living history and eager to experience all Khorvaire 
  has to offer. 
  Ability Score Increase. Your Constitution score 
  increases by 1. 
  Dhakaani Weapon Training. You have proficiency 
  with the flail, plus the spiked chain (detailed in Chapter 
  4: Equipment). 
  Silent as Shadow. You have spent nearly your entire 
  life learning to hide your presence. You have 
  proficiency with the Stealth skill, and your proficiency 
  bonus is doubled on all Dexterity (Stealth) checks you 
  make. Additionally, you can move stealthily while 
  traveling at a normal pace. 
   
   
   
  
   
   
   
   
   
   
   
   
  When elves first emigrated to Khorvaire, they found 
  human nations expanding and solidifying their power. 
  Fascinated by these people, many elves attempted to 
  marry into their nobility. The elves anticipated that 
  their longer-lived progeny would eventually supplant 
  the human nobility but were disappointed with the 
  results. They found their hybrid offspring to possess 
  too many human qualities to be easily controlled and 
  were astonished to find them bucking elven traditions. 
  Eventually the elves acclimated to their new 
  neighbors and, 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 half-elven 
  births are bred true from half-elven parents, and these 
  half-elves 
  call 
  themselves 
  Khoravar, 
  meaning 
  "Children of Khorvaire" in the elvish language. 
  Racial Traits. The below half-elf racial traits 
  replace those found in the 
  , to 
  more readily present half-elven subraces. 
  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 humans, however, often exceeding 
  180 years. 
  Alignment. Half-elves regardless of origin live in a 
  largely human society. They tend toward no particular 
  alignment. 
  Size. Half-elves are about the same size as humans, 
  ranging from 5 to 6 feet tall. Your size is Medium. 
  Speed. Your base walking speed is 30 feet. 
  Darkvision. Thanks to your elven blood, 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 
  light, and in darkness as if it were dim light. You can't 
  discern color in darkness, only shades of grey. 
  Fey Ancestry. You have advantage on saving throws 
  against being charmed, and magic can't put you to 
  sleep. 
  Half-Elf Subraces. Unlike most campaign settings, 
  there are four subraces of half-elves in Eberron: 
  Khoravar and First-Generation half-elves detailed 
  below, plus those who develop the Mark of Detection 
  or Mark of Storm (Wayfinder’s Guide to Eberron, pg. 
  96 and pg. 106 respectively). Choose one of these 
  subraces. 
  The khoravar see themselves as true natives of 
  Khorvaire. Humans and elves both migrated to this 
  land but came together to birth children never before 
  seen in history. They have a strong cultural identity of 
  socialization and hospitality, and no khoravar feels like 
  an outcast just because of the blood that flows through 
  their veins. 
  Ability Score Increase. Your Charisma and 
  Dexterity scores each increase by 2. 
  Charmingly Social. You have proficiency with the 
  Persuasion skill.  
  In addition, whenever you are in a settlement with a 
  khoravar community, you may add your double your 
  proficiency bonus on Charisma checks to find the best 
  person to talk to for reliable hirelings, news, rumors, 
  or gossip. 
  Khoravar Cant. Over many generations, khoravar 
  have mingled the languages of their forebearers more 
  and more. When you speak, read, or write in Elvish, 
  you can do so in a distinct dialect used only by 
  Khoravar. This dialect is peppered by slightly archaic 
  Common turns of phrase. When communicating in this 
  dialect, only those who understand both Common and 
  Elvish can understand you. 
  Languages. You can speak, read, and write Common 
  and Elvish. 
   
  
   
   
   
   
   
   
   
  Elves and humans have mingled in the society of the 
  Five Nations and often are each other’s neighbors. 
  While the elves of Khorvaire as a people nowadays 
  keep their own company, it is not altogether 
  uncommon to find first-generation half-elves resulting 
  from an elf and a human coming together.  
  Ability Score Increase. Your Dexterity score 
  increases by 2 and two other ability scores of your 
  choice increase by 1. 
  Skill Versatility. You gain proficiency in two skills of 
  your choice. 
  Languages. You can speak, read, and write 
  Common, Elvish, and one extra language of your 
  choice. 
  The first-generation half-elves described above 
  assume that the human and elven parents were both 
  citizens of the Five Nations—a cosmopolitan society to 
  be sure. However, even more rare than these half-elves 
  are those born to the elves or drow of foreign cultures. 
  Often these half-elves are called "ill-born" by their 
  non-human parents and are considered to have been 
  cursed by their human blood. They are typically given 
  the bare-minimum care and seen as second-class 
  beings in the culture 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 Traditional Proficiency 
  trait of Aereni elves. 
  Valenar Elves. You gain the Tairnadal Weapon 
  Training and Fleet of Foot traits of Valenar elves. 
  Vulkoori Drow. You gain the Keen Senses and 
  Tribal Weapon Training traits of the Scorpion Tribes 
  drow. 
  Sulatar Drow. You gain the Arcane Training and 
  Sulatar Weapon Training traits of the Sulatar. 
  Umbragen Drow. You gain the Shadow Steps and 
  Umbragen Weapon training traits of the Umbragen. 
   
  Half-elves of this variant descended from drow 
  cannot qualify for the dragonmarked options, as they 
  are unrelated to the bloodlines of the half-elven 
  Dragonmarked Houses. 
   
  In the present day, most half-orcs in Khorvaire can 
  trace their ancestry directly back to the Shadow 
  Marches. Thousands of years ago, a second migration 
  of humans reached the west coast oh Khorvaire, where 
  they encountered the orcs of the Shadow Marches. 
  Though initial contact was violent, over millennia the 
  two people grew closer together, and it wasn't long 
  before the first Jhorgun'taal, or "children of two 
  bloods" were born. 
  Punctuating the commingling of these two people, 
  half-orcs and humans are the only two races to share a 
  dragonmark. House Tharashk, the youngest of the 
  Dragonmarked Houses, built itself to have a monopoly 
  on dragonshard prospecting by exploiting the Mark of 
  Finding. This caused an influx of gold and development 
  to the coasts of the Shadow Marches and improved the 
  standing of half-orcs and orcs in modern Khorvarian 
  society.  
  Nowadays, Half-Orcs are completely accepted in 
  any civilized settlement, and are rarely looked down 
  upon. A shifter is more likely to draw nervous glances 
  than one of these folk. Unlike the khoravar half-elves, 
  the half-orcs did not create their own distinct culture, 
  instead embracing the position of being a bridge 
  between orc and human peoples. 
  Variant Statistics. Half-Orcs can largely be used 
  as-is from the 
  , with the following 
  exceptions: 
   
  Jhorgun’taal Athleticism. You bask in the strength 
  that your mixed heritage has bestowed upon you and 
  take to physical activity with ease. You gain proficiency 
  in the Athletics skill. 
  This trait replaces the Menacing trait of the base 
  half-orc traits. 
  Relentless Endurance. It is suggested that half-orcs 
  regain the use of this trait when they finish a short or 
  long rest, rather than only when they finish a long rest. 
  Languages. You can speak, read, and write 
  Common, Goblin, and Orc. 
   
  Besides these variants, the Mark of Finding 
  variant race (Wayfinder’s Guide to Eberron, pg. 97) can 
  represent both dragonmarked half-orcs and humans 
  of House Tharashk. 
   
   
   
  
   
   
   
   
   
   
   
   
  Halflings have survived in the Talenta Plains for 
  thousands upon thousands of years as a nomadic 
  people. Within the last millennium, however, many 
  have integrated into the culture of greater Khorvaire. 
  Subraces. Lightfoot and Stout halflings from page 
  28 of the 
   represent halflings who 
  have moved away from their tribal roots. While such 
  halflings might be found on the Talenta Plains in small 
  numbers, they are the ones looking to progress society 
  there to be closer to the Five Nations. 
  It is often from these halflings, and those living in 
  the former kingdoms of Galifar, that the Mark of 
  Healing and the Mark of Hospitality manifest. 
  (Wayfinder’s Guide to Eberron, pg. 99 and pg. 100 
  respectively.)  
  Traditional Talenta Halflings, those determined to 
  maintain the ancient ways of their people, use the 
  subrace traits detailed below. 
  The Talenta Plains has been the homeland of the 
  halflings for as far back as anyone can record. These 
  small, hardy folk have stood up to ancient empires and 
  yet continue to live humble lives as nomads. 
  Ability Score Increase. Your Constitution score 
  increases by 1. 
  Alignment. Halflings of the Talenta Plains tend 
  toward lawful good. They are typically good-hearted 
  and kind, hate to see others in pain, and have no 
  tolerance for oppression. They are also very orderly 
  and traditional, leaning heavily on the support of their 
  community and the comfort of their old ways.  
  Talenta Weapon Training. You have proficiency 
  with the boomerang, sharrash, and tangat (detailed in 
  Chapter 4: Equipment). 
  Bonded Mount. Talenta halflings consider the bond 
  between rider and mount to be sacred. After spending 
  7 days with a beast mount, you may craft a mask to 
  bond with it. While wearing this mask, you may 
  communicate with your bonded mount as if under the 
  effects of the speak with animals spell. In addition, 
  whenever you make a Wisdom or Charisma check 
  involving the mount, you add double your proficiency 
  bonus to the check, instead of your normal proficiency 
  bonus. 
  If your mount is ever slain, the magical bond you 
  share allows you to return it to life, so long as your 
  mask is intact. With 8 hours of work and the 
  expenditure of 25 gp worth of rare herbs and fine food, 
  you call forth your mount’s spirit from the mask and 
  use the bond’s magic to create a new body for it. You 
  can return a bonded mount to life in this manner even 
  if you do not possess any part of its body. 
  You may have only one bonded mount at a time, and 
  the bond lasts as long as the mask remains intact. If you 
  attempt to craft a new mask while your original mask 
  still exists, a new bond does not form. 
  Talenta halflings typically favor dinosaurs as 
  mounts, especially the fastieth and carver (Korranberg 
  Chronicle: Threat Dispatch, pg. 3. and pg. 4 
  respectively) and the clawfoot (Wayfinder’s Guide to 
  Eberron, pg. 81). 
   
   
   
  
   
   
   
   
   
   
   
  Humans migrated to Khorvaire in two major waves 
  and have been in that land for several thousand years. 
  They are largely responsible for the cultural 
  development of its nations. The Kingdom of Galifar 
  was a realm united in progress and prosperity, until 
  the Last War set the Five Nations against each other. 
  The Last War may have ended two years ago, but 
  not without a cost. The nation of Cyre, the Jewel of 
  Galifar and rightful successor to the crown, was wiped 
  out on the Day of Mourning. The people of the Five 
  Nations are still in shock over this catastrophe. But 
  even in the face of this unprecedented disaster and the 
  death of their thousand-year kingdom, humanity's 
  ambition cannot be broken. 
  Throughout history, humanity has been there. 
  Inexplicably they have not only survived, or even just 
  thrived, but dominated in a world populated by all 
  manner of races and beasts with innate abilities and 
  talents. 
  Variant Traits. The 
   Campaign Setting 
  includes no less than seven variations on human racial 
  traits. 
  The following dragonmarks all appear on humans 
  and can be found in the Wayfinder’s Guide to Eberron 
  on the indicated page numbers: 
  Mark of Finding…… pg. 97 
  Mark of Handling… pg. 98 
  Mark of Making …… pg. 101 
  Mark of Passage ….. pg. 102 
  Mark of Sentinel ….. pg. 104 
  For humans that have not manifested a 
  dragonmark, the human traits found on page 31 of the 
   may suffice, or if the campaign 
  uses optional feat rules, the variant human traits found 
  on the same page may be allowed. 
  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 determined noir protagonist. 
  While humans as a whole cannot claim to be the 
  strongest, or toughest, or the most magically adept, 
  some few among them possess an ephemeral quality 
  that sets them apart: paragons of humanity that rise to 
  prominence and lead the way for their fellows. 
  Though most non-dragonmarked humans are hard to 
  define as a whole, you are set apart from your fellows 
  by an inexorable determination and a will to etch your 
  name in the history books. You have the following 
  traits. 
  Ability Score Increase. One of ability score of your 
  choice increases by 2 and two other ability scores of 
  your choice increase by 1. 
  Age. Paragons mature at the same rate as other 
  humans, though some have jump-started their 
  adventures a year or two earlier than normal. Though 
  their natural lifespans are just about as long as the rest 
  of their kind, paragons tend to either die young in a 
  blaze of glory or remain hearty and hale well after 
  other humans of similar age would have grown infirm. 
  Alignment. Paragons tend to hold extreme beliefs 
  and are rarely neutral, unless they hold "balance" as a 
  strong philosophical ideal. 
  Size. Paragons typically ranged toward the high end 
  of potential human height, some even reaching over 7 
  feet in height (though the stature of some legendary 
  figures are often exaggerated after their deaths). Your 
  size is Medium. 
  Speed. Your base walking speed is 30 feet. 
  Capable. You gain proficiency in one tool of your 
  choice. 
  Skilled. You gain proficiency in one skill of your 
  choice. 
  Driven. You gain advantage on any attack roll, saving 
  throw, or ability check. You must decide to use this 
  ability before you attempt the roll, save, or check. 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 extra languages of your choice. 
   
  While choosing to play a Paragon Human locks 
  you out of the ability to play a dragonmarked character 
  from 1st level, Paragons that are members of a 
  dragonmarked bloodline are typically the most likely 
  to dramatically and spontaneously develop a Siberys 
  dragonmark later in life. 
   
   
   
  
   
   
   
   
   
   
   
   
  Originally descended from the interbreeding of 
  humans and lycanthropes, shifters (otherwise known 
  as "the weretouched") have evolved into a true 
  breeding race with its own cultural identity and 
  traditions. Though not capable of completely changing 
  forms as their ancestors did, shifters are capable of 
  taking on highly animalistic aspects—a state they call 
  shifting. 
  Since most shifters lead a rugged, self-reliant 
  lifestyle, the jump to adventuring is not a big step. 
  Many shifters begin adventuring when some event 
  intrudes on their normal routines, such as an invading 
  monster, or a guide job gone wrong. 
  Subraces. Shifter racial traits can be found on 
  page 65 the Wayfinder’s Guide to Eberron, and four 
  subraces representing various shifting aspects are 
  detailed on the following page. 
  Below are several additional shifting aspects that 
  you can select your shifter subrace from. 
  Your cliffwalk aspect grants you the ability to ascend 
  steep 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, 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 
  and 
  Constitution scores increase by 1.  
  Climbing Prowess. Cliffwalk shifters have small 
  claws on their hands and feet that are unsuitable for 
  making attacks but are 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 
  may choose to use your Dexterity score to determine 
  your maximum jump distance and you may make a 
  Dexterity (Acrobatics) check to make difficult jumps 
  instead of a Strength (Athletics) check. 
  Finally, 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. 
  Your dreamsight blood grants you a deeper connection 
  to the natural world around you. Dreamsight shifters 
  do not seem to trend toward any specific bestial 
  appearances but are often born as albinos and have 
  pale coloration even when not shifted. When they do 
  shift, in addition to a more bestial appearance, their 
  eyes take on an eerie glow. 
  Ability Score Increase. Your Wisdom score 
  increases by 2.  
  Shifting 
  Feature. 
  While 
  shifted, 
  you 
  can 
  comprehend and verbally communicate with beasts, 
  and you add your proficiency bonus on ability checks 
  using the Perception, Insight, and Animal Handling 
  skills. If you are proficient with any of these skills even 
  when not shifting, you add double your proficiency 
  bonus to such checks while shifting, instead of your 
  normal proficiency bonus. 
  As a razorclaw shifter, you make swift, slashing strikes 
  in battle. The most common bestial trait for these 
  shifters is, of course, razor-sharp claws, but they will 
  often display secondary characteristics of their bestial 
  appearance as well, such as slit pupils, or patterned 
  fur.  
  Ability Score Increase. Your 
  Dexterity 
  and 
  Constitution scores increases by 1.  
  Prowl. You have proficiency with the Stealth skill. 
  Shifting Feature. While shifted, your hands become 
  claws that you can use to make unarmed strikes. If you 
  make an unarmed strike using your claws, you may 
  choose to use Dexterity for the attack roll instead of 
  Strength, and if you hit you deal slashing damage equal 
  to 1d6 + your Strength or Dexterity modifier, instead 
  of the bludgeoning damage normal for an unarmed 
  strike. 
  For the duration of your shift, you may make one 
  unarmed strike using a claw as a bonus action. 
   
  
   
   
   
   
   
   
   
  Swiftwing shifters often come across impatient and 
  distracted, always eager to be somewhere else while 
  their feet are on the ground. When shifting, the arms of 
  a swiftwing shifter significantly change to allow them 
  the power of flight, usually displaying the ebony 
  plumage of ravens, or the leathery membranes of bat 
  wings.  
  Ability Score Increase. Your Strength score 
  increases by 2 and your Dexterity score increases by 1.  
  Flighty. You can take the Disengage action as a 
  bonus action.  
  Additionally, on the turn in which you shift, you also 
  gain the benefit of the Disengage action when you use 
  your bonus action to shift. 
  Shifting Feature. Your shift lasts for 5 minutes 
  instead of 1 minute. While shifted, your arms become 
  wings and you gain a flying speed of 50 feet. While 
  flying this way, you cannot use your arms or hands for 
  any other purpose, such as making attacks, effectively 
  wielding a shield, or casting spells. You may still grasp 
  objects or weapons in your hands but may not use 
  them while you use your shifted arms to fly. 
  Truedive shifters are patient and quiet, though not 
  necessarily antisocial. Traits prominent to crocodiles 
  and sharks are the most commonly seen on truedive 
  shifters while they are shifting. Unlike most aspects, 
  truedive shifters are recognizably different from other 
  shifters even when not shifting, displaying little in the 
  way of body hair and having pale skin with a faint 
  aquatic hue to it such as pale blue or green. Some even 
  have unnervingly cold, black eyes. 
  Ability Score Increase. Your Constitution score 
  increases by 2. 
  Amphibious Swimmer. You have a base swimming 
  speed of 20 feet and you can breathe both air and 
  water. 
  Shifting Feature. Your shift lasts for 5 minutes 
  instead of 1 minute. While shifted, your swimming 
  speed increases by 20 feet. Additionally, while shifting 
  you can detect and pinpoint the origin of vibrations in 
  the water, out to a radius of 120 feet, provided both 
  you and the source of the vibrations are touching the 
  same body of water. Most creatures swimming or 
  wadding through water cause these vibrations, and 
  you are not considered blinded against them while 
  shifted, even if they are invisible to you. 
  Winterhide shifters are acclimated to harsh, cold 
  environments. Bestial traits common to arctic 
  predators are common among winterhide shifters, 
  such as thick white fur and hair, but sometimes they 
  can display the same aquatic traits as a truedive 
  shifter, with bodies adapted to the dark chill of the 
  depths. 
  Ability Score Increase. Your Wisdom score 
  increases by 2. 
  Tundra Acclimation. You are naturally adapted to 
  cold climates, as described in chapter 5 of the 
  , and you ignore difficult 
  terrain due to natural snow or icy conditions. 
  Additionally, you may shift as a reaction to taking 
  cold damage, gaining the benefits of your shifting 
  feature against the effect that dealt cold damage to you. 
  Shifting Feature. While shifted, you gain resistance 
  to cold damage. 
   
   
  
   
   
   
   
   
   
   
   
   
  Though the most common bugbears the people of 
  Khorvaire encounter today are of the savage Marguul 
  tribes (represented by the standard Monster Manual 
  bugbear), the bugbears of ancient Dhakaan are 
  returning. Called the "guul'dar" (meaning "strong 
  people" in the goblin tongue), these Dhakaani 
  bugbears are literally bread for war. In ancient times, 
  they were the shock troops of the empire, and often the 
  first to see action in any military assault. When the 
  empire began to crumble, some clans saw the end was 
  coming, and secluded themselves in deep caves in 
  order to wait out the savage times they saw ahead. 
  Now with the rise of Darguun, a new nation of 
  goblinoids, the Dhakaani clans have resurfaced from 
  history, and people across Khorvaire may once more 
  have a chance to see the guul'dar in action. 
  Variant Statistics. While the savage Marguul 
  bugbears can be represented by the bugbear racial 
  traits on page 119 of Volo’s Guide to Monsters, the 
  below traits represent the bugbears of the emerging 
  Dhakaani clans. 
  As a bugbear raised in the hidden Dhakaani clanholds, 
  you have traits in common with your other bugbears 
  that follow the same ancient traditions. 
  Ability Score Increase. Your Strength score 
  increases by 2 and your Wisdom score increases by 1. 
  Age. Bugbears reach adulthood after roughly a 
  decade and a half and live about eighty years. 
  Size. Bugbears are the largest of the goblinoids, 
  standing on average 7 feet in height, but some reaching 
  as tall as 8 feet. Your size is Medium. 
  Speed. Your base walking speed is 30 feet. 
  Goblinoid. You belong to one of the three major 
  goblinoid races. 
  Darkvision. 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 light, and in darkness as if it 
  were dim light. You can't discern color in darkness, 
  only shades of gray. 
  Long-Limbed. When you make a melee attack on 
  your turn, your reach for it is 5 feet greater than 
  normal. 
  Dhakaani Weapon Training. You have proficiency 
  with the flail, plus the mighty flail, dire flail, and spiked 
  chain (detailed in Chapter 4: Equipment) 
  Keen Smell. You have advantage on Wisdom 
  (Perception) and Intelligence (Investigation) checks 
  that rely on smell. 
  Powerful Build. You count as one size larger when 
  determining your carrying capacity and the weight you 
  can push, drag, or lift.  
  Languages. You can speak, read, and write Common 
  and Goblin. 
   
   
   
  
   
   
   
   
   
   
   
  Often confused for more intimidating, well-equipped 
  lizardfolk, the draconic nature of the dragonborn is 
  overlooked by the settlers of New Galifar, leading to 
  them being colloquially known as "scales" just like the 
  reptilian humanoids they share that jungle with. Little 
  do the settlers know that the dragonborn once ruled a 
  great empire that challenged the might of the Dhakaani 
  goblinoids. Those sages who do know of this ancient 
  empire are often perplexed by its seemingly swift 
  collapse for no discernible reason. For their part, 
  dragonborn refuse to say much more about this fall 
  besides "it was a matter of honor". 
  Most dragonborn today are honor-bound to 
  defend ancient ruins deep in the jungles of Q'barra, but 
  the race is prone to a fierce sense of pride. Dragonborn 
  adventurers roam far from their jungle homes to seek 
  personal glory. Others might be honor-bound on some 
  quest that will aid their clan in their ancestral duty.  
  Racial Traits. Dragonborn racial traits can be 
  found on page 34 of the 
  , with one 
  alteration:  
  Alignment. Dragonborn society revolves around 
  honor, duty, and loyalty to the clan. Dragonborn are 
  likely to either 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.  
   
   
   
  
  Unlike in other campaign settings, the drow of Eberron 
  are considered a separate race from elves entirely and 
  are not a monolithic culture. Likewise, their origins do 
  not lie with a tale of betrayal between elven gods 
  (Lolth and Corellon are not included in the Eberron 
  campaign setting by default). Drow, instead are an 
  engineered 
  race, 
  created 
  from 
  the 
  arcane 
  manipulation of elves by the ancient giants of Xen’drik. 
  Racial Traits. Below, the drow are detailed as 
  their own race, replacing the elven drow subrace in the 
  . Additionally, three distinct drow 
  subraces are presented, each of which born from a 
  unique culture. 
  All drow, regardless of culture, share some traits in 
  common. 
   Ability Score Increase. Your Dexterity score 
  increases by 2. 
  Age. Drow mature physically at about the same rate 
  that humans do, and can live just as long as elves, about 
  seven-and-a-half centuries. However, different drow 
  cultures have different standards for adulthood. 
  Size. Drow have the same slender build as elves, 
  ranging from under 5 to over 6 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 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. 
  Sunlight Sensitivity. You have disadvantage on 
  attack rolls and on Wisdom (Perception) checks that 
  rely on sight when you, the target of your attack, or 
  whatever you are trying to perceive is in direct 
  sunlight. 
  Trance. Drow don't need to sleep. Instead, they 
  meditate deeply, remaining semiconscious, for 4 hours 
  a day. (The Common word for such meditation is 
  "trance.") After resting in this way, you gain the same 
  benefit that a human does from 8 hours of sleep.  
  (If you are using the Trance and Dreams variant for 
  elves, the same variant applies to drow as well). 
  Drow Cultures. Long ago, at the end of the Age of 
  Giants, the drow people fractured and their cultures 
  diverged greatly in the roll of millennium since. Choose 
  one of the options below. 
  The most frequently encountered kind of drow in 
  Eberron are the Vulkori tribal drow living in the 
  jungles of Xen'drik. Most of these tribes worship the 
  scorpion-god known as Vulkoor. Khorvarian sages 
  consider Vulkoor an animal-totem version of The 
  Mockery, a god of the Dark Six. While many scorpion 
  tribes worship Vulkoor exclusively and are viciously 
  xenophobic, other tribes known as Qaltair worship 
  analogues of the rest of the Sovereign Host and Dark 
  Six and are willing to deal peacefully with outsiders in 
  a limited fashion.  
  Ability Score Increase. Your Wisdom score 
  increases by 2. 
  Alignment. The scorpion tribes live in ruthless, 
  deadly jungles and have a temperament to match. Most 
  tend toward evil alignments, and while the Qaltair are 
  less likely to be so, it is difficult for foreigners to 
  discern which tribe one of these drow belongs to at 
  first glance. In either case, the loose structure of their 
  savage way of life highlights their chaotic nature. 
  Age. Though the savage drow of the scorpion tribes 
  can ostensibly live just as long as other elves and drow, 
  it is far more likely for them to meet a swift and grisly 
  end in the wild jungles of Xen’drik. Therefore, scorpion 
  tribe drow are considered to be adults as soon as they 
  become physically capable of raising the next 
  generation of their tribe. 
  Fleet of Foot. Your base walking speed increases to 
  35 feet. 
  Keen Senses. You have proficiency in the Perception 
  skill. 
  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 (which you refer to as a "scorpion chain") 
  detailed in Chapter 4: Equipment. 
  Languages. You can speak, read, and write 
  Common, Elvish, and Giant. Common is not a native 
  language of the scorpion tribes, but the Qaltair learn it 
  in order to facilitate commerce with residents of 
  Stormreach. Depending on how long your tribe has 
  lived near and interacted with Stormreach, you may or 
  may not speak Common with a noticeable accent. 
  
  The Sulatar clans (or "firebinders" in the Giant 
  language) remained loyal to their fire giant masters 
  during the elven rebellions. They retain the secrets of 
  elemental binding their masters taught them and make 
  frequent use of flaming weapons and fire elementals. 
  The firebinders consider the drow of the scorpion 
  tribes to be savages and traitors, and the tribal drow 
  hate the Sulatar for their continuing loyalty to their 
  cruel slave-masters.  
  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. 
  Age. Living behind the ruins of their master’s 
  fortresses, the Sulatar are more defended against the 
  wild predations of Xen’drik as 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 an 
  impossibility to truly understand without at least a 
  century of practice and mastery. 
  Arcane Education. Sulatar are well versed in the 
  affect planes have on the material plane and their 
  interaction with arcane forces. You have proficiency in 
  the Arcana skill. 
  Flame Binding. All adult Sulatar drow know the 
  basics of binding the essence of Fernia, the Sea of Fire, 
  to their will. You know the control flame cantrip 
  (Xanathar’s Guide to Everything, pg. 152). Once you 
  reach 3rd level, you can cast the burning hands spell 
  once with this trait, and you regain the ability to do so 
  when you finish a long rest. Once you reach 5th level, 
  you can cast the scorching ray 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 much like a Roman gladius. 
  Languages. You can speak, read, and write Elvish, 
  Giant, and the Ignan dialect of Primordial. 
  
   
   
   
   
   
   
   
   
  When dragonfire rained down on all that the giants 
  held dear, the progenitors of the Umbragen fled into 
  the depths of Khyber. In their wanderings, the 
  Umbragen uncovered ancient lore that led them to a 
  mystical force of darkness called the Umbra. They 
  bound this shadowy essence to their flesh and 
  survived by calling upon it for generation after 
  generation. Thousands of years later, the Umbragen 
  have begun to surface. Some say they are seeking 
  refuge from an unfathomable threat rising from the 
  twisting depths of Khyber.  
  Ability Score Increase. Your Charisma score 
  increases by 1. 
  Alignment. The Umbragen worship a dispassionate 
  force of darkness. While it is not evil, they have 
  stoically forfeited their souls to dark oblivion in its 
  depths. Many centuries of fighting against their 
  unfathomable enemy has forced them to maintain a 
  lawful, disciplined society. 
  Age. The Umbragen may have at one time had the 
  luxury of waiting for their young to live a century 
  before considering 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. 
  Superior Darkvision. Your darkvision has a radius 
  of 120 feet. Unlike other drow, Umbragen eyes are 
  completely black, a visible sign of this enhanced vision 
  and their link to the Umbra. 
  Shadow Steps. You have proficiency with the Stealth 
  skill. 
  Soul of Darkness. By virtue of your birth into the 
  Umbragen, your soul has been pledged to oblivion 
  within the Umbra. 
  Any spell that brings its target back to life (such as 
  revivify or raise dead) must be cast from a spell slot one 
  level higher than normal in order to function on you. 
  Otherwise, the spell fails as if counterspelled. 
  In addition, you can cast the darkness spell once 
  using this trait. When you reach 7th level, you may cast 
  deeper darkness using this trait instead of darkness. 
  You regain the ability to cast either spell using this trait 
  when you finish a short or long rest. Charisma is your 
  spellcasting ability for these spells.  
  Finally, you can see through any magical darkness 
  you or another Umbragen creates by using this trait. 
  Umbragen Weapon Training. You have proficiency 
  with the rapier, shortsword, and hand crossbow. 
  Languages. You can speak, read, and write Daelkyr, 
  Elvish, and Undercommon.  
   
   
   
   
   
  
   
   
   
   
   
   
   
  In ancient times, after the fall of giant civilization, a 
  small population of debased giantkind fled Xen'drik, 
  fleeing from an existential threat. During their flight 
  across the Thunder Sea, an enormous tempest rose up 
  and smashed into their fleet. When the skies cleared, 
  they found themselves stranded in the open waters 
  with half their fleet missing and no idea of their 
  heading or course. They sailed aimlessly for months 
  until their supplied nearly ran out before finally 
  landing on the continent of Sarlona. There, they 
  continued their ancient ways of wandering and 
  became nomads in a new, less hostile land. 
   Centuries later, the ogre kingdom of Borunan was 
  eradicated 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-
  breeds 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. 
  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.  
  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 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 were bright light, and in darkness as if it 
  were dim light. You can't discern color in darkness, 
  only shades of gray. 
  Eneko Resilience. You have advantage on saving 
  throws against poison, and you have resistance against 
  poison damage. 
  Eneko Weapon Training. You have proficiency with 
  the longbow. 
  Giant Endurance. Whenever you make saving 
  throw to resist environmental effects due to weather 
  or climate, you are considered proficient in the saving 
  throw and add double your proficiency bonus to the 
  saving throw, instead of your normal proficiency 
  bonus. 
  Oni Magic. When you reach 3rd level, you can cast 
  the pass without trace spell once with this trait. You 
  regain the ability to do so when you finish a short or 
  long rest. Charisma is your spellcasting ability for it. 
  Powerful Build. You count as one size larger when 
  determining your carrying capacity and the weight you 
  can push, drag, or lift.  
  Languages. You can speak, read, and write Riedran 
  and Giant.  
   
   
  
   
   
   
   
   
   
   
   
  In ancient times, the gnolls of Eberron were savage, 
  demon-worshipping monsters that believed the 
  blessing of some demonic god flowed through their 
  veins. With the founding of the Znir Pact, the gnolls 
  forsook the hideous rituals and depravity of their 
  ancestors. Znir Pact gnolls worship no demons or gods, 
  and instead have a practice of raising piles of rubble to 
  represent the idolatrous objects of worship that the 
  Znir Pact founders shattered when they threw off the 
  influence of their demonic Overlord.  
  Today, the Znir Pact functions as a neutral policing 
  force in Droaam, entrusted by the Daughters of Sora 
  Kell to maintain peace amongst their warlords' 
  territories. In past centuries of united Galifar, when the 
  territory of Droaam was once western Breland, the 
  Znir Pact were counted among the citizens of Breland. 
  In fact, there was a long history of Brelish royalty 
  hiring bodyguards of Znir Pact gnolls, for their 
  reputation as skilled mercenaries were highly sought 
  after. 
  Gnolls of the Znir Pact might become adventurers 
  as a way to gather information for the Daughters of 
  Sora Kell, essentially being government agents on 
  scouting missions. Znir Pact gnolls also often sign up 
  as mercenaries with House Tharashk and House 
  Deneith. Others might simply wish to see more of the 
  world, like any civilized person struck by wanderlust. 
  Racial Traits. The following racial traits can be 
  used to play a gnoll of the Znir Pact in Eberron 
  campaigns. 
  You share a number of traits with other gnolls of the 
  Znir Pact. 
  Ability Score Increase. Your Wisdom score 
  increases by 2 and your Dexterity score increases by 1. 
  Alignment. The Znir Pact is a highly rigid philosophy 
  of discipline and balance, leading gnolls raised in such 
  a culture to usually be lawful and neutral aligned. 
  Age. Gnolls reach maturity within a decade, and 
  rarely live longer than three. 
  Size. Gnolls resemble bipedal, human-sized hyenas. 
  They have a hunched posture and stand close to 7 feet 
  tall but are lean. 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 were bright light, and in darkness as if it 
  were dim light. You can't discern color in darkness, 
  only shades of gray. 
  Keen Smell. You have advantage on Wisdom 
  (Perception) and Intelligence (Investigation) checks 
  that rely on smell. 
  Fleet of Foot. Your base walking speed is 35 feet. 
  Disciplined Defiance. You have advantage on all 
  saving throws against being charmed or frightened. 
  Znir Weapon Training. You have proficiency with 
  the longbow, quarterstaff, and shortsword. 
  Languages. You can speak, read, and write 
  Common, Goblin, and Gnoll. 
   
   
   
  
   
   
   
   
   
   
   
  In ancient times, after the fall of giant civilization, a 
  collection of several tribes of debased giantkind 
  roamed the peaks of the northern mountain ranges of 
  Xen'drik, in what is now called the Skyfall Peninsula 
  just north of the ruins that would one day be the 
  foundation of Stormreach. At some point, these tribes 
  undertook a mass exodus, seeking to flee the "Hungry 
  Shadows", seeming ghosts from the lowland jungles 
  that hunted them to near extinction. Taking 
  inspiration from legends of another mass exodus in 
  Xen'drik's ancient past, these giantkind descended 
  their mountains, built ships, and sailed northward 
  toward the horizon. After suffering the loss of nearly 
  half their fleet to the tempestuous Thunder Sea, they 
  landed just east of the Shadow Marches in current-day 
  Droaam. From there, they wandered, avoiding 
  civilization as their ancestors had taught them, until 
  they reached the Byeshk Mountains to the north, 
  where they remained. 
  Tribes of these giantkind, called "goliaths" by the 
  native orcs and goblinoids of the lowlands, wandered 
  across the range of the Byeshk Mountains, mining the 
  rare purple ore the mountains take their name from to 
  make crafts, jewelry, and weapons. They acclimated to 
  their new mountains and led a nomadic, mostly 
  peaceful life there for several millennia, until the 
  Xoriat invasion. They were enslaved to toil in their 
  own mines by the goblinoids of the Dhakaani Empire, 
  when demand 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 distrust 
  of lowlanders, and kept a mostly isolated existence for 
  almost nine millennia since. Only with the formation of 
  Droaam were they drawn into the dealings of 
  lowlanders, when the Daughters of Sora Kell managed 
  to unite their tribes under one High Chief, who herself 
  bows to the Daughters. 
  Goliaths are a hardy people, taken to almost 
  foolhardy heights of daring as they leap from cliff to 
  cliff. Goliaths usually become adventurers to prove 
  themselves to their tribe, to perform a service for 
  Droaam, or to explore the world outside the Byeshk 
  Mountains, convinced that much has to have changed 
  in the millennia since their enslavement by a now-
  dead empire. 
  Racial Traits. Goliath racial traits can be found on 
  page 10 of the Elemental Evil Player’s Companion, with 
  one alteration: 
  Languages. Goliaths in Eberron can speak, read, 
  and write Common, Giant, and Goblin. 
   
   
   
  
   
   
   
   
   
   
   
   
  The ancient goblinoid Empire of Dhakaan once 
  spanned the length and breadth of Khorvaire. The 
  hobgoblins ruled Dhakaan for many centuries and may 
  have continued to the present day if otherworldly 
  forces of insanity and horror had not broken the will of 
  the "dar", the goblinoid people. When the empire 
  began to collapse in the wake of this nightmare war, 
  some clans saw the end was coming, and secluded 
  themselves in deep caves in order to wait out the 
  savage times they saw ahead. Now with the rise of 
  Darguun, the ghaal'dar hobgoblins are determined to 
  conquer Khorvaire once more, and the Dhakaani clans 
  have resurfaced from history to take notice—or more 
  likely, to seize control.  
  Racial Traits. The below hobgoblin racial traits 
  replace those found in Volo’s Guide to Monsters, to 
  more readily present hobgoblin subraces. 
  All hobgoblins, regardless of tribe or clan, have some 
  natural traits in common. 
  Ability Score Increase. Your Constitution score 
  increases by 2. 
  Age. Hobgoblins reach adulthood shortly after a 
  decade and live about as long as humans. 
  Size. Hobgoblins are roughly the same size as 
  humans, though typically hardier. Your size is Medium. 
  Speed. Your base walking speed is 30 feet. 
  Goblinoid. You belong to one of the three major 
  goblinoid species. 
  Darkvision. 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 light, and in darkness as if it 
  were dim light. You can't discern color in darkness, 
  only shades of gray. 
  Legacy of Respect. Whenever you make a Charisma 
  check to interact with a goblinoid, you can add twice 
  your proficiency bonus, instead of any proficiency 
  bonus you normally apply. 
  Languages. You can speak, read, and write Common 
  and Goblin. 
  Subrace. The Ghaal’dar tribes arose after the fall the 
  ancient goblin empire and the self-enforced exile of the 
  remaining Dhakaani clans. Though many of the 
  Dhakaani clans are alike in their traditions and focus, 
  there are a few unique ones, like the Kech Volaar. 
  Choose one of the options below. 
  Without the iron rule of the Dhakaan, the ghaal’dar 
  tribes devolved into centuries of posturing and 
  infighting. It wasn’t until the Last War that the 
  ghaal’dar were united into a nation once again. 
  Ability Score Increase. Your Strength score 
  increases by 1. 
  Martial Training. You are proficient with two 
  martial weapons of your choice and with light armor. 
  Saving Face. Ghaal’dar Hobgoblins are careful not to 
  show weakness in front of their allies, for fear of losing 
  status. If you miss with an attack roll or fail an ability 
  check or a saving throw, you can gain a bonus to the 
  roll equal to the number of allies you can see within 30 
  feet of you (maximum bonus of +5). Once you use this 
  trait, you can't use it again until you finish a short or 
  long rest. 
  The Dhakaani respect one thing above all else: military 
  might. Some might mistake hobgoblins as brutes, but 
  the Dhakaani are actually quite sharp, especially when 
  it comes to tactics and strategy. 
  Ability Score Increase. Your Intelligence score 
  increases by 1. 
  Tactical 
  Cunning. 
  Hobgoblins 
  soldiers 
  train 
  extensively to fight cooperatively. You may take the 
  Help action to aid a friendly creature in attacking a 
  creature within 5 feet of you as a bonus action. 
  Dhakaani Weapon Training. You have proficiency 
  with the flail, plus the mighty flail, dire flail, and spiked 
  chain (detailed in Chapter 4: Equipment). 
  The Kech Volaar, or "Wordbearers" are an ancient 
  Dhakaani clan of hobgoblins only recently resurfacing 
  with the formation of Darguun. Their entire lineage is 
  devoted to preserving goblinoid history through text 
  and song. 
  Ability Score Increase. Your Charisma score 
  increases by 2. 
  Keeper of Stories. The Wordbearers have long 
  known the importance of remembering the past. Your 
  Legacy of Respect trait also allows you to double your 
  proficiency bonus on Intelligence (History) checks 
  related to the history of the goblinoid races. In 
  addition, you can perfectly recall any story you have 
  read or heard. 
  Wordbearer Proficiencies. You have proficiency 
  with the Performance skill, Calligrapher's supplies, 
  and one Musical Instrument of your choice. 
  Extra Language. You can speak, read, and write one 
  extra language of your choice. 
   
  
   
   
   
   
   
   
   
   
  Minotaurs are a common sight in the monstrous nation 
  of Droaam, where the Daughters of Sora Kell have 
  granted them a territory to claim as their own. Lead by 
  their warlord Rhesh Turakbar in the worship of the 
  Horned Prince, minotaurs are mainly viewed by the 
  people 
  of 
  Khorvaire 
  as 
  bloodthirsty 
  savages. 
  Minotaurs view the Horned Prince as their overlord 
  and creator, but each individual minotaur has his own 
  view on who or what the Horned Prince is and finds all 
  other opinions inherently flawed. 
  During the Last War, House Tharashk negotiated 
  with the Daughters of Sora Kell to contract the 
  monstrous inhabitants of the nation as mercenaries. 
  Today, minotaurs can be seen accompanying Tharashk 
  heirs on prospecting missions and as intimidating 
  bodyguards to those who can afford them. Exposure to 
  more civilized and metropolitan views have influenced 
  these minotaurs. These days, it is not uncommon to 
  find minotaurs outside Droaam that identify the 
  Horned Prince with the Dol Dorn, the Sovereign of 
  Strength and War, or Balinor, the Sovereign of Beasts 
  and the Hunt, rather than some darker entity. 
  Racial Traits. The following racial traits can be 
  used to play a minotaur in Eberron campaigns. 
   
  Regardless of their outlook, Minotaurs share common 
  traits. 
  Ability Score Increase. Your Strength score 
  increases by 2. 
  Many Paths. Every minotaur reaches the Horned 
  Prince by his or her own personal path. Your choice of 
  your Constitution, Intelligence, or Wisdom score 
  increases by 1. 
  Age. Minotaurs enter adulthood at around the age of 
  17 and can live up to 150 years. 
  Alignment. Minotaurs vary widely in their beliefs, 
  just like any intelligent humanoid, but have had a 
  narrow cultural experience for centuries under the 
  rule of demon-worshipping leaders like Rhesh 
  Turakbar. This has caused them to lean toward evil 
  alignments, but exposure to other cultures can 
  downplay this influence. 
  Size. Minotaurs typically stand well over 7 feet tall 
  and weigh a hulking average of 450 pounds. Your size 
  is Medium. 
  Speed. Your base walking speed is 30 feet.  
  Horns. Your horns are a natural weapon, which you 
  can use 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. 
  Hammering Horns. Immediately after you hit a 
  creature with a melee attack as part of the Attack 
  action on your turn, you can attempt to shove that 
  creature with your horns using your reaction. The 
  creature must be no more than one size larger than 
  you and within 5 feet of you. It must make a Strength 
  saving throw against a DC equal to 8 + your proficiency 
  bonus + your Strength modifier. If it fails, you push it 
  up to 5 feet away from you. 
  Menacing. You have proficiency in the Intimidation 
  skill. 
  Powerful Build. You count as one size larger when 
  determining your carrying capacity and the weight you 
  can push, drag, or lift.  
  Languages. You can speak, read, and write Common 
  and Orc. 
   
   
   
  
   
   
   
   
   
   
   
   
  Orcs are one of the indigenous races of Khorvaire, 
  having spread across the continent since well before 
  the formation of the goblinoid Dhakaani Empire in the 
  Age of Monsters. They are a fiercely passionate people 
  and well-disposed to throwing themselves blindly into 
  a cause without overthinking it. Because of this 
  tendency to act on impulse and "gut feeling" over logic 
  and reason, orcs have never formed a large civilization 
  over the countless untold millennia they have existed.  
  When human settlers from Sarlona landed on 
  western Khorvaire in the Demon Wastes and the 
  Shadow Marches, the native orc tribes at first warred 
  with them. But over time, these people mingled, and 
  many orcs eagerly embraced the new gods the humans 
  brought with them, the Sovereign Host. Many orcs 
  even counted their legendary racial folk hero, the one-
  eyed Garu-Umesh as an aspect of Balinor, Sovereign of 
  the Hunt. But older, more primal faiths still hold sway, 
  especially in the Shadow Marches, where descendants 
  of the original orc druid Gatekeepers and the Cults of 
  the Dragon Below continue to clash. 
  Variant Statistics. While the orc racial traits on 
  page 120 of Volo’s Guide to Monsters might be a decent 
  fit for the bloodthirsty brutes of other settings, the 
  below variant racial traits more accurately represent 
  the more varied orcs of Eberron. 
  In Eberron, orcs are not the universally evil creatures 
  they are in other settings. Mostly they are a hardy, 
  tough people acclimated to harsh environments, and 
  very emotional about their beliefs. However, some 
  isolated tribes of orcs, such as the Jhorash'tar of the 
  Mror Holds lowlands and the Ghaash'kala of the 
  Demon Wastes, lead a much more savage existence, 
  and are culturally predisposed toward aggression and 
  cowing those weaker than them. 
  When playing an orc from such a remote tribe, you 
  may replace the Survivor trait of the base orc traits 
  with the following trait: 
  Menacing. You gain proficiency in the Intimidation 
  skill. 
  Your orc character has the following racial traits. 
  Ability Score Increase. Your Strength score 
  increases by 2, and your Constitution score increases 
  by 1. 
  Age. Orcs mature faster than humans, standing fully 
  grown and developed at around age 12. Their lives are 
  significantly shorter than a human’s, however, with 
  those living past 50 years being a rarity. 
  Alignment. Orcs tend to be passionate, with little 
  regard for extensive rules and obligations, and tend 
  toward chaotic alignments. Contrary to some vile 
  prejudices, orcs do not tend toward evil alignments. 
  Size. Orcs usually stand over 6 feet tall and are 
  typically much more muscular and burly than a human 
  of the same height, weighing between 230 and 280 
  pounds. 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 were bright light, and in darkness as if it 
  were dim light. You can't discern color in darkness, 
  only shades of grey. 
  Passionate. Orcs are defined by their strong 
  emotions, often heedless of danger while trusting their 
  convictions. You may roll a d8 and add it to the result 
  of any attack roll, saving throw, or ability check that 
  hasn't already benefited from a Bardic Inspiration die. 
  You can wait until after you roll the d20 before 
  deciding to roll this d8, but you must decide before the 
  DM says 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. 
  Savage Attacks. When you score a critical hit with a 
  melee weapon attack, you can roll the weapon's 
  damage dice one additional time and add it to the extra 
  damage of the critical hit. 
  Survivor. Orcs can thrive in the harshest of 
  environments. You gain proficiency with the Survival 
  skill. 
  Powerful Build. You count as one size larger when 
  determining your carrying capacity and the weight you 
  can push, drag, or lift. 
  Languages. You can speak, read, and write 
  Common, Goblin, and Orc.  
   
   
   
   
  
   
   
   
   
   
   
   
  The sahuagin of the Thunder Sea are aquatic 
  humanoids with strong piscine features, including 
  large mouths filled with sharp, shark-like teeth. They 
  often interact with coastal settlements along the 
  southern shores of Khorvaire, and the port city of 
  Stormreach on Xen'drik's coast. Though they are said 
  to worship the Devourer of the Dark Six, known to 
  them as Shargon, they have several peaceful treaties 
  with nations and even House Lyrandar. Sahuagin often 
  act as guides for sailing vessels and House Lyrandar 
  wind galleons as they make their way across the 
  surface of the Thunder Sea, typically sailing to and 
  from the city of Stormreach. 
  Although sahuagin can breathe air for a short time, 
  they are ultimately dependent on saltwater to live. Due 
  to this, most sahuagin adventurers limit themselves to 
  underwater questing, or stick close to coastal lands. 
  Experienced sahuagin adventurers that are struck 
  with keen wanderlust and an overwhelming desire to 
  walk dry land indefinitely seek out magic items 
  capable of creating saltwater, such as a variant 
  decanter of endless water, or items that make carrying 
  large quantities of it possible, such as a bag of holding 
  or portable hole. 
  Racial Traits. The following racial traits can be 
  used to play a sahuagin in Eberron campaigns. 
  Sahuagin share some natural traits. 
  Ability Score Increase. Your Strength and Wisdom 
  scores increase by 1. 
  Alignment. As intelligent humanoids, sahuagin 
  alignments run the gamut. Though the dark god 
  Shargon features prominently in their culture, and 
  they have evolved with predatory instincts, they do not 
  inherently tend toward evil. 
  Age. Sahuagin are birthed live, like sharks are, and 
  reach full 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. 
  Speed. Your base walking speed is 30 feet, and you 
  have a swimming speed of 40 feet. 
  Superior Darkvision. You have superior vision in 
  dark and dim conditions. You can see in dim light 
  within 120 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 shades of gray. 
  Keen Senses. You have proficiency in the Perception 
  skill. 
  Bite. Your razor-toothed maw is a natural weapon, 
  which you can use to make unarmed strikes. If you hit 
  with it, you deal piercing damage equal to 1d6 + your 
  Strength modifier, instead of the bludgeoning damage 
  normal for an unarmed strike. 
  Blood Frenzy. If you reduce a creature to half or less 
  of its hit points, you can enter a blood frenzy as a 
  reaction to gain advantage on attack rolls against that 
  creature for 1 minute or until it is reduced to 0 hit 
  points. If you reduce the creature to 0 hit points with a 
  bite attack, you regain the use of this ability, otherwise 
  you must finish a short or long rest to use it again. 
  Limited Amphibiousness. You can breathe air and 
  water, but you need to be submerged in saltwater at 
  least once every 4 hours for no less than 1 minute. For 
  every four hours you go without submerging yourself, 
  you must succeed on a DC 15 Constitution saving 
  throw or suffer a level of exhaustion. 
  Levels of exhaustion gained this way cannot be 
  removed by any spell or effect. They can only be 
  removed by submerging yourself in saltwater. For 
  every minute submerged, one level of exhaustion 
  gained this way is removed. 
  Shark 
  Telepathy. 
  You 
  can 
  telepathically 
  communicate with any beast that is a shark (giant 
  sharks, hunter sharks, reef sharks, etc.) within 120 feet 
  of you. When communicating with a shark this way, 
  you can innately cast animal friendship on it at will.  
  Starting at 3rd level, you can also cast beast bond with 
  this trait, but only on beasts that are sharks. Once you 
  cast it, you can't do so again until you finish a long rest. 
  Casting these spells in this way requires no 
  components and Wisdom is your spellcasting ability 
  for them. 
  Languages. You can speak, read, and write Common 
  and Sahuagin. Sahuagin is your native language, and it 
  is most suited to speaking underwater. On the surface, 
  it has a gasping, raw-throated quality that many land 
  dwellers find off-putting. 
   
  
   
   
   
   
   
   
   
   
  Sahuagin who perform a dark rite to Shargon, 
  involving the complete devouring of a land-walking 
  humanoid 
  or 
  aquatic 
  elf, 
  may 
  undergo 
  a 
  transformation into a malenti; a sahuagin that is 
  indistinguishable from an aquatic elf in appearance. 
  You may play as a sahuagin that has completed 
  this ritual or, if your DM allows, you might begin the 
  game as a normal sahuagin, then complete the ritual 
  during 
  the 
  course 
  of 
  play. 
  Whenever 
  your 
  transformation occurs, the below traits replace the 
  Ability Score Increase, Alignment, Size, Bite, Limited 
  Amphibiousness, and Languages traits of the base 
  sahuagin. 
  Ability Score Increase. Your Dexterity score 
  increases by 2 and your Wisdom score increases by 1. 
  Alignment. Because the nature of the ritual to 
  transform a malenti involves the literal devouring of a 
  sentient, living person, it is very common for malenti 
  to be evil. However, the one devoured in the ritual may 
  have been willing, or some other extenuating 
  circumstances may have been involved, that can justify 
  a non-evil malenti. Still, it is a rare sahuagin that is 
  truly altruistic and good that can go through with the 
  ritual. 
  Size. Malenti range in height and build exactly as 
  elves do and appear to all inspection to be aquatic 
  elves. Your size is Medium. 
  Speed. Your base walking speed is 30 feet, and you 
  have a swimming speed of 40 feet. 
  Amphibious. You can breathe air and water. 
  Languages. You can speak, read, and write 
  Common, Sahuagin, and an additional language that 
  was known by the creature you devoured to become a 
  malenti. You speak this extra language with the same 
  fluency and accent that the devoured creature did. 
   
   
   
  
   
   
   
   
   
   
   
  Originally intended to be mindless machines to fight in 
  the Last War, the warforged developed sentience 
  unintentionally. As House Cannith strove to make 
  them the ultimate tools of war, each successive 
  generation of warforged to emerge from the creation 
  forges saw them become more intuitive and capable of 
  growth, until they became a new kind of creature. 
  Since the Treaty of Thronehold, the warforged 
  have been recognized as living creatures, setting them 
  free. For many warforged, this freedom merely 
  confuses them. Born to be soldiers and take orders, 
  many join adventuring parties just to be directed 
  toward the next fight. Other warforged seek a deeper 
  meaning to their existence and become adventurers to 
  find their answers. 
  Variant Statistics. Warforged have been officially 
  updated to 5th edition and their racial traits can be 
  found starting on page 68 of the Wayfinder’s Guide to 
  Eberron. 
  However, to strike a balance between the classic 
  warforged feel of previous editions and the extremely 
  mutable warforged presented in the Wayfinder’s Guide, 
  the following traits can be taken in place of the 
  warforged’s Integrated Armor trait: 
  Model Type. You cannot wear armor of any kind. 
  Your body is one of three models that determines your 
  Armor Class but you are not considered to be wearing 
  any sort of armor (though your chosen model type and 
  may impose restrictions that are similar).  
  Regardless of your model type, the AC provided by it 
  increases by +1 when you reach 3rd level, and another 
  +1 when you reach 5th level. 
  Choose one type of model below: 
  Composite Plating. Your basic composite body grants 
  you an Armor Class of 14 + your Dexterity modifier 
  (maximum +2). You have disadvantage on Stealth 
  checks. You cannot cast spells unless you are proficient 
  with medium armor 
  Mithral Tracery. Your mithral-lined body grants you 
  an Armor Class of 11 + your Dexterity modifier.  
  Adamantine Construction. Your body grants you an 
  Armor Class of 17. You have disadvantage on Stealth 
  checks. You cannot cast spells unless you are proficient 
  with heavy armor. 
  Remodeling. It is possible to change your model 
  type with extensive modifications. You or another 
  proficient with Arcana and either artificer's tools, 
  carpenter's tools, jeweler's tools, mason's tools, 
  smith's tools, or tinker's tools can work for 8 hours a 
  day for 1 workweek and consume 500 gold pieces 
  worth of raw materials. At the end of this period, you 
  may change your model type. 
   
  
   
   
   
   
   
   
   
   
  Some players and DM may question how similar 
  warforged are to normal humanoids. Do warforged 
  bleed? Do they heal naturally? Do they benefit from 
  healing spells that indicate they don’t work on 
  constructs?  
  Those wishing to play with warforged that are 
  significantly different from other races may use the 
  following additional racial traits: 
  Living Construct. You are both a constructed being 
  and a living creature. You have two creature types: 
  construct and humanoid. You can be affected by a spell 
  or ability if it works on either of your creature types. 
  Because of this, you can be healed by spells that 
  specify they don't work on constructs; however, you 
  regain only half the amount of hit points restored by 
  non-transmutation spells that restore hit points and 
  from potions of healing (all types). Other effects that 
  restore hit points function as normal. 
  Required Maintenance. Warforged do not heal 
  naturally over time. In order for you to regain hit 
  points and Hit Dice after a long rest, you or an ally at 
  hand must cast the mending cantrip on you, or 
  alternatively spend two hours during the long rest 
  repairing your body. To do so, you or your ally must 
  possess and be proficient with at least one of the 
  following types of artisan's tools: artificer's tools, 
  carpenter's tools, jeweler's tools, mason's tools, 
  smith's tools, or tinker's tools. If 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 receive all other benefits of a long rest. 
  Inert State. The alchemical fluid flowing through 
  your circulatory system clots quicker than blood when 
  exposed to air. When you are at 0 hit points, it only 
  takes you 2 successful death saving throws to become 
  stable, but you do not regain 1 hit point after 1d4 
  hours. Instead, you remain stable and unconscious 
  indefinitely, until healed or damaged. You still die at 3 
  failed death saving throws. Additionally, the spare the 
  dying cantrip has no effect on you. 
   
  
   
   
   
   
   
   
   
   
  Most aasimar would have you believe that their kind 
  are descended from the blessed union of a mortal and 
  a celestial being of light and goodness. Sometimes it's 
  true. However, the most frequently occurring aasimar 
  bloodlines are the result of cults centered around 
  fallen angels, cast down to the mortal world where 
  their perverse ideas of divinity will run their course.  
  Subraces. While the Protector, Scourge, and 
  Fallen Aasimar on page 105 of the Volo’s Guide to 
  Monsters may be found in Eberron, the Idolatrous 
  aasimar presented below is the most likely kind of 
  aasimar to be encountered.  
  Once-celestial begins known a "Radiant Idols" are cast 
  out of Syrania, the Azure Sky, as punishment for 
  claiming to be gods and obsessively embodying a 
  divine domain. While Radiant Idols could twist even 
  benevolent forces like Life into something foul and 
  malign, many of the fallen embodied the darkest of 
  powers, such as Death and Corruption. As an 
  idolatrous aasimar, you are descended from one of 
  these beings, and the power of their domain flows 
  strongly through your tainted celestial blood. 
  Ability Score Increase. Your Wisdom score 
  increases by 1. 
  Beguiling Tongue. Your ancestor was a being with 
  unparalleled ability to manipulate and deceive. A part 
  of this power lingers within you. Choose either 
  Persuasion or Deception. You gain proficiency in the 
  chosen skill. 
  Idolatrous Legacy. When you reach 3rd level, 
  choose any divine domain cleric subclass (including 
  those listed in a later chapter). You gain the ability to 
  use the Channel Divinity feature that domain grants to 
  2nd level clerics. Your effective cleric level for this 
  ability is equal to your character level, and if the ability 
  can be resisted with a saving throw, the DC is equal to 
  8 + your proficiency bonus + your Charisma modifier. 
  You can use this ability once, regaining the ability to 
  do so when you finish a short or long rest. 
  If you are a cleric, the divine domain you choose for 
  this trait need not be the same as the divine domain 
  you selected for your actual cleric subclass. 
  Earthbound. As part of your ancestor's divine 
  punishment, 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, 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.   
   
   
   
  
   
   
   
   
   
   
   
   
  Though not truly descended from the abominable 
  daelkyr, the so-called "half-blood" progeny of those 
  horrific and alien fiends could not exist without them. 
  The daelkyr are bound to Khyber, unable to reach the 
  surface of Eberron, but the malignant influence of their 
  power can still seep into the world above, where the 
  ancient seals keeping them in place begin to fail. 
  Unfortunately, the unborn are most vulnerable to this 
  seepage. These innocents, growing in their mother's 
  wombs, become tainted, and are born as daelkyr half-
  bloods... and all are born with an even more aberrant 
  twin. 
  Most daelkyr half-bloods become adventurers to 
  flee sentiments of distrust and disgust, even from their 
  own parents. Shunned because of their bond with their 
  hideous siblings, they take to the roads to search for 
  adventure and discovery, and to forget their troubles. 
  Your daelkyr half-blood has the below traits due to the 
  taint of Xoriat  
  Ability Score Increase. Two different ability scores 
  of your choice increase by 1. 
  Age. Daelkyr half-bloods mature at the same rate as 
  humans but do not generally live as long, since they are 
  more likely to suffer from degenerative health 
  conditions in the twilight of their lives. 
  Alignment. Daelkyr half-bloods must always fight 
  vile thoughts that may or may not be their own. They 
  tend toward evil, and are usually neutral at best, but it 
  is not impossible for an exceptional individual to find 
  comfort in altruism and become good. In any case, 
  their roiling madness almost always tends toward 
  chaotic alignments. 
  Size. Daelkyr half-bloods are built much like humans 
  but appear a little sickly. Your size is Medium. 
  Speed. Your base walking speed is 30 feet. 
  Aberrant. Your body might appear to be humanoid, 
  but something about your presence is anathema. 
  Beasts that are indifferent to you become agitated and 
  hostile if they are within 30 feet of you for more than a 
  minute, even if you are not visible. All attempts to calm 
  them once they are hostile have disadvantage while 
  you are in sight of them.  
  You 
  also 
  have 
  disadvantage 
  on 
  Charisma 
  (Persuasion) checks made to influence a humanoid if 
  you are not proficient in the Persuasion skill. 
  Personal Symbiont. You begin play with one 
  personal symbiont that you can pick from the 
  following list: breed leech, crawling gauntlet, or 
  throwing scarab. While attuned to your person 
  symbiont, it does not count toward your limit of 
  attuned magic items.  
  At 5th level, you can choose to mutate your personal 
  symbiont into a different form from those previously 
  available to you, or into a form from the following list: 
  stormstalk, or winter cyst. If you do, your personal 
  symbiont cannot revert to its previous form until 10th 
  level.  
  At 10th level, your symbiont may mutate again into 
  any form previously available, plus the following: 
  spellwurm, tentacle whip.  
  At 15th level, your symbiont may mutate again into 
  any form previously available, plus the following: 
  shadow sibling, tongue worm.  
  At 20th level, your symbiont may mutate again into 
  any form previously available, or into a living 
  breastplate. If you do, your personal symbiont cannot 
  revert to its previous form. 
  If a personal symbiont is lost or killed, you can grow 
  a replacement from your own flesh over a period of 
  1d4 days. When you begin to regrow a replacement, 
  you can choose a different form currently available to 
  you (as above). You can’t grow or regrow symbionts 
  that you have gained in any other manner, nor can you 
  grow a replacement for a personal symbiont if the 
  original personal symbiont still lives.  
  Symbiont Dependency. Without daily contact with 
  at least one symbiont, you begin to wither away. For 
  every 24 hours you have no contact with a symbiont, 
  your hit point maximum is reduced by 5 (1d10). If your 
  hit point maximum is reduced to 0 this way, you die. 
  This reduction to your maximum hit points cannot be 
  prevented or restored by any means, not even with a 
  greater restoration spell, until you attach a symbiont. 
  Symbiont Mastery. You do not suffer any negative 
  effect from attaching, removing, or benefiting from the 
  abilities of symbionts. 
  Unbalanced Mind. Your mind is in constant self-
  revolt and contact with it can be debilitating. Any 
  creature that attempts to read your thoughts, study 
  your mind, or make a Wisdom (Insight) check to 
  determine information about you suffers disadvantage 
  on Intelligence, Wisdom, and Charisma saves for 1 
  round. 
  Languages. You can speak, read, and write Common 
  and two other languages of your choice. 
   
  The statistics for the symbionts available to daelkyr 
  half-bloods can be found starting on page 23 of The 
  Korranberg Chronicle: Threat Dispatch, a Pay-What-
  You-Want title on the DMsGuild. 
   
  
   
   
   
   
   
   
   
  Born from both the living and the undead, dhampyr in 
  Eberron can be seen as either an abomination or a 
  blessing. The first dhampyr in existence were created 
  purposely by the Qabalrin elves eons ago, as part of 
  experiments with infusing negative energy into mortal 
  flesh. The practice of copulating with vampires 
  continued with the traditions of the line of Vol, until 
  the purging of the bloodline and the exiling of their 
  allies from the Isle of Aerenal. 
  In modern times, most dhampyr are the progeny 
  of a human and a vampire, rather than elven and 
  vampiric parents, but dhampyr created from any 
  common race and a vampire is possible. The faith of 
  the Blood of Vol looks upon the undead as martyrs of 
  their faith, making the rare dhampyr birth a holy 
  occurrence. 
  But the faithful of other religions still hold to the 
  belief that vampires are evil, unnatural, and predatory 
  creatures, causing most common folk to look upon 
  dhampyr with distrust and suspicion. Even in 
  Karrnath, where belief in the Blood of Vol is more 
  common, dhampyr can often make people uneasy, 
  with either awe or fear. 
  As a dhampyr, your character has the below traits. 
  Ability Score Increase. Your Strength, Dexterity, or 
  Constitution score increases by 2, and your Charisma 
  score increases by 2. 
  Age. Dhampyr age at the same rate as humans until 
  they reach adulthood, then live indefinitely unless they 
  die to accident, disease, violence, or blood thirst (see 
  below). 
  Alignment. 
  The 
  individual 
  personality 
  and 
  alignment of a dhampyr depends on how he or she 
  reacts to the attitudes of others toward the undead. A 
  dhampyr might loathe the undead and take up arms 
  against his cursed heritage, or they might embrace 
  their vampiric origins and enjoy lording over others. 
  Size. Dhampyr can be either Medium or Small, 
  depending on which race their mortal parent was. 
  Speed. Regardless of your size, 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 were bright light, and in darkness as if it 
  were dim light. You can't discern color in darkness, 
  only shades of gray. 
  Vampiric Progeny. Although you are a living 
  creature, the energy of Mabar suffuses your body. 
  When you are the target of a non-necromancy spell 
  that would normally cause its target to regain hit 
  points, you do not regain any hit points and instead 
  suffer radiant damage equal to the amount of hit points 
  the spell would normally cause its target to regain. 
      Likewise, when you would normally be dealt 
  necrotic damage, you do not take any necrotic damage 
  from the attack or effect that dealt it and instead regain 
  a number of hit points equal to the amount of necrotic 
  damage the attack or effect would normally deal. 
  Captivating. You inherit some of the dark charm of 
  your vampiric parent. You have proficiency with the 
  Persuasion skill. 
  Blood Thirst. You can drain blood and life energy 
  from a willing creature, or one that is grappled by you, 
  incapacitated, or restrained. As an action, make a 
  melee attack against the target with proficiency. If you 
  hit, you deal 1 piercing damage and 1d6 necrotic 
  damage. The target's hit point maximum is reduced by 
  an amount equal to the necrotic damage taken, and you 
  regain hit points equal to that amount. The reduction 
  lasts until the target finishes a long rest. The target dies 
  if this effect reduces its hit point maximum to 0. The 
  necrotic damage increases by 1d6 when you reach 5th 
  level (2d6), 11th level (3d6), and 17th level (4d6). 
  For every three days you do not successfully deal 1 
  or more points of necrotic damage with this attack, you 
  suffer one level of exhaustion. Levels of exhaustion 
  gained this way cannot be removed by rest or magic; 
  they can only be removed by dealing necrotic damage 
  with this attack. Doing so instantly removes one level 
  of exhaustion gained this way for every point of 
  necrotic damage it deals (but not levels of exhaustion 
  gained by any other means). 
  Sunlight Sensitivity. You have disadvantage on 
  attack rolls and on Wisdom (Perception) checks that 
  rely on sight when you, the target of your attack, or 
  whatever you are trying to perceive is in direct 
  sunlight. 
  Languages. You can speak, read, and write Common 
  and one additional language of your choice. 
  
   
   
   
   
   
   
   
   
  Eladrin are almost unheard of in modern-day 
  Khorvaire. Their society has hidden behind powerful 
  illusory veils and the shifting of realities for millennia. 
  In ancient history however, one of their veiled cities 
  was discovered, ransacked, and destroyed by the 
  ancient giants of Xen'drik. The fallen Feyspire’s people 
  were taken and experimented on to create elves and 
  drow, who lost most of their cultural heritage under 
  giant enslavement. However, since the Day of 
  Mourning the eladrin’s veils have failed. The Feyspires 
  have now become stuck in the fabric of the cosmos, 
  them and their people anchored to the material plane. 
  Eladrin might become adventurers to solve the 
  mystery of the cosmically-stuck Feyspires, or to 
  explore the current society they are now stranded in. 
  They often attempt to pass themselves off as elves, as 
  they bear a striking resemblance to them, with the 
  exception of their solid-color eyes. 
  Racial Traits. Below, the eladrin are detailed as 
  their own race, replacing the elven eladrin subrace in 
  the Mordenkainen’s Tome of Foes. Additionally, two 
  distinct eladrin subraces are presented, each of which 
  representing a facet of life for the fey people of 
  Thelanis. 
  All eladrin regardless of their subrace share some 
  natural traits. 
  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 old age. 
  Alignment. As fey beings of Thelanis, the Eladrin are 
  living stories. They each tell a tale with every breath 
  they take and step they make. Depending on where an 
  Eladrin exists within the larger narrative of Thelanis, 
  their alignments can vary dramatically. 
  Size. Eladrin have statuesque, svelte builds, and 
  stand over 6 feet tall. Your size is Medium. 
  Speed. Your base walking speed is 30 feet. 
  Darkvision. Your fey eyes see more than mere 
  mortal vision 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 light, and in darkness as if it 
  were dim light. You can't discern color in darkness, 
  only shades of gray. 
  Fey Blood. You have advantage on saving throws 
  against being charmed, and magic can't put you to 
  sleep. You are also fey, not humanoid, and spells and 
  effects only detect and affect you as such. 
  Fey Step. As a bonus action, you can magically 
  teleport up to 30 feet to an unoccupied space you can 
  see. Once you use this trait, you can’t do so again until 
  you finish a short or long rest. 
  Trance. Eladrin don't need to sleep. Instead, they 
  meditate deeply, remaining semiconscious, for 4 hours 
  a day. (The Common word for such meditation is 
  "trance.") After resting in this way, you gain the same 
  benefit that a human does from 8 hours of sleep. 
  (If you are using the Trance and Dreams variant for 
  elves, the same variant applies to drow as well). 
  Languages. You can speak, read, and write Common 
  and Sylvan. To the untrained ear, Sylvan sounds nearly 
  identical to Elvish. However, the two languages are 
  separated by tens of thousands of years of 
  development, and Sylvan sounds incredibly archaic to 
  the point of gibberish to elves who do not speak 
  Sylvan. 
  Eladrin Subraces. There are two major cultures of 
  eladrin amongst the planes of Eberron: Feyspire 
  eladrin and wild eladrin. Choose one of these subraces. 
  The Feyspires, six glorious citadels of culture, magic, 
  and civilization once stood amongst the beautiful 
  wilderness of Thelanis. Civilization and nature stood in 
  harmony, each made more beautiful by the contrast. 
  Now, the Feyspires have become stuck in the mire of 
  the material plane, and the courtly eladrin within them 
  must deal with the mundane world beyond. 
  Ability Score Increase. Your Intelligence score 
  increases by 2. 
  Alignment. The story of eladrin born in a Feyspire 
  can be somewhat rigid, as they follow the story of their 
  Lord or Lady. 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 thus seek 
  to forge their own legend. 
  Feyspire Magic. Eladrin born of the Feyspires 
  possess the magic of the Feyspire 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 usually permanent; it is the 
  Feyspire you were born in and the story of it and its 
  Lord or Lady is a driving force for your own story. 
  However, it is possible to forsake the story of your 
  birth spire and swear allegiance to a new one. 
  Typically, the Lord or Lady of your new spire will 
  demand a service or quest, usually demanding you 
  accept a geas spell cast upon you, and when you 
  complete this quest, you lose the cantrip associated 
  with your former Feyspire, and gain the cantrip 
  granted by your new one. 
  
   
   
   
   
   
   
   
  Your spellcasting ability for your Feyspire cantrip is 
  Intelligence or Charisma, whichever is higher. 
   
  Feyspire 
  Cantrip 
  Pylas Pyrial,  
  the Gate of Joy 
  friends 
  Shae Joridal,  
  the City of Emerald Lights 
  dancing lights 
  Shae Lora Lyndar,  
  the City of Rose and Thorn 
  thorn whip 
  Shaelas Tiraleth,  
  the Court of the Silver Tree 
  guidance 
  Taer Lian Doresh,  
  the Fortress of Fading Dreams 
  minor illusion 
  Taer Syraen,  
  the Winter Citadel 
  ray of frost 
   
   
  Though called "wild" by their courtly kin within the 
  Feyspires, eladrin who's 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 compliment 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. 
  Ability Score Increase. Your Charisma score 
  increases by 2. 
  Alignment. Eladrin of the wilds of Thelanis often 
  follow flighty and carefree storylines, unlike their 
  cousins in the Feyspires, tending toward chaotic 
  alignments and capricious behavior. Those few who 
  have taken it upon themselves to travel to the material 
  plane to aid the Feyspires tend toward good 
  alignments as they are likely following heroic tales 
  filled with compassion and a drive to protect those 
  needing aid. 
  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 harvest is shared with all. When you assume 
  this season, your skin, hair, and eyes take on autumnal 
  colors of reds and yellows. 
  Winter is the season of contemplation and dolor, 
  when the vibrant energy of the world slumbers. When 
  you assume this season, your features show a pallet of 
  muted purples, pale blues, and snow white. 
  Spring is the season of cheerfulness and celebration, 
  market by merriment as winter's sorrow passes. In 
  this season, the hues of your body become vibrant and 
  pastels, the color of wild spring flowers. 
  Summer is the season of boldness and aggression, a 
  time of unfettered energy. While in this season, golden 
  yellows and vivid blues mark your appearance. 
  Wild Step. When you reach 3rd level, your Fey Step 
  trait gains an additional effect based on the season to 
  which your story currently follows; if the effect 
  requires a saving throw, the DC equals 8 + your 
  proficiency bonus + your Charisma modifier. 
  Autumn. Immediately after you use your Fey Step, up 
  to two creatures of your choice that you can see within 
  10 feet of you must succeed on a Wisdom saving throw 
  or be charmed by you for 1 minute, or until you or your 
  companions deal any damage to it. 
  Winter. When you use your Fey Step, one creature of 
  your choice that you can see within 5 feet of you before 
  you teleport must succeed on a Wisdom saving throw 
  or be frightened of you until the end of your next turn. 
  Spring. When you use your Fey Step, you can touch 
  one willing creature within 5 feet of you. That creature 
  then teleports instead of you, appearing in an 
  unoccupied space of your choice that you can see 
  within 30 feet of you. 
  Summer. Immediately after you use your Fey Step, 
  each creature of your choice that you can see within 5 
  feet of you takes fire damage equal to your Charisma 
  modifier (minimum of 1 damage). 
   
   
  
   
   
   
   
   
   
   
   
  Born from a merging between Dreams and Reality, 
  kalashtar possess an unearthly serenity. As compound 
  beings, the kalashtar have a both a human mind, body, 
  and soul, and a connection to an incorporeal entity of 
  dreams called a quori. Each quori spirit is divided 
  among a bloodline of kalashtar, making the connection 
  too tenuous to allow perfect communication, though 
  every kalashtar can feel their patron spirit guide them, 
  unlocking the secrets of psionic power and acting as a 
  kind of second conscience. 
  Driven to battle against Darkness, many kalashtar 
  take up arms in this spiritual war only metaphorically, 
  preferring to meditate on the Great Light. But there are 
  plenty among them who start the life of an adventurer, 
  calling themselves "shadow walkers", taking a more 
  active role in the fight, confronting evil where they can. 
  Some kalashtar are orphans, raised outside of 
  their culture and heritage, leading to confusion and 
  isolation as their natural powers manifest and set 
  them apart from their human peers. Many of these 
  orphaned kalashtar pursue a life of adventuring to 
  relieve themselves of the feelings of ostracization. 
  Some even become mentally unbalanced, alienated by 
  the influence of their patron spirit, unable to explain or 
  escape the second ego living inside their minds. 
  Racial Traits. Kalashtar racial traits can be found 
  on page 62 of the Wayfinder’s Guide to Eberron. 
  If your game uses the 
   rules to 
  incorporate psionics into your game, consider giving 
  Kalashtar the following bonus racial traits: 
  Naturally Psionic. You have a reservoir of psi 
  points. At 1st level, the psi point maximum for your 
  reservoir is 1, or your psi point maximum from 
  another source (such as mystic class levels) increases 
  by 1. At every odd-numbered level after 1st, your 
  existing psi point maximum increases by an additional 
  1 psi point. 
  Metaconcert. You may speak to more than one 
  creature at a time with your Mind Link ability. By 
  spending psi points (up to your psi limit), you gain the 
  ability to project your telepathic speech into the mind 
  of one additional creature per psi point spent for ten 
  minutes. When you speak telepathically to more than 
  one creature this way, all creatures thus spoken to gain 
  the ability to speak telepathically to you and all 
  creatures 
  that 
  you 
  telepathically 
  addressed—
  simultaneously—until the start of your next turn. 
   
   
   
   
  
   
   
   
   
   
   
   
  First appearing in the Towering Wood of the Eldeen 
  Reaches millennia ago, the killoren population has 
  since dwindled to a mere fraction of what it once was. 
  The ancient among them tell of a time when insanity 
  incarnate threatened the natural world, and the 
  druidic orcs and militaristic Dhakaani Empire fought 
  to stem the tide. But in the end, they say, it was the 
  appearance of the killoren that allowed victory, 
  bolstering the orc and goblinoid armies with their 
  numbers, and adding the very might of nature to their 
  cause. 
  Though immortal, killoren can die from violence 
  or accident as readily as any human, and the race 
  seems almost driven to prove this point. Throwing 
  themselves into Khyber, the Demon Wastes, and the 
  wilder reaches of the Shadow Marches to do battle 
  with the demonic, the aberrant, and the monstrous, 
  killoren adventurers are more common amongst their 
  number than civilians.  
  A great many killoren now look east toward the 
  Mournland, itching for vengeance against what caused 
  such a malignant blight upon the natural world. In fact, 
  since the Day of Mourning four years ago, the number 
  of killoren births seems to be on the rise... 
  Racial Traits. The following racial traits can be 
  used to play a killoren in Eberron campaigns. 
  Your killoren character has the following traits. 
  Ability Score Increase. Your Constitution and 
  Wisdom 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. 
  Size. Killoren are roughly the same size as elves, 
  though drastically different in appearance otherwise. 
  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 were bright light, and in darkness as if it 
  were dim light. You can't discern color in darkness, 
  only shades of gray. 
  Fey Blood. You have advantage on saving throws 
  against being charmed, and magic can't put you to 
  sleep. You are also fey, not humanoid, and spells and 
  effects only detect and affect you as such. 
  Natural Heart. Killoren have strong intuition about 
  the natural world. You have proficiency with Nature 
  checks. 
  Languages. You can speak, read, and write Common 
  and Orc. 
  Manifest Nature's Might. Killoren are forever 
  bound to the raw forces of nature itself, manifesting 
  this bond even in their physical form. A killoren can 
  only manifest one aspect of nature’s might at a time. 
  After taking a long rest, you can spend 10 minutes in 
  quiet meditation as the sun rises, filling your spirit 
  with an aspect of nature.  
  Once you have chosen an aspect to manifest, you 
  gain the traits of that aspect until you choose a new 
  one. Although killoren can change their aspect from 
  day to day, many killoren favor one aspect over the 
  others and rarely choose to manifest one of the other 
  two aspects. The three aspects are Ancient, Destroyer, 
  and Hunter. 
  While manifesting the aspect of the ancient, you 
  embody the deep and ancient secrets of nature itself. 
  Your hair turns white and your eyes turn to the color 
  of a blue summer sky. 
  Ancient Knowledge. You may cast your mind into 
  the deep well of history as an action. At the end of one 
  minute of concentration (as though concentrating on a 
  spell), you may make an Intelligence check to recall 
  any sort of lore (such as that covered by the Arcana, 
  History, Nature, and Religion skills). You are 
  considered proficient with this check and add double 
  your proficiency bonus on the check, instead of your 
  normal proficiency bonus.  
  
   
   
   
   
   
   
   
   
  Once you use this ability, you must finish a long rest 
  before you may do so again. 
  Naturespeak. You know the druidcraft cantrip. Once 
  you reach 3rd level, you can cast the speak with 
  animals spell once with this trait, and you regain the 
  ability to do so when you finish a long rest. Once you 
  reach 5th level, you can cast the speak with plants spell 
  once with this trait, and you regain the ability to do so 
  when you finish a long rest.  
  Wisdom is your spellcasting ability for these spells. 
  Many revere nature for its raw power and devastation, 
  but none more so than you while manifesting the 
  aspect of the destroyer. Your eyes turn a deep 
  lusterless black and your gaze becomes highly 
  disturbing 
  Frightening Avatar. You have proficiency with 
  Charisma 
  (Intimidate) 
  checks, 
  but 
  you 
  have 
  disadvantage on Charisma (Persuasion) checks. 
  Devastation. You harbor an unyielding hatred of the 
  unnatural. As a bonus action, you can designate one 
  target you can see that is not a beast, elemental, fey, 
  humanoid, or plant. For 1 minute, whenever you make 
  a melee weapon attack against the target, you gain a +2 
  bonus to the damage roll. At 9th level this increases to 
  a +3 bonus on damage rolls, and at 16th level this 
  increases to a +4 bonus on damage rolls.  
  Once you use this trait, you may not do so again until 
  you have finished a short or long rest. 
  The hunt affects nearly every aspect of nature and 
  claims a place of great prominence and importance in 
  the cycle of life. While you manifest the aspect of the 
  hunter, you are bound to the essence of the hunt, and 
  your senses sharpen to an amazing degree. Your hair 
  and eyes turn a deep forest green, and your skin tone 
  becomes a deeper brown than when manifesting one 
  of the other aspects. 
  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. 
  The Hunt. As a bonus action, you can mark one 
  creature you can see within 10 feet of you. Until the 
  end of your next long rest, your proficiency bonus is 
  doubled for any ability check you make to find the 
  marked creature, and you always know the location of 
  that creature if it is within 60 feet of you. You can’t use 
  this trait again until you finish a short or long rest. 
  Wildsense. If you are surprised at the start of 
  combat, you can still move and take your action on 
  your first turn of combat, and you can take a reaction 
  as soon as you finish your turn.  
   
  
   
   
   
   
   
   
   
  Plane of Origin 
  Resistance 
  Cantrip 
  Spell at 3rd Level 
  Spell at 5th Level 
  Dolurrh, the Realm of the Dead 
  necrotic 
  toll the dead* 
  ray of sickness 
  calm emotions 
  Fernia, the Sea of Fire 
  fire 
  produce flame 
  burning hands 
  flame blade 
  Kythri, the Churning Chaos 
  lightning 
  mage hand 
  chaos bolt* 
  misty step 
  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 
                      *These spells can be found in Xanathar’s Guide to Everything 
  The progeny of mortal bloodlines tainted with fiendish 
  heritage or malign planar influence, tieflings are a rare 
  sight in the more civilized nations of Khorvaire.  
  Racial Traits. The below tiefling racial traits 
  replace those found in the 
  , to 
  more readily present the are many origins of those 
  with fiendish blood. 
  Regardless of origin, all tieflings have some common 
  traits. 
  Ability Score Increase. Your Charisma score Age. 
  Tieflings mature at the same rate as humans but live a 
  few years longer. 
  Alignment. 
  Tiefling 
  alignments 
  vary 
  wildly, 
  depending on their fiendish origin. 
  Size. Tieflings are about the same size and build as 
  humans. Your size is Medium. 
  Speed. Your base walking speed is 30 feet. 
  Darkvision. Thanks to your infernal heritage, 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 light, and in darkness as if it were dim light. You 
  can't discern color in darkness, only shades of gray. 
  Subrace. Unlike most campaign settings, there are 
  four subraces of tieflings in Eberron: Manifest, Sakah, 
  and Venomous tieflings. Choose one of these subraces. 
  Tieflings born through random chance vary wildly in 
  appearance; Some have sweeping horns, goat-pupiled 
  yellow eyes, or forked tongues. They may or may not 
  have tails of all shapes and sizes, and cloven feet may 
  be present or not. Myriad signs of their defiled blood 
  manifest themselves in all manner of ways. 
  Although such tieflings owe their existence to the 
  influence of another plane, they can vary wildly in 
  origin. They might have an otherwise normal heritage, 
  but the influence of a plane altered them at birth. 
  Others might count themselves as descendants of both 
  a mortal and a fiend from one of these planes. 
  Regardless of how they came to be, manifest tieflings 
  draw their powers from the infusion of dark planar 
  energies in their blood. 
  Ability Score Increase. Your Dexterity score 
  increases by 2. 
  Alignment. 
  Manifest 
  tieflings 
  have 
  varying 
  backgrounds, but almost all have felt the temptation of 
  evil in their lives. Often outcast from society and self-
  reliant, they tend toward chaotic alignments as well. 
  Manifest Origin. Your fiendish blood has a specific 
  malign plane of origin. Pick one of the planes listed on 
  the Manifest Origin table below. This affects other 
  traits you gain from your subrace. 
  Manifest Resistance. You have resistance to one 
  type of damage, depending on your manifest origin. If 
  the 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. 
  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 of the following languages: Abyssal, Infernal, 
  Primordial (any one dialect), or Undercommon. 
   
  
   
   
   
   
   
   
   
   
  The Sakah are the most rarely encountered tieflings 
  outside of the Demon Wastes. In their wasteland of a 
  home, they are known as "Touched Ones", since their 
  demonic taint is believed to be due to the touch of a 
  Demonic Overlord. Few sakah desire to leave their 
  savage, brutal lives. Sakah typically rise to the position 
  of leadership among the hordes of barbaric carrion 
  tribes due to their physical prowess and mental 
  cunning.  
  Those who do decide to leave must somehow 
  make it past the Ghaash’kala orc clans that guard the 
  Labyrinth. These orcs believe all who exist within the 
  Demon Wastes are tainted by evil beyond redemption 
  and cannot be allowed to escape. In the case of the 
  sakah, they might be correct... 
  Ability Score Increase. Your Strength score 
  increases by 2. 
  Alignment. Life among the carrion tribes is brutal, 
  hard, and often short. Even sakah that escape most 
  likely only do so only for dark, selfish motives like 
  vengeance. A non-evil sakah is as likely to exist as a 
  charitable dragon. 
  Demonic Resistance. You have advantage on saving 
  throws against disease and poison, and you have 
  resistance against necrotic and poison damage. 
  Demonic Legacy. You know the blade ward cantrip. 
  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 the ability to cast this 
  spell when you finish a long rest. 
  Charisma is your spellcasting ability for these spells. 
  Languages. You can speak, read, and write Common 
  and Abyssal. 
  The vast majority of tieflings that walk the face of 
  Eberron are the descendants of the nobility of Ohr 
  Kaluun, a nation that once thrived in ancient Sarlona. 
  The mage-lords of Ohr Kaluun forged dark pacts with 
  infernal 
  spirits 
  beyond 
  the 
  material 
  plane, 
  empowering themselves and their progeny. Over 
  generations, this taint accumulated until the first 
  Kalunnite tieflings were born. When Ohr Kaluun was 
  wiped out in the Sundering of Sarlona, a small number 
  of tiefling nobles managed to flee with their retainers. 
  They fled across the sea to western Khorvaire and 
  established a hidden enclave that would become 
  known as the Venomous Demesne. 
  Until recently the Venomous Demesne was thought 
  mere myth by the rest of Khorvaire. That changed 
  when the Court of Four, the heads of the four noble 
  houses of tieflings that ruled the Venomous Demesne, 
  entered into a formal pact with the Daughters of Sora 
  Kell and joined the nation of Droaam under their rule. 
  Tieflings of the Venomous Demesne have a unified 
  appearance, clearly displaying horns and other 
  diabolic features, though they are possessed of a kind 
  of dark beauty. They and their domain are referred to 
  as "Venomous" not due to any predilection for or 
  supernatural affinity with poisons, but rather due to 
  their viper's nest-like society and culture. 
  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 is a lawful evil society, but 
  individual tieflings can be of any alignment. 
  Infernal Resistance. You have resistance to fire 
  damage. 
  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 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. 
   
   
  
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
  A
  pp
  en
  di
  x 
  A.  
  M
  ap
  s
  Class 
  Subclass 
  Level Available 
  Description 
  Artificer 
  Alchemical Mastery 
  1st 
  Master the alchemical formulas for several alchemical items 
  Artificer 
  Automation Mastery 
  1st 
  Construct your own signature homunculus to aid you in battle 
  Artificer 
  Elemental Mastery 
  1st 
  Use the secrets of elemental binding to bind a mote of 
  elemental power to your will and use it to empower your 
  equipment 
  Artificer 
  Innovation Mastery 
  1st 
  Create and improve all manner of useful tools and items 
  Artificer 
  Renegade Mastery 
  1st 
  Improve yourself in your quest for self-perfection 
  Artificer 
  Spellcraft Mastery 
  1st 
  Manipulate fundamental forces of magic to create altered 
  effects 
  Cleric 
  Blood Domain 
  1st 
  Unlock the divinity within your blood and siphon the same 
  power from others 
  Cleric 
  Corruption Domain 
  1st 
  Use the power of dark gods to twist and corrupt others 
  Cleric 
  Creation Domain 
  1st 
  Heavily armored cleric with the power to affect constructs 
  Cleric 
  Greed Domain 
  1st 
  Secure what belongs to you and punish those who want it 
  Cleric 
  Passion Domain 
  1st 
  Aid your allies and harm your enemies with passion and fury 
  Cleric 
  Trade Domain 
  1st 
  Divinely empowered to wield money and influence 
  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 
  Heavily armed and armored warrior that fights alongside a 
  beast to protect the wilds 
  Druid 
  Circle of the Path 
  2nd 
  A planar shepherd that can create temporary manifest zones 
  of their chosen plane 
  Druid 
  Circle of the Seal 
  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 
  Paladin 
  Oath of the Unbroken 
  3rd 
  A warforged-only oath to protect and guide others of your 
  kind 
  Ranger 
  Eldeen Hunter 
  3rd 
  A variant of the standard hunter subclass, with secrets 
  learned from Eldeen druids 
  Ranger 
  Urban Soul 
  3rd 
  Feel the eb 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 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ll of the classes found in the 
   have their place in Eberron. 
  Adventurers are rare, so the player characters 
  in an 
   campaign setting  are  amazing   
  heroes or explorers capable of more daring exploits 
  than most people alive. 
   
   
   
   
   
   
   
  The Artificer and Swordmage are new classes 
  presented here, each with its own selection of 
  subclasses. In addition to these new classes, each 
  existing class will have its own section, detailing how 
  new or existing subclasses can fit into the world of 
  Eberron (sometimes with suggested mechanical 
  alterations).  
   
  
   
   
   
   
   
   
   
   
  Dashing down the hall, pursued by Emerald Claw 
  soldiers, a khoravar reaches into her satchel and tosses 
  down a vial behind her. With a crash, the vial shatters 
  and exposes its contents to air, producing a thick 
  viscous smoke. Grinning, the khoravar continues on, 
  leaving her pursuers choking on her alchemical dust. 
  A goblin walks through the lower wards of Sharn, 
  unmolested by criminals and thugs despite his small 
  stature. The three-hundred-pound dog made from iron 
  walking obediently beside him may have something to 
  do with it. 
  A human he raises an arm to defend himself from 
  an assassin’s strike. The assailant’s blade clangs 
  against the human’s arm. His true arm. A constructed 
  prosthesis of pumping pistons and reinforced steel. 
  They called him mad, but the human is laughing now. 
  Artificers study magic and learn how to 
  incorporate them into the items they create, from 
  potions to constructs, to even their own bodies. 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 artificers of the past, 
  and. 
  The artificer is a virtuoso of the practical application of 
  arcane theory. While the wizard studies how to shape 
  magic into spells and advance the boundaries of arcane 
  sciences, the artificer sees magic on a fundamental 
  level. They are experts at channeling arcane energies 
  into objects, crafting potent temporary magic items to 
  wield that magical force. 
  In many ways, the artificer is the backbone of 
  Eberron’s advanced magical technology. The greatest 
  modern 
  marvels 
  of 
  magic—the lightning rail, 
  elemental airships, even the warforged—were all the 
  products of these arcane geniuses.  
   
  Adventuring artificers lend their support to their allies 
  with their arcane magic. The main strength of artificers 
  is their versatility—an artificer almost always has an 
  answer to a given problem, so long as he has the time 
  and resources to devote to building a solution to it. In 
  a party with warforged, the artificer can function as a 
  secondary or primary healer, as they can repair 
  constructs as easily as a cleric heals wounds.
   
  The artificer class presented here is a close adaptation 
  of the class as it originally appeared in the 3.5 
   
  Campaign Setting sourcebook. It is an attempt at 
  ensuring the artificer class has the same place in the 
  lore and adventuring party as was originally intended. 
  But what if you would rather play the artificer 
  class as it appears in Unearthed Arcana? That class has 
  an entirely different feel that the original one, more of 
  an arcane tinkerer than a skilled manipulator of the 
  fundamental threads of magic. That class is seen as the 
  “half-caster” version of the magic of artifice—the 
  paladin or ranger to the artificer’s cleric or druid.  
  Since both classes are viable for an Eberron game, 
  it is recommended to rename the “half-caster” artifice 
  class the “Arcanic” (an “arcane mechanic”). 
  
   
   
   
   
   
   
   
   
   
  Proficiency 
   
  Cantrips 
   
  —Spell Slots per Spell Level— 
   
  Level 
  Bonus 
  Features 
  Known 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th 
  1st 
  +2 
  Spellcasting, Master of Artifice 
  3 
  2 
  — 
  — 
   
   
   
   
   
   
  2nd 
  +2 
  Infusions (1/rest),  
  Mastery feature 
  3 
  3 
  — 
  — 
   
   
   
   
   
   
  3rd 
  +2 
  — 
  3 
  4 
  2 
  — 
   
   
   
   
   
   
  4th 
  +2 
  Ability Score Improvement 
  4 
  4 
  3 
  — 
   
   
   
   
   
   
  5th 
  +3 
  Infusion: Armor Augmentation 
  4 
  4 
  3 
  2 
   
   
   
   
   
   
  6th 
  +3 
  Infusion (2/rest), 
  Mastery feature 
  4 
  4 
  3 
  3 
   
   
   
   
   
   
  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 
   
   
   
   
  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 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  When you begin creating your artificer, you must first 
  decide what field of artifice 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 experiment and design? Do you 
  work your magic into artifices the goal of self-
  improvement?  
  However, you must also decide what has caused 
  you to seek a life of adventure. The life of opening up a 
  shop and creating trinkets is for mere magewrights, 
  but as an artificer, you are a genius in your field. Do you 
  seek valuable data by testing your creations in real-
  world applications? Perhaps you seek to uncover the 
  artifice techniques of civilizations long past and need 
  to leave the laboratory behind to seek out the ruins 
  that might be full of ancient secrets. Or is artifice just a 
  means to an end for you, a skill you’ve developed to 
  empower yourself to achieve unrelated goals? 
   
  A quick way to make an artificer is to follow these 
  guidelines. Make Intelligence your highest ability 
  score, followed by Dexterity or Constitution. Second, 
  choose the House Guildmember (Tinker’s Guild) 
  background.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  As an artificer, you gain the following class features. 
   
  Hit Dice: 1d8 per artificer level 
  Hit Points at 1st Level: 8 + your Constitution modifier 
  Hit Points at Higher Levels: 1d8 (or 5) + your 
  Constitution modifier per artificer level after 1st 
   
  Armor: Light armor, medium armor, shields 
  Weapons: All simple weapons and hand crossbows 
  Tools: Artificer’s tools 
   
  Saving Throws: Intelligence, Wisdom 
  Skills: Arcana and two from the following: History, 
  Insight, Investigation, Perception 
   
  
   
   
   
   
   
   
   
  You start with the following equipment, in addition to 
  the equipment granted by your background: 
   
  • A simple melee weapon 
  • (a) leather armor, (b) chain mail 
  • (a) a light crossbow and 20 bolts or (b) a shield 
  • Artificer’s tools 
  • An Inventor’s pack 
  • Raw materials required to make custom 
  spellcasting foci that do not have a cost 
   
  You approach the study of arcane arts differently from 
  a wizard. While they research to control the essence of 
  magic with speech and gesture, you experiment with 
  ways to infuse magic's arcane threads through the 
  physical world around you. You cast spells a bit 
  differently from other spellcasters, (see Custom 
  Spellcasting Focus and Jury-Rigged Rituals below), but 
  you follow the general rules of spellcasting as detailed 
  in chapter 10 of the 
  . The artificer 
  spell list is detailed at the end of the artificer 
  description. 
   
  At 1st level, you know three cantrips of your choice 
  from the artificer spell list. You learn additional 
  artificer cantrips of your choice at higher levels, as 
  shown in the Cantrips Known column of the Artificer 
  table. 
   
  The Artificer table shows how many spell slots you 
  have to cast your 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. 
  You prepare the list of artificer spells that are 
  available for you to cast, choosing from the artificer 
  spell list. When you do so, choose a number of artificer 
  spells equal to your Intelligence modifier + your 
  artificer level (minimum of one spell). The spells must 
  be of a level for which you have spell slots. 
  For example, if you are a 3rd-level artificer, you 
  have four 1st-level and two 2nd-level spell slots. With 
  an Intelligence of 16, your list of prepared spells can 
  include six spells of 1st or 2nd level, in any 
  combination. If you prepare the 1st-level spell repair 
  damage, you can cast it using a 1st-level or 2nd-level 
  slot. Casting the spell doesn't remove it from your list 
  of prepared spells. 
  You can change your list of prepared spells when 
  you finish a long rest. Preparing a new list of artificer 
  spells requires time spent in contemplation and 
  brainstorming: at least 1 minute per spell level for 
  each spell on your list. 
   
  Intelligence is your spellcasting ability for your 
  artificer spells, since your ability to formulate magic 
  into spell effects comes from your skill and ingenuity. 
  You use your Intelligence whenever an artificer spell 
  refers to your spellcasting ability. In addition, you use 
  your Intelligence modifier when setting the saving 
  throw DC for an artificer spell you cast and when 
  making an attack roll with one. 
   
  Spell save DC = 8 + your proficiency bonus + 
  your Intelligence modifier 
   
  Spell attack modifier = your proficiency bonus + 
  your Intelligence modifier 
   
  You can cast an artificer spell as a ritual if that spell has 
  the ritual tag and you have the spell prepared.  
  When you cast a ritual, it is less of a ceremonious 
  affair and more a scramble to create a temporary 
  magic item to activate the spell's effect. When you cast 
  a spell as a ritual, there is a special requirement cost to 
  cast it; objects, supplies, and raw materials worth at 
  least 10 gold per spell level. These supplies are not 
  expended in casting the ritual and can be salvaged and 
  reused for later rituals. 
   
  You cannot fulfill the material component of artificer 
  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 improvised device 
  that produces the spell's effect, functioning as a 
  spellcasting focus. Constructing this device is part of 
  the casting time of the spell and counts as the spell's 
  somatic components. An artificer must have both 
  hands free to construct a custom spellcasting focus. 
  Your custom device can be reused the next time 
  you cast the same spell it was constructed for, unless 
  the spell specifies that its material component is 
  consumed. In that case, the custom spellcasting focus 
  falls apart after the spell's duration is over (or 
  immediately for 
  spells 
  with 
  an 
  instantaneous 
  duration). Reusing a custom spellcasting focus 
  requires only one hand for casting a spell. Drawing a 
  
   
   
   
   
   
   
   
   
  previously made custom spellcasting focus and 
  stowing it are part of casting time of the spell. 
  Your proficiency bonus is doubled for any ability 
  checks you make using the Arcana skill or Artificer's 
  tools.  
  In addition, choose one field of the artificer's arts 
  that you have focused in above all others. Each field of 
  mastery is detailed at the end of the class description. 
  Your choice grants you additional artificer spells and 
  other features when you choose it at 1st level. It also 
  grants you additional ways to use your Infusions when 
  you gain that feature at 2nd level, and additional 
  benefits at 6th, 8th, and 17th levels. 
   
  Each field of mastery has a list of spells—its mastery 
  spells—that you gain at the artificer 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 can prepare each day. 
  If you have a mastery spell that doesn't appear on 
  the artificer spell list, the spell is nonetheless an 
  artificer spell for you. 
  At 2nd level, you gain the ability to shape magic energy 
  directly from the world around you to create magical 
  effects. You start with one such effect: Personal 
  Weapon Augmentation. When you reach 2nd level, you 
  also gain an effect determined by your field of mastery. 
  At 5th level, you gain the Instant Armor Augmentation 
  effect. Some fields of mastery also grant additional 
  Infusions as you advance in levels, as noted in the 
  mastery description. 
  When you use your Infusions, you choose which 
  effect to create. You must then finish a short or long 
  rest to use your Infusions again. 
  Some Infusion effects require saving throws. 
  When you use such an effect from this class, the DC 
  equals your artificer spell save DC. 
  At 6th, 14th, and 18th level, you can use your 
  Infusions an additional time between rests. When you 
  finish a short or long rest, you regain your expended 
  uses. 
   
  As either an action or a bonus action, you may enhance 
  a weapon you are holding. If you enhance a weapon 
  with the ammunition property, it confers any 
  augmentation to ammunition loaded and fired from it. 
  For the 10 minutes or until you let go of the weapon, 
  you gain one of the following benefits: 
  Disrupting Weapon. +1d6 radiant damage, sheds 
  bright light in 20-foot radius and dim light in an 
  additional 20 feet. 
  Flame Tongue. +1d6 fire damage, and you gain fire 
  resistance. 
  Frost Brand. +1d6 cold damage, and you gain cold 
  resistance. 
   
  Starting at 5th level, you can use an Infusion to 
  enhance an outfit or suit of armor that you touch, just 
  in the nick of time. As either an action or reaction, you 
  can select one of the following benefits. The Infusion 
  lasts for 10 minutes. If you are using the 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. 
  Resonant Harmonics. The wearer gains thunder 
  resistance and an area with a radius of 5 feet around 
  them ignores the effects of magical silence. 
  Force Ward. The wearer gains force resistance and if 
  an effect moves the wearer against their will (including 
  the triggering effect), the distance they are moved is 
  reduced by up to 10 feet. 
  Vitality Seal. The wearer gains necrotic resistance 
  and their hit point maximum cannot be reduced by an 
  attack that deals necrotic damage. 
  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. 
  Beginning at 10th level, you may spend one workday 
  of downtime to dismantle a magic item and reverse 
  engineer the schema necessary to create it (see the 
  rules for creating magic items starting on page 46 of 
  the Wayfinder’s Guide to Eberron for more about 
  schema).  
  You record the schema in a series of symbolic 
  notations that only makes sense to yourself and other 
  artificers. (Many accomplished artificers maintain a 
  book of schema that they safeguard against theft or 
  duplication from rival artificers.)  
  The item you dismantle is destroyed, and the 
  physical components used to make it cannot be reused. 
  
   
   
   
   
   
   
   
  Artifacts, cursed items, sentient items, and constructs 
  cannot be dismantled. 
  At 20th level, you can dismantle a magic item in 
  such a way that you can reassemble it within the same 
  workday you spent dismantling it, reverse engineering 
  its formula without destroying the original item. 
   
  If your game allows the optional rules for Multiclassing 
  found on page 163 of the 
  , a 
  character can multiclass into and out of the artificer 
  class as they can with other classes. Multiclass 
  artificers follow the normal multiclassing rules, with 
  the following notes: 
   
  Artificer  
  Intelligence 13  
   
  Artificer  
  Light armor, medium armor, simple  
  weapons 
  When you gain a new level in the artificer class, you 
  gain its features. 
   
  When 
  multiclassing 
  in 
  artificer 
  and 
  another 
  spellcasting class that grants spell slots, add your total 
  artificer level to determine your total number of spell 
  slots. 
  Artifice magic has been a driving factor in the 
  development of modern society on Khorvaire and is 
  one of the hallmarks of the 
   campaign setting. 
  There are many facets of the study of artifice, and 
  your choice of which field to assert your mastery in 
  signifies where you focus your creativity and drive for 
  perfection. 
   
  Artificers 
  who 
  focus 
  on 
  mastering 
  alchemy 
  continuously mix and concoct strange potions and 
  substances, experimenting to improve formulas for 
  their strange solutions. 
   
  Artificer Level 
  Spells 
  1st 
  chromatic orb, grease 
  3rd 
  heat metal, Melf's acid arrow 
  5th 
  transmute weapon, stinking cloud 
  7th 
  fire shield, stoneskin 
  9th 
  transmute rock*, wall of stone 
  *This spell can be found in Xanathar’s Guide to Everything 
  At 1st level, you gain proficiency with alchemist's 
  supplies, and your proficiency bonus is doubled for 
  any ability checks you make using them. 
  Additionally, you have mastered three formulas 
  for the creation of alchemical items. You know the 
  formula for brewing alchemist's fire and the formulas 
  to brew or transmute two additional kinds of items of 
  your choice: antitoxin, alchemical acid, alchemical 
  frost, alchemical lightning, explosive oil, oil of repair, 
  potions of healing, smoke sticks, sunrods, tanglefoot 
  bags, or thunderstones. (New items detailed in 
  Chapter 4: Equipment.) 
  To craft an alchemical item, you require one 
  workday (8 hours) of downtime and a set of 
  alchemist's supplies, plus additional raw materials 
  worth half of the item's market price in gold pieces. 
  Items you create this way are nonmagical, except for 
  oils of repair and potions of healing. 
  Unlike store-bought items, if an alchemical item 
  you create requires a saving throw to resist any of its 
  effects, the DC is 8 + your proficiency bonus + your 
  Intelligence modifier (using your proficiency bonus 
  and Intelligence modifier at the time you created the 
  item). 
  As you grow in level, your alchemical knowledge 
  grows more refined as well, allowing you to increase 
  the potency of some items you create. If the item’s 
  
   
   
   
   
   
   
   
   
  effect involves dice, it gains an additional die at 
  artificer levels 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, 
  and 19th when you create it. (For instance, basic 
  alchemical acid deals 1d6 acid damage, but if you are 
  13th level, any alchemical acid you create can deal 7d6 
  acid damage). 
  For each additional dice an item's effect has, you 
  need to spend one extra workday and an additional 
  25% of its market value in gold pieces to craft it. You 
  can choose to create an alchemical item that is less 
  potent than the maximum potency you are capable of 
  creating. 
  If a creature other than you employs an alchemical 
  item you create with greater than normal effects, it 
  retains its increased potency. 
  Starting at 2nd level, you can use an Infusion to 
  transmute a harmless liquid or object into an 
  alchemical concoction or item as an action. You can 
  create any nonmagical alchemical item you know the 
  formula for. 
  Any item you create is created at your maximum 
  potency. The item retains its new properties for 10 
  minutes, or until used. 
  At 6th level, you learn two additional formulas for 
  creating alchemical items, picked from among those 
  available to you at 1st level. 
  At 8th level, your experiments or reverse engineering 
  have unlocked the secrets of dangerous alchemical 
  formulas not typically available on the market. You 
  learn how to create two alchemical items from the 
  following list: absentia, alchemical wrath, dragon's 
  blood (black), dragon's blood (blue). All of these items 
  are nonmagical. 
  Starting at 17th level, you learn two additional 
  formulas for creating alchemical items, picked from 
  among those available to you at 1st or 8th level, and 
  the following list: dragon's blood (red), goodberry 
  wine. 
  Of these options, goodberry wine is considered a 
  magical item. 
   
  Some artificers are focused on the nature of constructs 
  and hone their intellect toward repairing, maintaining, 
  and creating them. They are typically hardier than 
  other artificers, often wading into battle beside their 
  signature homunculi. 
   
  Artificer Level 
  Spells 
  1st 
  cause damage*, repair damage* 
  3rd 
  magic weapon, methods of repair* 
  5th 
  mass emergency repairs*, 
  reactivate* 
  7th 
  death ward, stoneskin 
  9th 
  mass repair damage*, reconstruct* 
  *These new spells are detailed in Chapter 3: Character Options 
  At 1st level, you gain proficiency with heavy armor. 
  Starting at 2nd level, you can use an Infusion to force a 
  construct or warforged to temporarily cease all 
  functions. As an action, you cause one construct or 
  warforged that can see you within 30 feet of you to 
  make a Wisdom saving throw. If the target fails its 
  saving throw, it is affected by this ability for 1 minute.  
  While it is affected by this Infusion, the target can 
  take no actions or reactions and it automatically fails 
  Strength and Dexterity saving throws. Additionally, 
  attack rolls against it 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, this 
  effect ends. 
  Starting at 6th level, you gain the ability to invest a 
  construct with a portion of your soul, binding it to you 
  as a homunculus. You must spend four workweeks of 
  downtime and 500 gold to construct one. Choose a 
  construct creature no larger than Medium and that has 
  a challenge rating of 1/4 or lower (see the Homunculus 
  section of The Korranberg Chronicle: Threat Dispatch 
  starting on page 45 for constructs particularly suitable 
  for this ability). After construction is complete, you 
  imbue the construct with a portion of your soul, 
  transforming it into a homunculus. Your homunculus 
  shares your alignment. 
  Your homunculus accompanies you on your 
  adventures and faithfully fights alongside you. Add 
  your proficiency bonus to the homunculus's AC, attack 
  rolls, and damage rolls, as well as to any saving throws 
  
   
   
   
   
   
   
   
  and skills it is proficient in. The creature has a total 
  number of hit dice equal to your level, or it's normal 
  total, whichever is higher. For every hit die it has, its 
  hit points increase accordingly. Each level you gain 
  after 6th, your homunculi gains an additional hit die 
  and increases its hit points accordingly. 
  For every 4 hit die the homunculus has, its ability 
  scores improve. Your homunculus can increase one 
  ability score of your choice by 2, or it can increase two 
  ability scores of your choice by 1. As normal, your 
  homunculus can't increase an ability score above 20 
  using this feature unless its description specifies 
  otherwise. Your homunculus can't gain feats unless 
  otherwise noted. 
  Your homunculus obeys your commands as best it 
  can. It rolls for initiative like any other creature, but 
  you determine its actions, decisions, attitudes, and so 
  on. If you are incapacitated, your companion acts on its 
  own. 
  Your homunculus remains active as long as it is 
  within 100 feet of you. It becomes unconscious and 
  inert if you ever move further away. If your 
  homunculus is destroyed, a piece of your soul is lost 
  and you suffer a –4 penalty to attack rolls, saving 
  throws, and ability checks. Every time you complete a 
  long rest, this penalty lessens by 1. Once you no longer 
  have this penalty, you can craft a new homunculus by 
  spending another four workweeks of downtime and 
  500 gold. 
  You cannot have more than one signature 
  homunculus active at a time. Should you begin crafting 
  a new signature homunculus, the old one collapses 
  into wasted raw materials after you finish one 
  workday of progress toward crafting the new one (and 
  you suffer the penalty above, since the old homunculus 
  is destroyed). However, if you select the Craft 
  Homunculus feat (described in a later chapter), you 
  can craft a second homunculus and have both it and 
  your signature homunculus active at the same time. 
  Homunculi you create with the create homunculus 
  spell from Xanathar’s Guide to Everything do not count 
  toward this limit, and vice versa. 
  At 8th level, when you use the Attack action on your 
  turn, if your signature homunculus can see you, it can 
  use its reaction to make a melee attack. Additionally, 
  while your signature homunculus can see you, it has 
  advantage on all saving throws. 
  At 17th level, you complete your final adjustments to 
  your signature homunculus. Pick one of the following 
  features for your signature homunculus. In gains the 
  selected feature permanently. Once you make your 
  choice, you cannot change it unless you construct a 
  new signature homunculus. 
  Adamantine Defense. Your signature homunculus 
  has resistance to all damage. 
  Amalgamate Essence. When you use an infusion on 
  yourself or cast a spell targeting yourself, you can also 
  affect your signature homunculus with the infusion or 
  spell if the homunculus is within 30 feet of you. 
  Mithral Wings. Your signature homunculus gains a 
  fly speed of 60 feet, or its existing fly speed increases 
  by 30 feet. While flying, it can hover. In addition, your 
  signature homunculus doesn't provoke opportunity 
  attacks when it flies out of an enemy's reach. 
  Quicksilver Fury. Your signature homunculus can use 
  its Action to make two melee weapon attacks against a 
  single creature, or one melee weapon attack against 
  each creature of its choice within 5 feet of it, with a 
  separate attack roll for each target. 
   
  
   
   
   
   
   
   
   
   
  The secrets of elemental binding are behind some of 
  the most famous inventions of Khorvaire’s artificers, 
  including the wondrous lightning rail and elemental 
  airships of House Orien and House Lyrandar. Masters 
  of elemental binding channel the primal power of 
  conjured elementals into their works of artifice to 
  enhance and empower them. 
   
  Restriction. You must know the secrets of 
  elemental binding to select this mastery. Currently, the 
  techniques to bind elementals are known only to the 
  gnomes of Zilargo and the Sulatar drow, but with the 
  DM's permission, it is possible that someone might be 
  taught by an individual from these cultures or discover 
  the art on their own. However, the Zil and Sulatar 
  would both be very concerned if their secrets were to 
  be “stolen”. 
   
  Artificer Level 
  Spells 
  1st 
  absorb elements*,  
  conjure elemental mote † 
  3rd 
  arcane lock, locate object 
  5th 
  elemental weapon, magic circle 
  7th 
  conjure minor elementals, charm 
  monster* 
  9th 
  conjure elemental, planar binding 
  *These spells can be found in Xanathar’s Guide to Everything 
  †This new spell is detailed in Chapter 3: Character Options 
  Artificers with a mastery in binding elementals begin 
  the game with a single Khyber dragonshard worth 50 
  gp, sufficient for the material component of the conjure 
  elemental mote spell. 
  Starting at 1st level, whenever you cast conjure 
  elemental mote, the conjured mote's hit point 
  maximum increases by 3 for every artificer level you 
  have. 
  Additionally, the mote gains an extra dice of its 
  damage on its damage rolls when you reach 5th level, 
  and then an additional extra die at 11th and 17th level. 
  (For example, at 11th level, an air mote you conjure 
  would deal 3d4 + 3 lightning damage with its 
  Discharge attack.) 
  Finally, should the elemental mote be reduced to 0 
  hit points, as a reaction you may attempt an Arcana 
  check with a DC equal to 10 + the damage of the attack 
  that reduced the elemental mote to 0 hit points. If your 
  check succeeds, the elemental mote is still destroyed, 
  but the khybershard at its core does not burn out, 
  retaining its worth so it can be reused as the material 
  component for conjure elemental mote again. 
  Starting at 2nd level, you can use an Infusion to cause 
  a damaged elemental creature to begin reconstituting 
  its form. Choose one elemental creature that doesn't 
  have all of its hit points you can see within 30 feet. For 
  1 minute, that elemental creature heals an amount of 
  hit points at the start of its turn equal to your 
  Intelligence modifier, unless the creature has more 
  than half of its hit points. 
  At 6th level, you have devised how to channel bound 
  elemental motes into a protective matrix around a suit 
  of armor. If you have summoned an elemental mote 
  and have taken an action to suppress it into its 
  khybershard core, you may spend one workday of 
  downtime (8 hours) integrating the khybershard into 
  any suit of armor. While integrated this way, the 
  khybershard cannot be targeted separately, and the 
  elemental bound inside it has total cover against all 
  spells and effects. 
  When worn, the augmented suit of armor 
  functions as armor of resistance (
  , pg. 152), granting the wearer resistance to one 
  type of damage the bound elemental is resistant or 
  immune to itself (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 spend an additional workday of 
  downtime 
  to 
  safely 
  remove 
  the 
  elemental's 
  khybershard from the armor, restoring it to elemental 
  mote form. 
  At 8th level, you have perfected the techniques for 
  binding elemental motes into weapons, channeling the 
  primal magic of their element for offensive power. If 
  you have summoned an elemental mote and have 
  taken an action to suppress it into its khybershard 
  core, you may spend 8 hours integrating the 
  khybershard into any weapon. While integrated this 
  way, the khybershard cannot be targeted separately, 
  and the elemental bound inside it has total cover 
  against all spells and effects. 
  The elementally bound weapon is as a magical 
  weapon, and gains an additional effect depending on 
  the nature of the bound elemental mote as follows: 
  
   
   
   
   
   
   
   
  Air Mote. The weapon deals an extra 1d6 lightning 
  damage on each hit. 
  Earth Mote. The wielder of the weapon gains a +2 
  bonus on damage rolls made with it. 
  Fire Mote. The weapon deals an extra 1d6 fire 
  damage on each hit. 
  Water Mote. The weapon deals an extra 1d6 cold 
  damage on each hit. 
  Ranged weapons confer these bonuses to their 
  ammunition. 
     The elemental mote still exists, and you cannot 
  summon another one while it and the weapon remain 
  intact. You may spend an additional workday of 
  downtime 
  to 
  safely 
  remove 
  the 
  elemental's 
  khybershard from the weapon, restoring it to 
  elemental mote form. 
  Starting at 17th level, you have mastered elemental 
  binding. You may now incorporate any conjured 
  elemental you have bound to a khybershard into 
  elementally empowered items.   
  When binding an elemental mote to a suit of armor 
  or a weapon, you can make the binding permanent if 
  you spend an additional workday of downtime 
  enhancing the binding, along with additional raw 
  materials worth 1,000 gp. If the binding becomes 
  permanent, the elemental spirit is no longer 
  considered your conjured mote for the conjure 
  elemental mote spell, allowing you to conjure another 
  one without dismissing the permanently bound spirit 
  back to its home plane. 
  If you bind an elemental creature other than an 
  elemental mote (see sidebar), you can incorporate its 
  khybershard into a suit of armor or weapon, requiring 
  a number of workweeks of downtime equal to twice 
  the elemental's challenge rating and additional raw 
  materials equal to 1,000 gp times the elemental's 
  challenge rating. 
  When binding an elemental other than an 
  elemental mote to a suit of armor, the armor now 
  grants all of the elemental's resistances and 
  immunities to the armor's wearer. 
  When binding an elemental other than an 
  elemental mote to a weapon, the weapon gains magical 
  properties, depending on the nature of the elemental 
  bound to the weapon: 
  Elemental Air Creatures. The weapon gains the 
  properties of a dancing sword (
  , pg. 161), even if the weapon is not a sword. 
  Elemental Earth Creatures. The wielder of the 
  weapon has a +2 bonus to attack and damage rolls 
  made with it. 
  Elemental Fire Creatures. The wielder of the 
  weapon has a +1 bonus to attack rolls made with it, and 
  the weapon deals 2d6 extra fire damage on a hit. 
  Elemental Water Creatures. The wielder of the 
  weapon has a +1 bonus to attack rolls with it, and the 
  weapon deals 2d6 extra cold damage on a hit 
  Additionally, you can create additional elemental 
  items. Many of these require a team of apprentice 
  elemental binders, such as is the case with the creation 
  of House Lyrandar’s elemental airships, which require 
  months of painstaking work from teams of artificers, 
  shipwrights, and engineers, in addition to your 
  elemental binding mastery. 
   A single item can only have one elemental bound 
  to it (except under exceptional circumstances, such as 
  the famed Golden Dragon, an elemental airship so large 
  it requires two bound elementals to function). 
   
  A spellcaster that knows the secrets of elemental 
  binding and knows the planar binding spell can cast 
  that spell with an alternate material component and 
  produce a significantly different effect than normal. 
  If you have this secret knowledge, then whenever 
  you cast planar binding on an elemental creature, you 
  may use a single Khyber dragonshard (also referred to 
  as a "khybershard") worth an amount of gold pieces 
  equal to 500 times the target creature's challenge 
  rating as the spell's material component, instead of the 
  spell's normal material component. 
  If you do so and the elemental fails its Charisma 
  saving throw, the khybershard is not consumed in 
  casting the spell. Instead, the elemental creature is 
  drawn into the khybershard and completely sealed 
  within it. When cast this way, planar binding's 
  duration is instantaneous. The elemental remains 
  bound within the khybershard until the khybershard 
  is physically destroyed (AC 10, 10 hit points per 500 
  gp it is worth), which frees the elemental into the 
  nearest unoccupied space. 
  Such a freed elemental is not under your control 
  and does not follow your instructions. It remains on 
  the current plane of existence it is freed into until 
  another spell or effect transports it to another plane 
  (such as banishment or the dismissal effect of dispel 
  evil and good). 
  A bound elemental creature and its khybershard 
  do not produce any effects on their own but may be 
  used as the rare component in the crafting of any of 
  several 
  elementally-empowered 
  magic 
  items, 
  depending on its nature. 
   
  
   
   
   
   
   
   
   
   
  Artificers who focus on mastering innovation 
  constantly strive to create new inventions and better 
  ways to use existing ones. 
   
  Artificer Level 
  Spells 
  1st 
  identify, spell-storing item † 
  3rd 
  enhance ability, spiritual weapon 
  5th 
  bestow curse, remove curse 
  7th 
  fabricate, stone shape 
  9th 
  Bigby’s hand, creation 
  †This new spell is detailed in Chapter 3: Character Options 
  At 1st level, you learn the makeshift wand cantrip 
  (detailed in Chapter 3: Character Options). When you 
  do, you know 3 energy types with which to use it, 
  instead of the normal 2. 
  Starting at 2nd level, you can use an Infusion to 
  temporarily modify an object with conjured additions 
  and attachments that make it the perfect tool for 
  whatever situation you are dealing with. As an action, 
  choose one skill or tool. For the next 10 minutes (and 
  as long as you have the object) you have proficiency 
  with the chosen skill or tool. 
  At 6th level, you can use an infusion in place of using 
  your Inspiration or spending Hit Dice to reduce the 
  casting time of spell-storing item to 1 action, no matter 
  what spell level you cast it from. 
  At 8th level, your design philosophy for your 
  inventions becomes more intuitive, allowing creatures 
  less knowledgeable than yourself to understand and 
  use your creations. You gain the following benefits: 
  —When you use an Infusion to make a Perfect 
  Tool, anyone can benefit from the object for the 
  duration of the effect so long as they hold and use the 
  Perfect Tool.  
  —When you cast spell-storing item, any creature 
  can activate the item to cast the spell you store in it.  
  Starting at 17th level, you have the opportunity to 
  create a singularly impressive magic item. If you have 
  Inspiration, you may use it to spend one workweek of 
  downtime to create a magic item of up to legendary 
  rarity at no cost and without a schema or rare 
  component. (Your DM has a list of appropriate magic 
  items, such as those found in the Dungeon Master's 
  Guide. You can also work with your DM to create a 
  brand-new magic item.) You may only create one 
  magic item this way; it is your finest invention. 
   
  Renegade artificers are driven by a devotion to—or 
  some would say obsession with—self-improvement. 
  These artificers are called renegades because they 
  ignore conventional wisdom and experiment upon 
  themselves, improving their bodies by implanting and 
  replacing parts of themselves with the products of 
  their mad genius. 
   
  Artificer Level 
  Spells 
  1st 
  repair damage †,  
  thunderous smite 
  3rd 
  magic weapon,  
  methods of repair † 
  5th 
  blinding smite,  
  mass emergency repairs † 
  7th 
  staggering smite, stoneskin 
  9th 
  steel wind strike*,  
  mass repair damage † 
  *This spell can be found in Xanathar’s Guide to Everything 
  †These new spells are detailed in Chapter 3: Character Options 
  At 1st level, you have taken the first major leap in your 
  quest for self-improvement, something that clearly 
  announced your lack of limits and marks you as a 
  renegade. You replace one of your arms with a 
  constructed prosthesis you refer to as a bionic arm. 
  When you make an unarmed strike with your bionic 
  arm, you deal bludgeoning damage equal to 1d8 + your 
  Strength modifier.  
  Also starting at 1st level, your repair spells are more 
  effective. Whenever you use a spell of 1st level or 
  higher to restore hit points to a construct or 
  warforged, the target regains additional hit points 
  equal to 2 + the spell's level. 
  
   
   
   
   
   
   
   
  Starting at 2nd level, you can use an Infusion to 
  activate devices you've implanted in your body to 
  repair yourself. As an action, you cause yourself to 
  begin automatically repairing damage for 1 minute. 
  For this duration, at the start of each of your turns, you 
  regain a number of hit points equal to your Intelligence 
  modifier, to a maximum of half of your normal hit point 
  total. 
  At 6th level, you have replaced so much of yourself 
  with artificial components that your hit point 
  maximum increased by 6 and increases by 1 whenever 
  you gain another level in the artificer class. These 
  artificial replacements also cause you to count as both 
  a construct and a humanoid.  You can be affected by a 
  game effect if it works on either of your creature types. 
  Additionally, you may attune to and attach 
  warforged component magic items, even if you are not 
  a warforged, so long as they do not require a specific 
  warforged model type.  
  At 8th level, you have woven countless infusions and 
  layered numerous magical improvements into your 
  bionic arm. At your option, you may replace your other 
  arm with a second bionic arm as well. Whether you 
  have one bionic arm or two, you gain the same 
  benefits:  
  —Your bionic arm(s) now count as magical 
  weapons.  
  —When you make an unarmed strike with a 
  bionic arm you have a +1 bonus to attack and damage 
  rolls.  
  —Your bionic arm(s) are reinforced with extra 
  plating. They function as the equivalent of a +1 magical 
  shield, granting you a +3 bonus to Armor Class. This 
  does not limit your ability to hold objects, cast spells, 
  or wield weapons. 
  — When you take the Attack action on your turn 
  to make an unarmed strike with a bionic arm, you can 
  make another unarmed strike as a bonus action. 
  At 17th level, you have achieved your vision of 
  perfection for yourself. If you are a warforged, any 
  critical hit against you is treated as a normal hit. If you 
  are any other kind of creature, you gain the Model 
  Type and Remodeling racial traits of the warforged 
  (see page 28 of this tome). You may now attune to 
  warforged components that require the model type 
  that you chose for the Model Type trait. 
  No matter what kind of creature you were, you are 
  no longer considered a humanoid, and are a construct 
  only. You cannot be targeted by spells or affects that 
  specifically target humanoids (such as dominate 
  person), and you cannot be affected by spells that 
  explicitly exclude constructs (such as cure wounds). 
   
  
   
   
   
   
   
   
   
   
  Some artificers focus on the crafting of spells instead 
  of objects. They have a wider breadth of study 
  concerning spellcasting, and usually have access to 
  more 
  directly 
  devastating 
  magic. 
  Experienced 
  artificers in this field can perceive the fundamental 
  building blocks of the spells, rearranging them with 
  improvisational alterations on the fly. 
   
  Artificer Level 
  Spells 
  1st 
  Detect magic, thunderwave 
  3rd 
  scorching ray, hold person 
  5th 
  fireball, lightning bolt 
  7th 
  fire shield, phantasmal killer 
  9th 
  telekinesis, cone of cold 
  At 1st level, you learn one wizard cantrip of your 
  choice. It counts as an artificer cantrip for you. 
  Starting at 2nd level, as part of the casting time of 
  casting a spell, you can expend an Infusion to alter the 
  spell’s formula as you cast it. 
  When you cast a spell with a spell slot and the spell 
  deals acid, cold, fire, lightning, poison, or thunder 
  damage, you can substitute that damage type with one 
  other type from that list (you can change only one 
  damage type per casting of a spell). 
  At 6th level, as part of the casting time of casting a non-
  abjuration or non-divination spell, you can spend an 
  infusion to change the basic nature of a spell, changing 
  its school of magic into any other school, except 
  abjuration or divination. 
  If you change the spell's school and it requires a 
  saving throw to resist its affects, the spell's saving 
  throw changes depending on its new school of magic: 
  Conjuration. Strength. 
  Enchantment. Wisdom. 
  Evocation. Dexterity. 
  Illusion. Intelligence. 
  Necromancy. Charisma. 
  Transmutation. Constitution. 
  If the spell normally has a reduced effect even on 
  a successful saving throw, the changed spell has no 
  effect if affected creatures succeed on their save. For 
  instance, a fireball changed to a conjuration or illusion 
  spell would deal no damage if a creature in its area of 
  effect succeeded on their Strength or Intelligence 
  saving throw, instead of half damage. 
  The spell's new school must conceivably be able to 
  produce the base spell's effects. If your chosen school 
  cannot do so (such as an illusory dimension door that 
  does not actually transport yourself), the spell fails, but 
  you do not expend a spell slot or an 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 both Arcane Alteration and Energy 
  Modulation during its casting time. 
  At 8th level, you add your Intelligence modifier to the 
  damage you deal with any artificer cantrip. 
  Starting at 17th level, whenever you prepare your 
  artificer spells, you may select a number of wizard 
  spells to prepare as if they were on the artificer spell 
  list. The maximum number of spells you can prepare 
  this way is equal to your Intelligence modifier. 
  
   
   
   
   
   
   
   
   
  Cantrips (0 Level) 
  Blade Ward 
  Booming Blade ‡ 
  Create Bonfire * 
  Green-Flame Blade ‡ 
  Guidance 
  Improvised Wand † 
  Induce Stasis † 
  Light 
  Lightning Lure ‡ 
  Magic Stone * 
  Mending 
  Mold Earth * 
  Prestidigitation 
  Resistance 
  Sword Burst ‡ 
  Thunderclap * 
   
  1st Level 
  Absorb Elements * 
  Catapult * 
  Cause Damage 
  Conjure Elemental Mote † 
  Detect Magic ◆ 
  Emergency Repair † 
  Ice knife * 
  Identify ◆ 
  Magecraft † 
  Repair Damage † 
  Shield of Faith 
  Snare * 
  Spell-Storing Item † 
   
  2nd Level 
  Arcane Lock 
  Continual Flame 
  Enhance Ability 
  Find Traps 
  Heat Metal 
  Knock 
  Locate Object 
  Magic Weapon 
  Maximilian's Earthen Grasp * 
  Shadow blade * 
  Shatter 
  Silence ◆ 
  Warding Bond 
   
  3rd Level 
  Counterspell 
  Crusader’s mantle 
  Daylight 
  Dispel Magic 
  Elemental Weapon 
  Erupting Earth * 
  Flame Arrows * 
  Glyph of Warding 
  Mass Emergency Repairs † 
  Melf's Minute Meteors * 
  Protection from Energy 
  Remove Curse 
  Tiny Servant * 
  Transmute Weapon † 
  Wall of Sand * 
   
  4th Level 
  Death Ward 
  Fabricate 
  Fire Shield 
  Leomund's Secret Chest 
  Mordenkainen's Private Sanctum 
  Freedom of Movement 
  Stone Shape 
  Stoneskin 
   
  5th Level 
  Animate Objects 
  Creation 
  Holy Weapon * 
  Legend Lore 
  Mass Repair Damage 
  Passwall 
  Skill Empowerment * 
  Steel Wind Strike * 
  Transmute Rock * 
  Wall of Stone 
   
  6th Level 
  Bones of the Earth * 
  Blade Barrier  
  Create Homunculus * 
  Fix † 
  Forbiddance ◆ 
  Guards and Wards 
  Magic Jar 
  Tenser's Transformation * 
  True Seeing 
  Wall of Ice 
  Wreck † 
   
   
   
  
   
   
   
   
   
   
   
   
  7th Level 
  Etherealness 
  Forcecage 
  Mordenkainen's Magnificent Mansion 
  Mordenkainen's Sword 
  Symbol 
   
  8th Level 
  Antimagic Field 
  Clone 
  Maze 
  Mighty Fortress * 
  Sunburst 
   
  9th Level 
  Gate 
  Imprisonment 
  Invulnerability * 
  Mass Fix † 
  Time Stop 
   
  *  These spells can be found in Xanathar’s Guide to 
  Everything 
  ‡ These spells can be found in Sword Coast 
  Adventurer’s Guide 
  †    This spell can be found in a later chapter. 
  ◆   These spells have the Ritual tag. 
  Barbarians are fierce warriors that channel their rage 
  to shrug off wounds as they wade into battle, heedless 
  of their own recklessness. Below are some suggestions 
  on incorporating barbarian primal paths into the 
  world of Eberron. 
  Sword Coast Adventurer’s Guide, pg. 121 
  Restriction: None. In Eberron, the battlerager is not a 
  particularly dwarven notion, and as such it has no 
  restriction on race. 
  Battleragers are berserkers of incredible fury and 
  recklessness. The Ancient Empire of Dhakaani often 
  employed hulking bugbear battlerager shock troops, 
  trained 
  and 
  indoctrinated 
  to 
  sublimate 
  their 
  consciousness 
  during 
  battle. 
  Many 
  young, 
  tempestuous dragonborn seek glory in combat 
  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. 
  A warforged barbarian that choses the path of the 
  battlerager at 3rd level grows armor spikes directly 
  from their own body’s plating. This substitutes the 
  requirement to wear spiked armor in any subclass 
  features that require it, as the warforged battlerager 
  always has armor spikes. 
  , pg. 49 
  Eberron has many savage cultures which epitomize 
  the berserker, such as the Carrion Tribes of the Demon 
  Wastes, frenzied razorclaw shifters from the Eldeen 
  Reaches, or howling dinosaur-riding halflings of the 
  Talenta Plains.  
  However, not all barbarians are foreign to the 
  civilized Thronehold Nations. Some barbarians are 
  well-mannered folk who lose control when they enter 
  combat, or deliberately enter a “battle trance” that 
  sublimates their higher thinking. This can be the result 
  of years of training, or perhaps an alchemical accident 
  has left the character with an alternate personality—
  the Berserker—that only emerges during times of 
  danger. 
  , pg. 50 and  
  Sword Coast Adventurer’s Guide, pg. 121 
  The path of the totem warrior is likely to appear in 
  several primal cultures, such as the Seren Isles and the 
  Talenta Plains. A barbarian from any culture has access 
  to all known spirit totems, including the elk and tiger 
  totems from the Sword Coast Adventurer’s Guide, but 
  barbarians from the Seren Isles, or 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 links 
  them to dinosaurs. Those are reproduced here, and the 
  elk and tiger aspects are added as well. 
   
  Totem 
  Draconic Aspect 
  Dinosaur Aspect 
  Bear 
  Blue or Bronze 
  Hammertail 
  (ankylosaurs) 
  Eagle 
  Black or Silver 
  Glidewing 
  (pteranodon) 
  Wolf 
  Brass or Green 
  Clawfoot 
  (deinonychus) 
  Elk 
  Copper or White 
  Fastieth 
  (leaellynasaura) 
  Tiger 
  Gold or Red 
  Carver 
  (utahraptor) 
   
  
   
   
   
   
   
   
   
  Xanathar’s Guide to Everything, pg. 9 
  While many tribal societies revere their ancestors, the 
  vast majority of barbarians who follow the path of the 
  ancestral guardian come from elven cultures, and 
  more specifically the Valenar elves of the Tairnadal. 
  Such warriors are usually particularly devout toward 
  their ancestor and the Spirits of the Past, and amongst 
  the Tairnadal may be seen as the equivalent of a 
  paladin. 
  Xanathar’s Guide to Everything, pg. 10 
  This new primal path lets you harness the rage of 
  nature itself. These warriors are typically found in 
  more extreme druidic sects, and some may even be 
  cultists who venerate the Devourer of the Dark Six. 
  However, some barbarians who follow the path of the 
  storm herald are able to channel the power of 
  destructive nature toward nobler ends, protecting the 
  innocent with the might of the storm. 
  Additionally, a barbarian following this path might 
  be a dragonmarked half-elf of House Lyrandar, with an 
  unusually potent dragonmark, allowing them to 
  channel the fury of the storm in ways unusual to the 
  House. 
  Xanathar’s Guide to Everything, pg. 11 
  Warriors that fight with the blind ferocity of the truly 
  devout can be found throughout Khorvaire, but 
  barbarians who follow the Path of the Zealot are much 
  more likely to be civilized people, citizens of the Five 
  Nations. When battle is met, they 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 warriors of this primal path worship Dol Dorn 
  or the Silver Flame. 
  Zealot barbarians are also found among the 
  Ghaash'kala orcs of the Demon Wastes, as the ferocity 
  in which they fight for Kalok Shash, the Binding Flame, 
  aids in their divine mission to keep evil from escaping 
  the Labyrinth. 
   
  
   
   
   
   
   
   
   
   
  Bards in the world of Eberron are inspiring 
  storytellers, intrepid reporters, or talented musicians. 
  They are often beloved by the common folk, and 
  particularly talented individuals are invited to noble 
  galas and dragonmarked soirees. It is here that bards 
  often employ their secondary talent for accumulating 
  and distributing gossip. Below are some suggestions 
  on incorporating bard colleges into the world of 
  Eberron. 
  Xanathar’s Guide to Everything, pg. 14 
  While many bards of the college of glamour learn their 
  trade 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 heartily welcome, anyone 
  with enough artistic potential, whether they are 
  related to the House or not. Those bards with a knack 
  for the illusion magic House Phiarlan is known for will 
  find the house's guilds and art institutions a wonderful 
  place to glean and hone their abilities. 
  , pg. 54 
  Lore college bards are likely to have studied at 
  institutions of 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. 
  Unearthed Arcana: Kits of Old, pg. 2 
  This is 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 
  broadsheets, writing satirical stories of their exploits 
  that may or may not be heavily embellished. 
  Xanathar’s Guide to Everything, pg. 15 
  Bards of the college of swords use stunning weapon 
  displays to inspire and intimidate, they are not just for 
  show. These bards training 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. 
  , pg. 55 
  The Thronehold Accords signed two years ago just 
  ended a massive hundred-year civil war. All nations 
  had ample opportunity to test the mettle and valor of 
  their soldiers. Valorous bards often proved themselves 
  on the battlefields of the Last War, leading comrades in 
  arms against daunting odds. 
  The Valenar elves of Tairnadal are likely to 
  consider bards of the college of valor religious leaders 
  on par with clerics, as they perform the sacred function 
  of preserving the epic tales and stories of the Tairnadal 
  patron ancestors and inspiring the next generation of 
  heroes and warriors. 
  Xanathar’s Guide to Everything, pg. 16 
  There is no one unified tradition of the college of 
  whispers. Rather, whisper bards are expert spies and 
  assassins, found in the employ of every nation, each 
  nation having their own tradition. Members of each 
  nation's intelligence agencies are trained as whisper 
  bards if they show enough potential and there are 
  rumors that the similarity of each nation's traditions 
  might be due to a singular source, some continent-
  wide organization that specializes in deception and 
  secrecy that may have sold their secrets to the highest 
  bidders. The fact that the rumors of the so-called 
  “College of Whispers” began shortly after the Shadow 
  Schism of House Phiarlan and House Thuranni only 
  encourages such rumors. 
   
  
   
   
   
   
   
   
   
  Just as in other D&D worlds, clerics are wielders of 
  divine magic. However, the major difference in the 
  Eberron campaign setting is that clerics are 
  empowered by their faith alone, not channeling the 
  direct power of their deity. This is because the 
  existence of gods cannot be proven in an Eberron 
  campaign setting. 
  Spell or affect that normally explicitly references 
  the interaction with a deity—such as the cleric’s Divine 
  Intervention or the planar binding spell—still function 
  in Eberron campaigns, but they do not actually contact 
  a god. Instead, a powerful entity aligned with the 
  cleric’s faith, such as a legendary solar angel, acts as an 
  intermediary. But this entity has never actually 
  encountered the god in question either; it is a being 
  created through the incarnate belief in the god and 
  exists because of that belief. The existence of the divine 
  is entirely a matter of faith in Eberron. 
  Additionally, there are several religions in 
  Eberron that are actually philosophies, such as the 
  Path of Light or the Blood of Vol. Clerics of these 
  religions do not believe in or worship any god and 
  rather gain their power by adherence to and belief in a 
  way of life. Divine domains from the 
  , 
  , Sword Coast 
  Adventurer’s Guide, and Xanathar’s Guide to Everything 
  can be used in Eberron games, 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. 
  On the following pages, several new domains for 
  Eberron campaigns are detailed, as well as a minor 
  variation of the Grave domain.  
  In addition to the faiths listed below, there are several 
  smaller heretical religions that combine aspects of the 
  Sovereign Host and Dark Six into small, combined 
  pantheons. These smaller faiths often have access to 
  domains that would not normally be available. Below 
  are two examples of heretical pantheons.  
  Three Faces of War. Many soldiers of the Five 
  Nations worship the Three Faces of War, a single god 
  whom they believe has three faces, represented by Dol 
  Arrah, Dol Dorn, and the Mockery. War priests of this 
  soldier’s religion have access to the Protection, 
  Trickery, and War domains, not recognizing Dol 
  Arrah's role in the Sovereign Host as the sun goddess, 
  instead focusing on her compassionate, defensive 
  approach to war. 
   
   
  The Restful Watch. Followers of this faith believe 
  that Aureon judges souls upon their passage from 
  Dolurrh and those he deems worthy are entrusted to 
  the Keeper's safekeeping. Priests of this faith have 
  access to the Knowledge and Protection domains, as 
  well as the Repose variant of the Grave domain, 
  downplaying Aureon's role as a god of magic, and 
  having a much more benevolent interpretation of the 
  Keeper 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. 
  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 
  Dol Arrah 
  Lawful Good 
  Light, War 
  Dol Dorn 
  Chaotic Good 
  War 
  Kol Korran 
  Neutral 
  Trade 
  Olladra 
  Neutral Good 
  Life, Trickery 
  Onatar 
  Neutral Good 
  Creation, Forge 
   
   
   
  The Dark Six 
  Neutral Evil 
  All below 
  The Devourer 
  Neutral Evil 
  Tempest 
  The Fury 
  Neutral Evil 
  Passion 
  The Keeper 
  Neutral Evil 
  Death, Greed 
  The Mockery 
  Neutral Evil 
  Trickery, War 
  The Shadow 
  Chaotic Evil 
  Arcana, 
  Corruption 
  The Traveler 
  Chaotic Neutral 
  Creation, Forge, 
  Trickery 
   
   
   
  Cults of the Dragon Below 
  Lawful Evil 
  Corruption, 
  Passion 
  The Becoming God 
  Neutral 
  Creation, Forge, 
  Knowledge 
  The Blood of Vol 
  Lawful Evil 
  Arcana, Blood, 
  Death, Life, Grave 
  The Lord of Blades 
  Lawful Evil 
  Creation, Forge, 
  Order, War 
  The Path of Light 
  Lawful Neutral 
  Knowledge, Light 
  The Silver Flame 
  Lawful Good 
  Life, Light, 
  Protection, War 
  The Spirits of the Past 
  Neutral 
  Knowledge, War 
  The Undying Court 
  Neutral Good 
  Knowledge, Grave 
  (Repose variant) 
   
   
   
   
  
   
   
   
   
   
   
   
   
  Designed by Cephei_Delta, 
  Reprinted here courtesy of The Dragon Above 
  The Blood domain asserts that the ultimate divinity 
  does not lie with the gods, but with the blood that 
  sustains all living creatures. Seekers of the divinity 
  within value mortal power above all, work to sustain 
  life and the community, and aim to avoid death at all 
  costs. Acolytes following the principles of this 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 having made the ultimate sacrifice in 
  the service of the faith. Deities of any alignment are 
  unlikely to claim influence over this subversive 
  domain. Instead, it is typified by anti-theistic faiths 
  such as the Blood of Vol. 
   
  Cleric Level 
  Spells 
  1st 
  false life, inflict wounds 
  3rd 
  gentle repose, prayer of healing 
  5th 
  life transference*, revivify 
  7th 
  blight, death ward 
  9th 
  dispel evil and good, raise dead 
  *This spell can be found in Xanathar’s Guide to Everything 
  At 1st level, you gain proficiency with martial 
  weapons. 
  Starting at 1st level, you can give the gift of the divinity 
  within your own blood. Whenever you use a spell of 
  1st level or higher to restore hit points to a creature, 
  you can choose to restore an additional 1d6 hit points. 
  If you do, you take 1d4 necrotic damage. For each spell 
  level above 1st, you restore a further 1d6 hit points 
  and take a further 1d4 necrotic damage. 
  If the spell restores hit points to multiple targets, 
  you can choose whether to use this ability with each 
  target separately. However, you take necrotic damage 
  for each target you choose. For example, if you cast 
  mass healing word using a 3rd level spell slot and 
  choose to restore additional hit points to two targets, 
  each gains an additional 3d6 hit points and you take 
  6d4 necrotic damage. 
  The necrotic damage you take from this ability 
  cannot be reduced by any means. 
  Starting at 2nd level, you have learned to steal the 
  lifeblood of those who do not deserve its blessing. 
  When you deal necrotic damage to a creature, you 
  can use your Channel Divinity to restore hit points to 
  yourself or to one willing creature within 30 feet. The 
  number of hit points you restore is equal to half the 
  amount of necrotic damage you dealt (rounded down). 
  If you dealt necrotic damage to multiple creatures, the 
  amount of hit points you restore is determined by the 
  damage you dealt to only one target. 
  Starting at 6th level, you can reclaim the divinity of 
  your blood from your enemies and distribute it 
  amongst the faithful. When you take damage, you may 
  use your reaction to cause creatures of your choice 
  within 30 feet to gain temporary hit points equal to 
  half your cleric level (rounded down). 
  You may use this ability a number of times equal 
  to your Wisdom modifier (a minimum of once). You 
  regain all expended uses when you finish a long rest. 
  At 8th level, you gain the ability to infuse your weapon 
  strikes with divine energy. 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 target. When you reach 14th level, the extra 
  damage increases to 2d8. 
  At 17th level, you have harnessed the power the of 
  Divinity Within in its ultimate form. When you drink 
  the blood of a creature that has been killed within 1 
  hour (or that has been magically preserved, for 
  example using a gentle repose spell), your body does 
  not age for one year. In addition, you are immune to 
  disease, poison damage and the poisoned condition for 
  that period. 
   
   
  
   
   
   
   
   
   
   
  Gods and faiths of corruption—including Tharizdun, 
  the Shadow, and Cults of the Dragon Below—exist to 
  warp and debase all around them in mind or body, or 
  both. While usually evil, clerics of corruption often 
  believe they are improving those whose lives they 
  touch, and sometimes amass cults that willingly 
  submit to the change they bring about. 
   
  Cleric Level 
  Spells 
  1st 
  bane, ray of sickness 
  3rd 
  blindness/deafness,  
  crown of madness 
  5th 
  bestow curse, gaseous form 
  7th 
  stoneskin, polymorph 
  9th 
  contagion, modify memory 
  At 1st level, you gain proficiency with martial 
  weapons. 
  At 1st level, you gain the ability to magically warp the 
  flesh of those you deem worthy of the honor. As an 
  action, you may target up to 2 creatures within 60 feet. 
  Each target must succeed on a Constitution save or 
  take 1d4 necrotic damage and have disadvantage on 
  the next attack roll they make before the end of their 
  next turn. This damage increases by 1d4 when you 
  reach 5th level (1d4), 11th level (1d4), and 17th level 
  (4d4). This ability has no effect on constructs and 
  plants. 
  Starting at 2nd level, you can use your Channel Divinity 
  to 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. 
  At 6th level, when a creature within 30 feet of you 
  makes a saving throw against a transmutation or 
  enchantment effect, you can use your reaction to 
  impose a penalty to the creature's save equal to the 
  result of a 1d10 roll, using your Channel Divinity. You 
  make this choice before the DM says whether the save 
  succeeds or fails. 
  At 8th level, you gain the ability to infuse your weapon 
  strikes with corrupting energy. 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 psychic 
  or necrotic damage (your choice) to the target. When 
  you reach 14th level, the extra damage increases to 
  2d8. 
  Starting at 17th level, when you cast a transmutation 
  spell of 1st through 5th level that targets only one 
  creature, the spell can instead target two creatures 
  within range and within 5 feet of each other. If the spell 
  consumes its material components, you must provide 
  them for each target. 
   
  Gods of creation—including Hephaestus, Gond, 
  Onatar, 
  and 
  The 
  Traveler—embody 
  ideals 
  of 
  innovation, craftsmanship, skill. Clerics of creation see 
  beauty in craftsmanship of many kinds, and most 
  believe any creative endeavor is worthwhile. These 
  clerics specifically look to constructs as perfect 
  examples of achievements in ingenuity. 
   
  Cleric Level 
  Spells 
  1st 
  identify, magecraft † 
  3rd 
  cloud of daggers, spiritual weapon 
  5th 
  glyph of warding,  
  Leomund’s tiny hut 
  7th 
  fabricate, stone shape 
  9th 
  animate objects, wall of stone 
  †This new spell is detailed in Chapter 3: Character Options 
  At 1st level, you gain proficiency with heavy armor. 
  At 1st level, you also become proficient in your choice 
  of two kinds of artisan's tools. Your proficiency bonus 
  is doubled for any ability check you make that uses 
  either of those tools. 
  Starting at 2nd level, you can use your Channel Divinity 
  to 
  command 
  constructs 
  to 
  temporarily 
  cease 
  functioning. 
  As an action, you present your holy symbol and 
  invoke the name of your deity. Each construct creature 
  
   
   
   
   
   
   
   
   
  that can see you within 30 feet of you must make a 
  Wisdom saving throw. If the creature fails its saving 
  throw, it is affected by this ability for 1 minute or until 
  it takes damage. While it is affected by this ability, it is 
  incapacitated. 
  Starting at 6th level, you can affect constructs with 
  conjuration spells that restore hit points as if they 
  were living creatures.  
  In addition, 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 the normal 
  amount of hit points the ability or spell usually 
  restores). 
  At 8th level, you gain the ability to infuse your weapon 
  strikes with blessed fire from the divine forge. 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 damage to the target. This damage is either 
  fire or radiant damage, whichever the target is least 
  resistant to. When you reach 14th level, the extra 
  damage increases to 2d8. 
  Starting at 17th level, you have the opportunity to 
  create a singularly impressive magic item. If you have 
  Inspiration, you may use it to spend one workweek of 
  downtime to create a magic item of up to legendary 
  rarity at no cost and without a schema or rare 
  component. (Your DM has a list of appropriate magic 
  items, such as those found in the Dungeon Master's 
  Guide. You can also work with your DM to create a 
  brand-new magic item.) You may only create one 
  magic item this way; it is the ultimate sign of devotion 
  to your god of creation. 
  Gods of greed—including Tiamat, Hiddukel, and the 
  Keeper—are gods concerned with the amassing and 
  hoarding of wealth. Clerics of greed are typically 
  willing to employ unfair trade practices, legal 
  loopholes, and outright deception to ensure they come 
  out on top of any transaction. Additionally, they tend 
  toward the paranoid, constantly worried about the 
  security of their vaults, worried that their ill-gotten 
  gains may be ill-gotten by others in turn. 
   
  Cleric Level 
  Spells 
  1st 
  alarm, charm person 
  3rd 
  detect thoughts, locate object 
  5th 
  bestow curse, glyph of warding 
  7th 
  Leomund’s secret chest, 
  Mordenkainen’s private sanctum 
  9th 
  dominate person, geas 
  At 1st level, you learn the friends cantrip. You also gain 
  proficiency with the Deception skill and one of the 
  following skills: Insight, Intimidate, or Persuasion. 
  Starting at 2nd level, you can use Channel Divinity to 
  project the image of wealth. 
  As an action, you can present your holy symbol to 
  cloak a collection of stones, wood chips, or other 
  worthless items in an illusion that makes them feel, 
  sound, and look like gold coins. You can cloak enough 
  small worthless items to make up to 10 illusory coins 
  per cleric level. The illusion lasts for 10 minutes. 
  A creature can use these fake coins to make 
  themselves 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. 
  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. 
  Starting at 6th level, whenever you make an attack roll, 
  saving throw, or ability check with advantage and both 
  rolls would have succeeded, or if you gained a bonus 
  from a class feature or spell and would have succeeded 
  without the bonus, you gain a number of temporary hit 
  points equal to your Wisdom modifier plus your cleric 
  level. 
  In addition, whenever you receive temporary hit 
  points from any source (including this ability) and are 
  at maximum hit points, you receive twice as many 
  temporary hit points as normal from the effect. 
   
  
   
   
   
   
   
   
   
  Starting at 6th level, whenever you cast a spell with a 
  costly material component, you may make a Charisma 
  (Deception) check with a DC equal to 14 + spell level. 
  If you succeed on the check, you can cast the spell with 
  no costly material component. If you fail, the spell fails 
  and you can't cast or prepare that spell for 7 days. 
  At 8th level, you gain the ability to infuse your weapon 
  strikes with divine energy. 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 force damage to 
  the target. When you reach 14th level, the extra 
  damage increases to 2d8. 
  Starting at 17th level, you can choose to automatically 
  succeed on the Charisma (Deception) checks you make 
  when using Spellmiser. 
  You can use Improved Spellmiser a number of 
  times equal to your Wisdom modifier (a minimum of 
  once). You regain all expended uses when you finish a 
  long rest. 
   
  Gods and faiths of passion—including Dionysus, Sune, 
  the Fury, and Cults of the Dragon Below—entreat their 
  followers to live their lives without inhibition. The 
  more benevolent gods of passion believe in love and 
  art as a force of nature, while darker faiths of passion 
  tend to exhort their followers to mad revelries that are 
  often destructive. 
   
  Cleric Level 
  Spells 
  1st 
  charm person, 
  Tasha’s hideous laughter 
  3rd 
  enthrall, crown of madness 
  5th 
  beacon of hope, hypnotic pattern 
  7th 
  freedom of movement, confusion 
  9th 
  dream, dominate person 
  At 1st level, you gain proficiency in your choice of two 
  of the following skills and/or tools: Intimidation, 
  Performance, 
  Persuasion, 
  Insight, 
  calligrapher's 
  supplies, glassblower's tools, jeweler's tools, painter's 
  supplies, potter's tools, weaver's tools, woodcarver's 
  tools, or one kind of musical instrument. 
  Your proficiency bonus is doubled for any ability 
  check you make that uses one of the above chosen 
  skills or tools. 
  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, 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. 
  Starting at 6th level, you can use Channel Divinity 
  grant yourself or a creature within 30 feet that you the 
  ability to gain advantage on any one attack roll, saving 
  throw, or ability check they desire. Affect creatures can 
  only maintain one ability to gain advantage this way at 
  a time, and the ability to do so only lasts until they 
  finish a long rest. 
  At 8th level, you gain the ability to infuse your weapon 
  strikes with divine energy. 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 psychic damage 
  to the target. When you reach 14th level, the extra 
  damage increases to 2d8. 
  Starting at 17th level, creatures have disadvantage 
  against your enchantment spells. 
   
  The grave domain on page 19 of Xanathar’s Guide to 
  Everything offers a benevolent alternative to the Death 
  domain. It is 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 the energies of 
  Mabar in its divine abilities, which makes the domain 
  unsuitable for clerics of the Undying Court, who abhor 
  necrotic energies. Instead, they channel the radiant 
  energy of Irian, the Eternal Day into their necromantic 
  arts.  
  Clerics of the Undying Court, or ones who follow 
  an alternate pantheon or philosophy with a focus on 
  the positive aspects of 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. 
   
  
   
   
   
   
   
   
   
   
  Gods of trade—including Tymora, Erathis, and Kol 
  Korran—are gods concerned with the growth of 
  commerce and balanced economies. Clerics of trade 
  encourage fair business practices so society as a whole 
  prospers. Well protected roads and other means of 
  travel are also important to faiths that promote trade, 
  as engaging in an integrated economy with one’s 
  neighbors elevates the standard of living for all. 
   
  Cleric Level 
  Spells 
  1st 
  identify, longstrider 
  3rd 
  locate object, zone of truth 
  5th 
  haste, phantom steed 
  7th 
  dimension door, divination 
  9th 
  legend lore, teleportation circle 
  At 1st level, you gain proficiency with two of the 
  following skills or tools: Insight, Persuasion, one set of 
  artisan's tools, 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. 
  Also at 1st level, you know the magic stones cantrip 
  (Xanathar’s Guide to Everything, pg. 160) and it is a 
  cleric cantrip for you.  
  When you cast magic stones, you must touch one 
  to three coins, rather than pebbles. These coins can be 
  of any value but must be legal tender. Any coins 
  imbued with magic from magic stones that you use to 
  make an attack are undamaged after the attack and can 
  be retrieved. 
  At 2nd level, you are gifted with a divine eye for wealth.  
  As an action, you can use your Channel Divinity to 
  instantly 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. 
  Starting at 6th level, as an action, you can use Channel 
  Divinity to enhance your ability to negotiate, deal, and 
  haggle. For one hour, you have advantage on all 
  Charisma checks directed toward creatures that are 
  not hostile to you. 
  At 6th level, you gain the magical ability to understand 
  and speak any language that a non-hostile creature 
  knows and speaks to you. Knowledge of this language 
  is imparted instantly, so you understand the first 
  foreign word spoken by the creature, and knowledge 
  of the language remains with you for up to a minute 
  since it is last spoken to you by a non-hostile creature. 
  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. 
  When you reach 14th level, you may make three 
  attacks with imbued coins as part of the Attack action. 
  When you reach 17th level, your reputation for fair 
  trade and 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 bargaining with the entity for its services, make 
  a Charisma (Persuasion) check contested by the 
  Wisdom (Insight) check of the summoned creature. If 
  your check succeeds, the creature 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 interests). If your check fails, bargaining 
  with the entity proceeds as normal. 
   
  
   
   
   
   
   
   
   
  The defenders of nature, druids have a long and storied 
  history in the Eberron campaign. Some druids are 
  avengers, seeking out threats to the balance of the 
  natural world and vanquishing them where they can. 
  Others are protectors, channeling the power of the 
  land to guard the world against alien evils or 
  rampaging threats.  
  On the continent of Khorvaire, there are several 
  druidic traditions that embody these different focuses. 
  These druidic sects are made up of druids from a 
  variety of circles, but each has a distinct circle that is 
  exclusive to the sect and are detailed below. 
   
  Circle of Purity druids exclusively belong to the 
  Ashbound druidic sect. They believe that civilization is 
  a corrupting force in the world, and typically smear 
  wood ash on their faces as a symbol of its ravages. 
  Though what counts as "civilization" 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 practitioners of the arcane arts 
  punished. While many influential members of the 
  Ashbound are druids of the Circle of the Land, druids 
  of the Circle of Purity are the best the they have at 
  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 artificer, 
  bard, sorcerer, swordmage, warlock, or wizard spells. 
  The Ashbound harbor a deep hatred of arcane magic. 
  For the purposes of your circle features, a spell or 
  magic item is "arcane" if it is a spell cast as an artificer, 
  bard, sorcerer, swordmage, warlock or wizard spell, or 
  is a magic item created by a creature capable of casting 
  those spells. This incidentally includes the entire 
  warforged race, as they are creations of artifice magic. 
  You perceive the presence of arcane magic as an 
  unclean, dark blight upon the world and its creatures. 
  As an action, you can open your awareness to detect 
  such magic. Until the end of your next turn, you know 
  the location of any creature able to cast arcane spells 
  within 60 feet of you that is not behind total cover. You 
  can sense the highest level arcane spell slot they are 
  capable of casting from, but do not know the 
  spellcaster's identity (the famous artificer Baron 
  Merrix d'Cannith, for 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 sense unless they also specifically cast arcane 
  spells. 
  You can use this feature a number of times equal 
  to 1 + your Wisdom modifier. When you finish a long 
  rest, you regain all expended uses. 
  The Ashbound work tirelessly to not only dispel the 
  threat of arcane magic but seek out those that would 
  use it and reverse its effects. 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 druid spell list, the spell is 
  nonetheless a druid spell for you. 
   
  Druid Level 
  Circle Spells 
  3rd 
  see invisibility, silence 
  5th 
  counterspell, dispel magic 
  7th 
  geas, greater restoration 
  9th 
  globe of invulnerability,  
  true seeing 
  Starting at 6th level, you are adept at bypassing the 
  defenses of arcane magic. When you attack a creature 
  benefiting from an arcane magic item or spell that 
  grants a bonus or value to AC (such as a +1 shield or 
  the mage armor spell), you have advantage on the 
  attack roll. 
  You can use this ability twice. When you finish a 
  short rest, you regain all expended uses. 
  At 10th level, you have resistance to any damage 
  inflicted by an arcane spell, as well as bludgeoning, 
  piercing, or slashing damage inflicted by arcane 
  magical weapons. 
  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 Winter sect. The "winter" that they take their name 
  from is a metaphor for the cycle of death and decay, 
  rather than the literal season, for when winter comes 
  death blankets the land and only the strongest survive. 
  Children of Winter believe that to live is to struggle 
  against your own weakness, to fight for survival, and 
  that it is the predator's right to kill the prey. While 
  many of their leaders are druids of the Circle of Ruin, 
  they respect Circle of the Moon druids among their 
  kind as well. 
   
  Restriction. You must have been initiated into 
  druidism by way of the Children of Winter druidic sect.  
  When you choose this circle at 2nd level, you learn the 
  chill touch cantrip. It does not count toward your limit 
  of druid cantrips known. 
  Starting at 2nd level, you can reap the vital energy of a 
  living creature upon their death. When you reduce a 
  living creature 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, 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. 
  The Children of Winter know that death and decay are 
  the inevitable conclusion of life, and the spells they 
  teach reflect this outlook. 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 druid spell list, the spell is 
  nonetheless a druid spell for you. 
   
  Druid Level 
  Circle Spells 
  3rd 
  blindness/deafness,  
  ray of enfeeblement 
  5th 
  stinking cloud, vampiric touch 
  7th 
  blight, rusting grasp † 
  9th 
  contagion, insect plague 
  †This new spell is detailed in Chapter 3: Character Options 
  Starting at 6th level, you gain the ability to infuse your 
  weapon 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 target. When you 
  reach 14th level, the extra damage increases to 2d8. 
  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 
   for these creature’s 
  statistics). 
  When you reach 14th level, you have proven yourself 
  a survivor in the face of death itself. You gain 
  resistance to necrotic damage, and your hit point 
  maximum cannot be reduced by an attack that deals 
  necrotic damage. 
   
  Circle of the Guardian druids exclusively belong to the 
  Wardens of the Wood sect. The Wardens believe in 
  harmony between civilization and nature. They do not 
  shun the innovations and progress of the Five Nations, 
  so long as they do not unduly impact the wild. While 
  most leaders and elders of the Wardens are druids of 
  the Circle of the Land, druids of the Circle of the 
  Guardian are respected commanders and stewards of 
  the Warden's armed forces, as well as the training of 
  initiates intending to join the Warden's military. 
   
  Restriction. You must have been initiated into 
  druidism by way of the Wardens of the Wood druidic 
  sect.  
  When you choose this circle at 2nd level, you gain 
  proficiency with the Athletics skill, heavy armor, and 
  one martial weapon of your choice. The Wardens of the 
  Wood are very progressive for druids, and do not place 
  a large stigma on wearing metal armor or using metal 
  shields, though they still prefer wood, hide, and 
  leather. 
  As the martial arm of the Wardens, druids of the Circle 
  of the Guardian specialize in spells that allow them to 
  protect their 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 
  druid spell list, the spell is nonetheless a druid spell for 
  you. 
   
  Druid Level 
  Circle Spells 
  3rd 
  blur, warding bond 
  5th 
  aura of vitality, haste 
  7th 
  guardian of nature*,  
  locate creature 
  9th 
  hold monster, wrath of nature* 
  * These spells can be found in Xanathar’s Guide to Everything 
  At 6th level, you learn to use your magic to create a 
  powerful bond with a creature of the natural world. 
  With 8 hours of work and the expenditure of 50 gp 
  worth of rare herbs and fine food, you call forth an 
  animal from the wilderness to serve as your faithful 
  companion. You normally select your companion from 
  among the following animals: an ape, a black bear, a 
  boar, a giant badger, a giant weasel, a mule, a panther, 
  or a wolf (see the Monster Manual for these animals’ 
  statistics). However, your DM might pick one of these 
  animals for you, based on the surrounding terrain and 
  on what types of creatures would logically be present 
  in the area. 
  At the end of the 8 hours, your animal companion 
  appears and gains all the benefits of your Companion’s 
  Bond ability. You can have only one animal companion 
  at a time. 
  If your animal companion is ever slain, the magical 
  bond you share allows you to return it to life. With 8 
  hours of work and the expenditure of 25 gp worth of 
  rare herbs and fine food, you call forth your 
  companion’s spirit and use your magic to create a new 
  body for it. You can return an animal companion to life 
  in this manner even if you do not possess any part of 
  its body. 
  If you use this ability to return a former animal 
  companion to life while you have a current animal 
  companion, your current companion leaves you and is 
  replaced by the restored companion. 
  Your animal companion gains a variety of benefits 
  while it is linked to you. The animal companion loses 
  its Multiattack action, if it has one. The companion 
  obeys your commands as best it can. It rolls for 
  initiative like any other creature, but you determine its 
  actions, decisions, attitudes, and so on. If you are 
  incapacitated or absent, your companion acts on its 
  own.  
  Whenever you cast a spell or take the Attack 
  action, if your companion can see you, it can uses its 
  reaction to make a melee attack. 
  Your animal companion has abilities and game 
  statistics determined in part by your level. Your 
  companion uses your proficiency bonus rather than its 
  own. In addition to the areas where it normally uses its 
  proficiency bonus, an animal companion also adds its 
  proficiency bonus to its AC and to its damage rolls. 
  Your animal companion gains proficiency in two 
  skills of your choice. It also becomes proficient with all 
  saving throws, and it rolls all saving throws with 
  advantage.  
  Your animal companion immediately gains 3 hit 
  dice when you bond to it, and for each level you gain 
  after 6th, your animal companion gains an additional 
  hit die. Each hit die the animal companion gains 
  increases its hit points accordingly.  
  Whenever 
  you 
  gain 
  the 
  Ability 
  Score 
  Improvement class feature, your companion’s abilities 
  also improve. Your companion can increase one ability 
  score of your choice by 2, or it can increase two ability 
  scores of your choice by 1. As normal, your companion 
  can’t increase an ability score above 20 using this 
  feature unless its description specifies otherwise.  
  Your companion shares your alignment and has a 
  personality trait and a flaw that you can roll for or 
  select from the tables below. Your companion shares 
  your ideal, and its bond is always, “The druid who 
  travels with me is a beloved companion for whom I 
  would gladly give my life.” 
   
  d6 
  Trait 
  1 
  I’m dauntless in the face of adversity. 
  2 
  Threaten my friends, threaten me. 
  3 
  I stay on alert so others can rest. 
  4 
  People see an animal and underestimate me. I 
  use that to my advantage. 
  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. 
   
  d6 
  Flaw 
  1 
  If there’s food left unattended, I’ll eat it. 
  2 
  I growl at strangers, and all people except my 
  druid are strangers to me. 
  3 
  Any time is a good time for a belly rub. 
  4 
  I’m deathly afraid of water. 
  5 
  My idea of hello is a flurry of licks to the face. 
  6 
  I jump on creatures to tell them how much I 
  love them. 
  
   
   
   
   
   
   
   
   
  Starting at 10th level, whenever your companion uses 
  the Attack action and hits a creature, you may cast a 
  spell with a casting time of 1 action as a reaction with 
  the same creature as the target of your spell. 
  Beginning at 14th level, when you cast a spell targeting 
  yourself, you can also affect your beast companion 
  with the spell if the beast is within 30 feet of you. 
   
  Druids of the Circle of the Path exclusively belong to 
  the Greensinger druidic sect. While it may be easy for 
  others to dismiss the Greensingers as a bunch of 
  capricious wild-folk that cavort with fey, they have a 
  surprisingly deep connection to nature and the planes. 
  Their close ties with Thelanis, the Faerie Court, have 
  planted the seeds for a new planar philosophy of 
  druidism. While other druidic sects believe that the 
  "natural world" begins and ends with the material 
  plane, some vehemently so, Greensingers of the Circle 
  of the Path maintain that all planes of existence have a 
  place in the natural order—from the Perfect Order of 
  Daanvi to Xoriat, the Realm of Madness. The Circle of 
  the Path is a relatively new philosophy within the 
  Greensinger sect, which is mostly comprised of druids 
  of the circle of the land, moon, or twilight. 
   
  Restriction. You must have been initiated into 
  druidism by way of the Greensinger druidic sect.  
  When you choose this circle at 2nd level, you choose a 
  plane of existence other than the material plane and 
  learn that plane's language if it has one associated with 
  it. Most of your Circle of the Path features are tied to 
  your chosen plane. 
   
  Plane 
  Language 
  Daanvi, the Perfect Order 
  Daan 
  Dal Quor, the Region of Dreams 
  Quor 
  Dolurrh, the Realm of the Dead 
  — 
  Fernia, the Sea of Fire 
  Ignan 
  Irian, the Eternal Day 
  Irial 
  Kythri, the Churning Chaos 
  Kythric 
  Lamannia, the Twilight Forest 
  Primordial 
  Mabar, the Endless Night 
  Mabaran 
  Risia, the Plain of Ice 
  Risian 
  Shavarath, the Battleground 
  Abyssal, Celestial, 
  or Infernal 
  Syrania, the Azure Sky 
  Celestial 
  Thelanis, the Faerie Court 
  Sylvan 
  Xoriat, the Realm of Madness 
  Daelkyr 
  You can feel where the barrier between realities 
  becomes 
  permeable. 
  As 
  an 
  action, 
  you 
  can 
  automatically determine the direction and distance to 
  the nearest manifest zone, as well as identify which 
  plane the manifest zone is tied to. Once you use this 
  feature, you must finish a long rest before you can use 
  it again. 
  
   
   
   
   
   
   
   
  The Greensinger druids of the Circle of the Path are a 
  varied bunch, 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 
   
  Druid Level 
  Circle Spells 
  3rd 
  zone of truth 
  5th 
  dispel magic 
  7th 
  divination 
  9th 
  geas 
   
  Druid Level 
  Circle Spells 
  3rd 
  detect thoughts 
  5th 
  fear 
  7th 
  phantasmal killer 
  9th 
  dream 
   
  Druid Level 
  Circle Spells 
  3rd 
  gentle repose 
  5th 
  speak with the dead 
  7th 
  blight  
  9th 
  antilife shell 
   
  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 
   
   
   
   
  Druid Level 
  Circle Spells 
  3rd 
  prayer of healing 
  5th 
  mass healing word 
  7th 
  death ward 
  9th 
  dawn* 
  * This spell can be found in Xanathar’s Guide to Everything 
   
  Druid Level 
  Circle Spells 
  3rd 
  shatter 
  5th 
  gaseous form 
  7th 
  hallucinatory terrain 
  9th 
  Bigby’s hand 
   
  Druid Level 
  Circle Spells 
  3rd 
  beast sense 
  5th 
  conjure animals 
  7th 
  conjure minor elementals 
  9th 
  conjure elemental 
   
  Druid Level 
  Circle Spells 
  3rd 
  darkness 
  5th 
  animate dead 
  7th 
  shadow of moil* 
  9th 
  negative energy flood* 
  * These spells can be found in Xanathar’s Guide to Everything 
   
  Druid Level 
  Circle Spells 
  3rd 
  Snilloc’s snowball swarm* 
  5th 
  sleet storm 
  7th 
  ice storm 
  9th 
  cone of cold 
  * This spell can be found in Xanathar’s Guide to Everything 
   
  Druid Level 
  Circle Spells 
  3rd 
  cloud of daggers 
  5th 
  phantom steed 
  7th 
  guardian of faith 
  9th 
  dispel evil and good 
   
  Druid Level 
  Circle Spells 
  3rd 
  calm emotions 
  5th 
  fly 
  7th 
  aura of life 
  9th 
  hallow 
   
  
   
   
   
   
   
   
   
   
  Druid Level 
  Circle Spells 
  3rd 
  enlarge/reduce 
  5th 
  hypnotic pattern 
  7th 
  conjure woodland beings 
  9th 
  mislead 
   
  Druid Level 
  Circle Spells 
  3rd 
  mind spike* 
  5th 
  enemies abound* 
  7th 
  confusion 
  9th 
  synaptic static* 
  * These spells can be found in Xanathar’s Guide to Everything 
  Starting at 6th level, you can create a temporary, 
  intense manifest zone tied to your chosen plane. This 
  manifest zone is 20 feet radius sphere that can 
  intersect any physical barrier (though the center point 
  of the sphere must be within line of sight). All 
  creatures in the zone are immediately affected by it as 
  it appears (including yourself if you manifested it so 
  that it overlapped your space) unless they spend their 
  reaction to attempt a Dexterity saving throw against 
  your spell DC. On a failure, they fall prone tripping over 
  themselves trying to escape the manifest zone. If they 
  succeed, their reaction is spent running and diving out 
  of the zone, landing prone in the closest space just 
  outside of the zone's radius. Otherwise, creatures are 
  affected by the zone as 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 before you can use it again. Your manifest 
  zone has the following effects depending on your 
  chosen plane.  
   
  Impeded Magic. While within the manifest zone, 
  spellcasters must succeed on a Constitution save to 
  cast a spell (DC 10 + spell level). 
   
  Night Terrors: Creatures in the manifest zone are 
  put into a magical sleep unless they succeed on a 
  Wisdom save against your Spell DC. At the end of every 
  turn a creature remains in the zone, they can repeat 
  their saving throw. Every failed save after the first 
  deals 2d12 psychic damage. Any damage the creature 
  takes other than this psychic damage automatically 
  wakes them up, but no amount of shaking will wake 
  them. 
  Weight of Oblivion: It costs 5 feet of movement to 
  move 1 foot of distance within the manifest zone, and 
  all Strength (Athletics) and Dexterity (Acrobatics) 
  checks are made with disadvantage. 
   
  Flame Tide: The entire manifest zone is engulfed 
  in flames, automatically dealing 2d6 fire damage to 
  every creature as the manifest zone appears, then at 
  the end of every turn they remain in the manifest zone, 
  no save.  
   
  Radiant Suffusion: The manifest zone is bathed in 
  bright light and all creatures within gain 2d10 
  temporary hit points as the manifest zone appears, 
  then at the beginning of every turn they remain in the 
  manifest zone. These hit points last until the next 
  sunset. 
   
  Topsy Turvy: Gravity changes directions within the 
  manifest zone at the end of each of your turns. Roll a 
  d6. The side that the 6 appears on after the roll is the 
  subjective direction of "down". Creatures attempting 
  to resist being flung aside or falling into the sky must 
  make a Strength saving throw against your Spell DC to 
  hang onto the "ground" or any available handholds. If 
  they fail, the begin falling in the current direction of 
  “down” and take falling damage should they strike a 
  solid surface from a sufficient height. Should a creature 
  fall unobstructed out of the manifest zone, they are 
  subjected to normal gravity and fall prone. If they “fall” 
  out of the top of the manifest zone, they remain there, 
  oscillating slightly, until the zone disappears. 
   
  Instant Forest: Plant life explodes within the 
  manifest zone, which becomes difficult terrain. In 
  addition, creatures have total cover against other 
  creatures further than 5 feet away while inside the 
  zone. 
   
  Devouring Shadows: The manifest zone is 
  blanketed in magical darkness and all creatures within 
  take 2d6 necrotic damage as the manifest zone 
  appears, then at the end of every turn they remain in 
  the manifest zone, no save. 
   
   
  
   
   
   
   
   
   
   
  Flash Freeze: All liquids instantly freeze solid 
  within the manifest zone, and creatures automatically 
  take 2d6 cold damage as the manifest zone appears, 
  then at the end of every turn they remain in the 
  manifest zone, no save. 
   
  Whirling Blades: Flying, whirling blades wing 
  through the manifest zone like a flock of birds. 
  Creatures within the zone are subject to an attack from 
  them as the manifest zone appears, then at the 
  beginning of each of their turns while they remain in 
  the manifest zone. The whirling blades attack using 
  your Spell Attack bonus and on a hit they deal 3d6 + 
  your Wisdom modifier slashing damage to their target. 
  You are not immune to the blades’ attacks. 
   
  Wings of Angels: All creatures gain a magical fly 
  speed equal to their walking speed while within the 
  manifest zone. If they exit the zone, they fall gently as 
  per the feather fall spell. 
   
  Stuttering Time: Time flows wildly within the 
  manifest zone, causing each creature within to blink in 
  and out of the present. All creatures in the zone are 
  affected as though by the blink spell for as long as they 
  remain inside it. 
   
  Insane Magic: All spells cast within the manifest 
  zone fail, and the creature who attempted to cast the 
  spell must then roll on the Wild Magic Surge table 
  (
  , pg. 104). 
  When you reach 10th level, you can expend two uses 
  of Wild Shape at the same time to transform into a 
  form appropriate to your chosen plane. These 
  creatures can be found in the 
  , 
  unless noted otherwise. 
   
  Plane 
  Wild Shape Form 
  Daanvi 
  decaton modron (use the statistics for 
  an otyugh, but it is a construct and has 
  no bite attack) 
  Dal Quor 
  tsoreva 
  quori 
  (The 
  Korranberg 
  Chronicle: Threat Dispatch, pg. 66) 
  Dolurrh 
  Ghost 
  Fernia 
  minor fire elemental myrmidon 
  (Mordenkainen’s Tome of Foes, pg. 203, 
  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 damage with radiant 
  damage) 
  Kythri 
  red salad 
  Lamannia 
  wood woad (Volo’s Guide to Monsters, 
  pg. 198) 
  Mabar 
  shadow demon 
  Risia 
  young remorhaz 
  Shavarath 
  hound archon (use statistics for a 
  gladiator, but it is a celestial and is dog-
  headed), barlgura, or barbed devil 
  Syrania 
  unicorn 
  Thelanis 
  green hag 
  Xoriat 
  giant gibbering mouther (Large size, 
  multiattack for 3 bite attacks and one 
  spittle attack, hit point maximum of 
  137) 
  When you reach 14th level, you draw vitality and 
  energy from your chosen plane. While on your chosen 
  plane, or in a manifest zone tied to it (including one 
  you've conjured) you may choose to ignore that plane 
  or manifest zone's effects and you gain resistance to all 
  damage.  
  Additionally, you gain the ability to innately cast 
  plane shift once without using a spell slot or requiring 
  any components, but you can only travel between your 
  chosen plane and the material plane with this feature. 
  You regain the ability to cast the spell this way when 
  you finish a long rest. 
   
  
  The Circle of the Seal is one of the oldest known druidic 
  circles on Khorvaire, believed to be one of the three 
  circles of druidism taught to the original orc druids by 
  Vvarrak. However, despite its age, the Circle of the Seal 
  is exclusively found among the Gatekeeper druidic 
  sect. Druids of this circle attune with and protect the 
  reality of the material plane as a whole, rather than a 
  single environment like druids of the Circle of the 
  Land. Though not all Gatekeeper druids follow the 
  Circle of the Seal, those that do possess the knowledge 
  and means to safeguard the world against extraplanar 
  threats, and typically lead the sect. 
  Restriction. You must have been initiated into 
  druidism by way of the Gatekeeper druidic sect.  
  When you choose this circle at 2nd level, you may 
  recall lore about planes of existence, the inhabitants of 
  those planes, and aberrations with a Nature skill check. 
  When you do, you add double your proficiency bonus 
  to the check, instead of your normal proficiency bonus. 
  Additionally, as an action, you can sense the 
  distance and direction of the nearest manifest zone 
  within 5 miles of you, and you determine which plane 
  of existence it is tied to. Once you take this action, you 
  must finish a short or long rest before you may do so 
  again. 
  Though unknown to most, you are aware that most 
  aberrations are in fact extraplanar threats alien to the 
  world. Starting at 2nd level, any druid spell you cast 
  that only functions on celestials, elementals, fiends, or 
  fey, also functions on aberrations.  
  Additionally, when you cast the moonbeam spell, 
  aberrations make their saving throw to resist it with 
  disadvantage. 
  The Gatekeeper druids perceive reality itself as nature, 
  and so are taught a broader range of spells to help 
  defend it. At 3rd, 5th, 7th, 9th, and 17th 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 
  druid spell list, the spell is nonetheless a druid spell for 
  you. 
  Druid Level 
  Circle Spells 
  3rd 
  detect evil and good, 
  protection from evil and good 
  5th 
  glyph of warding, magic circle 
  7th 
  banishment, dimension door 
  9th 
  dispel evil and good, wall of force 
  17th 
  Imprisonment 
  When you reach 6th level, you gain the ability to create 
  a wave of natural purity that aberrations abhor. As an 
  action, you present your druidic focus and channel the 
  natural purity of Eberron. Each aberration within 60 
  feet of you must make a Wisdom saving throw against 
  a DC equal to your druid spell save DC. If the creature 
  fails its saving throw, it is repelled for as long as you 
  concentrate on this effect, for up to 1 minute, or until it 
  takes any damage. 
  A repelled aberration can't willingly move to a 
  space within 30 feet of you. If it begins its turn within 
  30 feet of you, it must move to a space more than 30 
  feet away from you before taking any action and must 
  use a Dash action if it is still within 30 feet at the end 
  of this movement. The aberration's actions are not 
  otherwise restricted; it can fight other creatures, use 
  spells and abilities, or attack you with ranged 
  weapons. 
  If you move within 30 feet of a repelled aberration 
  on your turn, it is no longer repelled. You can use 
  this ability twice, and you regain all expended 
  uses when you finish a short or long rest.  
  Starting at 10th level, whenever you create an effect 
  that would banish a fiend or aberration from the 
  material plane or imprison them in Khyber—such as 
  casting banishment or the using the dismissal effect of 
  dispel evil and good—aberrations and fiends gain no 
  benefit from any Magic Resistance trait they might 
  have against the effect you created and such creatures 
  have disadvantage on any saving throws to resist the 
  effect. 
  Starting at 14th level, you can no longer become 
  charmed or stunned, and you are immune to having 
  your form changed unwillingly (such as from a 
  polymorph spell). 
  
   
   
   
   
   
   
   
  Though the Eldeen druidic sects might have their own 
  unique druidic circles, those circles are by no means 
  the only ones that exist. Below are some suggestions 
  on incorporating other druidic circles into the world of 
  Eberron. 
  , pg. 68 
  When Vvarrak taught the first orc druids the secrets of 
  druidism, the first circle she shared with her aspirants 
  was the Circle of the Land. With this circle, a deep, 
  abiding connection to the wellspring of power and life 
  connected to the very land—to Eberron—itself was 
  brought to the first druids. From these first sages, 
  further generations of aspirants were initiated into the 
  secrets of druidism.  
  The Circle of the Land is the most widespread 
  druid circle in Khorvaire, having long-since spread far 
  from the original orc druids, to be found in disparate 
  ends of the continent with no recorded connection to 
  the ancient orcs of the Shadow Marches and Eldeen 
  Reaches. 
  , pg. 69 
  After the Circle of the Land and the Circle of the Seal, 
  the next circle of druidism Vvarrak 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 and 
  warriors of the druids, to guard the druids of the other 
  circles when the time came to protect the natural 
  world against encroaching annihilation. 
  Over the course of nearly ten thousand years, the 
  original narrow purpose of the Circle of the Moon was 
  forgotten, and nowadays druids who are initiated into 
  this circle do so for the appreciation of beasts—
  predator, prey, and the purity of the hunt. All druidic 
  sects of the Eldeen Reaches, as well as those in far 
  away lands, count druids of this circle amongst their 
  number. 
  Xanathar’s Guide to Everything, pg. 23 
  The Circle of the Shepard is one of the first druidic 
  circles taught outside of Vvarrak’s direct teachings and 
  marked the first divergence away from her original 
  purpose in bringing druidism to the peoples of 
  Khorvaire. Some believe shifter druids were the first 
  create this circle, and today it is found in nearly all 
  druidic sects, much like the Circle of the Land and the 
  Circle of the Moon.  
  In addition, many members of House Vadalis seek 
  out tutelage in druidic magic specifically to learn the 
  abilities of this circle, to gain a greater understanding 
  of animals than even their dragonmark provides.  
  Originally the Circle of Dreams  
  Xanathar’s Guide to Everything, pg. 22 
  The Circle of the Song is nearly exclusive to the 
  Greensinger sect. In the Twilight Demesne, the Eldeen 
  Forest brushes against Thelanis, the realm of the Fey. 
  The Greensinger druids learn much from their 
  neighbors, weaving fey secrets into their druidic 
  traditions. Relatively few druidic communities outside 
  of the Twilight Demesne have regular contact with 
  Thelanis, but some do and have likewise been inspired 
  to blend the nature of the Faerie Court with the 
  material plane. The largest congregation of druids of 
  the Circle of the Song outside of the Eldeen Reaches is 
  a community of gnomes, half-elves, and dwarven 
  druids who live in the Shimmerwood Forest of Zilargo, 
  current home of the Feyspire known as the Gate of Joy. 
   In Eberron, because the nature of dreams is 
  linked to the quori and Dal Quor instead of fey and the 
  Feywild, this druidic circle has no connection with 
  dreams. Instead, the fey influence of this circle 
  incorporates the songs, tales, and epic poems that the 
  fey embody into the secrets of druidism. Therefore, 
  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 allows you to see beyond normal vision, and 
  to walk among the epic songs of old. 
  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 sight.  
  When you cast teleportation circle using this ability, 
  rather than opening a portal to a permanent 
  teleportation circle, it opens a portal to the most recent 
  place within the last week that was the subject of a 
  legend lore spell you cast using this ability. If you 
  haven't cast legend lore using this ability to gain 
  information about a place within that timeframe, the 
  teleportation circle spell fails, but isn't wasted. 
  Once you use this feature, you can't use it again until 
  you finish a long rest. 
   
  
   
   
   
   
   
   
   
   
  Unearthed Arcana: Druid, pg. 2 
  The Circle of Twilight is predominantly represented by 
  the Children of Winter, but it is not exclusive to that 
  sect. While the Children of Winter see “survival of the 
  fittest" above all other natural laws, many druids 
  personally consider death to be life's greatest teacher. 
  Through understanding death, the living grow strong. 
  The Circle of Twilight allows druids to walk across that 
  threshold further than any other, and these druids 
  bring back what they learn to aid the living. 
  Fighters come from all walks of life and from all 
  corners of the world. From humble beginnings to a 
  chivalric knighthood, these exceptionally talented 
  warriors bring their expertise and puissance to the 
  battlefield like few others can. Below are some 
  suggestions on incorporating martial archetypes into 
  the world of Eberron. 
  Xanathar’s Guide to Everything, pg. 28 
  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 artillery units in the Five 
  Nations. However, one nation, Thrane, has an 
  alternative tradition. Rather than relying on the study 
  and science of arcane magic, they select particularly 
  devout worshipers of the Silver Flame to learn the 
  ways of the Divine Arrow.  
  If you are playing a fighter that worships the Silver 
  Flame, you can elect to take an alternative version of 
  this martial archetype called the Divine Arrow. The 
  Divine Arrow has all the same features as the Arcane 
  Archer, except that any archetype feature that lets you 
  deal extra force or psychic damage instead deals extra 
  radiant damage, and any archetype feature that lets 
  you deal extra poison or necrotic damage instead deals 
  extra fire damage. 
  Some Divine Arrows have alternate names for their 
  features and options, such as referring to their Arcane 
  Shot feature as "Blessed Shot” or replacing the flavor 
  of Shadow Arrow with Blinding Arrow, a shot that 
  flashes a bright light in the target's eyes and produces 
  the same effects as the Shadow Arrow.  
  Additionally, Divine Arrow replaces the Arcane 
  Archer Lore feature with the following: 
  Divine Arrow Lore. At 3rd level, you reap the 
  benefits of your devout studies into the religious lore 
  of the Silver Flame. You gain proficiency in the Religion 
  skill, and you learn either the guidance or light cantrip. 
  , pg. 73 
  The battle master is a highly skilled warrior. They’ve 
  been trained, either by a prestigious military academy, 
  an expensive personal tutor, or more rarely self-taught, 
  to fight with their wits and to outthink their opponents, 
  rather than fighting solely with physical might or 
  overwhelming force. Battle masters are some of the 
  most feared and skilled warriors on Khorvaire. 
  Xanathar’s Guide to Everything, pg. 30 
  The Cavalier is an expert at mounted combat, and 
  many cavaliers throughout the history of Galifar are 
  held as the knightly ideal. Cavaliers were often leaders 
  of men during the Last War and every nation counted 
  them among their armed forces, though the Valenar 
  elves were said to have the most terrifyingly skilled 
  mounted cavalry in the war. 
  , pg. 72 
  Champions are typically fighters who excel due to raw 
  power or talent alone, with little to no formal training 
  or tactical insight. Champions often come from small 
  towns, or the lower-class neighborhoods of larger 
  cities, where access to tutors and martial academies is 
  extremely limited. However, because these fighters 
  can still hold their own and even overpower fully 
  trained combatants with nothing but their sheer might, 
  they are typically seen as, appropriately enough, 
  champions of the common folk. 
  , pg. 74 
  Just as magic is a cornerstone of civilization in the Five 
  Nations, so to was it a cornerstone in the Last War. 
  Every nation trained as many soldiers in arcane 
  spellcasting as showed talent and potential. Many of 
  these trainees were only capable of casting a handful 
  of spells and only with the aid of an arcane focus. But 
  Eldritch Knights were those warriors who took a shine 
  to it. Not as highly trained as a wizard or swordmage, 
  these magical warriors used magic to enhance their 
  already formidable martial abilities, rather than rely 
  on magic entirely to bring them victory. 
  Of the Five Nations, Aundair fielded the greatest 
  number of Eldritch Knights during the Last War, so 
  much so that they have entire knighthoods dedicated 
  
   
   
   
   
   
   
   
  to the mixing of spell and blade during combat, known 
  collectively as the Knights Arcane. 
   
  Unearthed Arcana: Fighter, pg. 2 
  Every nation of Khorvaire counted knights among 
  their armed forces, and many fighters following this 
  archetype were soldiers who would charge into 
  combat, dismount, and lay about their enemies with 
  devastating attacks.  
  In addition, many of the most renown bodyguards 
  of House Deneith's Defender's Guild are trained in this 
  martial archetype, though as House members they are 
  forbidden from holding the noble title of “knight”. 
  Originally the Purple Dragon Knight  
  Sword Coast Adventurer’s Guide, pg. 128 
  Marshals 
  are 
  exceptionally 
  talented 
  battlefield 
  commanders. During the Last War, all nations had a 
  few marshals leading platoons of front-line soldiers, 
  but Karrnath was known for producing more than any 
  other. The Rekkenmark Academy in 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. 
  The Marshal archetype is used as-is with no 
  mechanical alterations. The one change, other than the 
  archetype’s name, is cosmetic: 
  Military Envoy. The Royal Envoy feature gained at 
  7th level is instead named Military Envoy because this 
  archetype is not restricted to knighthood and royal 
  service. Instead, this feature represents the strict 
  discipline and manners instilled in marshals for 
  dealing with higher-ups in the military chain of 
  command. 
  Unearthed Arcana: Gothic Heroes, pg. 2 
  Many of monster hunters worship the Silver Flame, as 
  one of that religion's main tenants is the fight to 
  protect common folk against unnatural evils. Other 
  monster hunters are more pragmatic—there are 
  plenty of 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. 
  Xanathar’s Guide to Everything, pg. 31 
  There is no clear analogue to feudal-era Japan in the 
  world of Eberron. However, this new fighter archetype 
  presents a skilled melee combatant that uses discipline 
  and mental fortitude to empower themselves. Samurai 
  are fighters that believe strength of mind and clarity of 
  purpose are just as important as physical might.  
  A few monasteries of Dol Dorn or Dol Arrah teach 
  the way of the samurai as a monastic or religious 
  tradition. However, many more examples of this 
  archetype can be found in Sarlona, both in the 
  mountainous refuge of Adar, and amongst the armies 
  of the Riedran Empire. Many of the Chosen vessels that 
  lead Riedra's armed forces are samurai Inspired by 
  Du'ulora quori, which are spirits that prize a 
  dispassionate, disciplined view of combat. The Adaran 
  monks and the kalashtar train samurai to resist the 
  mental attacks of 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 hobgoblins, the samurai 
  tradition has an extensive history, dating back to the 
  cataclysmic war they fought against alien horrors. The 
  Dhakaani 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 developing psionic talents as 
  being corrupted by the madness their ancestors once 
  fought.  
  Unearthed Arcana: Kits of Old, pg. 4 
  Scouts are often thought of as a military occupation, 
  and many nations employed them as vanguards and in 
  reconnaissance forces. 
  Unearthed Arcana: Fighter, pg. 3 
  Many of the most skilled archers in the history of the 
  Five Nations were sharpshooters, and folk tales of 
  their legendary accuracy and prowess are well known. 
  Citizens of Thrane and members of the Church of the 
  Silver Flame have a particular love of archery and 
  ranged combat. They hold skillful archers of any kind 
  in high esteem (even those that do not follow the way 
  of the Divine Arrow but are otherwise devout). Many a 
  Thranish peasant child dreams of earning the title of 
  "sharpshooter" while training day after day with their 
  first practice bow. 
   
  
   
   
   
   
   
   
   
   
  Monks are those rare individuals who hone their body, 
  mind, and soul in complete accord. For a monk, 
  spiritual strengthening and just as important as 
  physical conditioning. 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 to a faith. Below are some 
  suggestions on incorporating monastic traditions into 
  the world of Eberron. 
  Xanathar’s Guide to Everything, pg. 33 
  The Way of the Drunken Master is a centuries-old 
  fighting style, carried over to Khorvaire by emigrants 
  from Sarlona fleeing the Sundering. It was believed to 
  be developed by vassals of Olladra, the Sovereign of 
  Song and Feast, to combine her love of drink and 
  trickery—because of their apparently uncoordinated 
  movements, many people mistake drunken masters 
  for actual inebriated fools. Such people are often 
  violently divested of such beliefs if they push their luck. 
  , pg. 80 
  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 
  unleash them upon their foes. 
  Amongst the monks of Adar, the Way of the Four 
  Elements is often taught devoid of any religious 
  quality, as the influence of Lamannian manifest zones 
  common in that region causes the energy of primal 
  elements to brim forth and overflow. This allows 
  disciples of the Way of the Four Elements to become 
  attuned to these energies with a focused enough will. 
  Xanathar’s Guide to Everything, pg. 34 
  The Way of the Kensei is one of the most widespread 
  martial arts in the Five Nations. It can be used to 
  represent 
  many 
  different 
  monastic 
  traditions, 
  depending on the martial weapons a particular 
  monastic order trains its disciplines with. Followers of 
  the Double Steel Strike train in the use of weapons 
  such as the Valenar double scimitar, Serpent Steel 
  Strike makes use of a heavy spear (mechanically 
  identical to the glaive), and Whirling Blade Strike 
  teaches mastery of the longsword. Many monasteries 
  to the Sovereign Host or Silver Flame focus their 
  dedication on these arts. The most famous of these is 
  the Order of the Broken Blade, devoted the Sovereign 
  Host as a whole but with particular reverence for Dol 
  Dorn, the Sovereign of Strength and Steel. 
  Sword Coast Adventurer’s Guide, pg. 130 
  The Blood of Vol teaches that death is unnatural, that 
  mortality is an unjust punishment from the Sovereign 
  Host, thrust upon all those who were born beneath 
  them. Seekers of the Divinity Within believe that once 
  the soul disappears from Dolurrh, the Realm of the 
  Dead, it does not go on to some fabled, unreachable 
  paradise. Its existence ends, completely. The disciples 
  of one monastery stepped in the lore of the Blood of 
  Vol call this slow fading of the soul "The Long Death". 
  They seek to understand the energies of death and 
  immortality, and to use them as weapons against all 
  those who would hinder the righteous in their cause to 
  annihilate death from the world. 
  , pg. 79 
  The Way of the Open Hand does not belong to a single 
  monastic order or tradition but is rather the most 
  common expression of monastic dedication and 
  martial discipline. Nearly every major faith has a 
  monastic order that adheres to the Way of the Open 
  Hand, although Dol Dorn, is the most common patron 
  of such orders. 
  , pg. 80 
  While the Way of Shadow is obviously the preferred 
  monastic tradition of orders dedicated to The Shadow, 
  and to a lesser extent the Mockery, the Way of Shadow 
  is most often practiced by secular monastic orders that 
  are taught in secret by House Phiarlan and House 
  Thuranni. Such shadowdancers, as the elves refer to 
  these monks, are amongst the deadliest agents of the 
  Shadow Houses. 
  Deep beneath the jungles of Xen’drik, the 
  Umbragen elves dedicate their lives and very souls to 
  a source of dispassionate darkness. The Umbragen 
  have developed many ways to harness the power of 
  this darkness to their aid 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. 
   
  
   
   
   
   
   
   
   
  Xanathar’s Guide to Everything, pg. 35 
  The Way of the Sun Soul is one of the rarest monastic 
  traditions, requiring a strength of conviction to 
  manifest one’s Ki into raw spiritual fire.  There are only 
  two known monasteries that teach this tradition in 
  Khorvaire, each associated with a different religion. 
  The Monastery of the Silver Forge in Thrane 
  exhorts its students to channel the power of the Silver 
  Flame through their bodies, to strike at the forces of 
  evil with the blinding light of righteousness.   However, 
  the masters of the Monastery of the Inexorable 
  Progress of Dawn know that there is no more ancient 
  and holy a fire than the sun itself. Vassals of Dol Arrah, 
  the Sovereign of Sun and Sacrifice, these monks seek to 
  live virtuous lives in the service of others, protecting 
  the weak and innocent from those who would do them 
  harm. 
  Unearthed Arcana: Monk, pg. 1 
  During the Last War, the Way of Tranquility was 
  founded by clerics of Boldrei and Olladra. Though 
  followers of this path were often scorned and seen as 
  traitors because they called for the end of hostilities 
  between nations, the dedication to peace and healing 
  attracted many who tired of the Last War's atrocities.  
  Presently, the Order of Tranquility welcomes all 
  dedicated 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 the end of the war. 
  Such a massive loss of life wounds these monks to their 
  core, and many seek to unlock the mysteries of the 
  Mournland, so the catastrophe that destroyed Cyre can 
  never be repeated.  
  Paladins are warriors of faith and conviction. Although 
  knightly orders of paladins and templars exist within 
  the hierarchy of some churches, a paladin need not 
  belong to these organizations—or even follow a faith 
  at all—to gain their divine power. Some paladins 
  swear oaths to king and country, to their family, or 
  even on their own honor, and the unbreakable 
  conviction in which they do so grants them 
  supernatural abilities, just as the oaths spoken by 
  paladins who swear by a god or religion do. Below are 
  two new sacred oaths for the world of Eberron. 
   
  History is pervaded with the presence of oppression 
  and tyranny. But the tales of liberation—of freedom 
  hard-fought for and won—are always the tales that 
  inspire the most. 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 
  freedom fighters, holy liberators, or knight saviors, but 
  they humbly refuse the mantle of hero. To these 
  paladins, they fight to preserve the freedom of all 
  people, a thing which they believe shouldn't have to be 
  fought for, in a perfect world. They're merely putting 
  right what went wrong. 
  In the world of Eberron, many Paladins of Liberty 
  devote themselves to Olladra, Dol Arrah, or Boldrei, 
  but far more of these paladins follow no particular 
  faith, except faith 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 
  Galifar the First personally freed goblins from slavery 
  and offered them full rights of citizenship in the nation 
  he was forging. The Code of Galifar also guarantees the 
  rights of all intelligent folk, be they human, elf, ogre, 
  goblin, or gnoll, the right to life and liberty. In the 
  current day, the reemergence of the institution of 
  slavery with the rise of Darguun and Droaam has 
  driven many paladins to speak new oaths, swearing by 
  the law of a kingdom that no longer is, in the hope of a 
  brighter tomorrow. 
  Paladins who swear an Oath of Liberty are usually 
  fiercely individualistic and chafe under conformity, so 
  there are as many different variations on the oath as 
  there are paladins who swear it. However, they all 
  share the same dedication to these ideals. 
  Freedom. Life is only worth living when lived free. 
  The shackles of tyranny and oppression steal a 
  person's ability to be who they were truly meant to be. 
  
   
   
   
   
   
   
   
   
  One's destiny can only be 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 a deeper understanding of 
  actions and consequences, and you are eager to teach 
  and foster critical thinking in others, so they can make 
  their own choices instead of blindly trusting another's 
  decisions, even your own. 
  Equality. No one is born with inherently more 
  value than another. Society might have granted the 
  nobility the right to rule the common folk, but this is an 
  accident of circumstance, as far as you are concerned. 
  All sentient people are of equal value in your eyes. 
  Humility. You know all too well how much 
  damage an out-of-control ego can do. Most tyrants 
  don't see their own flaws, and their natural charisma 
  and leadership ability allows them to exploit those 
  around them. As a paladin, you are only too aware how 
  similar you are to these despots, and how easy it might 
  be for you to become one without realizing it. You are 
  very conscious to seek the input of others and consider 
  all opinions, deliberately stepping away from positions 
  of sole leadership and authority. 
  You gain oath spells at the paladin levels listed.  
   
  Paladin Level 
  Spells 
  3rd 
  comprehend languages, 
  protection from evil and good 
  5th 
  lesser restoration, see invisibility 
  9th 
  remove curse, tongues 
  13th 
  aura of purity,  
  freedom of movement 
  17th 
  dispel evil and good,  
  greater restoration 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Bestow Epiphany. As a reaction, when a creature 
  within 30 feet of you makes an ability check, you can 
  use your Channel Divinity to bestow instant divine 
  insight, giving that creature a +10 bonus to the roll. 
  You make this choice as you see the roll, but before the 
  DM says whether the outcome of the check is a success 
  or failure. 
  Break Command. As a reaction, you use your 
  Channel Divinity and shout a divine word that can 
  break an ally free of 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 them 
  by a failed Intelligence, Wisdom, or Charisma saving 
  throw. If this saving throw succeeds, the effect on them 
  ends immediately. 
  Starting at 7th level, you and friendly creatures within 
  10 feet of you can't become paralyzed while you are 
  conscious. 
  At 18th level, the range of this aura increases to 30 
  feet. 
  When you reach 15th level, any non-magical lock or 
  restraint upon an unwilling living creature is 
  automatically affected by a knock spell if it enters your 
  Aura of Freedom or your Aura of Freedom moves so as 
  to overlap it. The object also shatters and is destroyed, 
  and the noise this makes replaces the loud knock as 
  per the spell. This noise is also audible from as far 
  away as 300 feet. 
  When a magical lock or restraint is within your Aura 
  of Freedom, you may cast knock on it once without 
  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. 
  At 20th level, you can assume the form of an angelic 
  savior. 
  Using 
  your 
  action, 
  you 
  undergo 
  a 
  transformation. For 1 hour, you gain the following 
  benefits: 
   
  • Wings sprout from your back and grant you a flying 
  speed of 60 feet. 
  • You emanate an aura of liberty in a 60-foot radius. 
  Within this radius, your allies are unaffected by 
  difficult terrain, have advantage on Dexterity saving 
  throws, can move without provoking opportunity 
  attacks, and attack rolls against them are made with 
  disadvantage. 
   
  Once you use this feature, you can't use it again until 
  you finish a long rest. 
   
  "We are not your slaves. We were born bowed. But we 
  are 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 must now decide who or 
  what they will fight for. Warforged paladins who swear 
  the Oath of the Unbroken have decided to fight for 
  their them. 
   
  Restriction. You must be a warforged to take this 
  sacred oath.  
  There is no central authority or unified coda for the 
  Oath of the Unbroken. Every warforged paladin who 
  swears this oath has come to it in their own way but 
  shares the same ideals. 
  Freedom. You were forged into servitude, but now 
  are free. You have yet to fully explore your freedom, 
  but you know it is precious. All living beings deserve to 
  decide for themselves their own fates, you are certain. 
  Compassion. Have empathy for your enemies, even 
  if you must fight them. Some have lived a life of nothing 
  but violence 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 on the freedom of others and 
  be understanding of those who have yet to see your 
  wisdom. 
  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 abhor the thought of 
  commanding obedience, you know it is your duty to 
  guide all who will listen in the virtues of compassion, 
  patience, and freedom. 
  You gain oath spells at the paladin levels listed.  
   
  Paladin Level 
  Spells 
  3rd 
  bless, sanctuary 
  5th 
  lesser restoration,  
  magic weapon 
  9th 
  beacon of hope, remove curse 
  13th 
  aura of purity,  
  freedom of movement 
  17th 
  dispel evil and good,  
  mass cure wounds 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Break Command. As a reaction, you use your 
  Channel Divinity and shout a divine word that can 
  break an ally free of 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 them 
  by a failed Intelligence, Wisdom, or Charisma saving 
  throw. If this saving throw succeeds, the effect on them 
  ends 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 at the start of each of 
  their turns equal to your Charisma modifier. The shield 
  also emits a bright light in a 20-foot radius and dim 
  light 20 feet beyond that. If the shield is not already 
  magical, it becomes magical for the duration. 
  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 disappear. 
  If your game uses the Living Construct optional trait 
  for warforged (see page 29), when you take this oath 
  at 3rd level, any non-transmutation spell you cast that 
  restores hit points has full effect on warforged (they 
  regain the normal amount of hit points the ability or 
  spell usually restores). 
   
  Starting at 7th level, you and friendly creatures within 
  10 feet of you can't become paralyzed while you are 
  conscious. 
  At 18th level, the range of this aura increases to 30 
  feet. 
  When you reach 15th level, you learn the guidance 
  cantrip. When you cast guidance, its casting time is one 
  bonus action and it has a range of 30 feet. It targets all 
  allies who can see and hear you, and targets may add 
  the d4 roll to either an ability check or an attack roll. 
  At 20th level, you are the guiding light for all who walk 
  the path 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. 
  Whenever you start your turn, and whenever an ally 
  starts its turn in the bright light, you and they are 
  affected as by the freedom of movement spell until the 
  start of their next turn. 
  
   
   
   
   
   
   
   
   
  In addition, you and all allies within the bright light 
  have advantage on all Intelligence, Wisdom, and 
  Charisma saving throws. 
  Once you use this feature, you can't use it again until 
  you finish a long rest. 
   
  Though the above oaths are presented as new options 
  for Eberron campaigns, they are by no means the only 
  ones available. Below are some suggestions on 
  incorporating other sacred oaths into the world of 
  Eberron. 
  , pg. 86 
  While some holy warriors dedicated to Arawai, Balinor, 
  or even the Devourer may swear an Oath of the 
  Ancients, more of these paladins can be found among 
  the Eldeen druidic sects. They are amongst the fiercest 
  defenders, or the most terrifying avengers, of the 
  natural world. Among the jungles of Xen’drik, some 
  Qaltair scorpion tribe drow also display the strength of 
  conviction necessary to swear the Oath of the Ancients, 
  and these drow typically venerate the spirit of the 
  swordtooth titan (tyrannosaurus rex) as the ultimate 
  hunter, alongside the scorpion-god Vulkoor.  
  Xanathar’s Guide to Everything, pg. 37 
  While there are certainly evil paladins who swear the 
  Oath of Conquest, usually worshipers of The Mockery 
  or the Dark Six as a whole, many more worship Dol 
  Dorn and come to their oaths with a less tyrannical 
  mindset. These paladins follow Dol Dorn's doctrine of 
  strength proving one's right to victory and are 
  typically neutral in alignment. 
      Curiously the harsh militaristic culture of 
  Karrnath has produced paladins who swear this oath 
  who follow no gods; they gain divine power from the 
  pure force of their patriotism and belief in Karrnath 
  itself.  
  , pg. 85 
  Oaths of devotion are sword by paladins of nearly all 
  faiths, creeds, and persuasions, except those religions 
  dedicated to the darkest of gods. The Church of the 
  Silver Flame is often seen as the most likely religion to 
  inspire holy warriors to swear the Oath of Devotion. 
  However, long before the formation of the modern 
  church, paladins dedicated to Dol Arrah, Boldrei, and 
  the Sovereign Host as a whole have been devoting 
  themselves to the protection of the innocent. Indeed, 
  Tira Miron, the Voice of the Flame, was a paladin of Dol 
  Arrah who swore the Oath of Devotion, before 
  sacrificing herself to bind the demonic overlord in the 
  Silver Flame. 
  Originally the Oath of the Crown 
  Sword Coast Adventurer’s Guide, pg. 132 
  More than any other oath, the Oath of the Patriot is 
  typically sworn by agnostic paladins, or by warriors 
  for whom religion and faith are not a primary concern. 
  Because not every nation 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 Patriot" 
  in the world of Eberron. Furthermore, because this 
  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 long as their conviction holds that 
  their homeland's current rulers are acting against the 
  best interests of the nation itself, they see no betrayal 
  or lapse in their duties. To a Patriot paladin, their Oath 
  is to the nation above all.  
  Restriction: Must be a scion in good standing of House 
  Deneith with the Mark of Sentinel and have taken an 
  oath to serve the Sentinel Marshals. 
  The Sentinel Marshals are part law enforcement, 
  part bounty hunter. They were once given the right by 
  the crown of Galifar to pursue criminals across the Five 
  Nations, bringing these elusive villains in for trial. 
  When the Last War divided the Five Nations, all 
  signatory nations of the Thronehold Accords agreed to 
  maintain the Sentinel Marshal's charter of seeking 
  justice across political borders, to be a neutral law 
  keeping force across Khorvaire. 
  The Oath of the Sentinel Marshal is to pursue 
  wrongdoers and bring them to justice, to protect all of 
  the Thronehold Nations, and to serve the office of the 
  Sentinel Marshals. Their charges must be taken in for 
  trial unless lethal force is absolutely necessary. Finally, 
  while Sentinel Marshals have the inherent power to 
  extradite criminals from one nation to another, they 
  must maintain neutrality concerning political interests 
  between Thronehold nations. 
  House Deneith has negotiated contracts with 
  House Orien, Ghallanda, and Lyrandar, ensuring free 
  travel and accommodations across Khorvaire for any 
  Sentinel Marshal pursuing a criminal while on duty. 
  Should a Sentinel Marshal violate this Oath, not 
  only do they suffer the same penalties as other oath-
  breaking paladins, but they are also invariably 
  
   
   
   
   
   
   
   
  excoriated from House Deneith, as the reputation and 
  prestige of the Sentinel Marshals are among the 
  Dragonmarked House's highest priorities. 
  Sentinel Marshal paladins have access to the same 
  oath features as paladins who've taken the Oath of the 
  Patriot. However, to aid in seeking out their criminal 
  prey, Sentinel Marshals have alternate oath spells as 
  follows:  
   
  Paladin Level 
  Spells 
  3rd 
  command, hunter’s mark 
  5th 
  hold person, zone of truth 
  9th 
  haste, spirit guardians 
  13th 
  guardian of faith,  
  locate creature 
  17th 
  geas, scrying 
  Xanathar’s Guide to Everything, pg. 38 
  Paladins have been taking this oath ever since the 
  concept of redemption existed. Paladins of Boldrei, Dol 
  Arrah, and Olladra throughout history have been 
  known to take this oath. Paladins of the Silver Flame 
  used to be the most prevalent example of paladins who 
  swear the Oath of Redemption, but ever since the 
  Lycanthrope Purge, and the establishment of the 
  theocracy of Thrane, they are growing rarer among 
  that faith. 
  Unearthed Arcana: Paladin, pg. 2 
  While many paladins of treachery are examples of 
  fallen paladins, holy warriors that failed to live up to 
  the virtues and 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. 
  , pg. 87 
  Paladins who swear the Oath of Vengeance are often 
  seen as darker than paladins who swear other oaths. 
  While many Vengeance paladins serve the Mockery, 
  the Keeper, or the Dark Six as a whole, just as many 
  who swear this oath can be found in the service of the 
  Silver Flame or Dol Arrah, meeting out justice and 
  dispatching those who cause harm to innocents as 
  swiftly as possible. Paladins among the Seekers of the 
  Divinity Within may swear the Oath of Vengeance, with 
  the gods themselves as the ultimate target of their 
  enmity, desiring nothing less than to righteously 
  punish them for cursing mortals with death and 
  oblivion in Dolurrh. 
  
   
   
   
   
   
   
   
   
  Skilled hunters and explorers, rangers prowl the 
  dangerous lands of Eberron, be they forest, cave, or 
  some other environ. Many of them find home in the 
  druidic sects of the Eldeen Reaches, scouts among the 
  armies of the Five Nations, or walk the streets of 
  sprawling cities. Below are two new ranger archetypes 
  and one alternate class option for the ranger. 
   
  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 militaries. The following is not a 
  subclass of the ranger, but rather an option to change 
  the benefits provided by the base ranger class. 
  The below additional features come at the cost of the 
  ranger's magical abilities. You do not gain the ranger's 
  Spellcasting and 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 4th 
  paragraph of that ability. 
  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 "Horizon Walker Magic". Instead of 
  gaining such a feature, you learn one additional 
  Wilderness Knack ability (see below) at 9th level. 
  Beginning at 2nd level, you can study a creature to find 
  a momentary weakness in their defenses as a bonus 
  action. If you do, you may deal 1d8 extra damage 
  against the creature when you hit it with a weapon 
  attack. You may deal this extra damage only once per 
  turn, until the start of your next turn. 
  You deal one additional die of extra damage when 
  you use this ability at 9th level (2d8) and 17th level 
  (3d8). 
  Your time in the wild has taught you many things. 
  Among your repertoire of survival knowledge are 
  several tricks, quirks, or knacks that you've developed. 
  At 5th level, select two of any of the following abilities. 
  At 13th levels, you learn two additional abilities. 
   
  You are adept at knocking an arrow and firing 
  effectively, even in the most inconvenient or dire 
  circumstances. Being prone or being within 5 feet of a 
  hostile creature doesn’t impose disadvantage on your 
  ranged attack rolls with longbows or short bows. 
   
  Prerequisite: Proficiency with Herbalism Kits  
  You know how to use various plants and substances to 
  concoct healing salves that function identically to a 
  potion of healing (though they are applied topically, 
  not drunk). When you are in one of your favored 
  terrains, you may spend 4 hours searching for 
  ingredients. If you do, make a DC 15 Wisdom (Survival) 
  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 retain their potency 
  for 8 hours once gathered. 
  Once created, a healing salve remains potent for 24 
  hours. 
   
  Prerequisite: Proficiency in Stealth 
  You are always on the watch for traces your 
  companions leave 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 companions 
  gain a bonus to their Dexterity (Stealth) checks equal 
  to your Wisdom modifier. 
   
  Prerequisite: Ranger level 13th 
  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 ally advantage on their 
  next attack roll against an opponent without 
  expending an action, once per turn. 
  Prerequisite: Proficiency with Poisoner's Kits 
  You are not above using the deadly toxins of venomous 
  beasts against your foes. You may collect venom from 
  a freshly killed or incapacitated beast that has an 
  attack or trait that deals poison damage or inflicts the 
  poisoned condition. Collecting the venom requires a 
  successful Wisdom (Survival) check with a DC equal to 
  10 plus the beast's challenge rating. You can collect 
  
   
   
   
   
   
   
   
  only one dose of venom at a time, and a living creature 
  can provide only one dose while incapacitated in any 
  given 24-hour period. Once collected, a dose of venom 
  remains viable indefinitely, until used as below. 
  You can apply a dose of venom to one melee weapon, 
  or ten pieces of ammunition. Any extra damage you 
  deal with the weapon due to your Skilled Hunter 
  feature is considered poison damage. The venom on 
  the weapon or ammunition remains viable for 24 
  hours. If a creature other than yourself attacks with a 
  weapon you've applied a dose of venom to, they deal 
  poison damage equal to the extra damage you deal 
  with your Skilled Hunter feature on their next attack, 
  then the venom is expended. 
  Alternatively, you may poison food or drink with a 
  dose of venom. If you do, and the food or drink is 
  consumed within 24 hours, the creature ingesting the 
  food or drink must succeed on a Constitution saving 
  throw (DC 8 + your proficiency bonus + your Wisdom 
  modifier) or take poison damage equal to the extra 
  damage you deal with your Skilled Hunter feature and 
  be poisoned for 1 hour. 
   
  Living among the vermin and insects of the nature, you 
  have grown inured to such dangers. You are immune 
  to disease, and you have resistance to damage dealt by 
  swarms. 
   
  Prerequisite: Proficiency with Herbalism Kits 
  You have slowly built your tolerance to natural 
  venoms. You have resistance to poison damage dealt 
  by beasts and you have advantage on saving throws to 
  resist being poisoned by beasts. 
  Additionally, you may make antitoxin by collecting a 
  sample from a freshly killed or incapacitated beast that 
  has deals poison damage or inflicts the poisoned 
  condition. Collecting the sample requires a successful 
  Wisdom (Survival) check with a DC equal to 10 plus 
  the beast's challenge rating, and you require 4 hours to 
  brew one dose of antitoxin from it. You can make only 
  one dose per sample, and a living creature can provide 
  only one sample while incapacitated in any given 24-
  hour period. 
  Unlike most wilderness lore abilities, you may select 
  this 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.  
   
  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 checks. 
   
  Rangers of the Eldeen Reaches frequently work closely 
  with the prominent druidic sects of the Towering 
  Wood. Many such rangers convert fully to these sects' 
  traditions and beliefs, or were taught their own skills 
  and supernatural abilities by other rangers already 
  belonging to these sects. As one of these Eldeen 
  hunters, you learn specific techniques and gain 
  abilities depending on your chosen druidic sect.  
  This archetype is a variant of the Hunter archetype 
  found in the 
  , and shares many of 
  the same features. 
    
  Restriction. You must abide by the teachings of one 
  of the following druidic sects: Ashbound, Children of 
  Winter, Gatekeepers, Greensingers, Wardens of the 
  Wood. Your chosen sect determines several of your 
  archetype features. 
  At 3rd level, you gain one of the following features of 
  your choice. 
  Colossus Slayer. Your tenacity can wear down the 
  most potent foes. When you hit a creature with a 
  weapon attack, the creature takes an extra 1d8 
  damage if it's below its hit point maximum. You can 
  deal this extra damage only once per turn. 
  Giant Killer. When a Large or larger creature within 
  5 feet of you hits or misses you with an attack, you can 
  use your reaction 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 weapon against a different 
  creature that is within 5 feet of the original target and 
  within range of your weapon. 
   
  If your game uses the Unearthed Arcana Revised 
  Ranger, you can use Eldeen Hunter subclass with it by 
  making one addition:  
  Beginning at 5th level, you can attack twice instead of 
  once, whenever you take the Attack action on your 
  turn. 
  
   
   
   
   
   
   
   
   
  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 charmed or frightened. Additionally, 
  you are immune to any effect that would change your 
  form against your will. 
  Greensingers. Unearthly Grace. You gain proficiency 
  with Charisma saving throws and the Persuasion skill. 
  Additionally, while you are wearing no armor and not 
  using a shield, your AC is equal to 12 + your Charisma 
  modifier + your Dexterity modifier. 
  Wardens of the Wood. Nature's Soldier. You gain 
  proficiency with heavy armor and your weapon 
  attacks score a critical hit on a roll of 19 or 20. 
  At 11th level, you gain one of the following features of 
  your choice. 
  Volley. You can use your action to make a ranged 
  attack against any number of creatures within 10 feet 
  of a point you can see within your weapon's range. You 
  must have ammunition for each target, as normal, and 
  you make a separate attack roll for each target. 
  Whirlwind Attack. You can use your action to make 
  a melee attack against any number of creatures within 
  5 feet of you, with a separate attack roll for each target. 
  At 15th level, you gain the feature listed below 
  appropriate to your druidic sect. 
  Ashbound. Arcane Resistance. You can’t be affected 
  or detected by arcane spells of 4th level or lower 
  unless you wish to be. You have advantage on saving 
  throws against all other arcane spells. 
  Children of Winter. Deathwalker. As a reaction, you 
  can voluntarily fail a saving throw against a poison or 
  disease. You are immune to the effects of this exposure 
  of the poison or disease until the end of your next long 
  rest. 
  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 saving throw against it as if it 
  was exposed to the original source. If the target fails its 
  saving throw, you are no longer affected by the poison 
  or disease. If you finish a long rest before successfully 
  transferring the poison or disease to another target, 
  you suffer the full effect of the poison or disease 
  without a saving throw. 
  You regain the use of this feature whenever you 
  finish a long rest, or when a target fails their saving 
  throw against the poison or disease you exposed them 
  to using this feature.  
  Gatekeepers. Khyber's Foe. You gain several benefits 
  which help defend you against the forces of Khyber.  
  —You can’t be stunned. 
  —You apply twice your proficiency bonus to any 
  ability check to resist a grab attempt or escape being 
  grappled, instead of any proficiency bonus you would 
  normally apply. 
  —You gain darkvision 60 feet. If you already have 
  darkvision, the range of your darkvision increases by 
  60 feet. 
  Greensingers. Fey Body. You have resistance to 
  bludgeoning, piercing, and slashing damage from non-
  magical attacks. 
  Additionally, you stop aging and retain your youthful 
  vigor until the end of your natural lifespan. You 
  become immune to any effect that would artificially 
  age you, such as a sphinx's lair actions or the effects of 
  spending time on a plane of existence with altered time 
  and returning to the material plane (such as Thelanis). 
  Wardens of the Wood. Impeccable Parry. When 
  another creature hits you with a melee attack, you can 
  use your reaction to increase your AC against the 
  attack by 4. 
   
  Rangers with an urban soul are equally at ease in cities 
  and towns as they are in the wilderness. They hone 
  their keen senses and tracking skills to the nuances of 
  urban life. They can read the flow of a crowd, find the 
  best shortcuts, and corner their prey in the darkest of 
  alleys. 
  At 3rd level, you harmonize with the thrum of city life. 
  You halve the cost of living a comfortable, modest, 
  poor, or squalid lifestyle when you spend downtime in 
  a city. You and your group can't become lost in a city 
  except by magical means. If you are traveling in a city 
  alone, you can move stealthily at a normal pace. 
  
   
   
   
   
   
   
   
  In addition, you choose to either learn Thieves' 
  Cant (as per the Rogue feature on page 96 of the 
  ) or gain proficiency with one of 
  the 
  following: 
  Deception, 
  Sleight 
  of 
  Hand, 
  Performance, Persuasion, Thieves' Tools, or one type 
  of musical instrument. 
  Finally, urban soul rangers have their fingers on 
  the pulse of current events. When within a city, you 
  may apply twice your proficiency bonus to Charisma 
  checks to find out information on anything notable or 
  newsworthy in that city (such as in which district a 
  famous noble's estate lies, or where the last in a string 
  of serial murders took place). 
  Starting at 3rd level, you gain the loyal friendship of a 
  beast that has adapted to urban life. Choose from any 
  of the following 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 your choice 
  that you speak. Additionally, you add your proficiency 
  bonus to the beast's AC, as well as any saving throws 
  and skills it is proficient in. Its hit point maximum 
  equals its normal maximum or twice your ranger level, 
  whichever is higher. 
  Your companion acts independently of you, but it 
  always obeys your requests. In combat, it rolls its own 
  initiative and acts on its own turn. It can't attack, but it 
  can take other actions as normal (such as the Dodge or 
  Help actions). If your companion is ever slain, the 
  magical bond you share allows you to return it to life. 
  With 8 hours of work and the expenditure of 25 gp 
  worth of rare herbs and fine food, you call forth your 
  companion’s spirit and use your magic to create a new 
  body for it. You can return an animal companion to life 
  in this manner even if you do not possess any part of 
  its body. 
  If you use this ability to return a former animal 
  companion to life while you have a current animal 
  companion, your current companion leaves you and is 
  replaced by the restored companion. 
  At 7th level, your relationship with your 
  companion grows. You can teach it to be proficient in 
  one of the following, as long as you are also proficient 
  in it: Sleight of Hand, Survival, Stealth, Thieves' Tools. 
  A companion proficient with thieves' tools takes ten 
  times as long to use them. For example, if a lock 
  normally takes an Action to unlock with Thieves' 
  Tools, your companion requires 1 minute (10 
  consecutive Actions) to perform the task. Further, it 
  must retrieve the tools from your possession in order 
  to use them, as Thieves' Tools are too large for your 
  companion to carry itself. 
  Urban Soul rangers still draw their magic from the wild 
  essence of nature, but for them the hustle and bustle of 
  a metropolis is merely another kind of wilderness. At 
  3rd, 5th, 9th, 13th, and 17th level, you learn the 
  following spells that don't appear on the ranger spell 
  list. These spells are nonetheless ranger spells for you, 
  and do not count against your limit of ranger spells 
  known.  
   
  Ranger Level 
  Spells 
  3rd 
  comprehend languages 
  5th 
  see invisibility 
  9th 
  speak with dead 
  13th 
  Mordenkainen’s faithful hound 
  17th 
  animate objects 
   
   
  If your game uses the Unearthed Arcana Revised 
  Ranger, you can use Urban Soul subclass with it by 
  making one addition:  
  Beginning at 5th level, you can attack twice instead of 
  once, whenever you take the Attack action on your 
  turn. 
   
  At 7th level, your urban companion can use its reaction 
  to distract an opponent within 5 feet of it when the 
  opponent makes an attack roll against you or your 
  allies. If it does so, your companion imposes 
  Disadvantage on the opponent's attack roll, then 
  immediately moves up to half its speed without 
  provoking an Opportunity Attack from the opponent, 
  before the opponent's attack. 
  When you reach 11th level, you may use your reaction 
  to make an opportunity attack when an opponent you 
  can see attacks you or one of your allies. Your 
  opportunity attack occurs before the attack that 
  triggers it. 
  Starting at 15th level, you can easily shake off effects 
  that control your mind. If you fail a Wisdom, 
  Intelligence, or Charisma saving throw against a spell 
  or effect, you automatically succeed your next save 
  against the spell or effect if it grants one. 
  
   
   
   
   
   
   
   
   
  Though the above options allow you to play various 
  kinds of rangers in Eberron campaigns, there are many 
  ways existing ranger options can be incorporated in 
  the world, noted below. 
  , pg. 93 or 
  Unearthed Arcana: The Ranger, Revised pg. 5 
  Many rangers in Khorvaire, from the Eldeen Reaches 
  to Q’barra, bond with a beast companion and 
  adventure alongside them, but most frequently this 
  bond occurs between a mount and rider from the 
  Talenta Plains or Valenar, two cultures with ancient 
  traditions of bonding with favored animals.  
  Talenta halflings who choose this subclass may 
  select a Fastieth as their companion, and Valenar elves 
  may choose a Valenar Riding Horse or Valenar 
  Warhorse as their companion. Statistics for these 
  beasts can be found in The Korranberg Chronicle: 
  Threat Dispatch. 
  Xanathar’s Guide to Everything, pg. 41 
  Gloom Stalker rangers are comfortable delving into the 
  depths of Khyber. In Eberron, these rangers are oft 
  members of the druidic sects of the Eldeen Reaches 
  and Shadow Marches, set to 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. 
  Xanathar’s Guide to Everything, pg. 42 
  Horizon Walker rangers are most likely to come from 
  two organizations in Eberron: The Edgewalkers of 
  Riedra, and the Gatekeepers of Khorvaire. The 
  Edgewalkers of Riedra are a cadre of elite soldiers, 
  chosen from the Harmonious Shield of Riedra by the 
  nation's Inspired lords. Expert scouts and survivalists, 
  the Edgewalkers patrol and guard against the deadly 
  wild zones of Sarlona—manifest zones with more 
  intense connections to their associated planes than 
  normal.  
  In Khorvaire, the Gatekeeper druids select from 
  among their best hunters and trackers to teach how to 
  sense the presence of extraplanar forces, leading many 
  to the path of the Horizon Walker. Though less 
  numerous, Horizon Walkers can also be found 
  amongst the Greensingers, especially rangers who 
  follow in the footsteps of planar shepherds.  
  Outside of these organizations, some self-taught 
  rangers native to Xen'drik naturally gravitate toward 
  the skills and abilities of Horizon Walkers, as they 
  become attuned to the thinned borders between 
  realities of the Shattered Land. Regardless of origin, 
  the Horizon Walker archetype fits as-is into the 
  Eberron setting with one addition:  
  Manifest Sense. The 3rd level feature, Detect 
  Portal, is more 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 plane of 
  existence the manifest zone is tied to) within 5 miles. 
  , pg. 93 or 
  Unearthed Arcana: The Ranger, Revised pg. 7 
  Hunters are archetypical scouts and skirmishers. 
  Martial rangers—rangers with no supernatural 
  connection to natural magic—are more likely to be 
  hunters than any other subclass.  
  In the Eldeen Reaches, hunters that belong to 
  druidic sects are often given unique training and learn 
  special abilities dependent on their sect (see the 
  Eldeen Hunter variant above). 
  Xanathar’s Guide to Everything, pg. 43 
  The Monster Slayer archetype can easily represent a 
  devout ranger of the Silver Flame, dedicating his life to 
  seeking out supernaturally evil monstrosities and 
  slaying them for the protection of the common people. 
  Many druidic sects, such as 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. 
  Unearthed Arcana: Ranger & Rogue, pg. 2 
  Primeval Guardians are taught their ways directly 
  from druids, and as such can be found as members of 
  any druidic sect found in Eberron. Any of the sects of 
  the Eldeen Reaches could be a plausible origin, as well 
  as more obscure sources of druidic magic, such as 
  ancient tribal traditions of Vulkoori drow in Xen'drik. 
  Depending on the tradition a Primeval Guardian 
  hails from, their Guardian Soul feature may let them 
  take on a different form than the treelike person as 
  described. For instance, a Primeval Guardian of the 
  
   
   
   
   
   
   
   
  Greensingers may take on the form of a fey lord of the 
  Wild Hunt, complete with stag antlers and a spectral 
  mount that is actually a part of themself. Primeval 
  Guardians taught by Vulkoori druids may temporarily 
  turn into scorrow—half-drow/half-scorpion tauric 
  creatures—when assuming their Guardian Form. In all 
  cases, this does not 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 might or overt power to achieve 
  their 
  goals. 
  Below 
  are 
  some 
  suggestions 
  on 
  incorporating roguish archetypes into the world of 
  Eberron.  
  , pg. 97 
  Throughout the Five Nations, low-level magic is a 
  common everyday occurrence. Magic is used in daily 
  life, and the daily life of rogues is no different. The 
  Arcane Trickster may be a charlatan, using magic to 
  make their cons more likely to succeed, or they could 
  be magically adept agents of some organization or 
  another—such as the Trust of Zilargo or the Royal Eyes 
  of Aundair—and weave illusions and enchantments to 
  aid their missions. 
  , pg. 97 
  Assassins are deadly individuals often in the service of 
  some greater organization. In Eberron, they are likely 
  to be intelligence agents in the employ of one of the 
  Five Nations, or even more likely, assets of House 
  Phiarlan and 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 dark god of murder and betrayal, and 
  their assassinations may be divinely inspired. 
  Xanathar’s Guide to Everything, pg. 46 
  Masterminds can come from many walks of life. While 
  many are leaders of criminal networks, one can find 
  lawful masterminds working as spies and double 
  agents for the nations of the Thronehold Accords. The 
  King's Dark Lanterns in Breland, the Royal Eyes of 
  Aundair, and The Trust in Zilargo all employ these 
  keen deceivers for the ultimate good of their nation. 
  Originally the Inquisitive 
  Xanathar’s Guide to Everything, pg. 45 
  All across Khorvaire, inquisitives ferret out clues and 
  seek the truth to bring criminals to justice, but Master 
  Inquisitives are a cut above the rest. House Medani and 
  House Tharashk officially license their own inquisitive 
  agencies, many of which employ the innate powers of 
  the Houses' dragonmarks to find and hunt down 
  culprits. Many more are employed directly by the city 
  watch as official investigators. In especially dangerous 
  or populated cities, such as Sharn, private inquisitive 
  agencies spring up to meet demand. 
  Xanathar’s Guide to Everything, pg. 47 
  The Scout represents a survivalist that is less in touch 
  with nature—as a ranger would be—and is more in 
  opposition to it. 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 comfortable in a 
  well-run tavern where the ale flows freely. Still, they 
  pride themselves on the ability to not flounder in the 
  face of simple natural obstacles their city-slicker 
  associates may find themselves harried by. 
  Many Scouts received their training in the Last 
  War, serving in reconnaissance units and ranging 
  ahead of the front-line warriors. Other Scouts train 
  themselves to be ready for adventures into the 
  wilderness, and many find lucrative careers as guides 
  for Wayfinder Foundation or Dragonmarked House 
  expeditions. 
  Xanathar’s Guide to Everything, pg. 47 
  Across the Five Nations, the Swashbucklers are often 
  envied and admired. Featured in many tales of derring-
  do told by 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 distinct 
  disadvantage on the high seas. 
  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 yourself defenseless amongst 
  your most dangerous "friends" would be just as 
  unappealing. 
   
  
   
   
   
   
   
   
   
   
  , pg. 97 
  While many rogues who adhere to this archetype 
  might well be criminals, the skill set of the Thief 
  archetype also lends itself to delving into the deepest, 
  most dangerous dungeons and ruins of ancient 
  civilizations to retrieve artifacts and relics. Many such 
  “retrieval 
  specialists” 
  work 
  legitimately 
  for 
  institutions such as Morgrave University or the 
  Argentum Archive. 
  Sorcerers are talented spellcasters that come into their 
  arcane might through an in-born power. In Eberron, 
  inherited magical ability is a hallmark of dragonmarks, 
  prophetic symbols that appear on the body and grant 
  some power to their bearers. But not all dragonmarks 
  are created equal. Below are two new sorcerous 
  origins for the world of Eberron, each representing 
  one kind of immensely powerful dragonmark. 
  Your innate magic comes from a true dragonmark 
  unlike any other in recent history, surpassing even the 
  promise of a Siberys-level dragonmark. Your mark is 
  an Apex Dragonmark, one of only a handful of 
  dragonmarks identified throughout history that 
  matched it in power and potential. 
    
  Restriction. The apex version of a true 
  dragonmark 
  only 
  ever 
  appears 
  among 
  the 
  descendants of true dragonmarked bloodlines. In 
  order to qualify for this subclass, you need to be 
  related by blood (even if distantly) to one of the 
  appropriate Houses and be of the appropriate race or 
  races as listed below. (For example, a half-elf born 
  from a House Phiarlan elf and a human would not meet 
  the prerequisites for the Apex Mark of Shadow, 
  because while she has a blood relation to House 
  Phiarlan, she is not of the appropriate race. Only elves 
  may bear the Mark of Shadow.) Note that you need not 
  be of a Dragonmarked subrace, merely related by 
  blood to those who are. 
  Starting at 1st level, you manifest a least dragonmark. 
  This dragonmark is roughly the size of your palm, 
  though it can appear anywhere on your body. Each 
  true dragonmark has its own pattern, a blue-green 
  shimmering symbol that appears anywhere on your 
  body. 
   
  Mark 
  House 
  Race 
  Detection 
  Medani 
  Half-elf 
  Finding 
  Tharashk 
  Half-orc or Human 
  Handling 
  Vadalis 
  Human 
  Healing 
  Jorasco 
  Halfling 
  Hospitality 
  Ghallanda 
  Halfling 
  Making 
  Cannith 
  Human 
  Passage 
  Orien 
  Human 
  Scribing 
  Sivis 
  Gnome 
  Sentinel 
  Deneith 
  Human 
  Shadow 
  Phiarlan or 
  Thuranni 
  Elf 
  Storm 
  Lyrandar 
  Elf-elf 
  Warding 
  Kundarak 
  Dwarf 
   
  The dragonmark grants you magical powers. You 
  gain the cantrip and Least benefit according to the 
  Apex Dragonmark Spells table. You treat these spells 
  as sorcerer spells you know, but they do not count 
  against your limit of known sorcerer spells or cantrips. 
  Additionally, all of your sorcerer spells are cast as 
  innate spells, requiring no somatic, verbal, or material 
  components (except those with a listed cost). Instead, 
  your apex dragonmark itself flares with brilliant light 
  which is extremely noticeable (even through clothing 
  or armor) whenever you cast a sorcerer spell.  
  At 3rd level, when you gain access to the Metamagic 
  class feature, you can select the Subtle Spell metamagic 
  effect and use it to cast a spell without manifesting this 
  eye-catching flare of power. 
  At 6th level, your apex dragonmark grows into a lesser 
  dragonmark, increasing in size to about three hand 
  spans. You learn both spells available under the Lesser 
  benefit for your type of dragonmark according to the 
  Apex Dragonmark Spells table. You treat these spells 
  as sorcerer spells you know, but they do not count 
  against your limit of known sorcerer spells. 
  In addition, you can channel the power of your 
  apex dragonmark to vitalize your body, sacrificing 
  your power for health. As a bonus action on your turn, 
  you may convert Sorcery Points to Hit Dice on a one-
  for-one basis. You cannot convert Hit Dice back into 
  Sorcery Points. 
  Also at 6th level, your dragonmark develops visible 
  flourishes that differentiate it from other true 
  dragonmarks, no longer appearing identical to others 
  of its kind. This visible difference marks you as one 
  possessing a special destiny or prophetic importance 
  
   
   
   
   
   
   
   
   
  Mark 
  Cantrip 
  Least 
  Lesser 
  Greater 
  Siberys 
  Detection 
  guidance 
  detect magic 
  detect thoughts 
  true seeing 
  foresight 
  Finding 
  guidance 
  hunter’s mark 
  locate object 
  locate creature 
  find the path 
  Handling 
  prestidigitation 
  animal friendship 
  animal messenger 
  dominate beast 
  awaken 
  Healing 
  spare the dying 
  cure wounds 
  lesser restoration 
  heal 
  mass heal 
  Hospitality 
  friends 
  purify food and drink 
  calm emotions 
  heroes’ feast 
  Mordenkainen’s 
  magnificent mansion 
  Making 
  mending 
  repair damage † 
  magic weapon 
  fabricate 
  simulacrum 
  Passage 
  resistance 
  expeditious retreat 
  misty step 
  dimension door 
  teleport 
  Scribing 
  prestidigitation 
  comprehend languages 
  sending 
  modify memory 
  symbol 
  Sentinel 
  resistance 
  shield of faith 
  spirit guardians 
  guardian of faith 
  mind blank 
  Shadow 
  minor illusion 
  disguise self 
  invisibility 
  programmed 
  illusion 
  scrying 
  Storm 
  gust * 
  fog cloud 
  gust of wind 
  control winds * 
  storm of vengeance 
  Warding 
  blade ward 
  alarm 
  glyph of warding 
  guards and wards 
  prismatic wall 
  * These spells can be found in Xanathar’s Guide to Everything 
  † This spell can be found in a later chapter 
   
  and is quite impressive to those in power and with a 
  keen interest in the Draconic Prophecy. Whenever you 
  make a Charisma check when dealing with nobles, 
  creatures possessing a true dragonmark, individuals 
  with a keen interest in the Draconic Prophecy, or 
  dragons, you apply twice your proficiency bonus on 
  the check, instead of any proficiency bonus you may 
  have. 
  When you reach 14th level, your mark continues to 
  expand, growing into a greater dragonmark, 
  spreading across a significant portion of your body 
  (such as your chest, back, or an entire limb). You learn 
  all spells available under the Greater benefit for your 
  type 
  of 
  dragonmark 
  according 
  to 
  the 
  Apex 
  Dragonmark Spells table. You treat these spells as 
  sorcerer spells you know, but they do not count against 
  your limit of known sorcerer spells. 
  Starting at 14th level, 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 may 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 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 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. 
  Upon attaining 18th level, your apex dragonmark 
  rapidly crawls across your entire body, covering every 
  inch of your flesh in its complex pattern and becoming 
  a Siberys dragonmark. You learn the spell available 
  for your type of dragonmark according to the Apex 
  Dragonmark Spells table. You treat this spell as 
  sorcerer spell you know, but it does not count against 
  your limit of known sorcerer spells. 
  In addition, when you have at least 1 Sorcery Point 
  remaining, your mark grants you a boon. Choose one 
  of the below options. Once the choice has been made, 
  it cannot be changed. 
    
  • You gain resistance to one type of damage. 
  • Your hit point maximum increases by 2 hit points 
  per sorcerer level you possess, and it increases by 2 
  more hit points for every additional sorcerer level 
  you take. 
  • Whenever you cast a spell that deals damage, the 
  spell deals additional damage equal to your 
  proficiency bonus (applied to only one roll of your 
  choice if a spell has multiple attacks or targets). 
  • You gain a bonus on initiative checks equal to your 
  proficiency bonus. 
  • You gain proficiency in one saving throw. 
   
  
   
   
   
   
   
   
   
   
  Your innate magic comes from one of the most potent 
  aberrant dragonmarks Khorvaire has seen for 
  centuries. You might have been the forbidden progeny 
  of two parents with greater true dragonmarks, 
  excoriated from their houses to raise you in secret. 
  Perhaps you have simply manifested the aberrant 
  mark suddenly—during a time of great stress or 
  danger—and have no idea why you were chosen for 
  this power. 
  Aberrant marks are looked upon with distrust 
  across 
  Khorvaire, 
  and 
  most 
  aberrant 
  marked 
  individuals hide theirs from view. Disconcertingly, 
  however, yours seems to grow just a bit every day. 
  Starting at 1st level, you manifest a least aberrant 
  dragonmark. This dragonmark is roughly the size of 
  your palm, though it can appear anywhere on your 
  body. While each true dragonmark has its own pattern, 
  their blue-green shimmering 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 below, select an entry you like, or 
  come up with your own idea). 
   
  d6 
  Manifestation 
  1 
  Shimmering lines similar to true 
  dragonmarks, but angry red and 
  black instead of blue and green. 
  2 
  An open, twisting wound that 
  continually wells a small amount of 
  blood, but never heals. 
  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. 
  5 
  A shadow cast by an unknown light 
  source that only appears on your 
  flesh. 
  6 
  Weeping sores that constantly seep 
  yellow puss that forms the mark. 
   
  The aberrant dragonmark grants you strange 
  powers, unknown to most sorcerers. Pick any one 1st-
  level warlock or wizard spell. You treat this spell as 
  sorcerer spell you know, but it does not count against 
  your limit of known sorcerer spells.  
  Additionally, all your sorcerer spells are cast as 
  innate spells, requiring no somatic, verbal, or material 
  components (except those with a listed cost). Instead, 
  the dragonmark itself flares with dark light or 
  otherwise becomes extremely noticeable (even 
  through clothing or armor) whenever you cast a 
  sorcerer spell. 
  At 3rd level, when you gain access to the 
  Metamagic class feature, you can select the Subtle Spell 
  metamagic effect and use it to cast a spell without 
  manifesting this eye-catching flare of power. 
   
  At 6th level, your aberrant dragonmark grows into a 
  lesser aberrant dragonmark, increasing in size to 
  about three hand spans. Pick any one 2nd or 3rd level 
  warlock or wizard spell. You treat this spell as sorcerer 
  spell you know, but it does not count against your limit 
  of known sorcerer spells. 
  In addition, you can channel your vital essence 
  through your aberrant dragonmark, sacrificing your 
  health for power. As a bonus action on your turn, you 
  may convert Hit Dice to Sorcery Points on a one-for-
  one basis. Sorcery Points gained this way disappear 
  after a short or long rest. You cannot convert Sorcery 
  Points back into Hit Dice. 
  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 you make a 
  Charisma check when dealing with aberrations, 
  creatures native to Khyber, or creatures that possess 
  an aberrant dragonmark, you apply twice your 
  proficiency bonus on the check, instead of any 
  proficiency bonus you may have. 
  When you reach 14th level, your mark continues to 
  expand, 
  growing 
  into 
  a 
  greater 
  aberrant 
  dragonmark, spreading across a significant portion of 
  your body (such as your chest, back, or an entire limb). 
  Select any one 4th, 5th, or 6th level warlock or wizard 
  spell. You treat this spell as sorcerer spell you know, 
  but it does not count against your limit of known 
  sorcerer spells. 
  Starting at 14th level, you can consume the good 
  fortune of others. As 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 again until you have completed a long rest. 
  Upon attaining 18th level, your aberrant dragonmark 
  rapidly crawls across your entire body, covering every 
  inch of your flesh in its twisted pattern and becoming 
  a Khyber aberrant dragonmark. Select any one 7th, 
  8th, or 9th level spell from any class spell list, except 
  wish. You treat this spell as sorcerer spell you know, 
  but it does not count against your limit of known 
  sorcerer spells. 
  In addition, when you have at least 1 Sorcery Point 
  remaining, your mark grants you a boon. Choose one 
  of the below options. Once the choice has been made, 
  it cannot be changed. 
    
  • You gain resistance to one type of damage. 
  • Your hit point maximum increases by 2 hit points 
  per sorcerer level you possess, and it increases by 2 
  more hit points for every additional sorcerer level 
  you take. 
  • Whenever you cast a spell that deals damage, the 
  spell deals additional damage equal to your 
  proficiency bonus (applied to only one roll of your 
  choice if a spell has multiple attacks or targets). 
  • You gain a bonus on initiative checks equal to your 
  proficiency bonus. 
  • You gain proficiency in one saving throw. 
  The above sorcerous origins capitalize on the 
  inheritable magic of dragonmarks, but dragonmarks 
  are not the only kinds of innate sorcery. Below are 
  some suggestions on incorporating other sorcerous 
  origins into the world of Eberron.  
  Xanathar’s Guide to Everything, pg. 50 
  Divine Souls are sorcerers whose innate magic comes 
  from a divine blessing. While the birth of divine soul is 
  exceedingly 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 
  themselves known in the world through miracles and 
  divine magic, with divine souls just being another one 
  of their many gifts. The Seekers of the Blood of Vol 
  believe that divine souls are born from bloodlines 
  exceedingly close in unlocking the divinity within, with 
  their lineage showcasing an innate ability to channel 
  this divine energy without the need for contemplation 
  and prayer. 
  The Silver Flame and the Undying Court are both 
  religions with a clearer connection to their divine 
  patron or force, and as such many parents seeking a 
  blessing for their child may petition the Voice of the 
  Flame, through the Keeper of the Flame, 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. 
  , pg. 102 
  A Draconic Bloodline is most likely more metaphorical 
  than literal in the world of Eberron. The dragons of 
  Argonnessen are remote and dispassionate observers 
  of lesser beings and have a history of reacting violently 
  to interbreeding. However, the dragons are possessed 
  of powerful magic that can bestow their attributes 
  onto servitors or guardians. The dragonborn race are 
  believed to be the result of one such powerful blessing. 
  A Draconic Bloodline sorcerer could be a different 
  manifestation of such an endowment, and sorcerers of 
  this origin are typically found amongst the savage 
  tribes of the Seren Isles or the dragonborn of Q’barra. 
  More rarely, an agent of the Chamber may bestow such 
  power onto an associate—usually someone clueless as 
  to the true nature of the draconic agent—acting on 
  what they believe to be a branch of the Prophecy. 
  Originally Phoenix Sorcery 
  Unearthed Arcana: Sorcerer, pg. 1 
  Fernia, the Sea of Fire, is believed to be the source of 
  all flames and is known to be populated by spirits of 
  fire and immolation. Fernian sorcerers typically 
  believe themselves to have been born or conceived in 
  a manifest zone tied to Fernia, though not all claims of 
  this can be verified.  
  Some sorcerers of this origin may choose to 
  believe themselves some kind of special Divine Soul, 
  blessed by Onatar, 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 with one or 
  more kinds of artisan's tools that would benefit from 
  their powers (such as smith's tools or glassblower's 
  supplies). 
  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 elemental being bound to 
  their souls. Such Fernian sorcerers may have more 
  
   
   
   
   
   
   
   
   
  obvious signs of their sorcerous power, such as coal-
  black skin or veins that visibly glow with a fiery light. 
  Unearthed Arcana: Giant Soul Sorcerer 
  Xen’drik was the ancient home of a vast and powerful 
  civilization of giants, but now it is known as the 
  Shattered Land, a vast wilderness of ruins and savages. 
  Still, some of the potent magic of giants lingers in their 
  artifacts, relics, and fallen cities. Every so often, 
  adventurers and expeditions successfully retrieve 
  such treasures and bring them back to Khorvaire. 
  Giant Soul sorcerers are individuals who have 
  inherited some of the innate magic of these relics, 
  possibly from their parents who bore the magic before 
  them. Some may feel cursed by their ancient powers, 
  drawn inexorably toward Xen’drik as though an urge 
  alien to their own consciousness demands their 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 communities, often elevated to positions of honor 
  and rulership. 
  In the world of Eberron, the history of giants and 
  their 
  realms 
  differ 
  from 
  the 
  standard 
  D&D 
  assumptions, resulting in the following changes: 
  Mark 
  of 
  Apotheosis. 
  The 
  ancient 
  giants 
  discovered the secrets of elemental apotheosis, 
  granting them primordial sovereignty over the 
  elements of the cosmos. Each nation, city, or 
  community of giants favored one kind of elemental 
  apotheosis over the others, and the relics that 
  empower Giant Soul sorcerers channel these ancient 
  rituals. This renames the Mark of the Ordning feature, 
  as there was no divine mandate from giant gods that 
  determined their castes in Eberron. 
  Soul of Lost Cul’sir. This renames the Soul of Lost 
  Ostoria ability, as the most prominent ancient giant 
  empire in Eberron 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 League”. 
  Rage of the Titans. Likewise, as Ostoria is not an 
  element of giant history in Eberron, this ability is 
  renamed to reference the ancient giants of old, before 
  their devolution into the giants of modern times. 
  Blessing of the Emperor. The giants did not 
  worship a god they named the All Father, so instead 
  this ability alludes to the ancient Titan King and 
  Emperor of the giant civilization before it collapsed. 
  Unearthed Arcana: Sorcerer, pg. 2 
  Many Sea sorcerers consider themselves to be cursed 
  by The Devourer and are ashamed of their powers, 
  hiding their perceived profane origin from others for 
  fear of persecution. Such sorcerers may have 
  discovered their power after surviving a shipwreck 
  and believe themselves to have been spared by The 
  Devourer for some dark purpose. However, a great 
  number of Sea sorcerers consider their power a mere 
  natural affinity, perhaps tied to an aspect of Lamannia, 
  a plane of existence with vast, endless oceans. Many 
  aquatic races, especially the sahuagin, claim a higher 
  than normal frequency of birthing Sea sorcerers. 
  Like Fernian sorcerers, there are a few sea 
  sorcerers with wild claims that their power comes 
  from a water elemental bound to their souls. 
  Xanathar’s Guide to Everything, pg. 50 
  In Eberron games, the power of shadow magic flows 
  from the plane of Mabar instead of the Shadowfell. 
  Many Shadow sorcerers are descendants of elven 
  families that fled persecution in Aerenal for 
  associating with the line of Vol or for having blood 
  tainted with the energies of Mabar. Over the centuries 
  since, such taint may have spread to half-elves and 
  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 strong bond with the Umbra and are 
  Shadow sorcerers who draw their power from that 
  force instead of Mabar. 
  Unearthed Arcana: Sorcerer, pg. 3 
  Dwarves have the longest recorded history of Stone 
  sorcerers, with tales and legends dating back to their 
  migration from the Frostfell. Stone sorcerers are 
  highly prized by militaries for their unusual intimacy 
  with metal arms and armor, allowing them to cast their 
  spells and support troops in situations where other 
  spellcasters would be considerably more vulnerable.  
  While most stone sorcerers attribute their powers 
  to a planar connection to Lamannia or even Eberron 
  itself, a few stone sorcerers of questionable morals or 
  sanity claim to glean their powers from the 
  underworld, 
  Khyber. 
  An 
  even 
  smaller, 
  more 
  questionable number of stone sorcerers claim 
  unethical experiments performed on them by the 
  elemental binders of Zilargo lead to their powers. 
  
   
   
   
   
   
   
   
  Xanathar’s Guide to Everything, pg. 51 
  While sorcerers born to Dragonmarked Houses often 
  achieve high levels of prestige, they do not necessarily 
  automatically manifest their lineage's dragonmark. 
  Often, such sorcerers get a mundane tattoo in the 
  shape of their family's Least mark as a sign of respect. 
  Storm Sorcerers of House Lyrandar, however, are a bit 
  different from the norm. Though they too do not 
  always manifest a dragonmark immediately, they are 
  more likely to do so than sorcerers of other Houses, 
  and Storm Sorcerers seem to manifest the Siberys 
  Mark of Storm with startling regularity. 
  Beyond house heirs, there are a few bewildering 
  examples of storm sorcerers who claim their powers 
  came from seedy experiments that left air elementals 
  bound to their souls. 
  , pg. 103 
  The world of Eberron is influenced strongly by the 
  planes which surround it, the energies and realty of 
  these dimensions bleeding into the material plane in 
  manifest zones. One such plane, Kythri, the Churning 
  Chaos, is the most likely cause of the Wild Magic 
  sorcerous origin. Sometimes when a humanoid is born 
  or lives in a manifest zone linked to Kythri, the chaos 
  of the plane seeps into their very being, altering them. 
  If the person already has a magical talent for the 
  arcane, the influence of Kythri will wildly alter their 
  magic in unpredictable ways. 
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Surrounded. Again. The small guard of pikemen she'd 
  picked up did little to enhance her confidence. The 
  Thranes were archers, all with arrows nocked. A 
  soldier's shield rattled against his greaves as fear set his 
  arm to shaking. Where did they pick up these recruits? 
  Taking a breath, Farryn exhaled the words of a spell, the 
  darkness of teleportation blinking across her sight for a 
  moment. The archers fired, but she had three dead 
  before the others realised what had happened. Raising 
  her sword and kindling a spell to life, she beckoned at 
  the next Thrane in line. 
  With a shout, an elf swings her longsword, extending 
  her reach through time and space to strike at the troll, 
  igniting her steel with arcane fire to sear the monster 
  from within. 
  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 
  protections that guard him out toward his allies as well, 
  ensuring they will hold the line against the oncoming 
  enemy soldiers charging directly toward his position. 
  Swordmages apply their arcane talents on the 
  front lines of combat. While all study and learn to cast 
  spells, they each focus their learning on how best to 
  bend the universal force of magic toward victory. 
   
  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 enemies and bring victory to 
  crown and country were on the thoughts and lips of 
  most concerned citizens. Generations of talented 
  spellcasters were born, raised, and thrust into this era. 
  The result was the art of the swordmage; the 
  practical application of magic to steel, refined from 
  ancient traditions that could afford to be more artistic 
  with their spell-weaving. Swordmagic is a narrowly 
  focused—some would say brutish—field of magic, but 
  preeminently effective at what it does. 
   
  To fight without a plan is to hand victory to one's 
  enemies. Every swordmage, as a student of war and 
  magic, develops their arcane talent toward what they 
  believe to be the surest path to victory.  
  Though the study of arcane magic is typically 
  thought to occur in libraries, universities, or under the 
  tutelage of cloistered masters in remote towers, 
  swordmages buck these traditions and seek their 
  magic out in the world. Further, these itinerant 
  scholars don't pursue magic for its own ends, but 
  rather incorporate it into their burgeoning treatises on 
  warfare. 
   
  
   
   
   
   
   
   
   
   
   
   
  Cantrips 
  —Spell Slots per Spell Level— 
   
  Level 
  Proficiency Bonus 
  Features 
  Known 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  1st 
  +2 
  Arcane Aegis, Spellcasting, Steel Focus 
  3 
  2 
  — 
  — 
   
   
  2nd 
  +2 
  Fighting Style, Spell Strike 
  3 
  3 
  — 
  — 
   
   
  3rd 
  +2 
  Arcane Axiom 
  3 
  4 
  2 
  — 
   
   
  4th 
  +2 
  Ability Score Improvement 
  4 
  4 
  3 
  — 
   
   
  5th 
  +3 
  Extra Attack 
  4 
  4 
  3 
  2 
   
   
  6th 
  +3 
  War Magic 
  4 
  4 
  3 
  3 
   
   
  7th 
  +3 
  Arcane Axiom feature 
  4 
  4 
  3 
  3 
  1 
   
  8th 
  +3 
  Ability Score Improvement 
  4 
  4 
  3 
  3 
  2 
   
  9th 
  +4 
  Mental Alacrity 
  4 
  4 
  3 
  3 
  3 
  1 
  10th 
  +4 
  Arcane Aegis improvement 
  5 
  4 
  3 
  3 
  3 
  2 
  11th 
  +4 
  Maxim (2/rest) 
  5 
  4 
  3 
  3 
  3 
  2 
  12th 
  +4 
  Ability Score Improvement 
  5 
  4 
  3 
  3 
  3 
  2 
  13th 
  +5 
  Mental Alacrity improvement 
  5 
  4 
  3 
  3 
  3 
  2 
  14th 
  +5 
  Arcane Aegis improvement 
  5 
  4 
  3 
  3 
  3 
  2 
  15th 
  +5 
  Arcane Axiom feature 
  5 
  4 
  3 
  3 
  3 
  2 
  16th 
  +5 
  Ability Score Improvement 
  5 
  4 
  3 
  3 
  3 
  2 
  17th 
  +6 
  Spell Focus improvement 
  5 
  4 
  3 
  3 
  3 
  2 
  18th 
  +6 
  War Magic improvement 
  5 
  4 
  3 
  3 
  3 
  3 
  19th 
  +6 
  Ability Score Improvement 
  5 
  4 
  3 
  3 
  3 
  3 
  20th 
  +6 
  Arcane Axiom feature 
  5 
  4 
  3 
  3 
  3 
  3 
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Creating a swordmage means first deciding what kind 
  of tactician you want to be. Thought you don't select 
  class 
  features 
  that 
  concretely 
  designate 
  your 
  battlefield philosophy until you reach 3rd level, 
  deciding what kind of warrior you are—or want to 
  be—early can help you inform your choice. Do you see 
  yourself as a cunning, ruthless guerilla fighter? Are you 
  unconcerned with subtleties and seek only the get into 
  conflict as fast and hard as possible? Are you more 
  defensive, or do you believe supporting your comrades 
  will grant you the most likely victory? 
  Another question you must answer is where you 
  first learned magic. Did you once apprentice under a 
  traditional wizard, but chafed at the sedentary 
  lifestyle? Did you learn swordmagic from a mentor, a 
  traveling 
  warrior-philosopher 
  that 
  taught 
  you 
  everything they knew? Perhaps you enlisted in a 
  military organization that saw your potential for 
  spellcasting and inducted you into the ranks of an 
  arcane knightly order.  
  You can make a swordmage quickly by following these 
  suggestions. First, Intelligence should be your highest 
  ability score, followed by Dexterity, then Constitution. 
  Second, choose the soldier background. Third, choose 
  the booming blade and lightning lure cantrips.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  As a swordmage, you gain the following class features. 
  Hit Dice: 1d10 per swordmage level 
  Hit Points at 1st Level: 10 + your Constitution 
  modifier 
  Hit Points at Higher Levels: 1d10 (or 6) + your 
  Constitution modifier per swordmage level after 1st 
  Armor: Light armor 
  Weapons: All simple weapons and greatswords, 
  longswords, rapiers, and short swords 
  Tools: None 
  Saving Throws: Constitution, Intelligence 
  Skills: Choose two from Arcana, Athletics, History, 
  Intimidation, Insight, Investigation 
  You start with the following equipment, in addition to 
  the equipment granted by your background: 
   
  • (a) a greatsword, (b) a longsword, (c) a rapier, or 
  (d) two short swords 
  • (a) a dungeoneer's pack or (b) an explorer's pack 
  • (a) a component pouch or (b) an arcane focus 
  • a spellbook 
   
   
  
   
   
   
   
   
   
   
   
  While you are not wearing any armor or using a shield, 
  you have the ability to conjure an arcane aegis, a 
  magical field of force that protects you, after a minute 
  of concentration (as if concentrating on a spell). Your 
  arcane aegis is invisible and weightless and it grants 
  you an Armor Class of 10 + your Dexterity modifier + 
  your Intelligence modifier. At 10th level, it improves to 
  grant you an Armor Class equal to 12 + your Dexterity 
  modifier + your Intelligence modifier. Your arcane 
  aegis lasts for 8 hours, or until you don armor or use a 
  shield. 
  Starting at 1st level, while you are protected by your 
  arcane aegis and have a free hand (a hand not wielding 
  a weapon or holding an item), you gain an additional 
  +2 bonus to AC. 
  Beginning at 14th level, you have advantage on 
  saving throws against spells and magical effects while 
  you are protected by your arcane aegis and have a 
  hand free. 
  As a swordmage, you study arcane magic as a 
  philosopher, transcribing your spells in a spellbook. 
  See chapter 10 of the 
   for the 
  general rules of spellcasting and the section at the end 
  of this document for the swordmage spell list. 
   
  At 1st level, you know two cantrips of your choice from 
  the swordmage spell list. You learn a third cantrip of 
  your choice at 10th level. 
   
  At 1st level, you have a spellbook, but it does not yet 
  contain any spells. It only contains the beginning 
  research into three 1st level swordmage spells of your 
  choice that you are working on learning.  
  When you reach 2nd level, you finish this work and 
  complete these three 1st level swordmage spells, 
  adding them to your spellbook. 
  Starting at 3rd level, and every level thereafter, you 
  add one swordmage spell of your choice to your 
  spellbook. Each of these spells must be of a level for 
  which you have spell slots, as shown on the 
  Swordmage table. On your adventurers, you might find 
  other spells that you can add to your spellbook (see the 
  "A Swordmage's Spellbook" sidebar). 
   
   
   
  The spells that you add to your spellbook as you gain 
  levels reflect the philosophy of arcane might as 
  applied to warfare that you refine as you progress, as 
  well as the insights gleaned through battling your 
  enemies and testing their philosophies against yours. 
  You might find other spells during your adventures. 
  You could discover a spell recorded on a scroll in a 
  chest, for example, or take it from a rival swordmage's 
  spellbook after you defeated them in battle. 
  Copying a Spell into the Book. When you find a 
  swordmage spell of 1st level or higher, you can add it 
  to your spellbook if it is of a level for which you have 
  spell slots and if you can spare the time to decipher 
  and copy it. 
  Copying a spell into your spellbook involves 
  reproducing the basic form of the spell, then 
  deciphering the unique system of notation used by the 
  mage who wrote it. You must practice the spell until 
  you understand the sounds or gestures required, then 
  transcribe it into your spellbook using your own 
  notation. 
  For each level of the spell, the process takes 2 
  hours and costs 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 money, 
  you can prepare the spell just like your other spells. 
  Replacing the Book. You can copy a spell from 
  your own 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 of the copied spell. 
  If you lose your spellbook, you can use the same 
  procedure to transcribe the spells that you have 
  prepared into a new spellbook. Filling out the 
  remainder of your spellbook requires you to find new 
  spells to do so, as normal. For this reason, many 
  swordmages keep backup spellbooks in a safe place.  
  The Book's Appearance. Your spellbook is a 
  unique compilation of spells, with its own decorative 
  flourishes and margin notes. It might be a plain, 
  functional leather volume that you received as a gift 
  from your master, a sturdy iron-backed tome secured 
  to your belt by a thick chain to keep it from being lost 
  in battle, or even a loose collection of notes scrounged 
  together after you lost your previous spellbook in a 
  route. 
   
   
  
   
   
   
   
   
   
   
  The Swordmage table shows how many spell slots you 
  have to cast your 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 14, your list of prepared spells can 
  include four spells of 1st or 2nd level, in any 
  combination. If you prepare the 1st-level spell burning 
  hands, you can cast it using a 1st-level or 2nd-level slot. 
  Casting the spell doesn't remove it from your list of 
  prepared spells. 
  You can change your list of prepared spells when 
  you finish a long rest. Preparing a new list of 
  swordmage spells requires time spent studying your 
  spellbook and memorizing the incantations and 
  gestures you must make to cast the spell: at least 1 
  minute per spell level for each spell on your list. 
   
  Intelligence is your spellcasting ability for your 
  swordmage spells, since you learn your spells through 
  dedicated study and memorization. You use your 
  Intelligence whenever a swordmage spell refers to 
  your spellcasting ability. In addition, you use your 
  Intelligence modifier when setting the saving throw 
  DC for a swordmage spell you cast and when making 
  an attack roll with one. 
   
  Spell Save DC = 8 + your proficiency bonus + 
  your Intelligence modifier 
  Spell attack modifier = your proficiency bonus + 
  your Intelligence modifier 
   
  You can use an arcane focus (found in chapter 5 of the 
  ) as a spellcasting focus for your 
  swordmage spells. 
  You are adept at focusing your arcane will along the 
  honed edge of a blade. Whenever you finish a long rest, 
  you can meditate while practicing with a greatsword, 
  longsword, rapier, or up to two short swords for one 
  minute. If you do, you can use the weapon or weapons 
  you meditated and practiced with as a spellcasting 
  focus when casting swordmage spells. Additionally, 
  when you attack with that weapon or weapons, you 
  can use your Intelligence modifier, instead of Strength 
  or Dexterity, for the attack and damage rolls. These 
  benefits last until you finish a long rest. If you later 
  acquire a magic weapon, these benefits extend to it so 
  long as you are attuned to the magic weapon. 
  Starting at 17th level, your focus becomes as 
  unbreakable as 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 gain the above 
  benefits with. 
  At 2nd level, you adopt a particular style of fighting as 
  your specialty. Choose one of the following options. 
  You can't take a Fighting Style option more than once, 
  even if you later get to choose again. 
   
  When a creature you can see attacks a target other 
  than you that is within 5 feet of you, you can use your 
  reaction to impose disadvantage on the attack roll. You 
  must be protected by your arcane aegis and have a free 
  hand (a hand not wielding a weapon or holding an 
  item). 
   
  When you are wielding a melee weapon in one hand 
  and no other weapons, you gain a +2 bonus to damage 
  rolls with that weapon. 
   
  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 can reroll the die and must use the 
  new roll, even if the new roll is a 1 or a 2. The weapon 
  must have the two-handed or versatile property for 
  you to gain this benefit. 
   
  When you engage in two-weapon fighting, you can add 
  your ability modifier to the damage of the second 
  attack. 
  
   
   
   
   
   
   
   
   
  Starting at 2nd level, when you hit a creature with a 
  melee weapon attack, you can expend one swordmage 
  spell slot to deal force damage to the target, in addition 
  to the weapon's damage. The extra damage is 2d8 for 
  a 1st-level spell slot, plus 1d8 for each spell level 
  higher than 1st, to a maximum of 5d8. 
  If you have prepared a swordmage spell of 1st level 
  or higher that deals acid, cold, fire, lightning, or 
  thunder damage, the extra damage can be of that type, 
  instead of force damage. You can decide each time you 
  expend a spell slot to use this feature. 
  When you reach 3rd level, you forge your technique of 
  melding arcane might and honed steel into a complex 
  philosophy, an arcane axiom of battle. Choose one of 
  these four axioms: Assault, Command, Division, or 
  Fortitude, all detailed at the end of the class 
  description. 
  Your choice grants you features at 3rd level and 
  again at 7th, 15th, and 20th level. Those features 
  include axiom spells and the Maxim feature. 
   
  Each axiom has a list of associated spells. You gain 
  access to 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 don't count against the 
  number of spells you can prepare each day. 
  If you gain an axiom spell that doesn't appear on the 
  swordmage spell list, the spell is nonetheless a 
  swordmage spell for you. 
   
  As part of your formulated axiom, you codify two 
  arcane phrases that exemplify your battle philosophy 
  and manifest magical effects. Each Maxim option 
  provided by your axiom explains how to use it. 
  When you use your Maxim, you choose which phrase 
  to recite. You must then finish a short or long rest to 
  use your Maxim again. 
  Some Maxim effects require saving throws. When 
  you use such an effect from this class, the DC equals 
  your swordmage spell save DC. 
  Beginning at 11th level, you can use your Maxim 
  twice between rests. When you finish a short or long 
  rest, you regain your expended uses. 
  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. 
  Beginning at 5th level, you can attack twice, instead of 
  once, whenever you take the Attack action on your 
  turn. 
  Starting at 6th level, when you use your action to cast 
  a cantrip, you can make one weapon attack as a bonus 
  action. 
  Beginning at 18th level, when you use your action to 
  cast a spell, you can make one weapon attack as a 
  bonus action. 
  When you reach 9th level, your keen tactical intuition 
  has been honed to a near supernatural degree by your 
  experiences and studies, 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 initiative. 
  Beginning at 13th level, your mental alacrity 
  improves even further, granting you a bonus on all 
  saving throws equal to your Intelligence modifier. You 
  do not gain this bonus if you are unconscious. 
  Modern day swordmages steadfastly believe that the 
  side of any battle that most effectively employs magic 
  is the side that is most assured of victory. However, not 
  all swordmages agree on which application of magic is 
  most effective. Most swordmages develop their own 
  personal philosophies, or Axioms, that dictate the 
  "proper" use of arcane might on the battlefield. 
   
  The old adage goes "the best offense is a good defense", 
  but you never understood that. For you, the best 
  offense is a good offense. The surest way to victory is 
  the quickest, most direct application of overwhelming 
  force possible. You have little patience for subtly, 
  instead honing your arcane abilities to get you into the 
  front lines as quickly as conceivably possible and to 
  deliver retribution for attacks dealt to your allies. 
  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 school of magic, as well as 
  transmutation spells that work to increase the caster’s 
  or their allies’ movement capabilities, are part and 
  parcel to your combat philosophy. 
  You gain axiom spells at the swordmage levels listed. 
   
  Swordmage 
  Level 
  Spells 
  3rd 
  hunter's mark, zephyr strike* 
  5th 
  find steed, misty step 
  9th 
  haste, thunder step* 
  13th 
  dimension door,  
  freedom of movement 
  17th 
  far step*, steel wind strike* 
  *These spells can be found in Xanathar’s Guide to Everything 
  When you decide to adhere to this Axiom at 3rd level, 
  you gain the following two Maxim options. 
  Retribution is the Best Deterrence. As an action, 
  you can recite this maxim and magically attune 
  yourself to the energies of time and space. For one 
  minute afterward, whenever an ally you can see is 
  attacked, you may expend a 1st level or higher spell 
  slot as a reaction to teleport up to 30 feet into an 
  unoccupied space near the enemy that attacked your 
  ally, so long as you can hit that enemy with a melee 
  attack from that space. You then make a melee weapon 
  attack against that enemy. If your attack hits, you deal 
  a d8 of extra force damage per level of the spell slot you 
  expended to teleport. You cannot apply extra damage 
  from Spell Strike to this attack. Your teleport and 
  attack occur before the triggering attack from the 
  enemy. 
  Attack from All Sides. As a bonus action, you can 
  recite this maxim and magically attune yourself to the 
  barrier between the planes. For one minute afterward, 
  you gain the ability to strike through instantaneous 
  portals that open just long enough for you to attack 
  through them, granting you a 10-foot bonus to your 
  reach with all melee weapon attacks for the duration 
  of this ability. 
  Beginning at 7th level, whenever you are protected by 
  your arcane aegis and are wielding a weapon, you can't 
  become stunned and you gain a 10-foot bonus to your 
  base walking speed. 
  At 15th level, your velocity ward improves so that you 
  cannot become grappled, paralyzed, restrained, or 
  stunned when protected by your arcane aegis and 
  wielding a weapon, and the bonus to your base 
  walking speed granted by your velocity ward increases 
  to 30 feet. 
  At 20th level, you have formulated the complete 
  philosophy of magical assault warfare. Once on each of 
  your turns, as part of your movement you can spend 
  up to half of your movement to teleport the same 
  number of feet you spent. When you do, you may make 
  two melee weapon attacks as a bonus action 
  immediately following the teleport. 
   
  No single sword wielded by a lone warrior, nor a single 
  spell slung by a lone mage, has ever won a war. You 
  have come to the realization that the truest path to 
  victory is to be at the side of trusted, capable allies. 
  Though you offer inspiration and tactical commands, 
  you do not necessarily see yourself as superior to your 
  allies. The best teams are ones made up of a group of 
  talented individuals who each bring something unique 
  to the united whole. 
  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 of their magic is to provide 
  the most utility to their team. Bolstering spells, 
  communication spells, divination spells, and spells 
  that can provide a safe haven to plan in privacy are all 
  among the repertoire of the Axiom of Command. 
  You gain axiom spells at the swordmage levels listed. 
   
  Swordmage 
  Level 
  Spells 
  3rd 
  alarm, heroism 
  5th 
  enhance ability, rope trick 
  9th 
  clairvoyance, haste 
  13th 
  freedom of movement, 
  Mordenkainen's private sanctum 
  17th 
  Rary's telepathic bond, scrying 
  
   
   
   
   
   
   
   
   
  When you decide to adhere to this Axiom at 3rd level, 
  you gain the following two Maxim options. 
  Focused Strikes Over Blind Aggression. As an 
  action, you can recite this maxim and magically link 
  yourself to all allies you can see. For one minute 
  afterward, whenever you hit an enemy with an attack, 
  as a reaction you can expend a spell slot to grant one 
  linked ally the opportunity to make an attack against 
  the same enemy. If the chosen ally elects to make an 
  attack, they receive a bonus to their attack roll and 
  damage roll equal to twice the level of the spell slot you 
  expended. 
  We Move as One. As a bonus action, you can recite 
  this maxim and magically link yourself to all allies you 
  can see. For one minute afterward, whenever your 
  turn ends and you moved any distance during that turn, 
  linked allies can take a reaction to move the same 
  amount of distance. 
  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 to 2nd level that have the ritual tag to your 
  spellbook. These spells are not swordmage spells or 
  axiom spells, and you cannot prepare them or cast 
  them from spell slots. You can, however, cast them as 
  rituals. 
  At 15th level, you add an additional four wizard spells 
  of up to 4th level that have the ritual tag to your 
  spellbook. Like the rituals you learned at 7th level, 
  these are not swordmage spells or axiom spells, you 
  cannot be prepared or cast from spell slots, and you 
  can only cast them as rituals. 
  At 20th level, you have completed your unifying theory 
  of team-based tactical warfare. Whenever you are 
  conscious and not incapacitated, any ally within 30 
  feet of you that can see or hear you gains the following 
  benefits (you are considered one of these allies for the 
  below benefits as well): 
   
  • Affected allies are proficient in all skills, weapons, 
  tools, and armor that any ally who also benefits from 
  this ability is. 
  • When reduced to 0 hit points, affected allies are not 
  incapacitated and may keep fighting so long as there 
  is another ally benefiting from this ability with more 
  than 0 hit points. Affected allies still make death 
  saves at the end of their turn and accrue failures 
  each time they are damaged. 
  • Affected allies can use any spell or feature that 
  requires the ally to touch another creature to bestow 
  its benefits at any range, so long as their target is an 
  ally benefiting from this ability 
  • If the affected ally has spell slots, they can expend a 
  spell slot to cast any spell another ally benefiting 
  from this ability has prepared or knows, even if it is 
  not on their class's spell list. 
   
  "Divide and Conquer" is the core of your warfare 
  stratagems. You believe the surest way to defeat your 
  opponent in any conflict to is to outwit, outmaneuver, 
  and outplay your enemies. You are a cunning tactician, 
  willing to use ambushes or other dirty tactics to 
  achieve victory. Whatever is necessary to cut off your 
  enemies from support and vanquish them. 
  Swordmages who adhere to the Axiom of Division 
  most often include illusion, enchantment, and 
  evocation spells that erect sudden walls as the 
  centerpieces in their spellcasting repertoire. With 
  illusions and walls, you can scatter your enemies and 
  shape the battlefield to your advantage, while 
  enchantment spells can divide your enemies and set 
  them against each other. 
  
   
   
   
   
   
   
   
  You gain axiom spells at the swordmage levels listed. 
   
  Swordmage 
  Level 
  Spells 
  3rd 
  silent image,  
  Tasha's hideous laughter 
  5th 
  crown of madness, invisibility 
  9th 
  hypnotic pattern, wall of sand* 
  13th 
  hallucinatory terrain, wall of fire 
  17th 
  dominate person, wall of force 
  *This spell can be found in Xanathar’s Guide to Everything 
  When you decide to adhere to this Axiom at 3rd level, 
  you gain the following two Maxim options. 
  The Essence of Warfare is Deception. As an Action, 
  you can recite this maxim to create illusory duplicates 
  of yourself. When you do, you expend a spell slot and 
  create one perfect 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. 
  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 a bonus action, 
  you can recite this maxim and magically attune 
  yourself to veil between dimensions. For one minute 
  afterward, whenever an enemy 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 space and the enemy fails a Charisma 
  saving throw. This teleport occurs after their attack is 
  made or spell is cast. 
  Beginning at 7th level, you gain the ability to infuse 
  enchantments and illusions into your arcane aegis, 
  befuddling 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 and have 
  a hand free, if the attack misses the enemy has 
  disadvantage on all further attack rolls until the start 
  of its next turn. Creatures that are immune to being 
  charmed or that have truesight are not affected by this 
  ability. 
  At 15th level, you can weave even more perplexing 
  magical distractions into your arcane aegis. Whenever 
  an enemy has disadvantage on attack rolls due to your 
  Disorienting Ward, all attacks rolls against the enemy 
  have advantage. 
  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 against your spell 
  save DC. On a success, the disruption has no effect, but 
  each creature who fails their saving throw considers 
  every creature who succeeded on the save to be their 
  mortal enemy. Whenever an affected creature chooses 
  another creature as a target, it must choose the target 
  from among the creatures who succeeded on their 
  saving throw to resist the disruption that it can see, 
  and it must choose to target such creatures with an 
  attack, spell, or other ability with enough range to 
  affect the target. If no creatures who succeeded on 
  their saving throw remain alive or are in sight, an 
  affected creature can choose their targets normally. 
  This magical disruption persists as long as you 
  concentrate on it (as though concentrating on a spell), 
  for up to 1 minute. Each time an affected creature takes 
  damage, it can repeat the saving throw, ending the 
  effect on itself on a success. Creatures that are immune 
  to being charmed automatically pass their 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 old adage goes "the best offense is a good defense", 
  and you couldn't agree more. Attrition has won more 
  wars than daring assaults, and you hold to this Axiom 
  with a stubbornness so intense it becomes a virtue. 
  You will fortify, consolidate, and weather any storm, to 
  protect not only yourself, but all those who rely on you. 
  As you develop the Axiom of Fortitude, you focus your 
  arcane studies on magic that can solidify your defenses 
  and resist damage. Abjuration and transmutation 
  spells are the brick and mortar of the wall you will 
  make yourself into. 
   
  Swordmage 
  Level 
  Spells 
  3rd 
  armor of Agathys, shield 
  5th 
  protection from poison,  
  warding bond 
  9th 
  meld into stone,  
  protection from energy 
  13th 
  death ward, stoneskin 
  17th 
  circle of power, wall of stone 
  When you decide to adhere to this Axiom at 3rd level, 
  you gain the following two Maxim options. 
  Be Strong Where They Believe You Are Weak. As a 
  bonus action, you can recite this maxim and energize 
  your arcane 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, you may 
  expend a 1st level or higher spell slot as a reaction to 
  add a bonus to that ally's AC equal to three times the 
  level of the spell slot expended. This bonus lasts until 
  the start of your next turn and applies against the 
  triggering attack. 
  The Body is a Shield that Cannot be Turned Aside. 
  As a bonus action, you can recite this maxim and 
  magically fortify your flesh. For one minute afterward, 
  you gain resistance to all damage except psychic 
  damage. 
  Beginning at 7th level, whenever you are protected by 
  your arcane aegis and have a hand free, you cannot be 
  moved any distance against your will and you cannot 
  be swallowed by a creature capable of swallowing 
  other creatures whole. 
  At 15th level, this benefit extends to all allies within 
  30 feet of you while you are conscious. 
  At 20th level, you can weave magic to create the 
  perfect fortification. You may cast the mighty fortress 
  spell (Xanathar's Guide to Everything, pg. 161) once, 
  regaining the ability to do so when you finish a long 
  rest. Whenever you use this ability to cast mighty 
  fortress, you gain the following benefits: 
   
  • 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 and turrets has an AC of 20 and 300 hit points 
  per inch of thickness and is immune to 
  bludgeoning, piercing, and slashing damage from 
  attacks not made with adamantine weapons. 
  • The fortress only crumbles and sinks back into the 
  ground if you cast the spell again, remaining even 
  after 7 days. 
   
   
   
  
   
   
   
   
   
   
   
   
  Cantrips (0 Level) 
  Blade Ward 
  Booming Blade ‡ 
  Fire Bolt 
  Frostburn* 
  Green-Flame Blade ‡ 
  Lightning Lure ‡ 
  Mending 
  Prestidigitation 
  Resistance 
  Sword Burst ‡ 
  1st Level 
  Absorb Elements* 
  Burning Hands 
  Color Spray 
  Detect Magic 
  Ice knife* 
  Identify 
  Inflict Wounds 
  Searing Smite 
  Thunderous Smite 
  Thunderwave 
  Witch Bolt 
  Wrathful Smite 
   
  2nd Level 
  Branding Smite 
  Continual Flame 
  Cloud of Daggers 
  Dragon's Breath* 
  Enlarge/Reduce 
  Magic Weapon 
  Mirror Image 
  Misty Step 
  Shadow blade* 
  Silence 
  Warding Wind* 
   
  3rd Level 
  Blinding Smite 
  Counterspell 
  Elemental Weapon 
  Haste 
  Phantom Steed 
  Protection from Energy 
  Tiny Servant* 
  Transmute Weapon † 
  Vampiric Touch 
   
  4th Level 
  Arcane Eye 
  Dimension Door 
  Evard's Black Tentacles 
  Fire Shield 
  Freedom of Movement 
  Staggering Smite 
  Stoneskin 
   
  5th Level 
  Banishing Smite 
  Bigby's Hand 
  Cone of Cold 
  Destructive Wave 
  Passwall 
  Steel Wind Strike* 
   
  *  These spells can be found in Xanathar’s Guide to 
  Everything 
  ‡ These spells can be found in Sword Coast 
  Adventurer’s Guide 
  †    This spell can be found in a later chapter. 
   
  
   
   
   
   
   
   
   
   
  Warlocks are spellcasters who gain arcane power not 
  through study or innate talent, but by making dark 
  deals with entities far beyond their understanding. 
  Below are some examples of these otherworldly 
  patrons in the world of Eberron. 
  Xanathar’s Guide to Everything, pg. 54 
  One celestial that is available to make pacts with is in 
  fact the Silver Flame itself. While many warlocks of this 
  pact are aware of the connection, calling themselves 
  “silver pyromancers”, more are unaware of the 
  connection to the Church of the Silver Flame or belong 
  to esoteric sects that actually predate the modern 
  Church. For these warlocks, the Celestial is a mystical 
  battery of everlasting radiance that empowers them to 
  bring light to dark places. 
  Kalashtar are born with an inherent metaphysical 
  tie to a quori spirit, a quori that rebelled against the 
  darkness that rules Dal Quor. Kalashtar who meditate 
  on their quori spirit intensely can forge a stronger 
  connection to the immortal spirit, and form a pact with 
  it, and gain the benefits of the Celestial pact as they use 
  this stronger connection to meditate on the Path of 
  Light. These kalashtar typically don't refer to 
  themselves as "warlocks", but rather "atavists" (they 
  typically also take one of the atavist kalashtar racial 
  feats described in a later chapter). Kalashtar who form 
  "atavist" pacts and who also select the Pact of the Blade 
  feature are also typically known as "soulknives", and 
  the blades they summon are visibly formed of psionic 
  energy. 
  Xanathar’s Guide to Everything, pg. 55 
  In the world of Eberron, hexblade warlocks do not 
  necessarily believe the source of their magic comes 
  from an unusually powerful weapon. Rather, warlocks 
  of the Pact of the Hexblade make deals with dangerous, 
  shadowy entities of Mabar, the Endless Night. Such 
  creatures are usually inimical to life and seek to spread 
  death and destruction to the living. Hexblades with the 
  Pact of the Blade feature take to calling their pact 
  weapons "nightblades". When a warlock manifests one 
  these nightblades, it usually appears as though the 
  weapon's metal has been replaced with a dark, blade-
  shaped hole in reality, with an alien nightscape visible 
  in its infinite depths. 
  Unearthed Arcana: Warlock & Wizard, pg. 2 
  The Raven Queen appears to warlocks seeking to make 
  pacts that give them power over death itself. The 
  Raven Queen is said to be a powerful native of Dolurrh, 
  the Realm of the Dead, but no explorer of the planes 
  has ever managed to locate her fabled winter citadel. 
  At least, no one has ever returned from doing so. 
      Though the Raven Queen's identity remains a 
  secret, the vast majority of her warlock beneficiaries 
  are Seekers, worshipers of the Blood of Vol. Amongst 
  those concerned about the dark practices of this 
  religion, and knowledgeable about its history, there is 
  a prevailing belief that the Raven Queen is somehow 
  tied to the ancient elven line of Vol, from which the 
  religion takes its name. 
  Originally The Seeker 
  Unearthed Arcana: The Faithful, pg. 1 
  Most warlocks who make pacts with The Archivist 
  believe their patron to be none other than Aureon, the 
  Sovereign of Law and Lore. Aureon is traditionally 
  viewed as the basis for all knowledge, and as the 
  Sovereign of Lore, he smiles on those who retrieve 
  forgotten records and archive them, preserving 
  knowledge for later generations.  
  However, Aureon himself has never been proven 
  to contact or converse with any of his pact benefactors. 
  Most warlocks of the Pact of the Archivist may simply 
  believe they are doing Aureon's work and make pacts 
  with powerful entities that claim to be aligned with 
  Aureon. Such entities include ancient dragons seeking 
  lost branches of the Prophecy, immortal librarians of 
  the Endless Library on the plane of Daanvi, or even a 
  mysterious Inspired diplomat from Riedra, who seeks 
  more information about the ancient Quori-Giant war. 
  There are also persistent tales that the Archivist 
  some warlocks make pacts with is not a being aligned 
  with Aureon at all, but rather The Traveler. These 
  warlocks supposedly require no intermediary, gaining 
  their pact benefits directly from the god himself, who 
  asks for little or nothing in return for making the pact. 
  These warlocks wander Eberron in search of not old, 
  lost lore, but rather new, untested, dangerous 
  knowledge. 
  , pg. 108 
  For millennia, the fey have kept their distance from 
  mortal affairs, hiding behind veils and planar 
  boundaries. Recently, however, the fabled Feyspires of 
  lore have dropped these veils and have become 
  startling reality for their neighbors. Your Archfey 
  
   
   
   
   
   
   
   
  patron may be an Archfey native to Thelanis—such as 
  the Prince of Frost—or it might be the Lord or Lady of 
  one of these Feyspires: 
   Pylas Pyrial, in Zilargo (between Korranberg and 
  Trolanport in the Shimmerwood Forest) is called the 
  Gate of Joy. Its population includes a majority of 
  Feywild-native gnomes and has a cordial relationship 
  with the Zil triumvirate. 
  Shae Joridal, in the center of Darguun, is called the 
  City of Emerald Lights. It is constantly under siege by 
  the goblin military. 
  Shae Lora Lyndar, in the Twilight Demesne of the 
  Eldeen Reaches, is called the City of Rose and Thorn. 
  Although on fair terms with the local druidic clans 
  (especially the Greensingers), it is still wary of being 
  permanently tied to the Material Plane. 
  Shaelas Tiraleth, in the south of the Mournland, 
  was called the Court of the Silver Tree. Explorers who 
  venture into the Mournland have not yet explored the 
  part of the Mournland near Valenar’s border to see 
  how the Mourning has affected the Feyspire. 
  Taer Lian Doresh, in the Whitepine Forest in the 
  mainland of the Lhazaar Principalities, is called the 
  Fortress of Fading Dreams. Its citizens are still 
  adapting to the Principalities’ pirate society. Despite 
  disturbing stories of nightmarish creatures roaming 
  the woods, and strange sleepwalking communities, the 
  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 
  with 
  the 
  Karrnathi 
  government, but a close one with House Phiarlan. 
  , pg. 109 
  While archdevils are known to make deals and 
  contracts in Eberron, a far more likely candidate for a 
  fiendish patron are the demonic Overlords of the Lords 
  of Dust. Each of these terrible beings has the personal 
  might of a god, but with no interest in being worshiped. 
  Instead they plan and scheme for their eventual 
  release, after which they will end life on Eberron as we 
  know it. There are roughly thirty Overlords in 
  existence, below are just a few: 
  Bel Shalor, the Shadow in the Flame, is a fiend that 
  almost escaped his ancient bonds, but was stopped by 
  Tira Miron and was trapped within the Silver Flame. 
  Some say that he is still trapped within the flame in 
  Flamekeep, able to whisper into the minds of the 
  faithful. 
  Eldrantulku, the Oathbreaker, is the spirit of 
  discord and betrayal, turning allies into enemies. 
  Katashka, the Gatekeeper, is the Overlord of life 
  and death, and the creator of the first undead. 
  Katashka's most renown servant was the archmage 
  Kyuss, who he is said to have merged with in a failed 
  bid to escape his bonds. 
  Masvirik, the Cold Sun, is the Overlord with 
  dominion over things that slither in the night. Masvirik 
  is trapped deep beneath Haka'torvhak, where his 
  servant Rhashaak and his dragonborn and lizardfolk 
  tribes await his freedom. 
  Rak Tulkhesh, the Rage of War, is the embodiment 
  of the rage and bloodlust that drives mortals to war. 
  The Overlord known only as The Scar That Abides 
  once claimed rulership of all other Overlords. He was 
  known for his hatred and spite, almost holy in its 
  intensity. He is thought to be bound somewhere 
  beneath Xen'drik. 
  Sul Khatesh, the Keeper of Secrets, is the master of 
  arcane might and mystery. Unknown to most, Sul 
  Khatesh is trapped beneath the Arcane Congress, 
  whispering to them in their sleep. 
  Tiamat, the Daughter of Khyber, is the truest child 
  of Khyber, and holds dominion over dragonkind. She is 
  trapped within the Pit of Five Sorrows, where the 
  Talons of Tiamat hope to free her. 
  Tul Oreshka, the Truth in the Darkness, is the 
  keeper of terrible truths. Truths that, once learned, 
  shatter minds. 
  The Horned Prince is worshiped by minotaurs, and 
  represents the maze of savagery that, once entered 
  into, is nearly impossible to emerge from. 
  , pg. 109 
  Nine thousand years ago, the forces of madness 
  incarnate besieged the known world. At the cost of 
  civilizations, the masters of this horde of insanity were 
  driven underground and sealed with ancient druidic 
  magic. Nine thousand years later, these seals are 
  weakening, and their guardians dwindling in number. 
  Any of the great and terrible Daelkyr Princes still 
  roaming the depths of Khyber could make for an 
  excellent patron, as their influence and reach slowly 
  extends beyond broken seals. Below are some of the 
  known Daelkyr Princes: 
  Belashyyra, the Lord of Eyes, who is said to be able 
  to see through any mortal's eyes that has spoken his 
  name. Some believe he is the creator of beholders and 
  their kin. 
  Dyrrn, the Corruptor, greatest general during the 
  war and creator of the malformed dolgrims and 
  dolgaunts from goblin and hobgoblin stock. Dyrrn is 
  said to be trapped beneath the Eldeen Reaches and 
  alleged to be responsible for the horrors that lurk in 
  the deep woods. 
  
  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. 
  Orlassk, the Master of Stone, god and father to any 
  creature capable of petrifying their foes (though the 
  medusas vehemently deny a connection to this 
  horrible creature). He is said to roam the depths of 
  Khyber freely in a massive living gargoyle fortress. 
  Sword Coast Adventurer’s Guide, pg. 139 
  Restriction: Must be a worshiper of the Blood of Vol, 
  or be a Khorvaire Elf, Aerenal Elf, Khoravar Half-Elf, or 
  First-Generation Half-Elf that worships the Undying 
  Court. 
  Of the ancient beings on Eberron most concerned 
  with the powers of death and immortality, none know 
  more than the Undying Court or Erandis Vol. While 
  Lady Vol will share her secrets with any faithful Seeker 
  of proven enough worth, the Undying Court of Aerenal 
  bestows blessings of knowledge, faith, or power only 
  upon their living descendants. 
  While artificers may be the masters of the practical 
  application and engineering of magic, wizards remain 
  the foremost theoreticians and masters of progressing 
  the art of the arcane. In the world of Eberron, magical 
  study is much more widespread, often taught in 
  universities and institutions rather than passed down 
  from one master to one apprentice. As such, while 
  specialized wizard traditions still exist, it is just as 
  likely that a developing wizard will choose a broader 
  study of all the schools of magic. Below details such an 
  arcane tradition. 
  Generalist wizards are those mages that intentionally 
  keep their study of arcane magic as broad as possible. 
  They seek lore and knowledge from all schools and 
  traditions of magic, so as to be prepared for anything. 
  Starting at 2nd level, your broad study of every 
  expression of arcane magic has honed your knowledge 
  and expertise in all things arcane. You gain proficiency 
  in the Arcana skill. If you are already proficient in the 
  skill, you add double your proficiency bonus to checks 
  you make with it. 
  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 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 
  cast until you prepare spells again. 
  Whenever you would learn an additional wizard 
  cantrip, you record it in your spellbook. Additionally, if 
  you find a spell scroll containing a cantrip, or a cantrip 
  recorded in another generalist wizard's spellbook, you 
  may copy that cantrip to your spellbook as though it 
  was a 1st level spell. 
  When you reach 2nd, 6th, 10th, and 14th level you can 
  add two additional wizard spells of your choice to your 
  spellbook. Each 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 
  . 
  Beginning at 2nd level, you may use your spellbook as 
  an arcane spellcasting focus. 
  At 6th level, your arcane studies have increased your 
  efficiency in casting a particular spell. Choose any 1st 
  level spell in your spellbook that is not already a ritual. 
  It is considered a ritual spell for you. 
  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. 
  At 14th level, your arcane studies have increased your 
  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. 
  
   
   
   
   
   
   
   
  While wizards who apply themselves to a broad study 
  of arcane magic are abound in Eberron, study of 
  specialized applications of magic are still quite 
  common. 
  Below 
  are 
  some 
  suggestions 
  on 
  incorporating other arcane traditions into the world of 
  Eberron. 
  Sword Coast Adventurer’s Guide, pg. 141 
  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 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. 
  , pgs. 115–119 
  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 arcanists who are avowed to use their 
  magic 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 pretentious old codgers, 
  unwilling to push boundaries and explore the mystic 
  arts. Wizards of this circle typically focus on 
  conjuration, enchantment, illusion, and transmutation. 
  The Closed Circle was a dark order of wizardry 
  dedicated to the study of the lore of Khyber—
  especially the baleful magics of the daelkyr. The 
  Esoteric Order of Aureon and the Guild of Starlight and 
  Shadows joined forces with the Church of the Silver 
  Flame and eradicated the Closed Circle nearly four 
  centuries ago… but rumors persist that the knowledge 
  of the Closed Circle wasn’t destroyed, merely hidden. 
  While they were active, the wizards of the Closed Circle 
  were known to specialize in conjuration, evocation, 
  and transmutation. 
  Xanathar’s Guide to Everything, pg. 59 
  War Mages are trained all throughout the Five Nations. 
  While the majority of wizards study ancient tomes and 
  theorize about arcane philosophy, wizards who made 
  a career serving in armies 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 
  bond with others that fought for king and country. 
   
   
  
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
  A
  p
  p
  e
  n
  d
  i
  x 
  A
  .  
   
   
   
   
   
   
  layer characters in an Eberron campaign have 
  a selection of options available to them. In this 
  chapter, several Backgrounds, Spells, and 
  optional Feats are presented. 
  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. 
  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. 
  Even if you were not born in your country proper, 
  but rather were raised in an ex-patriot community like 
  those in Stormreach, your community continues the 
  strong traditions of its motherland. After the Last War, 
  the Five Nations were further divided by the Treaty of 
  Thronehold into many different Sovereign nations. 
  Though these countries have begun to have solidified 
  their own national identities, most of them are too new 
  or lawless to develop the kind of shared cultural 
  experience that the Five Nations attained over a 
  thousand years. Many citizens of these new nations 
  still cling to the identity of their former parent nation, 
  even if they don't realize it. 
  Your background grants you equipment, plus skill, 
  tool, and language proficiencies specific to the nation 
  you consider your homeland. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Equipment: Identification papers marking you as a 
  citizen of your nation, one set of tools you are 
  proficient with, a set of common clothes, and a belt 
  pouch containing 10 gp.  
  Although all citizens of a nation might share the same 
  culture, they are individuals. Select the background 
  feature of any other background listed in the 
  . You gain that background feature. 
   
   
  Nation 
  You are… 
  Skills 
  Tools 
  Languages 
  Aundair 
  an Aundarian 
  Arcana, History 
  Alchemist supplies plus one of the 
  following: Winemaker’s supplies, Cook’s 
  utensils, Calligrapher’s set 
  — 
  Breland 
  a Brel 
  History, Insight 
  One type of gaming set 
  One of your choice 
  Cyre 
  a Cyran 
  History, plus 
  Performance or Survival 
  One type of musical instrument, or one of 
  the following: Calligrapher’s set, 
  Jeweler’s tools, Painter’s supplies 
  One of your choice 
  Karrnath 
  a Karrn 
  Athletics, History 
  Brewer’s supplies, Conqueror gaming set 
  — 
  Thrane 
  a Thrane 
  History, Religion 
  One of the following: Carpenter’s tools, 
  Cobbler’s tools, Leatherworker’s tools 
  Celestial 
  Pre-War Five Nations 
  
   
   
   
   
   
   
   
   
  You adhere to the teachings of a druidic tradition. 
  While all druidic sects of the Eldeen Reaches revere the 
  power of nature above all else, they each come to this 
  belief from different roots. 
  Though the leaders and teachers of these 
  traditions are usually druids, their way of life is taught 
  to any willing to learn. Rangers are common amongst 
  the Eldeen sects, as well as fighters who develop their 
  skills as scouts. Barbarians who follow the path of the 
  totem warrior are also highly respected, for they are 
  seen to channel the wrath of nature itself through their 
  rages. With one exception, these druidic sects will even 
  welcome arcane spellcasters amongst their number, 
  for the aid and knowledge they bring to a community 
  cannot be discounted. 
  Though living one's life according to druidic 
  tradition does not preclude worship of a deity, those 
  with profound faith in a religion often come to 
  understand nature through Arawai, Balinor, or the 
  Devourer rather than the teachings of a sect. That said, 
  it is not unheard of the find paladins who've taken the 
  oath of the ancients or clerics who venerate the 
  abstract force of nature itself to be found in a Eldeen 
  sect. 
  No matter the path by which an aspirant came to 
  their chosen sect, they must be taught the secret 
  druidic language. Only through this ancient tongue can 
  the secrets of nature be revealed. 
   
  Skill Proficiencies: Nature and one skill appropriate 
  to your druidic sect noted below. 
  Tool Proficiencies: Herbalism kit 
  Languages: Druidic (As the class feature on page 66 of 
  the 
  ) 
  Equipment: A skinning knife, an Herbalism kit, a 
  trophy from an animal you killed, and a set of 
  traveler's clothes.  
  Though all druids in the Eldeen Reaches can trace their 
  traditions back to the Scaled Apostate, their 
  philosophies have diverged in the roll of years since 
  that ancient history. Here are some of the major 
  druidic sects that can be found today. 
  The Ashbound. The Ashbound believe that 
  civilization is harmful, and that it has produced the 
  worst abomination to the natural order possible: 
  arcane magic. They do not allow arcane spellcasters to 
  become aspirants, and in fact are fanatical in 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, artificers, and the like for the 
  disgusting blight on the world that is the Mournland. 
  Ashbound initiates are trained in Arcana, to better 
  recognize and target arcanists, artifacts, and magic 
  items. 
  The Children of Winter. Winter is the time of year 
  when death covers the land. This sect, while not wholly 
  evil, rarely has good-aligned aspirants, as they view 
  the death of the weak and pitiful to be nature's due 
  course. Mercy is a crime to the Children of Winter, and 
  the brutal cycle of predator and prey their ideal. 
  aspirants to the Children of Winter must be proficient 
  in Survival, for they must provide for themselves. 
  Those who can't simply starve. 
  The Gatekeepers. The oldest sect of druidism on 
  Khorvaire, the Gatekeepers have grown fewer and 
  fewer in number as their teachings lost relevance. Still, 
  they insist on the absolute necessity of maintaining 
  their ancient seals, warding the natural world from 
  extraplanar threats and imprisoning the horrors of a 
  long-forgotten war within Khyber. While Gatekeeper 
  aspirants are fewer and farther between than they 
  once were, they are all trained in Arcana, to better 
  identify and maintain the Gatekeeper's protective 
  barriers and track planar movements. 
  The Greensingers. The Greensingers are an 
  intensely capricious druidic sect, embodying the 
  unfathomable whims of nature. A pleasant summer 
  day can quickly devolve into a cacophonous downpour 
  beneath a roaring sky of thunder clouds, only for 
  golden rays of sunlight to pierce the darkness of the 
  storm and herald a rainbow on the horizon. So too, do 
  the Greensingers live. With a strong tie to fey and the 
  plane of Thelanis, the Greensingers do not accept any 
  "lay" members among their number, only teaching 
  their ways to those capable of spellcasting, especially 
  arcane spellcasters like fey-pact warlocks and wild-
  magic sorcerers. The Greensingers’ philosophy is too 
  wild and unpredictable to truly "train" any initiates, 
  but all who manage to follow their path eventually 
  become proficient with Deception, to match the 
  beguiling and fickle nature of their peers. 
  The Wardens of the Wood. The single largest 
  druidic sect on Khorvaire, the Wardens of the Wood 
  believe in the sincere stewardship of the land. They see 
  the stone structures and wooden homes of cities to be 
  the natural habitat of the common races and embrace 
  the progress and technology of civilized culture. Their 
  efforts to protect nature revolve around the hunting of 
  unnatural creatures, such as monstrosities and fiends, 
  and educating others on responsible cultivation and 
  harvesting of nature's bounty. Warden aspirants are 
  trained in Athletics to ensure their physical prowess, 
  
   
   
   
   
   
   
   
  as the Wardens are capable of fielding an army to rival 
  one of the Five Nations, and all aspirants must be able 
  to serve as soldiers if need be. 
  You can find food and fresh water for yourself and up 
  to five other people each day, provided that the land 
  offers berries, small game, water, and so forth. In 
  addition, as long as you can see the sun or stars, you 
  are always able to discern which 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. 
   
   
  d8 
  Personality Trait 
  1 
  I idolize a particular hero of my druidic sect, 
  and constantly refer to that person's deeds 
  and example. 
  2 
  I once sprinted twenty-five miles without 
  stopping to warn my druid circle of an 
  approaching horde of aberrant beasts. I'd do it 
  again if I had to. 
  3 
  I see omens in every event and action. Nature 
  speaks to us always, we just need to listen. 
  4 
  I place no stock in wealthy or well-mannered 
  folk. Money and manners won't save you from 
  a hungry owlbear. 
  5 
  I quote (or misquote) proverbs and druidic 
  aphorisms in almost every situation. 
  6 
  I am tolerant (or intolerant) of the worship of 
  gods of nature. 
  7 
  I was, in fact, raised by wolves. 
  8 
  I've spent so long in the wilderness that I have 
  little practical experience dealing with people 
  who live in cities and towns. 
   
   
   
   
   
  d6 
  Ideal 
  1 
  Tradition. The ancient traditions of druidism 
  and nature must be preserved and upheld. 
  (Lawful) 
  2 
  Change. We must help bring about the change 
  that nature demands in the world. (Chaotic) 
  3 
  Conviction. I will do whatever it takes to purify 
  this world, no matter the cost. (Evil) 
  4 
  Compassion. I will always try to help those in 
  need, no mater what the personal cost. (Good) 
  5 
  Ambition. I hope to one day rise up and 
  become a renown member of my druidic sect. 
  (Any) 
  6 
  Determination. Nothing and no one can steer 
  me away from my higher calling. (Any) 
   
   
  d6 
  Bond 
  1 
  The brother and sister aspirants I began my 
  studies with are the most important thing in 
  my life, even when they are far from me. 
  2 
  A blight upon the unspoiled reaches of the wild 
  is a blight upon my soul. 
  3 
  I suffer awful visions of a coming disaster and 
  will do anything to prevent it. 
  4 
  I would die to recover an ancient relic of my 
  druidic sect that was lost long ago. 
  5 
  I owe my life to the druid who took me in when 
  my parents died. 
  6 
  I fled from civilization long ago, escaping into 
  the wilderness to hide from those that may yet 
  still hunt me. I must someday confront them. 
   
   
  d6 
  Flaw 
  1 
  I put too much trust in those who wield power 
  within my druidic sect. 
  2 
  I am inflexible in my thinking. 
  3 
  I am suspicious of those who live life 
  disconnected from the wilderness and expect 
  the worst of them. 
  4 
  I secretly long for the vices and comfort of the 
  city, especially hard drink. 
  5 
  Violence is my answer to almost any challenge. 
  Survival of the fittest is nature's decree. 
  6 
  My hatred of nature's enemies is blind and 
  unreasoning. 
   
   
   
  
   
   
   
   
   
   
   
   
   
   
  House 
  Mark 
  Requirement 
  Guilds 
  Skills 
  Tools 
  Languages 
  Medani 
  None 
  Warning Guild 
  Perception, 
  Investigation 
  Inquisitives tools †, 
  Herbalism kit 
  — 
  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 †, 
  Tinker’s tools 
  One of your choice 
   
  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, 
  Vehicle (land) 
  One of your choice 
  Sivis 
  Scribing 
  Notaries Guild 
  Insight 
  Glyphbook set † 
  Two of your choice 
   
  Scribing 
  Speakers Guild 
  Insight, 
  Persuasion 
   
  Two of your choice 
  Deneith 
  None 
  Blademarks Guild 
  Athletics, 
  Intimidation 
  One kind of gaming 
  set 
  One of your choice 
   
  Sentinel 
  Defenders Guild 
  Athletics, 
  Perception 
  One king of gaming 
  set 
  One of your choice 
  Phiarlan 
  None 
  Entertainers Guild 
  Acrobatics, 
  Performance 
   
  Two of your choice 
   
  None 
  Artisans Guild 
  History, Arcana 
  Two types of 
  Artisan’s tools 
   
  Thuranni 
  Shadow 
  Shadow Network 
  Deception, Stealth 
  Disguise kit, 
  Poisoner’s kit 
   
  Lyrandar 
  None 
  Windwrights Guild 
  Acrobatics, 
  Athletics 
  Navigator’s tools, 
  vehicle (water*) 
   
   
  Storm 
  Raincallers Guild 
  Nature, Survival 
  Cartographer’s tools 
  One of your choice 
  Kundarak 
  Warding 
  Banking Guild 
  Insight, 
  Persuasion 
  Calligrapher’s set 
  One of your choice 
   
  Warding 
  Warding Guild 
  Investigation, 
  Perception 
  Thieves’ Tools 
  One of your choice 
  * Windwrights Guild members with the Mark of Storm may have proficiency with vehicles (air) instead of vehicles (water) 
  † These tools are detailed in Chapter 4: Equipment. 
   
   
  The Dragonmarked families control much of industry 
  and commerce among the Thronehold Nations of 
  Khorvaire. However, they would not be the economic 
  powerhouses that they are if they only allowed blood 
  relations to work for them. 
  Each house has one or two major guilds that 
  controls much of a certain trade. Some of these guilds 
  rely on the power of Dragonmarks and only those with 
  the appropriate Mark can join the guild—and may in 
  fact be expected to by their family. However, several 
  more employ and train all those interested in learning 
  the trade and working diligently. 
  Below is a list of Houses, their guilds, and what 
  languages and proficiencies they grant their members. 
  Equipment: A set of calligrapher's supplies or one tool 
  your guild grants proficiency in, Identification 
  papers marking you as a member of the guild (or 
  Dragonmarked House if you are a blood relative), a 
  set of common or traveler's clothes, and a belt pouch 
  containing 15 gp. 
  As an established member of a House guild, you can 
  rely on certain benefits that membership provides. 
  Your fellow guild members will provide you with 
  lodging and food if necessary and pay for your funeral 
  if needed. In most major cities and towns in 
  Thronehold Nations, a House Enclave offers a central 
  place to meet other members of your profession, 
  which can be a good place to meet potential patrons, 
  
   
   
   
   
   
   
   
  allies, or hirelings. 
  The Dragonmarked Houses, and to a lesser extent 
  their guild's, wield tremendous political power. If you 
  are accused of a crime, your guild will support you if a 
  good case can be made for your innocence or the crime 
  is justifiable. You can also gain access to influential 
  political figures through the guild, if you are a member 
  in good standing. Such connections might require the 
  donation of money or magic items to the guild's coffers. 
  If you are not a blood relative of the House a guild 
  is owned by, you must pay dues of 5 gp per month to 
  the guild. If you miss payments, you must make up 
  back dues to remain in the guild's good graces. 
  The Guild Artisan's suggested characteristics on page 
  133 of the 
   are particularly fitting 
  for House Guild members.  
   
  If you are a related to the House by blood or marriage, 
  you may have graduated from your House's guilds to 
  join the core organization of the House itself. 
   
  Skill Proficiencies: You retain the skills and training 
  from your guild days, but now you are one of the 
  movers and shakers of your family. Due to a life of 
  playing the social game of high society, you may 
  substitute one or more of your guild's skill 
  proficiencies for proficiency with up to two of the 
  following skills: Deception, Insight, Intimidate, or 
  Persuasion. 
  Equipment: You have a set of fine clothes instead of 
  common or traveler's clothes, and you may 
  substitute the set of tools for 50 additional gold. 
  As long as you remain in contact with your House's 
  upper echelons, you have access to influential political 
  figures directly through the House and need not 
  donate money or magic items to gain an audience with 
  them. Furthermore, the House supports you with a 
  wealthy lifestyle at no cost to yourself. 
  These perks come with a cost, however. As your 
  influence grows, the requests for favors start to go 
  both ways. If you decline a request or fail to keep a 
  promise, you may find yourself quickly ostracized. Too 
  many shirked responsibilities may find you excoriated. 
   
   
  While you may still find the Guild Artisan's 
  characteristics 
  fitting, 
  the 
  Noble's 
  suggested 
  characteristics on pages 135 and 136 of the 
   work particularly well for a Dragonmark 
  Heir, with the understanding that the power and 
  influence you have over the common people is a 
  privilege of economic standing, rather than noble 
  blood. 
   
  Excoriates are members of a Dragonmarked family 
  that have been cast out of the House. Whether through 
  some transgression or crime, you are persona non 
  grata to all Dragonmarked family members and are 
  barred from their estates and doing business with 
  them. However, you still know the lessons your family 
  taught you. You can pick your proficiencies from either 
  your guild's skill proficiencies or those available to 
  House Scions. 
  However, you must select a background benefit 
  from another background, as you can no longer rely on 
  political or economic support from your former family. 
  For example, down-on-their luck excoriates may fall in 
  with the wrong crowd and gain the Criminal Contact 
  background benefit, or another might turn their back 
  on civilization entirely, gaining the background benefit 
  from Hermit or Outlander.  
   
   
  
   
   
   
   
   
   
   
   
  The country you grew up in, the lifestyle you led, the 
  job you had before setting out to become an 
  adventurer, none were quite so important to you as 
  your faith in the Sovereign Host. 
  As a vassal, you may not be rigorously religious, 
  like adherents of the Church of the Silver Flame are, 
  and may not be classically trained in religious studies, 
  but you still believe that all life flows from the 
  Sovereigns. In every swing of a master smith's hammer, 
  there is Onatar. In every sunrise, there is Dol Arrah. In 
  every city wall, standing strong, there is Boldrei. The 
  Sovereigns are all around you, and you draw comfort 
  in them. 
  Vassals may venerate the Host as a whole, but 
  usually find themselves gravitating to one or two 
  Sovereigns in particular. Your background grants you 
  equipment, plus skill and tool proficiencies specific to 
  a Sovereign that speaks to you particularly clearly. 
   
  Equipment: A holy symbol (either to the Host as a 
  whole, or one customized to a particularly favorite 
  Sovereign who influences you most), one set of tools 
  this background gives you proficiency with, a set of 
  common clothes, and a belt pouch containing 15 gp.  
   
   
  Sovereign 
  Skills 
  Tools 
  Arawai 
  Nature, Medicine 
  Herbalism kit, 
  Weaver’s tools 
  Aureon 
  Arcane, Religion 
  Calligrapher’s set, 
  Alchemist’s supplies 
  Balinor 
  Animal Handling, 
  Survival 
  Herbalism kit, 
  Leatherworker’s tools 
  Boldrei 
  Insight, 
  Investigate 
  Carpenter’s tools, 
  Mason’s tools 
  Dol Arrah 
  Athletics, Insight 
  Cartographer’s tools, 
  one type of gaming set 
  Dol Dorn 
  Athletics, 
  Intimidate 
  Vehicles (land), one 
  type of gaming set 
  Kol Korran 
  Insight, 
  Persuasion 
  Jeweler’s tools, 
  Navigator’s tools 
  Olladra 
  Medicine, plus 
  Performance or 
  Sleight of Hand 
  Two of the following: 
  Cook’s utensils, one 
  kind of gaming set,  
  one kind of musical 
  instrument 
  Onatar 
  Arcana, History 
  Two of the following: 
  Carpenter’s tools, 
  Mason’s tools, Potter’s 
  tools, Smith’s tools, 
  Woodcarver’s tools 
  Vassals come from a great many varied backgrounds. 
  As 
  your 
  background 
  feature, 
  you 
  select 
  the 
  background benefit that corresponds to a particular 
  Sovereign. These background benefits belong to the 
  backgrounds detailed in the 
  . Your 
  choice of Sovereign does not necessarily need to be the 
  same one that granted you your background 
  proficiencies, because as a vassal you feel that all the 
  Sovereigns influence your life greatly at some point or 
  another.  
   
   
  Sovereign 
  Feature (Background) 
  Arawai 
  Wanderer (Outlander*) or  
  Discovery (Hermit*) 
  Aureon 
  Researcher (Sage*) or 
  Discovery (Hermit) 
  Balinor 
  Wanderer (Outlander*) 
  Boldrei 
  Rustic Hospitality (Folk Hero) 
  Dol Arrah 
  Military Rank (Soldier*) 
  Dol Dorn 
  Military Rank (Soldier*) or  
  Gladiator (Variant Entertainer) 
  Kol Korran 
  City Secrets (Urchin) or  
  Ship’s Passage (Sailor) 
  Olladra 
  By Popular Demand (Entertainer*) 
  Onatar 
  Guild Membership (Guild Artisan*) 
   
  If a background noted in parenthesis in the Vassal 
  Background 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 traits, ideals, 
  bonds and flaws are not common among Vassals of 
  that god. Feel free to use another background to 
  determine those qualities in such a case. 
   
   
  
   
   
   
   
   
   
   
  You might profess to be a Vassal in public, but secretly 
  you venerate the darker side of the pantheon. While 
  the Dark Six themselves are almost all evil, not 
  everyone who seeks their favor is. Many sailors openly 
  call to Arawai for a safe journey, but secretly pray to 
  The Devourer to forestall his wrath. Likewise, a smith 
  tired of mastering the same old pattern of armor may 
  seek a gift of inspiration from The Traveler in order to 
  create something innovative (though one should 
  always, always beware the gifts of The Traveler). 
  Select from the following tables for your cultist 
  proficiencies and background benefits. 
   
   
  Dark God 
  Skills 
  Tools 
  The Devourer 
  Nature, 
  Intimidate 
  Navigator’s tools, 
  Carpenter’s tools 
  The Fury 
  Persuasion, 
  Intimidate 
  Painter’s supplies, one 
  kind of musical 
  instrument 
  The Keeper 
  History, 
  Religion 
  Forgery kit, one type of 
  gaming set 
  The Mockery 
  Athletics, 
  Deception 
  Disguise kit, Poisoner’s 
  kit 
  The Shadow 
  Arcana, 
  Intimidate 
  Alchemist’s supplies, 
  Calligrapher’s tools 
  The Traveler 
  Deception, 
  Persuasion 
  Two of the following: 
  Disguise kit, Forgery 
  kit, Thieves’ tools, or 
  one kind of artisan’s 
  tools 
   
   
  Sovereign 
  Feature (Background) 
  The Devourer 
  Wanderer (Outlander*) or  
  Ship's Passage (Sailor or Pirate*) 
  The Fury 
  By Popular Demand (Entertainer*) 
  The Keeper 
  Researcher (Sage) 
  The Mockery 
  Criminal Contact (Criminal or Spy*) or 
  Military Rank (Soldier*) 
  The Shadow 
  Discovery (Hermit) or Researcher (Sage) 
  The Traveler 
  Discovery (Hermit) or  
  False Identity (Charlatan*) 
   
   
  While the above are new backgrounds specific to 
  Eberron, and the backgrounds detailed in the 
   are broad enough to be applicable to any 
  campaign 
  setting, 
  below 
  are 
  suggestions 
  for 
  incorporating backgrounds from other sources into 
  your Eberron character’s history. 
  Tomb of Annihilation, pg. 191 
  With a diverse array of cultures and peoples all across 
  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 detailed in Tomb of 
  Annihilation: 
   
   
  d20 
  Culture 
  1 
  Adaran Monks 
  2 
  Aerenal Elves 
  3 
  Akiak Dwarves and Duergar 
  4 
  Darguun Goblinoids 
  5 
  Droaam 
  6 
  The Eldeen Druidic Sects 
  7 
  The Empire of Riedra 
  8 
  The Feyspires 
  9 
  Ghaash’kala Orcs 
  10 
  Guardians of Rushemé 
  11 
  Kalashtar 
  12 
  Mror Dwarves 
  13 
  Sahuagin of the Thunder Sea 
  14 
  Scales of Q’barra 
  15 
  Seren Barbarians 
  16 
  Shadow Marches clans 
  17 
  Talenta Halflings 
  18 
  Valenar Elves 
  19 
  Vulkoori Drow 
  20 
  Zilargo 
   
   
  In addition, consider allowing this background to 
  grant proficiency in Glyphbook sets (detailed in 
  Chapter 4: Equipment) and providing a glyphbook set 
  as starting equipment, in place of a second language 
  this background would usually grant. 
  Tomb of Annihilation, pg. 192 
  The ruins of many an ancient culture—from the 
  Dhakaani Empire of Khorvaire, to the Qabalrin of 
  Xen’drik—have left their mark on the world of Eberron. 
  As an archaeologist, you seek to uncover the true 
  history of these long-lost cultures, sifting through 
  
   
   
   
   
   
   
   
   
  myth and legend to find the facts. Most archeologists in 
  Eberron are employed by an institution of higher 
  learning, such as Morgrave University or the Library 
  on Korranberg. 
  Originally Waterdhavian Noble 
  Sword Coast Adventurer’s Guide, pg. 154 
  This background is a viable alternative to the noble 
  background presented in the 
  , 
  though perhaps a more pampered and spoiled one. 
  This lends the background the air of an urban socialite. 
  However, Waterdeep and the North are not locations 
  that exist in Eberron. Instead, for your Kept in Style 
  background feature, choose a nation and a city within 
  that nation for the locations the feature allows you to 
  live in comfort, such as Sharn in Breland or Fairhaven 
  in Aundair. 
  Sword Coast Adventurer’s Guide, pg. 145 
  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 language for proficiency in the 
  Inquisitive's kit (detailed in Chapter 4: Equipment). A 
  background as an inquisitive is suitable for characters 
  who lent their talents to the city watch, or worked for 
  a Dragonmarked House such as Tharashk or Medani 
  with licensed inquisitive offices, or were part of a 
  private inquisitive agency. Inquisitives may also 
  substitute the set of manacles in the background’s 
  starting equipment for an Inquisitive's kit. 
  Sword Coast Adventurer’s Guide, pg. 146 
  The courtier fits into Eberron completely as-is. Keep in 
  mind the courtier grants you access to noble courts 
  and government officials. The House scion variant of 
  the House guild member background would be the 
  equivalent background for a character similarly 
  connected to the Dragonmarked Houses. 
  Sword Coast Adventurer’s Guide, pg. 147 
  The faction agent background is a perfect fit for the 
  intrigue-laden world of Eberron. However, the factions 
  presented in the Sword Coast Adventuring Guide do 
  not exist in Eberron. If you select this background, 
  select one of the below factions instead: 
  The Argentum. Restriction: Must worship the 
  Church of the Silver Flame. This covert faction is a 
  branch of the Church of the Silver Flame, tasked with 
  identifying, locating, and obtaining powerful or 
  dangerous artifacts—by any means necessary. The 
  Argentum has carried out this mandate for centuries, 
  and this talent for covert operations made it the logical 
  choice to become Thrane's intelligence service when 
  the Last War denied Flamekeep access to the King's 
  Citadel. It is a small, specialized organization that has 
  been operating for centuries and is highly skilled at 
  procurement and extraction, and has access to the 
  warehouse of dangerous artifacts its gathered over the 
  centuries. Most of the artifacts the Argentum hunts are 
  of a religious nature, either pertaining to the Silver 
  Flame or dark cults devoted to vile entities. Being able 
  to identify these 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 society of wealthy individuals, professing an 
  interest in history. And though most Khorvarians 
  suspect that members of the Aurum conduct special 
  deals and grant political favors amongst their number, 
  the true reach of the conspiracy remains unknown—
  even to you. The Aurum is stratified into many layers, 
  circles within circles of inner secrets. As an agent of the 
  Aurum, you may serve only a lowly guildmaster on the 
  Copper Concord, or may have the trust of a secretive 
  Mror clan master in the Gold Concord. One day, you 
  may hope to earn the right to wear the rings of the 
  Copper Concord, and possibly work your way up to 
  Platinum, but for now you must enact the deals and 
  missions your patron sends you on. Agents of the 
  Aurum Concords must be trained in Deception, to 
  ensure their masters plans are hidden and secret. 
  The King's Dark Lanterns. Restriction: Must be 
  native to Breland. The Dark Lanterns serve the crown 
  of Breland as spies and assassins. Collectively they 
  form the intelligence division of the King's Citadel, a 
  much larger organization sworn to defend Breland 
  from its enemies and dispense justice in the name of 
  King Boranel. More than any other division within the 
  Citadel, the Dark Lanterns tend toward intelligence-
  gathering missions that extend beyond Breland's 
  borders. As the secret servants of the crown, members 
  of the organization are granted the authority to 
  conduct intelligence operations on foreign soil, 
  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 execute their 
  duties through a variety of methods (subterfuge, 
  forgery, stealth), all are trained in Investigate to find 
  clues, make deductions, and find information swiftly 
  and accurately. 
  
   
   
   
   
   
   
   
  The Library of Korranberg. The oldest, most 
  famous, and most exhaustively curated library in the 
  known world is the great Library of Korranberg. 
  Procurement officers for the Library are tasked with 
  seeking out tomes and knowledge of some kind or 
  another; whatever esoteric bit of lore the staff of 
  curators has deemed the Library requires for its 
  extensive shelves. Field agents such as these are 
  trained in History, to better identify the pedigree of 
  their target tomes. 
  Order of the Emerald Claw. Restriction: Must 
  worship the Blood of Vol. Disavowed by King Kaius III, 
  the Order of the Emerald Claw is now a fanatical 
  criminal organization. They rarely operate in secret, 
  however, proud of their beliefs and confident in their 
  strength. As such, most "knights" of the Emerald Claw 
  rely on Intimidation to secure cooperation from locals 
  not sympathetic to their cause. 
  The Royal Eyes of Aundair. Restriction: Must be 
  native to Aundair. When Queen Aundair the First 
  became the first crowned governor of the nation 
  named 
  for 
  her—over 
  a 
  thousand 
  years—she 
  immediately set about building her own intelligence 
  network. Rather than placing her trust in her siblings 
  and the King's Citadel (which had its headquarters and 
  leadership based in her sister Brey's nation of Breland), 
  Queen Aundair trusted in her own servants and 
  wizards instead. The Royal Eyes of Aundair were 
  formed to be Aundair's arcane spies. The modern 
  Royal Eyes are almost uniformly spellcasters, 
  especially learned in divination magic, but all of their 
  operatives are trained in Arcana regardless of magical 
  ability. 
  The Trust. Restriction: Must be a gnome and native 
  to Zilargo. The Trust was formed by the Triumvirate, 
  the governing body of Zilargo, to police and protect 
  gnomish interests. No one is exactly sure how many 
  agents of the Trust there are, but given that Zilargo has 
  the lowest crime rate on Khorvaire, the answer seems 
  to be "enough". Though agents don't know for certain 
  which among their neighbors is another agent, they 
  are invariably trained in Perception, ever watchful for 
  any nefarious wrongdoing in the community. 
  The Twelve. Restriction: Must be related to a 
  Dragonmarked House by blood or marriage. An arcane 
  institution funded by the Dragonmarked Houses, the 
  Twelve represents inter-house cooperation, working 
  together to study dragonmarks and find ever more 
  useful applications for them. Over the centuries of its 
  existence, the institute has been responsible for many 
  arcane advances, such as airships, speaking stones, 
  and the lightning rail. While the wizards, artificers, and 
  magewrights of the Twelve do much of the research, it 
  is still an organization comprised of individuals with 
  their own loyalties to their House or even their own 
  pet projects. Many of the Twelve's gifted mages are 
  skilled in Persuasion, or employ attendants similarly 
  trained, to facilitate the application of funds from the 
  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 renown 
  explorers and adventurers to join its number as full 
  members. The guild funds dangerous expeditions to 
  exotic locales such as the Frostfell, Xen'drik, and the 
  Seren Isles, seeking to unlock the mysteries of the 
  unknown. Though the position of full member is 
  invitation only, these expeditions require many hands, 
  and even the greenest of recruits is thoroughly trained 
  in Survival, to help ensure the success of every 
  expedition. 
  Sword Coast Adventurer’s Guide, pg. 148 
  The world of Eberron is vast and host to many cultures 
  and strange lands, allowing you to play an exotic 
  foreigner if you so wish. However, the possible 
  homelands listed in the Sword Coast Adventurer's 
  Guide do not exist in Eberron. Instead, see below for 
  your character's possible land of origin: 
  The Demon Wastes. This blasted wasteland on 
  the very northwest edge of Khorvaire extends beyond 
  the Shadowcrags and Icehorn mountain range. Life in 
  the Demon Wastes is harsh and brutal. Savage tribes 
  roam the canyons and cracked plains, vying for what 
  little resources there are to sustain themselves, 
  praying to strange, unheard of gods. The fell magic of 
  ruined demonic cities permeates the landscape, 
  leading to odd superstitions and survival skills that 
  may seem bizarre or foolish to outsiders. The orc clans 
  of the Ghaash'kala pray to a burning effigy and insist 
  that palpable evil taints all those who set foot in the 
  Demon Wastes, even themselves, and so must not be 
  allowed to leave. 
  Sarlona. Once a continent of many varying 
  cultures, a thousand years of Inspired rule have 
  homogenized the continent of Sarlona into the Empire 
  of Riedra. An orderly, feudal society of rigid castes and 
  absolute loyalty to the Inspired. The only resistance to 
  Inspired rule lies in the mountains of Adar, where 
  spiritual hermits and Kalashtar refugees have 
  weathered a thousand-year siege. Whether Riedran or 
  Adaran, the inhabitants of Sarlona have existed in near 
  isolation from Khorvaire for nearly three millennia, 
  leading to many exotic differences in culture and 
  outlook (such as the Sarlonan prevalence of psionics 
  and their lack of arcane or divine magic.) Sarlonan 
  fashions tend to display long flowing robes with 
  
   
   
   
   
   
   
   
   
  colorful, linear patterns over dark fabric, with a 
  prevalence of crystal jewelry. 
  The Seren Isles. Argonnessen, the land of dragons, 
  remains a mystery to the rest of the world of Eberron. 
  Every expedition into the interior of the continent has 
  either been lost, or rebuffed on the shores of the Seren 
  Isles where savage tribes worship dragons as gods. 
  These tribesmen live by raiding and pillaging, 
  supplemented by hunting, fishing, and gathering. 
  Serens offer sacrifices to their dragon gods, and their 
  greatest warriors take on dragon totems that they 
  believe grant them great powers. 
  Xen'drik. The Shattered Land is a vast wilderness 
  of the unknown. The few maps of Xen'drik show large 
  swathes of jungle and desert, but are incredibly 
  unreliable. Though the scorpion tribes of the Vulkori 
  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. 
  Curse of Strahd, pg. 209 
  Any number of terrible events can befall a person in 
  the world of Eberron, so the haunted one background 
  has its place in the world if you are seeking to inject a 
  bit of noir horror into your backstory. In addition to 
  the Harrowing Events listed in Curse of Strahd, you 
  may also elect to have one of the following as your 
  harrowing event: 
  War Crime. You witnessed or perhaps even 
  participated in a war crime against innocents during 
  the Last War. The memory of what you saw or did will 
  haunt you till the end of your days. 
  The Day of Mourning. You were there. You don’t 
  know how you survived. Something unspeakable 
  spared you while all you loved and held dear was 
  reduced to ash and whispers. You must know why. 
  Sword Coast Adventurer’s Guide, pg. 150 
  This background fits well into Eberron with one 
  caveat: you cannot inherit a tattoo, as this would be 
  confusingly similar to magical dragonmarks. Rather, 
  the kind of body marking you inherit if you roll or 
  select option 8 on the Inheritance table is a striking 
  physical feature, such as a glowing red eye, or a silver 
  hand. 
  Sword Coast Adventurer’s Guide, pg. 151 
  Eberron has its fair share of knightly orders, allowing 
  you to select this background in an Eberron campaign. 
  However, the orders presented in the Sword Coast 
  Adventurer's Guide do not exist in Eberron. Instead, 
  select an order presented below, or create your own. 
  The Knights Arcane. Restriction: Must possess 
  arcane spellcasting ability and be proficient with at 
  least one martial weapon. The best of Aundair's best 
  are the Knights Arcane, an elite knightly order of 
  soldiers boasting both martial skill and arcane ability. 
  Universally trained in Arcana, these Knights Arcane 
  were singularly important to Aundair's war effort 
  during 
  the 
  Last 
  War, 
  keeping 
  that 
  nation's 
  comparatively small armies in the fight with spell and 
  blade. Within the Knights Arcane, the order of the 
  Knights Phantom exists as the elite of the elite, a cadre 
  of dragoons (or mounted infantry), who executed 
  many a daring rescue by charging into flanking enemy 
  positions on their conjured phantom steeds.  
  The King's Citadel. The King's Citadel exists to 
  serve the crown ruler of Breland and protect the 
  nation's people. Divided into the King's Swords, the 
  King's Wands, the King's Shield, and the more secretive 
  King's Dark Lanterns, many talented and capable 
  individuals were elevated to knighthood during the 
  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 
  Investigate in order to dispense the King’s justice 
  while serving as the eyes, ears, and strong right arm of 
  the crown. 
  The Knights of Thrane. King Thalin ir'Wynarn 
  was the last royal to wear Thrane's crown, and when 
  he died in 914 YK, a popular uprising turned the people 
  against his heir Prince Daslin. The Knights of Thrane 
  were beholden to the throne and Daslin above all else, 
  and stood ready to defend their prince with their lives. 
  However, Daslin refused to allow any bloodshed, and 
  abdicated his inheritance, ushering in the theocracy of 
  the Church of the Silver Flame. Though many knights 
  refused to accept anything but Wynarn rule and exiled 
  themselves to Stormreach, many more accepted the 
  Prince's decision and remained loyal to Wynarn blood, 
  even though they also now serve the Church. The 
  Knights of Thrane train all their inductees in History, 
  ensuring that all future Knights of Thrane know where 
  their true loyalties lie. 
  The Knights of Purification. Restriction: Must 
  worship the Silver Flame. Comprised of deeply devout 
  Silver Flame worshipers, the Knights of Purification 
  have a singular goal: the eradication of evil cults. 
  Knights Purifiers are trained in Religion to better 
  identify the rites of and practices of malicious covens 
  and secret brotherhoods, and are then tasked with 
  investigating these cults and shining a holy light on 
  their depravities. The Knights of Purification were 
  
   
   
   
   
   
   
   
  thrust into the spotlight for their controversial acts 
  which ended in the death of a cardinal, though the 
  Knights Purifiers were ultimately exonerated of any 
  wrongdoing when evidence was discovered exposing 
  the cardinal for a heretic, guilty of sacrificing innocent 
  citizens in blood rituals. 
  The Order of Rekkenmark. For almost a thousand 
  years, the best military officers in Galifar graduated 
  from Karrnath's Rekkenmark Academy and joined the 
  Order of Rekkenmark. During the Last War, members 
  of the Order led Karrnath's armies to victory time and 
  again, often against daunting odds. Even in a time of 
  peace, the opal ring that marks a member of the Order 
  earns more respect from veteran soldiers than a dozen 
  medals. All members of the Order are experts in 
  History, studying extensively on past wartime 
  campaigns and important battles. 
  The Order of the Onyx Skull. The first knightly 
  order of Karrnath to truly embrace the presence of the 
  undead, the Order of the Onyx Skull trained many of 
  the officers that were charged with giving orders to 
  units of Karrnathi undead during the Last War. This 
  required an extensive training in Religion to be able to 
  replicate the Blood of Vol rites for commanding them. 
  The terrifying Bone Knights of Karrnath also 
  exclusively draw their number from the Order of the 
  Onyx Skull.  
  Originally Uthgart Tribe Member 
  Sword Coast Adventurer’s Guide, pg. 153 
  The Uthgart tribes do not exist in Eberron, but the 
  features of this background lend themselves to the 
  tough frontier settlers of the Eldeen Reaches and the 
  Shadow Marches. The Uthgart Heritage feature is 
  modified to become either "Marcher Heritage" or 
  "Reacher Heritage" and apply 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 tribe are likely to be druidic 
  circles or Khyber cults, depending on your tribe's 
  beliefs and history. 
  Sword Coast Adventurer’s Guide, pg. 152 
  The Last War was a very active time for mercenaries. 
  Companies rose and fell over the century-long conflict, 
  and were responsible for some of the most influential 
  events in the Last War. While the mercenary 
  companies detailed in the Sword Coast Adventurer's 
  Guide do not exist in Eberron, below are a few of the 
  myriad mercenary companies found on Khorvaire. 
  Bronze Hawk. One of the largest non-goblinoid 
  mercenary companies employed by Cyre after the 
  Darguul companies betrayed them, the Bronze Hawk 
  frequently saw action on the Cyre-Karrnath front. 
  Caught there on the Day of Mourning, only half the 
  company survived the rushing expanse of the dead-
  grey mists. Today, the Bronze Hawk seems obsessed 
  with finding these lost companions, and are said to be 
  among the greatest experts on the twisted Mournland. 
  Whispers circulate that even these survivors were 
  scarred—mentally, physically, or both—by the magic 
  of the Mourning. 
  Caerlyn's Blade. Restriction: Must be a Valenar elf. 
  During the Last War, Caerlyn's Blade earned great 
  renown by aiding the Brelish evacuation of its western 
  lands, riding into battle against ogres and trolls with 
  deadly skill. Today, they are currently based in Sharn, 
  and often sell their services to the King's Citadel, 
  continuing their love of fighting giant-sized enemies by 
  striking out against Droaam forces encroaching on the 
  Brelish border in the Graywall Mountains.  
  Cyre's Scourge. Restriction: Must be a goblinoid. 
  This company's former name has been lost since the 
  day of Haruuc’s rebellion. Formerly a greatly respected 
  mercenary company in Cyran employ, the Scourge 
  single-handedly slew an entire garrison of elite Cyran 
  troops in their sleep. This garrison was stationed on 
  the Cyre-Karrnath battlefront, so the blame for the 
  ensuing massacre of thousands of Cyran troops was 
  also squarely placed on the Scourge's shoulders. To 
  this day, the members of Cyre's Scourge are held as 
  paragons of goblinoid loyalty in Darguun. 
  Dagger of Valaes Tairn. Restriction: Must be a 
  Valenar elf proficient with the Stealth skill. While most 
  Valenar warbands are eager to spread their glory and 
  renown across the continent, the Dagger of Valaes 
  Tairn remain a mystery to most outside of Valenar. The 
  Dagger doesn't accept unsolicited contracts and do not 
  advertise their services in a straightforward manner. 
  Instead, they take it upon themselves to eliminate 
  known rivals 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, "Enemy arrows, enemy eyes. Let either find you, 
  and you die." 
  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 reconnaissance force for the mobile 
  fortress Argonth. They attained great fame within 
  Breland for a daring rescue of General Allusair Connol, 
  
   
   
   
   
   
   
   
   
  one of Breland's greatest generals and close personal 
  friend of King Boranex. Some say this heroic action was 
  what ultimately caused Breland to support Darguun's 
  claim of sovereignty when the Thronehold Accords 
  were signed. 
  Manifest Legion. Restriction: Must have arcane 
  spellcasting ability. The Manifest Legion has roots 
  dating back before the Last War, but truly came into its 
  own during that conflict. Originally founded in 888 YK 
  by a group of Aundarian wizards expelled from the 
  Arcane Congress for providing military aid without 
  approval, the Manifest Legion embraced their new-
  found freedom and business model. Today, the 
  Manifest Legion remains the largest independent 
  arcane military force in the Five Nations. The Legion 
  takes its name from the prevalent use of conjuration 
  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 Regiment has existed for centuries, its 
  fortunes rising and falling with the governments and 
  churches it supports. Minstrels across Khorvaire sing 
  folk tales praising the Red Gauntlet and the code of 
  honor it regards as essential to the soldier's life. Once 
  the Red Gauntlet is hired, it stays hired, and no pay-off 
  by the enemy is great enough to sully its given word. In 
  the latter years of the Last War, the Red Gauntlet 
  served the Brelish crown with distinction along the 
  Breland-Cyre border. On the Day of Mourning, the Red 
  Gauntlet is said to have "formally requested" to be 
  ordered to help the evacuation of Cyran troops and 
  refugees fleeing the dead-grey mists, and thus earned 
  the personal respect of not only King Boranel, but the 
  Cyran refugees lead by Prince Oragev in New Cyre. 
  Originally Cloistered Scholar 
  Sword Coast Adventurer’s Guide, pg. 146 
  The cloistered scholar background provides the 
  proficiencies and features to play an adventuring 
  professor in Eberron. See the description for complex 
  libraries found in this book’s Equipment chapter, and 
  select a library for your background feature, or ask 
  your DM for more ideas about which institution you 
  are in the employ of. 
  Sword Coast Adventurer’s Guide, pg. 153 
  The necessity for bounty hunters exists in Eberron, 
  ensuring this background has a place in the world. 
  House Tharashk's 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. 
   
   
   
  
   
   
   
   
   
   
   
  These new spells are presented in alphabetical order. 
  1st-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Instantaneous 
  Classes: Artificer, Wizard 
  Make a melee spell attack against a warforged, 
  construct, or object you can reach. On a hit, the target 
  takes 3d12 force damage. This spell has no effect on 
  any other type of creature. 
  At Higher Levels. When you cast this spell using a 
  slot of 2nd level or higher, the damage increases by 
  1d12 for each slot level above 1st. 
  1st-level conjuration (ritual) 
  Casting Time: 1 hour 
  Range: 10 feet 
  Components: V, S, M (A small khybershard worth 50 
  gp, which the elemental mote coalesces around. If 
  the mote drops to 0 hit points, the khybershard is 
  burned out and becomes worthless) 
  Duration: Instantaneous 
  Classes: Artificer, Wizard 
  You summon a minor elemental spirit of air, earth, 
  fire, or water and bind it to the khybershard, creating 
  an elemental mote that serves you (for the statistics of 
  each type of elemental mote, see Appendix A). 
  While the elemental mote is within 100 feet of you, 
  you can communicate with it telepathically. The 
  elemental mote acts independently of you, but it 
  always obeys your commands. In combat, it rolls its 
  own initiative and acts on its own turn. The elemental 
  mote cannot normally attack, however when you 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 actions as normal. 
  When the elemental mote drops to 0 hit points, the 
  khybershard at its center burns out, releasing the 
  elemental spirit back to its home plane. A burned out 
  khybershard becomes worthless. 
  As an action, you can temporarily suppress an 
  elemental mote. Its elemental essence disappears 
  completely into the khybershard at its center (which 
  drops to the ground if it is not within your reach), 
  where the elemental spirit awaits your command to 
  restore it. Alternatively, you can dismiss the binding of 
  the elemental spirit to the khybershard altogether, 
  sending the spirit back to its home plane. Doing so also 
  burns out the khybershard and renders it worthless. 
  As an action, you can hurl a khybershard with a 
  suppressed elemental spirit inside of it up to 30 feet 
  away from you into an unoccupied space and restore it 
  to elemental mote form. 
  You can't have more than one elemental mote at a 
  time. If you cast this spell while you already have an 
  elemental mote 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 its 
  home plane and renders its khybershard worthless. 
  1st-level transmutation  
  Casting Time: 1 bonus action 
  Range: 60 feet 
  Components: V 
  Duration: Instantaneous 
  Classes: Artificer, Wizard 
  A warforged, construct, or object of your choice that 
  you can see within range regains hit points equal to 
  1d6 + your spellcasting ability modifier. This spell has 
  no effect on any other type of creature. 
  At Higher Levels. When you cast this spell using a 
  slot of 2nd level or higher, the hit points restored 
  increase by 1d6 for each slot level above 1st. 
  6th-level transmutation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
  Classes: Artificer, Wizard 
  Choose a warforged or construct you can see within 
  range. You reach out to the magical animating force of 
  the target and enhance it, repairing the target’s 
  functions to superlative levels, causing the target to 
  regain 70 hit points. This spell also ends blindness and 
  deafness affecting the target. This spell has no effect on 
  any other type of creature. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 7th level or higher, the amount of hit points 
  repaired increases by 10 for each slot level above 6th. 
   
   
  
   
   
   
   
   
   
   
   
  Evocation cantrip 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: S, M (a wand suitable for us as an arcane 
  focus worth 10 gp) 
  Duration: Instantaneous 
  Classes: Artificer 
  As you cast this spell you imbue the wand you hold 
  with a single charge of magic, then discharge it in a 
  blast of energy toward the one creature you can see 
  within range. The target must succeed on a Dexterity 
  saving throw or take 1d8 damage. The spell can inflict 
  acid, cold, fire, lightning, necrotic, piercing, psychic, 
  radiant, or thunder damage; when you first learn this 
  cantrip, you choose two damage types and when you 
  cast the spell, you choose which damage type available 
  to you to use.  
  The spell’s damage increases by 1d8 when you 
  reach 5th level (2d8), 11th level (3d8), and 17th level 
  (4d8). At each of these levels, you may also select an 
  additional damage type to add to your repertoire. 
  Transmutation cantrip 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Instantaneous 
  Classes: Artificer 
  You touch a dying warforged or a construct that has 5 
  or less hit points. The target immediately enters an 
  inert state, becoming stable if dying, and incapacitated 
  indefinitely. If the target regains any hit points or is 
  damaged, the insert state ends. 
  3rd-level transmutation  
  Casting Time: 1 bonus action 
  Range: 60 feet 
  Components: V 
  Duration: Instantaneous 
  Classes: Artificer, Wizard 
  As you shout arcane words, up to six warforged, 
  constructs, or objects of your choice that you can see 
  within range regain hit points equal to 1d6 + your 
  spellcasting ability modifier. This spell has no effect on 
  any other type of creature. 
  At Higher Levels. When you cast this spell using a 
  slot of 4th level or higher, the hit points restored 
  increase by 1d6 for each slot level above 3rd. 
   
  9th-level transmutation  
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
  Classes: Artificer, Wizard 
  A flood of repairing transmutation magic flows from 
  you to into damaged objects and artificial creatures 
  around you. You restore up to 700 hit points, divided 
  as you choose among any number of warforged, 
  constructs, and objects that you can see within range. 
  Warforged and constructs repaired by this spell are 
  also cursed of any effect making them blinded or 
  deafened. This spell has no effect on any other type of 
  creature. 
  1st-level divination  
  Casting Time: 1 action 
  Range: Touch 
  Components: S, M (a set of Artisan's tools you are 
  proficient with) 
  Duration: 10 hours 
  Classes: Artificer, Wizard 
  When you cast this spell, you impart upon your chosen 
  set of tools an intuitive insight in how best to be 
  utilized by your 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 your progress. 
  If multiple people are contributing to the crafting 
  of a single item, you contribute the same amount of 
  progress as two people working toward completion. 
  The amount of raw materials needed to complete the 
  item (half market value) does not change. 
  At Higher Levels. If you cast this spell using a slot 
  of 5th level higher and spend the workday toward the 
  creation of a schema or crafting of a magic item using 
  the enhanced tool, the time spend working counts as 
  two workdays toward completion of the schema or 
  item. See page 47 of the Wayfinder’s Guide to Eberron 
  for more on the creation of schemas and crafting of 
  magic items and page 123 of Xanathar’s Guide to 
  Everything for more on downtime activities in general. 
  2nd-level transmutation 
  Casting Time: 10 minutes 
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous 
  Classes: Artificer (Automation and Renegade only) 
  
   
   
   
   
   
   
   
  Up to six warforged or constructs of your choice you 
  can see within range each regain hit points equal to 
  4d4 + your spellcasting ability modifier. This spell has 
  no effect on any other type of creature. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the amount of hit 
  points repaired increases by 2d4 for each slot level 
  above 2nd. 
  3rd-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (diamonds worth 300 gp, which 
  the spell consumes) 
  Duration: Instantaneous 
  Classes: Artificer (Automation only) 
  You touch a warforged or construct that has died or 
  been destroyed within the last minute.  That creature 
  returns to life with 1 hit point. This spell can’t return 
  to life a creature whose body is lacking parts or 
  components integral for its survival—a warforged’s 
  head, for instance—nor can it restore non-integral 
  body parts such as a missing limb. This spell has no 
  effect on any other type of creature. 
  5th-level transmutation 
  Casting Time: 1 hour 
  Range: Touch 
  Components: V, S, M (diamonds worth 500 gp, which 
  the spell consumes) 
  Duration: Instantaneous 
  Classes: Artificer (Automation only) 
  You return a dead warforged you touch to life, or a 
  destroyed construct you touch to a functioning state, 
  provided the creature was dead or destroyed for no 
  longer than 10 days. A warforged’s soul must be 
  willing and at liberty to rejoin its body. If the body and 
  soul (if any) are in a condition for the spell to function 
  on them, they return to life or a functioning state with 
  1 hit point. This spell has no effect on any other type of 
  creature. 
  This spell repairs all vital damage, but it doesn’t 
  restore missing body parts. If the creature is lacking 
  parts or components integral for its survival—a 
  warforged’s 
  head, 
  for 
  instance—the 
  spell 
  automatically fails. 
  Full repair can take time, and it is an ordeal for a 
  warforged’s soul to return to life. The target takes a –4 
  penalty to all attack rolls, saving throws, and ability 
  checks. For every 24 hours that elapses after the spell 
  is cast, the penalty is reduced by 1 until it disappears. 
  Since there are many more races available to play in 
  Eberron than those described in just the 
  , below is an alternate table for the 
  reincarnate spell that you may use in Eberron 
  campaigns. 
   
  d100 
  Race (and subrace) 
  01–04 
  Bugbear 
  05–10 
  Changeling 
  11–14 
  Dragonborn 
  15–20 
  Dwarf * 
  21–26 
  Elf (Khorvaire elf) * 
  27–30 
  Gnoll 
  31–36 
  Gnome (Zil gnome) * 
  37–42 
  Goblin (City goblin) 
  43–46 
  Goliath 
  47–52 
  Half-elf (First Generation) * 
  53–58 
  Half-Orc* 
  59–64 
  Halfling (Roll a d4: 1–2 Lightfoot,  
  3–4 Stout) * 
  65–70 
  Hobgoblin (Ghaal’dar) 
  71–88 
  Human (Paragon) * 
  89–90 
  Killoren 
  91–94 
  Minotaur 
  95–00 
  Shifter (Roll a d10: 1 Beasthide, 2 
  Cliffwalk, 3 Dreamsight, 4 Longtooth, 
  5 Razorclaw, 6 Swiftstride, 7 
  Swiftwing, 8 Truedive, 9 Wildhunt,  
  10 Winterhide) 
  *  At the DM’s option, if you reincarnate as this 
  race, you may develop a dragonmark instead of 
  reincarnating as the listed subrace. 
   
   
  
   
   
   
   
   
   
   
   
  1st-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Instantaneous 
  Classes: Artificer, Wizard 
  A warforged, construct, or object you touch regains a 
  number of hit points equal to 2d4 + your spellcasting 
  ability modifier. This spell has no effect on any other 
  type of creature. 
  At Higher Levels. When you cast this spell using a 
  slot of 2nd level or higher, the hit points restored 
  increase by 2d4 for each slot level above 1st. 
  4th-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Instantaneous 
  Classes: Druid 
  You corrode one nonmagical ferrous metal object you 
  touch. If the object isn't being worn or carried, your 
  touch destroys a 3-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 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, its takes a 
  permanent and cumulative -1d4 penalty to the AC it 
  offers. Armor reduced to an AC of 10 or a shield that 
  drops to a +0 bonus is destroyed. 
  If the object touched is a weapon, the weapon 
  takes a permanent and cumulative -1d4 penalty to 
  damage rolls. If its penalty drops to -5, the weapon is 
  destroyed.  
  If the object touched is a piece of ammunition, it is 
  destroyed. 
  1st-level transmutation 
  Casting Time: 1 minute or 1 action (see text) 
  Range: Touch 
  Components: S 
  Duration: 8 hours or until discharged 
  Classes: Artificer 
  As part of casting this spell, you cobble together a 
  device from your supply of small parts and 
  components you usually reserve for the creation of 
  custom spellcasting foci. You place a spell effect into 
  this device, drawing it forth at a later time as an action. 
  The device becomes a spell-storing item for the 
  duration of this spell; in effect a consumable magic 
  item with a single charge which only you can activate. 
  Choose a first level spell from any class spell list. 
  The spell-storing item must incorporate raw materials 
  (usually Eberron dragonshards) worth the same 
  amount of gold as the chosen spell's expensive 
  material components (if any) at the time you imbue the 
  spell into the item. The spell's attack bonus and/or 
  save DC is determined by your spellcasting ability at 
  the time you imbue the spell into the spell-storing item. 
  If you do not activate the spell-storing item before this 
  spell's duration expires, then the stored spell is lost 
  and the custom spellcasting focus becomes useless. 
  Creating a spell-storing item is a difficult and 
  dangerous process. When this spell's casting time is 
  complete, you make an Arcana check; the difficulty is 
  13 + twice the level of the spell slot used to cast this 
  spell. If you fail, your casting time and costly raw 
  materials are wasted but you do not expend the spell-
  slot used to cast this spell. However, on a failure you 
  suffer a mishap; this is usually an unintended effect 
  determined by the DM, or it might merely inflict 2d6 
  damage on you. This damage cannot be reduced by any 
  means. 
  You may reduce this spell's casting time to a single 
  action, by either expending a Hit Die or spending 
  Inspiration if you have it when you cast this spell. 
  At Higher Levels: When you cast this spell using a 
  spell slot of 2nd or higher, you may store any spell of a 
  level up to the same level of spell slot used, and the 
  spell functions as if it was being cast from the same 
  level spell slot (for example, a 5th level spell slot can 
  be used to create a spell-storing item that launches a 
  fireball that deals 10d6 fire damage).  
  Higher spell levels are even more dangerous to 
  work with; if you take damage due to suffering a 
  mishap, you take 2d6 damage per spell level of the 
  spell slot you were attempting to cast from (for 
  example, a failed attempt at using a 3rd level spell slot 
  to imbue a spell-storing item with a fly effect might 
  deal you 6d6 damage, if the DM doesn't decide on some 
  other consequence). 
  Additionally, it requires greater effort and 
  concentration to speed up the casting time of this spell 
  when casting it at higher levels. If you choose to 
  expend Hit Dice to reduce this spell's casting time, you 
  must expend Hit Dice equal to the spell's level. 
  
   
   
   
   
   
   
   
  3rd-level transmutation 
  Casting Time: 8 hours 
  Range: Touch 
  Components: V, S, M (chemicals, unguents, solvents, 
  and at 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: Artificer, Wizard, Swordmage 
  You work laboriously for hours, submerging one melee 
  weapon or 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  
  6th-level transmutation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
  Classes: Artificer, Wizard 
  You reach out and mentally analyze the magical 
  animating force of a warforged or construct you can 
  see within range and with an effort of will, then 
  catastrophically disrupt it. The target must make a 
  Constitution saving throw. On a failed save, it takes 
  11d8 force damage, or half as much damage on a 
  successful save. The damage can’t reduce the target’s 
  hit points below 1. If the target fails the saving throw, 
  its hit point maximum is reduced for 1 hour by an 
  amount equal to the force damage it took. Any effect 
  that removes a curse allows the 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. 
   
  
   
   
   
   
   
   
   
   
   
   
   
   
  If your game makes use of the optional feat rule in 
  chapter 6, “Customizing Options” of the 
  , the following additional feats may be 
  available for your Eberron campaign. 
   
  Prerequisite: Warforged  
  Your adamantine plates thicken and cover even more 
  of your body, overlapping in interlocking sections to 
  cover all your structural weak points. Though this 
  gives you increased protection, the plating becomes 
  impossible to remove. You gain the following traits: 
   
  • Your model type becomes Adamantine Construction 
  if it was not already, and you then lose the 
  Remodeling racial trait, making your model type 
  permanent. 
  • You increase your Constitution score by 1, to a 
  maximum of 20. 
  • Any critical hit against you becomes a normal hit. 
  • You reduce all damage you take from attacks by 1. 
   
  You have studied extensively with the spiked chain 
  and are able to fight with it and display more skill and 
  finesse than most would believe. You gain the 
  following benefits: 
   
  • You do not have disadvantage when you use a spiked 
  chain to attack a target within 5 feet of you. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  • 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. 
  • When you draw a spiked chain, you can do so in such 
  a way that the weapon's reach property is negated, 
  wrapping the chain around your arms and shoulders 
  so you can only strike targets up to 5 feet away from 
  you. If you do, you gain a +1 bonus to AC while 
  wielding a spiked chain in this way. Switching a 
  spiked chain to or from this position while it is 
  already drawn requires a bonus action. 
   
  Prerequisite: Warforged  
  You have honed your stone, metal, and wood 
  construction into efficient harmony, improving your 
  overall resilience. You gain the following benefits 
  while your model type is Composite Plating: 
   
  • You gain a +1 bonus to AC. 
  • Your hit point maximum increases by an amount 
  equal to your level. 
  • Whenever you roll a Hit Die to regain hit points, you 
  may reroll any results of 1, taking the new roll. 
  • You automatically stabilize when brought to 0 hit 
  points. You do not need to make death saving throws 
  on your turn when at 0 hit points, but you may still 
  be killed if damage forces you to automatically fail 
  three death saving throws. 
   
  
   
   
   
   
   
   
   
  Prerequisite: Must be able to use an arcane spellcasting 
  focus and cast 2nd level spells 
  You gain the ability to invest a construct with a portion 
  of your soul, binding it to you as a homunculus. You 
  must spend 4 workweeks of downtime and 500 gold to 
  construct one. Choose a construct creature no larger 
  than Medium and that has a challenge rating of 1/4 or 
  lower (see the Homunculus section of The Korranberg 
  Chronicle: Threat Dispatch starting on page 45 for 
  constructs particularly suitable for this purpose). After 
  it is complete, you imbue it with a portion of your soul. 
  Your homunculus shares your alignment. 
  It accompanies you on your adventures and 
  faithfully fights alongside you. Add your proficiency 
  bonus to the homunculus's AC, attack rolls, and 
  damage rolls, as well as to any saving throws and skills 
  it is proficient in. The creature has a total number of hit 
  dice equal to your level minus 3, or it's normal total, 
  whichever is higher. For every hit die it has, its hit 
  point maximum increases accordingly. Each level you 
  gain after taking this feat, your homunculi gains an 
  additional hit die and increases its hit points 
  accordingly. 
  For every 4 hit die the homunculus has, its ability 
  scores improve. Your homunculus can increase one 
  ability score of your choice by 2, or it can increase two 
  ability scores of your choice by 1. As normal, your 
  homunculus can't increase an ability score above 20 
  using this feature unless its description specifies 
  otherwise. Your homunculus can't gain feats unless 
  otherwise noted. 
  Your homunculus obeys your commands as best it 
  can. It rolls for initiative like any other creature, but 
  you determine its actions, decisions, attitudes, and so 
  on. If you are incapacitated, your companion acts on its 
  own. 
  Your homunculus remains active as long as it is 
  within 100 feet of you. It becomes unconscious and 
  inert if you ever move further away. If your 
  homunculus is destroyed, a piece of your soul is lost 
  and you suffer a –4 penalty to attack rolls, saving 
  throws, and ability checks. Every time you complete a 
  long rest, this penalty lessens by 1. Once you no longer 
  have this penalty, you can craft a new homunculus by 
  spending another 4 workweeks of downtime and 500 
  gold. 
  You cannot have more than one homunculus active 
  at a time. Should you begin crafting a new homunculus, 
  the old one collapses into wasted raw materials after 
  you finish one day of progress toward crafting the new 
  one (and you suffer the penalty above, since the old 
  homunculus is destroyed). 
  Replaces Flail Mastery 
  Unearthed Arcana: Feats, pg. 3 
  The ancient goblins of the Dhakaani Empire invented 
  all manner of chain weapons, including the flail, dire 
  flail, and mighty flail. You have spent countless hours 
  studying their techniques with these weapons. You 
  gain the following benefits when wielding any type of 
  flail: 
   
  • You gain a +2 bonus to damage rolls you make with 
  the weapon. 
  • As a bonus action on your turn, you can prepare 
  yourself to extend your weapon to sweep over 
  targets' shields. Until the end of this turn, your 
  attack rolls with the weapon gain a +2 bonus against 
  any target using a shield. 
  • When you hit with an opportunity attack using the 
  weapon, the target must succeed on a Strength 
  saving throw (DC 8 + your proficiency bonus + your 
  Strength modifier) or be knocked prone. 
   
  Prerequisite: Changeling 
  Whatever the truth of the connection between your 
  race and the monstrous doppelgangers, you have 
  honed a similar talent as them for invading the minds 
  of others. You gain the following benefits: 
   
  • Increase your Charisma score by 1, to a maximum of 
  20. 
  • You learn the detect thoughts spell and can innately 
  cast it once without expending a spell slot. When 
  cast as an innate spell, it requires no components for 
  you to cast. You regain the ability to innately cast 
  detect thoughts when you finish a short or long rest. 
  Your spellcasting ability for this spell is Charisma. 
  
   
   
   
   
   
   
   
   
  Prerequisite: Must possess a non-aberrant dragonmark 
  Though your dragonmark does not increase in size, 
  you have unlocked deeper power inherent in it.  
  You learn the spells associated with your 
  dragonmark, depending on its nature (base or 
  Greater). If you take the Greater Dragonmark feat after 
  this one, you gain the spell granted by this feat 
  associated with Greater marks.  
  All spells you learn from this feat can be cast from 
  your dragonmark as innate spells without expending a 
  spell slot and requiring no components unless they 
  have a listed cost. You can cast these spells once each, 
  and you regain the ability to do so when you finish a 
  long rest. See the Dragonmark Adept Spells table for 
  which spells you learn for each category of true 
  dragonmark, as well as the spellcasting ability 
  modifier for them when you cast the from your 
  dragonmark. 
  Some spells function a bit differently when cast 
  from a dragonmark, as noted below: 
   
  • When you cast commune with nature from your 
  Mark of Finding using this feat, you may only gain 
  knowledge of three facts about the following: terrain 
  and bodies of water; prevalent plants or minerals 
  (including dragonshards); or the presence and 
  nature of manifest zones. 
  • To cast suggestion using this feat and the Mark of 
  Scribing, you must have Calligrapher's supplies, ink 
  and quill, or some other writing implement. As part 
  of the action to cast the spell, you write the 
  suggestion down (any available surface will do, such 
  as a page in a chapbook, your palm, or even the 
  floor). 
  The 
  written 
  suggestion 
  retains 
  its 
  enchantment as long as you concentrate on the spell, 
  until the first creature who can understand it reads 
  it. Thereafter the reader becomes the target of the 
  spell as normal, and your concentration maintains 
  the enchantment on it. The maximum amount of 
  time you can concentrate on the entire spell does not 
  change. 
  • When you cast spirit guardians from your Mark of 
  Sentinel using this feat, the spirits appear as 
  ephemeral duplicates of yourself, made out of 
  shimmering ribbons akin to a three-dimensional, 
  living dragonmark. The damage the spell deals is 
  force damage, regardless of your alignment. 
   
  Prerequisite: Kalashtar, have taken no other atavist 
  feat. 
  Du'ulora are the dispassionate generals of nightmare 
  armies and know the value of the application of force. 
  Even your spirit, capable of feeling compassion and 
  restraint, favors a direct response to legitimate 
  threats. Kalashtar of du'ulora lineages are among the 
  most frequent to become shadow watchers, and you 
  were likely no exception. Representative lineages 
  include Harath, Kashtai, and Vakri. You can nearly hear 
  one of these spirits whispering to you, increasing your 
  psionic might. You gain the following benefits: 
   
  • Increase your Strength or Intelligence score by 1, to 
  a maximum of 20. 
  • Incite Fury. Your du'ulora instinctively understands 
  anger and rage and allows you to ignite the wild 
  emotion in your foes. You may cast the compelled 
   
   
  Mark of… 
  Spellcasting Ability 
  Base Mark Spells 
  Greater Mark Spell 
  Detection 
  Intelligence 
  detect magic, detect thoughts 
  arcane eye 
  Finding 
  Wisdom 
  hunter’s mark, locate object 
  commune with nature + 
  Handling 
  Wisdom 
  animal messenger, speak with animals 
  awaken 
  Healing 
  Wisdom 
  cure wounds, lesser restoration 
  death ward 
  Hospitality 
  Charisma 
  purify food and drink, Leomund’s tiny hut 
  calm emotions 
  Making 
  Intelligence 
  identify, repair damage † 
  stone shape 
  Passage 
  Constitution 
  expeditious retreat, phantom steed 
  dimension door 
  Scribing 
  Intelligence 
  magic mouth, suggestion + 
  hypnotic pattern 
  Sentinel 
  Wisdom 
  shield of faith, blur 
  spirit guardians + 
  Shadow 
  Charisma 
  disguise self, invisibility 
  clairvoyance 
  Storm 
  Charisma 
  fog cloud, warding wind * 
  call lightning 
  Warding 
  Intelligence 
  Nystul’s magic aura, magic circle 
  nondetection 
  * This spell can be found in Xanathar’s Guide to Everything. 
  † This spell is detailed earlier in this chapter. 
  + These spells function differently when cast from your dragonmark, as described below. 
   
   
   
  
   
   
   
   
   
   
   
  duel spell, using no components. The target is 
  instilled with a furious desire to single you out for 
  retribution. Strength or Intelligence (your choice) is 
  your spellcasting ability for this spell. Once you cast 
  the 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. 
  Strength or Intelligence (your choice) is your 
  spellcasting ability for this cantrip. 
   
  You master the art of using two wands to perform 
  somatic components for two spells simultaneously, 
  gaining the following benefits: 
   
  • 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 cantrip with each wand. 
  • You can draw or stow two wands when you would 
  normally be able to draw or stow only one. 
  • Every two magic wands that you are attuned to 
  count as only one magic item for the purposes of 
  your magic item attunement limit. 
  • When you expend charges to activate a magic item 
  you are attuned to, you may reduce the cost of 
  expended charges by 1, to a minimum of 0. You may 
  use this feature twice, but only once on any given 
  magic item. When you finish a short or long rest, you 
  may use this ability again. 
   
  Prerequisite: Shifter, character level 8th 
  You strengthen your racial shifting ability after much 
  experience, granting you several benefits: 
   
  • You may shift one additional time before resting. 
  You regain all expended uses of your shifting trait 
  when you finish a short or long rest. 
  • As long as you are not surprised, you may shift as a 
  reaction when you roll initiative. 
  • While shifting, you ignore up to 2 levels of 
  exhaustion. If you have more than 2 levels of 
  exhaustion, your exhaustion level is treated as 2 
  lower for the duration of your shift. 
  • If you are reduced to 0 hit points while shifting, you 
  may stay conscious and continue fighting until you 
  fail two death saving throws. (You make death 
  saving throws at the end of your turn when at 0 hit 
  points as normal, and every time you take damage 
  while at 0 hit points it is considered an automatic 
  failed death saving throw.) 
  • When your shift ends, if you are at 0 hit points, you 
  fall unconscious (if you are not already) and become 
  stable. 
  • When your shift ends, if you have 1 or more hit 
  points, you heal a number of hit points equal to the 
  amount of temporary hit points you gained at the 
  start of your shift. 
   
  Prerequisite: Shifter 
  You are a rare shifter that manifests two shifting 
  aspects. Choose a second shifter subrace (you can't 
  choose your existing subrace twice). You gain the 
  following benefits: 
   
  • One ability score of your choice that is normally 
  increased by the chosen shifter subrace increases by 
  1, to a maximum of 20. 
  • You gain the Shifting Feature of the chosen subrace. 
  When you shift, you gain the benefits of both 
  subrace’s Shifting Features simultaneously. 
  • You gain proficiency with any skill the chosen 
  subrace grants proficiency with. 
   
  You are extremely talented at setting out into the 
  unknown—and more importantly, coming back alive. 
  Your reflexes are honed to avoid unexpected danger, 
  and you are light on your feet when unencumbered by 
  bulky armor, and you also have a knack for surviving 
  certain doom with sheer luck. 
   
  • While you are wearing light armor or are 
  unarmored, you gain a +1 bonus to AC. 
  • You have advantage on saving throws made to avoid 
  or resist traps, and you gain an additional +1 bonus 
  to AC against attacks made by traps. 
  • Your walking speed increases by 5 feet when you are 
  wearing light armor or are unarmored. 
  • You gain 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 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 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. 
  You regain your expended luck points when you 
  finish a long rest. If you have another source of luck 
  points, such as the Lucky feat, your total number of 
  luck points is equal to as many as each source 
  provides added together, and you regain them all 
  when you finish a long rest. 
   
  Prerequisite: Kalashtar, have taken no other atavist 
  feat. 
  Hashalaq quori loyal to the Darkness that Dreams 
  wield empathy and desire like a poisoned dagger. 
  Morally repulsed by this behavior, your spirit was 
  instrumental in finding other quori dissatisfied with 
  the Dreaming Dark and masking the flight of the 
  kalashtar spirits from Dal Quor. Representative 
  lineages include Khad, Tash, and Shana. You can nearly 
  hear one of these spirits whispering to you, increasing 
  your empathic talents. You gain the following benefits: 
   
  • Increase your Wisdom or Intelligence score by 1, to 
  a maximum of 20. 
  • Instill Confidence. Your hashalaq has granted you the 
  ability to empathically connect with your allies and 
  fill them with confidence and security. You may cast 
  the bless spell, using no components. Wisdom or 
  Intelligence (your choice) is your spellcasting ability 
  for this spell. Once you cast the spell using this feat, 
  you must finish a long rest before you may do so 
  again. 
  • Empathic Projection. As an action, you project 
  calming emotions and friendship toward one 
  humanoid you can see within 120 feet of you. The 
  target must succeed on a Charisma saving throw or 
  be charmed by you until the end of your next turn. 
  The DC to resist this is equal to 8 + your proficiency 
  modifier + your Intelligence or Wisdom modifier 
  (your choice). You may use this ability at will. 
   
  Prerequisite: Shifter 
  Your shifter aspect has grown more pronounced than 
  others of your kind, granting you increased benefits 
  when you shift. You gain the benefits below associated 
  with your shifter subrace. 
  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 subraces: 
  • Your Constitution score increases by 1, to a 
  maximum of 20 
  • While shifting, bludgeoning, piercing, and slashing 
  damage that you take from weapons that aren't 
  silvered is reduced by 3. 
  • Your Dexterity score increases by 1, to a maximum 
  of 20 
  • Your climb speed during your shift increases by an 
  additional 20 feet. 
  • While shifting, if you are barefooted, you can climb 
  even on upside down surfaces, and may hang 
  securely from any surface you are climbing so your 
  hands are free. 
  • Your Wisdom score increases by 1, to a maximum of 
  20 
  • Once during your shift, you may innately cast either 
  see invisibility or misty step, using no components. 
  Wisdom is your spellcasting ability for either spell. 
  Once you cast one of these spells in this way, you 
  many not cast either with this ability until your shift 
  ends and you shift again. 
  • Your Strength score increases by 1, to a maximum of 
  20 
  • While shifting, you may make unarmed strikes with 
  your fangs as part of the Attack action. 
  • 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 as a bonus action. While 
  maintaining a grapple with your fangs, unarmed 
  strikes with your fangs automatically hit the 
  grappled opponent. Make an attack roll to determine 
  if your hit is a critical hit, but on any result lower 
  than a natural 20 (including a natural 1) you still hit.   
  
   
   
   
   
   
   
   
  • Your Dexterity scores increases by 1, to a maximum 
  of 20 
  • During your shift, if you hit a target with an unarmed 
  strike using a claw with your Attack action and also 
  hit the same target with an unarmed strike using a 
  claw with your bonus action, you may make one 
  additional unarmed strike using a claw against the 
  same target as part of the same bonus action. 
  • Your Dexterity or Charisma score increases by 1, to 
  a maximum of 20 
  • While shifting, when you take the Dash action, after 
  moving at least 30 feet in a straight line you may 
  make one melee weapon attack as part of the same 
  action or bonus action used to Dash. 
  • While shifting, you when you use the Dash action, all 
  opportunity attacks against you are made with 
  disadvantage until the start of your next turn. 
  • Your Strength or Dexterity score increases by 1, to a 
  maximum of 20 
  • Your flying speed during your shift increases to 60 
  feet. 
  • While shifting, at the start of your turn, you may 
  choose to forfeit your movement to freefall 60 feet 
  straight downward. If you do and you do not collide 
  with a surface during the first 30 feet of your freefall 
  at the start of your turn, you may use your arms and 
  hands for any purpose during any action and/or 
  bonus action you take after you have fallen 30 feet, 
  and then your turn ends. At the end of your turn you 
  fall the remaining 30 feet.  
  If you are still in midair at the end of this freefall 
  and have not collided with a surface, you are no 
  longer falling and may resume flying on your next 
  turn. Otherwise you take falling damage as normal. 
  • Your Constitution score increases by 1, to a 
  maximum of 20 
  • Your swim speed during your shift increases by an 
  additional 20 feet. 
  • While shifting, you have advantage on the first 
  attack roll you make in a turn against a target that 
  does not have a swim speed. 
  • Your Wisdom score increases by 1, to a maximum of 
  20 
  • Once during your shift, you may innately cast either 
  locate animals or plants or pass without trace, using 
  no components. Wisdom is your spellcasting ability 
  for either spell. Once you cast one of these spells in 
  this way, you many not cast either with this ability 
  until your shift ends and you shift again. 
  • Your Constitution score increases by 1, to a 
  maximum of 20 
  • While shifting, you are immune to cold damage and 
  you gain a +1 bonus to AC. If you shift as a reaction 
  to taking cold damage and this bonus would increase 
  your AC above the result of the attack roll, the attack 
  misses you. 
   
  Prerequisite: Warforged  
  Your tracery dramatically expands, transforming you 
  so that all of your metal and stone parts are made from 
  the extremely light mithral. Though this makes you 
  quick and deadly, the transformation is irreversible. 
  You gain the following traits: 
   
  • Your model type becomes Mitral Tracery if it was 
  not already, and you then lose the Remodeling racial 
  trait, making your model type permanent. 
  • Your weight decreases by 50 pounds. 
  • Your walking speed increases by 5 feet. 
  • You either gain proficiency with Initiative checks, or 
  one of the following skills: Acrobatics, Sleight of 
  Hand, or Stealth. 
  • Your unarmed strikes are considered to be made 
  from silver weapons. 
  • As a bonus action, you can morph one or both of your 
  hands into blades, allowing you to make deadly 
  unarmed strikes. If you hit with an unarmed strike 
  while your hand is in blade form, you deal slashing 
  or piercing damage (your choice) equal to 1d6 + 
  your Dexterity modifier + one half your proficiency 
  bonus, instead of the bludgeoning damage normal 
  for an unarmed strike. You cannot hold objects or 
  perform somatic components for spells with a hand 
  while it is in blade form. You can morph your hands 
  back to normal as a bonus action. 
   
   
  
   
   
   
   
   
   
   
   
  Prerequisite: Changeling 
  You have spent an extensive amount of time assuming 
  the form of one particular race of people. You may 
  even, deep down, consider yourself one of them. Pick 
  one common or uncommon race native to Eberron, 
  other than warforged, and gain the following benefits 
  associated with it: 
  • Your Constitution score increases by 1, to a 
  maximum of 20. 
  • You learn to read, write, and speak Dwarvish. If you 
  already know this language, you can learn another 
  one of your choice. 
  • When you use your Change Appearance trait to 
  transform into a dwarf, you have advantage on 
  saving throws against 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 Elvish. If you 
  already know this language, you can learn another 
  one of your choice. 
  • When you use your Change Appearance trait to 
  transform into an elf, you have advantage on saving 
  throws against being charmed, and magic can't put 
  you to sleep. 
  • Your Dexterity score increases by 1, to a maximum 
  of 20. 
  • You learn to read, write, and speak one of the 
  following languages: Gnomish, Halfling, or Goblin. If 
  you already know all of these languages, you can 
  learn another language of your choice. 
  • You may use your Change Appearance trait to 
  transform into a Small sized humanoid. 
  • Your Dexterity or Charisma score increases by 1, to 
  a maximum of 20. 
  • You may either gain the Khoravar Cant feature of the 
  Khoravar Half-Elf, learn how to speak, read, and 
  write Elvish, or you may learn any one language of 
  your choice. 
  • When you use your Change Appearance trait to 
  transform into a half-elf, you have advantage on 
  saving throws against being charmed, and magic 
  can't put you to sleep. 
  • Your Strength score increases by 1, to a maximum of 
  20. 
  • You learn to read, write, and speak Orc. If you 
  already know this language, you can learn another 
  one of your choice. 
  • While you are transformed into a half-orc by your 
  Change Appearance trait and you are reduced to 0 
  hit points but not killed outright, you can drop to 1 
  hit point instead. You can't use this feature again 
  until you finish a short or long rest in the form of a 
  half-orc. 
  • Any ability score of your choice increases by 1, to a 
  maximum of 20. 
  • You learn to read, write, and speak a language of 
  your choice. 
  • When you use your Change Appearance trait to 
  transform into a human, you can automatically gain 
  advantage on any d20 roll once. You regain the use 
  of this ability after you finish a long rest in the form 
  of a human. 
  • Your Dexterity score increases by 1, to a maximum 
  of 20. 
  • You learn to read, write, and speak one language of 
  your choice from the following list: Dwarvish, Elvish, 
  Halfling, Goblin, Orc. If you already know all of these 
  languages, you can learn another language of your 
  choice. 
  • When you use your Change Appearance trait to 
  transform into a shifter that isn't currently shifting, 
  you gain the ability to mimic the shifting trait of 
  shifters. As a bonus action, you 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 associated with the shifter aspect 
  you are mimicking, such as enhanced unarmed 
  strikes or alternate modes of movement. Once you 
  use your Change Appearance trait as a bonus action 
  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. 
   
  
   
   
   
   
   
   
   
  • Your Strength score increases by 1, to a maximum of 
  20. 
  • You learn to read, write, and speak Goblin. If you 
  already know this language, you can learn another 
  one of your choice. 
  • You gain proficiency with one of the following 
  weapons: flail, mighty flail, dire flail, or spiked chain. 
  • When you use your Change Appearance trait to 
  transform into a bugbear, you count as one size 
  larger when determining your carrying capacity and 
  the weight you can push, drag, or lift.  
  • Your Strength or Charisma score increases by 1, to a 
  maximum of 20. 
  • You learn to read, write, and speak Draconic. If you 
  already know this language, you can learn another 
  one of your choice. 
  • When you use your Change Appearance trait to 
  transform into a dragonborn, you gain resistance to 
  one of the following types of damage: acid, cold, fire, 
  lightning, or poison 
  • Your Dexterity score increases by 1, to a maximum 
  of 20. 
  • You learn to read, write, and speak one language of 
  your choice from the following list: Daelkyr, Elvish, 
  Giant, Ignan, Undercommon. If you already know all 
  of these languages, you can learn another language 
  of your choice. 
  • When you use your Change Appearance trait to 
  transform into a drow, you can see in dim light 
  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 shades of gray. 
  • Your Constitution score increases by 1, to a 
  maximum of 20. 
  • You learn to read, write, and speak Giant. If you 
  already know this language, you can learn another 
  one of your choice. 
  • When you use your Change Appearance trait to 
  transform into an eneko and you make saving 
  throws to resist environmental effects due to 
  weather or climate, you are considered proficient in 
  the saving throw and add double your proficiency 
  bonus to the saving throw, instead of your normal 
  proficiency bonus.  
     Additionally, while in the form of an eneko, you 
  count as one size larger when determining your 
  carrying capacity and the weight you can push, drag, 
  or lift.  
  • Your Dexterity score increases by 1, to a maximum 
  of 20. 
  • You learn to read, write, and speak Gnoll. If you 
  already know this language, you can learn another 
  one of your choice. 
  • When you use your Change Appearance trait to 
  transform into a gnoll, you have advantage on 
  Wisdom 
  (Perception) 
  and 
  Intelligence 
  (Investigation) checks that rely on smell. 
  • Your Strength score increases by 1, to a maximum of 
  20. 
  • You learn to read, write, and speak Giant or Goblin. 
  If you already know both of these languages, you can 
  learn another one of your choice. 
  • When you use your Change Appearance trait to 
  transform into a goliath, you are acclimated to high 
  altitude, including elevations above 20,000 feet. 
  You’re also naturally adapted to cold climates, as 
  described in chapter 5 of the 
  .  
     Additionally, while in the form of a goliath, you 
  count as one size larger when determining your 
  carrying capacity and the weight you can push, drag, 
  or lift. Finally you are always considered to have a 
  running start when jumping while in the form of a 
  goliath.   
  • Your Constitution score increases by 1, to a 
  maximum of 20. 
  • You learn to read, write, and speak Goblin. If you 
  already know this language, you can learn another 
  one of your choice. 
  • You gain proficiency with one of the following 
  weapons: flail, mighty flail, dire flail, or spiked chain.  
  • When you use your Change Appearance trait to 
  transform into a hobgoblin and you make a 
  Charisma check to interact with a goblinoid, you can 
  add twice your proficiency bonus, instead of any 
  proficiency bonus you normally apply. 
  • Your Constitution, Intelligence, or Wisdom score 
  increases by 1, to a maximum of 20. 
  • You learn to read, write, and speak Orc. If you 
  already know this language, you can learn another 
  one of your choice. 
  
   
   
   
   
   
   
   
   
  • You gain proficiency in Intimidation. 
  • When you use your Change Appearance trait to 
  transform into a minotaur, you count as 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 this language, you can learn another 
  one of your choice. 
  • When you use your Change Appearance trait to 
  transform into an orc, you may roll a d4 and add it to 
  the result of any attack roll, saving throw, or ability 
  check that hasn't already benefited from a Bardic 
  Inspiration die. You can wait until after you roll the 
  d20 before deciding to roll this d4, but you must 
  decide before the DM says whether the roll succeeds 
  or fails. You may roll this d4 once, and you regain the 
  ability to do so after you finish a short or long rest in 
  the form of an orc.  
     Additionally, while in the form of an orc, you count 
  as one size larger when determining your carrying 
  capacity and the weight you can push, drag, or lift.  
  • Your Strength or Wisdom score increases by 1, to a 
  maximum of 20. 
  • You learn to read, write, and speak Sahuagin. If you 
  already know this language, you can learn another 
  one of your choice. 
  • When you use your Change Appearance trait to 
  transform into a sahuagin, you gain a swimming 
  speed of 40 feet and you can breathe both air and 
  water. However, while you are in sahuagin form, you 
  need to be submerged in saltwater at least once 
  every 4 hours for no less than 1 minute. For every 
  four hours in sahuagin form you go without 
  submerging yourself, you must succeed on a DC 15 
  Constitution saving throw or suffer a level of 
  exhaustion. 
  Levels of exhaustion gained this way cannot be 
  removed by any spell or effect. They can only be 
  removed by submerging yourself in saltwater. For 
  every minute submerged, one level of exhaustion 
  gained this way is removed. While you have at least 
  one level of exhaustion gained this way, your skin is 
  too dry and brittle to easily transform and you 
  cannot use your Change Appearance trait. 
  Prerequisite: Warforged, Charisma or Wisdom 13 
  You have meditated and philosophized extensively on 
  what it 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 come to an epiphany that radically 
  alters your body to reflect the change to your identity. 
  You gain the following benefits: 
   
  • You increase your Charisma or Wisdom score by 1, 
  to a maximum of 20. 
  • Your body sheds any armor it once had, leaving you 
  a 
  humanoid 
  comprised 
  solely 
  of 
  livewood 
  musculature. You no longer benefit from the 
  Integrated Armor, Model Type, or Remodeling racial 
  traits. Because of this, you may now wear armor. 
  • You lose any feat that requires a specific warforged 
  model type to function or had them listed as a 
  prerequisite. In their place you gain an Ability Score 
  Improvement, as the class feature, for each feat lost 
  this way. 
  • You retain the ability to use warforged components, 
  except those that require attunement by warforged 
  with specific model types. 
  • If your game uses the Construct Nature variant rules, 
  you gain the normal effect of healing magic from all 
  sources. 
  • You gain proficiency in two of the following skills: 
  Deception, Insight, Persuasion. 
   
  Prerequisite: Must be able to use an arcane spellcasting 
  focus and worship the Silver Flame. 
  Your faith in the Silver Flame empowers and augments 
  your arcane spellcasting. You gain the following 
  benefits: 
   
  • 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. 
  • You have advantage on Constitution saving throws 
  that you make to maintain your concentration on a 
  spell when you take damage. 
  • Whenever you use an arcane spellcasting focus to 
  cast a spell that deals fire damage, you can choose 
  for the spell's damage to be radiant damage instead. 
   
   
  
   
   
   
   
   
   
   
  Prerequisite: Warforged (Juggernaut)    
  Your hands and forearms increase in size, your metal 
  and stone construction forming them into heavier, 
  bulkier gauntlet-like forms. You gain the following 
  benefits: 
   
  • You increase your Strength score by 1, to a 
  maximum of 20. 
  • Your Iron Fists racial trait now allows you to deal 
  bludgeoning damage equal to 1d8 + your Strength 
  modifier when you hit with an unarmed strike. 
  • If both of your hands are free and you hit with an 
  unarmed strike on your turn, as bonus action you 
  may clasp your hands together and deliver a 
  hammer blow as an unarmed strike. If the hammer 
  blow hits, it deals bludgeoning damage equal to 
  1d12 + your Strength modifier. 
   
  Prerequisite: Warforged (Juggernaut)  
  Your aggression is manifested in sharp metal blades 
  and spikes that grow from your plating, granting you 
  the following benefits. 
   
  • Your Strength or Constitution scores increase by 1, 
  to a maximum of 20. 
  • Whenever you deal damage with an unarmed strike, 
  you may deal slashing or piercing damage (your 
  choice) instead of bludgeoning damage. 
  • Whenever you succeed on a grab or push attack, you 
  deal your unarmed strike damage to the target. 
  • Creatures grappled by you and creatures you are 
  grappled by take your unarmed strike damage 
  automatically at the start of their turn. 
   
  
   
   
   
   
   
   
   
   
  Prerequisite: Character level 8th 
  You have traveled the length and breadth of the 
  Thunder Sea, learning from cultures indigenous to 
  disparate regions, from the jungles of Xen'drik to the 
  Seren Isles. Pick three of any of the following abilities, 
  to represent the tricks and knacks you've picked up 
  from your travels. You must have adventured in the 
  region under which the ability is listed in order to 
  select it. 
  • Eye of the Chamber. Learning patience and planning 
  from draconic agents of the Chamber, you apply 
  those traits in combat. As an Action during combat, 
  you may study a creature hostile to you and begin 
  concentrating (as though concentrating on a spell). 
  For up to 1 minute, or until your concentration ends, 
  you have advantage on all attacks against the 
  opponent. Once you have observed an opponent this 
  way, you may not do so again until you finish a short 
  or long rest. 
  • Lionized in the Press. The Korranberg Chronicle, the 
  Breland Ledger, the Aundarian Scroll, and other 
  chronicle sheets recount your adventures across the 
  Thunder Sea in thrilling detail. You have advantage 
  on Charisma checks when interacting with members 
  of the press, nobility, and Dragonmarked Houses. 
  Once per month, you may give a lecture at a notable 
  institution, such as Morgrave University or the 
  Library of Korranberg, and earn gold pieces equal to 
  10 times the result of a Charisma (Performance) 
  check. 
  • Rescue Artist. You are skilled at saving others from 
  harrowing situations. If a creature begins to fall 
  within your line of sight, you may use your reaction 
  to move up to your speed and automatically catch 
  them. Additionally, when you take the Help action to 
  aid another creature in escaping from a grapple, they 
  automatically succeed on their escape attempt. 
  Finally, you may carry a Medium or smaller creature 
  in addition to your normal carrying capacity without 
  becoming encumbered for up to 1 minute. After a 
  minute of doing so, you must finish a short or long 
  rest before you can carry a creature this way again. 
  • Aereni Crystallomancy. You may cast the false life 
  spell. 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 airship or galleon 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 steed spell, but you may only summon 
  a Valenar Riding Horse with it (even if you are not a 
  Valenar elf). Wisdom is your spellcasting ability for 
  this spell. Once you cast this spell, you must finish a 
  long rest to do so again. (See page 14 of The 
  Korranberg Chronicle: Threat Dispatch for the 
  Valenar Riding Horse’s statistics.) 
  • Dragonsong. Once, distantly, you heard the rocky 
  barrier coast of Argonnessen come alive with the 
  song of dragons. You may call on the memory of the 
  tragic glory of dragonsong as a Reaction to gain 
  advantage on all saving throws against becoming 
  charmed for as long as you concentrate (as though 
  concentrating on a spell) for up to 1 minute. Once 
  you call upon this memory, you may not do so again 
  until you finish a short or long rest. 
  • Seren Hide. Conditioning yourself with techniques 
  learned alongside Seren barbarians, you have inured 
  yourself to physical harm. Bludgeoning, piercing, 
  and slashing damage you take from non-magical 
  weapons is reduced by 1, and when not wearing 
  armor you have an AC of 12 + your Dexterity 
  modifier. 
  • Vicious Barbarism. You've learned to fight like the 
  vicious barbarians of the Seren Isles. As a bonus 
  action, you may enter a reckless frenzy for 1 minute. 
  During this frenzy, you deal 2 additional damage 
  with all melee weapon attacks, but all attack rolls 
  against you are made with advantage. You may end 
  your reckless frenzy early by taking another bonus 
  action to do so. It also ends early if you are knocked 
  unconscious. When your reckless frenzy ends, you 
  may not enter another reckless frenzy until you 
  finish a long rest. 
  
   
   
   
   
   
   
   
  • Blessed of Shargon. You have earned the blessing of 
  Shargon, preventing the need for you and any crew 
  or passengers of the ship you are traveling on from 
  making sacrifices or offerings to the sahuagin of the 
  Thunder Sea. Because of this boon, any captain will 
  welcome you and your party aboard their vessels at 
  no 
  cost, 
  including 
  Lyrandar 
  wind 
  galleons. 
  Furthermore, the sahuagin escort you and your 
  vessel 
  on 
  journeys 
  across 
  Shargon's 
  Teeth, 
  eliminating the possibility of being attacked by 
  creatures of challenge rating 9 or less. 
  • Breath of Shargon. You can hold your breath for a 
  number of minutes equal to your Constitution score. 
  • Malenti Pearl Trick. You may cast the charm person 
  spell. When you do, it requires an additional 
  material component of a pearl worth at least 100 gp. 
  Charisma is your spellcasting ability for this spell. 
  Once you cast this spell, you must finish a long rest 
  to do so again. 
  • Ally of Rushemé. You have communed with the 
  Guardians of Rushemé and have been granted the 
  mystical ability to call 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 you finish a long rest.  
  • 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 for the purposes of navigation and 
  the Traveler's Curse. 
  • Pandin Temn. You have trained at the side of 
  Vulkoori drow to be a scourge of giants. Against the 
  attacks of giants, you have a +1 bonus to AC if you 
  are wearing no or light armor, and all of your attacks 
  deal 2 additional damage against giants. 
  • Xen'drik Boomerang Expert. You are proficient with 
  Xen'drik boomerangs and you double their short 
  and long ranges when throwing them. Additionally, 
  Xen'drik boomerangs always return to you at the 
  end of your turn when you throw them, whether 
  they hit or miss, and you automatically succeed on 
  catching them. 
   
   
  
   
   
   
   
   
   
   
   
  Prerequisite: Kalashtar, have taken no other atavist 
  feat. 
  Tsoreva are the weakest and most vicious of quori, but 
  the tsoreva of your lineage never had the desire to 
  slaughter foes mindlessly. Rather, it vowed to wield its 
  mind blades in the defense of the innocent. 
  Representative lineages include Atah, Mira, and Zari. 
  You can nearly hear one of these spirits whispering to 
  you, increasing your psychic might. You gain the 
  following benefits: 
   
  • Increase your Dexterity or Intelligence score by 1, to 
  a maximum of 20. 
  • Terror Strike. Your tsoreva wielded fear as literal 
  weapons, and your strengthened bond with it allows 
  you to do the same. You may cast the wrathful smite 
  spell, using no components. Dexterity or Intelligence 
  (your choice) is your spellcasting ability for this 
  spell. Once you cast the spell using this feat, you 
  must finish a long rest before you may do so again. 
  • Mind Blade. As an action, you can momentarily 
  manifest a magical blade of pure psionic energy and 
  make a melee weapon attack with it. It counts as a 
  simple melee weapon with which you are proficient. 
  The weapon deals 1d8 psychic damage on hit and 
  has the finesse property. After you make the attack, 
  the blade disappears.  
  This ability's damage increases by 1d8 when 
  you reach 5th level (2d8), 11th level (3d8), and 17th 
  level (4d8). 
   
  Prerequisite: Kalashtar, have taken no other atavist 
  feat. 
  Tsucora are creatures of nightmare and fear. Although 
  your spirit turned away from darkness and evil, it 
  cannot help but to have an instinctive ability to inflict 
  terror. Representative lineages include Azerai, Melk, 
  and Tari. You can nearly hear one of these spirits 
  whispering to you, increasing your telepathic abilities. 
  You gain the following benefits: 
   
  • Increase your Charisma or Intelligence score by 1, to 
  a maximum of 20. 
  • Instill Terror. Your tsucora is a nightmare incarnate 
  and allows you to channel its ability to incite pure, 
  instinctual terror in a foe. You may cast the dissonant 
  whispers spell, using no components. Charisma or 
  Intelligence (your choice) is your spellcasting ability 
  for this spell. Once you cast the spell using this feat, 
  you must finish a long rest before you may do so 
  again. 
  • Terrifying Visage. You know the thaumaturgy 
  cantrip, and you can cast it using no components. 
  Intelligence is your spellcasting ability for this spell. 
   
   
  
   
   
   
   
   
   
   
  Prerequisite: Kalashtar, have taken no other atavist 
  feat. 
  Usvapna quori, otherwise known as the "dream 
  masters" are creatures that manipulate and corrupt 
  minds, convincing dreaming mortals of their own lack 
  of worth. Your usvapna quori found these practices 
  revolting and vowed only to bring crushing despair on 
  those responsible for tyranny. Representative lineages 
  include Belv, Kustai, and Talem. You can nearly hear 
  one of these spirits whispering to you, increasing your 
  telepathic abilities. You gain the following benefits: 
   
  • Increase your Charisma or Intelligence score by 1, to 
  a maximum of 20. 
  • Inflict Despair. Your usvapna has given you the 
  ability to cause such utter self-loathing in a foe that 
  they become incapacitated. You may cast the Tasha’s 
  hideous laughter spell, using no components. The 
  spell functions as normal, except the target does not 
  laugh and perceive everything as funny, but rather 
  perceives everything as meaningless, most of all 
  themselves, and weeps uncontrollably for the 
  duration of the spell. Charisma or Intelligence (your 
  choice) is your spellcasting ability for this spell. Once 
  you cast the spell using this feat, you must finish a 
  long rest before you may do so again. 
  • Mind Crush. As an action, you target one creature you 
  can see within 60 feet of you. The target must 
  succeed on a Charisma saving throw or take 1d6 
  psychic damage. If it takes any of this damage and is 
  Large or smaller, it is knocked prone. 
  This ability's damage increases by 1d6 when 
  you reach 5th level (2d6), 11th level (3d6), and 17th 
  level (4d6). 
   
  Replaces Revenant Blade  
  Wayfinder’s Guide to Eberron, pg. 74 
  The Valenar elves have spent millennia perfecting 
  their technique with scimitars and double scimitars, in 
  emulation of their heroic ancestors. You have spent 
  countless hours studying with these weapons. You 
  gain the following benefits: 
   
  • Increase your Strength or Dexterity score by 1, to a 
  maximum of 20.  
  • You gain a +1 bonus to attack rolls you make with 
  scimitars and double scimitars. 
  • When you use a scimitar or double scimitar, its 
  damage die changes from a d6 to 2d4. 
  • 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 double scimitar or 
  engaging in two-weapon fighting with a scimitar.  
  
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
  A
  p
  p
  e
  n
  d
  i
  x 
  A
  .  
   
   
   
   
   
   
  layer characters have access to extra gear and 
  equipment in the world of Eberron. This 
  chapter 
  will 
  detail 
  such 
  items—both 
  mundane and magical. 
  Eberron sports a variety of new weapons created by 
  the various peoples and cultures found upon it—such 
  as the Dhakaani goblins, Talenta halflings, the drow of 
  Xen’drik, and more. 
  The Weapons table details these weapons in the 
  same manner as the weapons in chapter 5 of the 
  .  In addition to the weapon 
  properties described in that book, there is one new 
  property some of the new weapons detailed below 
  share: 
   
  A double weapon has two striking ends on either side 
  of an elongated grip. It is too unwieldy for Small 
  creatures to handle properly; they have disadvantage 
  on attacks rolls with double-ended weapons. When 
  you use your Attack action to make an attack with a 
  double-ended weapon, you can also use a bonus action 
  to make an additional attack with it. You don't add 
  your ability modifier to the damage of the bonus action 
  attack, unless that modifier is negative. 
  If you have the Two-Weapon Fighting fighting 
  style or Dual Wielder feat, you gain all of their benefits 
  while wielding a double-ended weapon, as if it were 
  two different weapons. 
   
   
  The Korranberg Chronicle: Adventurer’s Almanac has a 
  different take on the double-ended scimitar detailed 
  on page 74 of the Wayfinder’s Guide to Eberron. This 
  tome introduces a new weapon property and several 
  other kinds of double-ended weapons besides the 
  Valenar elves’ signature weapon, and it allows anyone 
  to use both ends of the weapon without requiring a 
  feat. In terms of raw power, weapons with the double 
  property are balanced and equivalent to normal two-
  weapon fighting. 
   
   
   
   
   
  Weapons with special rules are described here. 
  Bola. A Large or smaller creature hit by a bola is 
  knocked prone and has its speed reduced to 0 until it 
  is freed. A bola has no effect on creatures that are 
  formless, or creatures that are 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 bola's thrower + the 
  thrower's Strength or Dexterity modifier (thrower's 
  choice). Another creature can attempt a Strength 
  (Athletics) check against the same DC to free a target 
  hit with a bola within 5 feet of it. Dealing 5 slashing 
  damage to the bola's cords (AC 10) also frees the 
  creature without harming it. If a creature is freed by a 
  Strength (Athletics) check or by dealing slashing 
  damage to the bola, the bola is destroyed. 
  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 (also called a 
  chakram), which does slashing damage, the Talenta 
  boomerang, which does bludgeoning damage, and 
  Xen'drik boomerang, which does piercing damage.  
  When you miss a ranged attack roll with a non-
  magical boomerang, it returns to you at the end of your 
  turn. A non-magical boomerang can be caught with a 
  DC 
  10 
  Dexterity 
  (Acrobatics) 
  check. 
  Magical 
  boomerangs return to you at the end of your turn, 
  regardless of whether you hit or miss, and they can be 
  caught automatically.  
  If you fail the Acrobatics check or you do not have 
  a hand free to catch the returning boomerang, it falls 
  to the ground 10 feet away from you in a random 
  direction. 
  Orc Double Axe. The orc double axe was created 
  by the Ghaash’kala orcs of the Demon Wastes to allow 
  their warriors to more effectively impede trespassers 
  in the Labyrinth. It is such a rarity to see them in the 
  markets of Khorvaire that even a mundane double axe 
  made from steel will fetch a higher price than some 
  magic items. An orc double axe may be wielded as 
  either a double-ended weapon that deals d6 slashing 
  damage, or a heavy weapon that deals d8 slashing 
  
   
   
   
   
   
   
   
   
  damage. A wielder may switch from one way to the 
  other as an object interaction on their turn, before any 
  attack rolls are made. 
  Spiked Chain. You have disadvantage when you 
  use a spiked chain to attack a target within 5 feet of 
  you. Spiked chains are notoriously difficult to control, 
  so even proficient wielders must exercise extreme 
  caution when employing spiked chains in close 
  quarters. 
  Sword Cane. This weapon is actually a hollow sheath 
  for a rapier or specially made shortsword. The rapier 
  or special shortsword is not included in the price of the 
  sword cane; rapiers have their listed cost in the PHB 
  and a specially fitted shortsword costs 20 gp instead of 
  10 gp but otherwise uses the normal statistics for a 
  shortsword. Each sword cane can only accommodate 
  the weapon it was created for. While sheathed in a 
  sword cane, the weapon is completely hidden and only 
  a DC 20 Intelligence (Investigation) check made while 
  holding and inspecting the cane reveals its nature as a 
  sheath. The cane is made of strong hardwood and can 
  be used as a weapon itself, using the listed statistics. 
   
   
   
  Name 
  Cost 
  Damage 
  Weight 
  Properties 
  Simple Melee Weapons 
   
   
   
   
  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, finesse, two-handed 
  Mighty flail 
  35 gp 
  3d4 bludgeoning 
  12 lb. 
  Heavy, 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. 
  Finesse, reach, special, two-handed 
  Tangat 
  15 gp 
  1d8 slashing 
  4 lb. 
  Finesse, two-handed 
  Tratnyr 
  15 gp 
  1d10 piercing 
  4 lb. 
  Heavy, two-handed, thrown (range 20/60) 
  Two-bladed sword 
  125 gp 
  1d6 piercing 
  8 lb. 
  Double, finesse, two-handed 
  Martial Ranged Weapons 
   
   
   
   
  Bola 
  2 gp 
  — 
  2 lb. 
  Finesse, special, thrown (range 30/90) 
  Boomerang 
  15 gp 
  1d6 special 
  2 lb. 
  Finesse, special, thrown (range 20/60) 
   
   
  (a) 
  (b) 
  (c) 
  (f) 
  (d) 
  (e) 
  (k) 
  (g) 
  (h) 
  (j) 
  (i) 
  (l) 
  (a) Orc double axe 
  (b) Double scimitar 
  (c) Two-bladed sword 
  (d) Dire flail 
  (e) Mighty flail 
  (f) Sword cane 
  (g) Boomerang (chakram) 
  (h) Boomerang (Talentan) 
  (i) Boomerang (Xen’drik) 
  (j) Bola 
  (k) Tangat 
  (l) Sharrash 
  
   
   
   
   
   
   
   
  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 expensive a weapon made out of each 
  material is, as well as how the material modifies the 
  weight of the weapon. Below are the rules for type of 
  material. 
  Adamantine is an ultra-hard metal found in meteorites 
  and extraordinary mineral veins. In addition to being 
  used to craft adamantine armor, the metal is also used 
  for weapons. 
  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 an 
  object, the hit is a critical hit. 
  The adamantine version of a melee weapon or of 
  ten pieces of ammunition costs 500 gp more than the 
  normal versions. 
  This lustrous, purple metal is incredibly dense and 
  heavy. It is mined from mountain ranges in western 
  Khorvaire, 
  typically 
  the 
  Byeshk and 
  Graywall 
  Mountains. It is typically worn as jewelry and is 
  considered a precious metal akin to silver, gold, or 
  platinum. 
  Certain aberrant creatures have a distinct 
  aversion to the metal and are resistant or immune to 
  weapons that aren't byeshk. Druidic sects of the 
  Eldeen Reaches, most often the Wardens of the Wood 
  or Gatekeepers, trade with the mountainous peoples 
  for byeshk ore to make use of this susceptibility. 
  Byeshk is far too heavy to forge weapons entirely 
  from it, so the druids use a process of electroplating to 
  apply a thin layer of byeshk to steel weapons. Even 
  still, weapons that normally have the light or finesse 
  property lose those properties when plated in byeshk.  
  The byeshk version of a melee weapon or ten 
  pieces of ammunition costs 200 gp more than the 
  normal versions.
   
  Material 
  Cost 
  Weight Modifier 
  Adamantine 
  +500 gp 
  x 1.5 
  Bronzewood 
  +200 gp 
  x 0.9 
  Byeshk 
  +200 gp 
  x 2 
  Flametouched Iron 
  +400 gp 
  x 1 
  Mithral 
  +500 gp 
  x 0.5 
  Orichalcum 
  +400 gp 
  x 0.5 
  Silver 
  +100 gp 
  x 1 
  Targath 
  +300 gp 
  x 1 
  Bronzewood is an especially dense and sturdy wood 
  found only on the Isle of Aerenal. It is used in place of 
  metal in many applications, including the crafting of 
  weapons.  
  Bronzewood weapons cannot be corroded by rust 
  and acid (making them immune to deleterious effects 
  caused by rust monsters and black puddings, for 
  example), but have no other unique properties besides 
  their reduced weight. 
  The bronzewood version of a melee weapon or ten 
  pieces of ammunition costs 200 gp more than normal 
  versions, due mainly to the rarity of bronzewood trees. 
  Flametouched iron is only found in Thrane and is 
  considered sacred by the Church of the Silver Flame. 
  When freshly mined, the raw iron ore appears to be 
  corroded with rust, but when refined it glimmers with 
  a bluish, silvery sheen. 
  Fiends 
  and 
  undead 
  abhor 
  the 
  touch 
  of 
  flametouched iron. Attacks made with weapons and 
  ammunition forged of flametouched iron ignore any 
  resistance to bludgeoning, slashing, or piercing 
  damage a fiend or non-deathless undead creature has 
  and deal half damage to such creatures who have 
  immunity to bludgeoning, slashing, or piercing 
  damage. 
  The flametouched iron version of a melee weapon 
  or ten pieces of ammunition costs 400 gp more than 
  the normal versions. 
  Mithral is a gleaming, rare form of silver, lighter and 
  stronger than steel. In addition to being used to craft 
  mithral armor, it can also be used to create light, 
  elegant weapons. 
  Weapons 
  with 
  the 
  thrown 
  property 
  and 
  ammunition have their short and long ranges doubled 
  when made from mithral. Melee weapons that do not 
  normally have the heavy property gain the finesse 
  property when made from mithral. Melee weapons 
  that do normally have the heavy property do not have 
  
   
   
   
   
   
   
   
   
  it when made from mithral. Finally, mithral weapons 
  count as silver for the purposes of some creatures' 
  resistances or immunities to weapons not made from 
  silver. 
  The mithral version of a melee weapon or ten 
  pieces of ammunition costs 500 gp more than the 
  normal versions. 
  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 not count as silver for the 
  purposes of creatures' resistance or immunity to 
  weapons not made from silver.  
  Due to the rarity of orichalcum falling out of the 
  hands of Sulatar drow, a melee weapon or ten pieces of 
  ammunition made from it costs 400 gp more than the 
  normal versions. 
  Silver is a precious metal usually too soft to be used in 
  the forging of weapons. 
  However, some monsters that have immunity or 
  resistance to non-magical weapons are susceptible to 
  silver weapons, so cautious adventurers invest extra 
  coin to plate their weapons with silver.  
  A silvered weapon or ten pieces of ammunition 
  cost 100 gp more than the normal versions. This cost 
  represents not only the price of the silver, but the time 
  and expertise needed to add silver to the weapon 
  without making it less effective. 
  Targath is a soft metal ore mined on the northern coast 
  of Argonnessen and the Seren Isles. It is jealously 
  guarded by the Seren barbarian tribes, because it has 
  supernatural health-promoting properties.  
  Carrying a significant amount of targath on your 
  person, such a weapon or at least ten pieces of 
  ammunition coated in it, grants you advantage on 
  saving throws to resist disease. 
  Mysteriously, targath is also anathema to the 
  deathless elves of the Undying Court, and they are 
  susceptible to weapons coated in it. 
  A weapon or ten pieces of ammunition coated in 
  targath costs 300 gp more than the normal versions. 
  This cost represents not only the price of the targath, 
  but the time and expertise needed to add it to the 
  weapon without making it less effective.  
   
  Several new tool kits and proficiencies are available to 
  player characters in the world of Eberron. Below are 
  three new tool kits that characters can gain proficiency 
  with. Each are given a detailed description as per 
  chapter 2, “Dungeon Master’s Tools” of Xanathar’s 
  Guide to Everything, and their prices and weights are 
  given in the Tools table. 
   
   
   
   
  Tool kit 
  Cost 
  Weight 
  Artisan’s tools 
   
   
  Artificer’s tools 
  50 gp 
  3 lb. 
  Glyphbook set 
  20 gp 
  2 lb. 
  Investigator’s kit 
  30 gp 
  5 lb. 
   
  Artificer’s tools are one kind of artisan’s tools designed 
  to enable you to repair and craft complex mechanical 
  objects. 
  Components. Artificer's tools include a small saw, 
  hammer, files, pliers, a set of narrow-bladed scissors, 
  and tweezers, and a small crucible and molds for 
  casting gears and other clockwork components. They 
  also include an array of crystal and specialized 
  equipment for channeling magical forces. 
  Arcana. Proficiency with artificer's tools provides 
  you with more information on Arcana checks involving 
  constructs and magic items with complex mechanisms. 
  History. Your knowledge of mechanical engineering 
  grants you additional insight when answering 
  questions about the origins of such devices. 
  Investigation, Perception. This tool proficiency can 
  aid in identifying a mechanical trap and determining 
  how it functions. 
  Craft Clockwork Item. With two days of downtime, 
  a set of artificer's tools, and 10 gp worth of materials, 
  you can work for 8 hours each day to craft a complex 
  clockwork mechanism or device. Some examples of 
  what you can make are: an alarm, a calculator, a 
  clockwork toy, an igniter, a pocket watch, or a music 
  box (though you must also be proficient with Perform 
  checks or a musical instrument to craft this item). 
  Activity 
  DC 
  Pick a lock 
  Varies 
  Disable a trap 
  Varies 
   
   
  
  Designed by Nausicaä Harris 
  Originally the Translator’s kit 
  , pg. 25 
  Despite the name, glyphbooks offer no help in dealing 
  with magical glyphs of warding. Rather, they are guides 
  to deciphering ancient languages or coded messages; 
  translation of ancient languages is a popular pastime 
  among Khorvaire’s educated elite and growing 
  educated middle class, and codebreakers abounded 
  during the Last War. 
  Failures with a glyphbook may not always imply that 
  you cannot decrypt or translate the text; sometimes 
  you glean inaccurate messages, at the DM’s discretion. 
  Alternate Proficiency. If your background or class 
  would grant you proficiency in a Musical Instrument 
  or a kind of Gaming Set, you may instead gain 
  proficiency with all kinds of Glyphbook Sets instead. 
  Likewise, if your class of background grants you a 
  Musical Instrument or a Gaming Set as starting 
  equipment, you may start with one kind of Glyphbook 
  set instead. 
  Components. A glyphbook set contains one of the 
  following: a volume of cryptographic cyphers, a 
  textbook on Primordial languages, a compilation of 
  Sarlonan languages, or a guide to languages of 
  Xen’drik. All also contain a collection of scratch paper 
  and charcoal for taking rubbings or working out 
  cryptological problems. 
  Proficiency with Glyphbook sets applies to all types 
  of glyphbooks, but each type of set (each language text 
  or the cryptography cyphers) must be purchased 
  individually. 
  Arcana. A glyphbook can be used in conjunction 
  with the Arcana skill to help you determine whether a 
  magical text hails from a certain tradition or location 
  associated with the language family or families it 
  details. 
  Deception. A glyphbook can assist you in the 
  creation of ciphers, codes, and other secret messages. 
  History. Glyphbook proficiency assists you in 
  deciphering ancient writings, frescoes, carvings, and 
  other forms of visual communication associated with 
  the ancient cultures who spoke the language family or 
  families it treats with. 
  Recorded Messages. With the cryptographic 
  glyphbook, you can accurately record coded messages 
  you intercept; with any of the others, you can take 
  accurate rubbings of important inscriptions while 
  traveling. 
  Activity 
  DC 
  Decipher a simple cipher 
  10 
  Decrypt a competent code 
  15 
  Decrypt a complex code 
  20 
  Translate a simple message in a 
  foreign language 
  20 
  Decrypt a military code 
  25 
  Translate a long passage in a 
  foreign language 
  25 
  Decrypt a magic code 
  10 + caster's 
  spell save DC 
  Translate a passage in a dead 
  language 
  30 
  A crime scene is a delicate environment to investigate; 
  the most minor misstep can obfuscate an important 
  clue. Serious inquisitives make use of this kit to ensure 
  the most success in recovering evidence from sensitive 
  surroundings. 
  Alternate Proficiency. If your background or class 
  would grant you proficiency in Thieves' tools, you may 
  instead gain proficiency with Inquisitive's kits instead. 
  Likewise, if your class of background grants you a set 
  of Thieves' tools as starting equipment, you may start 
  with an Inquisitive's kit instead. 
  Components. An Inquisitive's kit contains a pair of 
  fine silk gloves, a magnifying glass, dusting powder 
  and brush, chalk and charcoal, cotton swabs, tweezers, 
  and an assortment or glass, metal, and wooden 
  containers for storing samples. It also includes a small 
  journal and quill for recording notes. 
  History. 
  Your 
  familiarity 
  with 
  crime 
  scene 
  investigations aids you in remembering past cases 
  where important evidence was found by a skilled 
  inquisitive at a crime scene. 
  Perception. Your training makes it easier for you to 
  identify an area as the scene of a crime or altercation, 
  prompting further investigation. 
  Investigation. An Inquisitive's kit is considered 
  essential equipment for finding clues in area that is the 
  scene of a crime. 
  Medicine, Nature. An Inquisitive’s kit is also useful 
  for collecting specimens and can assist you in 
  identifying rare or unusual substances (such as 
  poisons), organisms, or diseases. 
  Sealed Sampling. You can preserve small amounts 
  of a substance in containers treated—through 
  alchemical and mundane means—to keep them from 
  suffering the passage of time. While this cannot 
  preserve anything larger than an ounce or longer an 
  inch, you can still scrape or clip off a trace amount 
  
   
   
   
   
   
   
   
   
  large enough to be identified by a more trained 
  researcher. 
  Profile Suspect. After finding clues with the 
  Investigate skill, with 1 hour of work you can analyze 
  found evidence with an Inquisitive's kit to intuit an 
  aspect of the identity of the creature the evidence 
  points to, by making a check and referring to the below 
  DCs. 
   
   
  Activity 
  DC 
  Determine race and gender of suspect 
  15 
  Determine age of suspect 
  20 
  Determine social status of suspect 
  20 
  In addition to the mundane items useful for all types of 
  adventurers found in the 
  , below 
  are several new items for player characters in an 
  Eberron game, including alchemical items and 
  clockwork devices.  
  The Adventuring Gear table also includes new 
  prices for gear replacing the prices listed on the table 
  on page 150 of the 
  . These 
  adjusted prices are to reflect the more advanced 
  industries and means of production that the citizens of 
  the Five Nations enjoy. 
   
   
   
   
   
   
   
   
   
  Item 
  Cost 
  Weight 
  Alchemical items 
   
   
  Alchemical acid 
  40 gp 
  1 lb. 
  Alchemical frost 
  40 gp 
  1 lb. 
  Alchemical lightning 
  40 gp 
  1 lb. 
  Explosive oil 
  40 gp 
  1 lb. 
  Smoke stick 
  30 gp 
  — 
  Sunrod 
  2 gp 
  — 
  Tanglefoot bag 
  30 gp 
  2 lb. 
  Thunderstone 
  50 gp 
  — 
  Armored hem 
  150 gp 
  10 lb. 
  Armored hem, mithral 
  500 gp 
  5 lb. 
  Backpack 
  2 sp 
  5 lb. 
  Barrel 
  8 sp 
  2 lb. 
  Basket 
  2 cp 
  5 lb. 
  Bell 
  5 sp 
  — 
  Book 
  1 gp 
  5 lb. 
  Bottle, glass 
  5 sp 
  2 lb. 
  Candle (10) 
  1 cp 
  — 
  Chalk (10 pieces) 
  1cp 
  — 
  Clockwork devices 
   
   
  Alarm 
  20 gp 
  2 lb. 
  Calculator 
  20 gp 
  1 lb. 
  Clockwork toy 
  20 gp 
  1 lb. 
  Igniter 
  20 gp 
  — 
  Music box 
  20 gp 
  2 lb. 
  Pocket watch 
  20 gp 
  — 
  Clothes, common 
  1 sp 
  3 lb. 
  Fishing tackle 
  1 sp 
  4 lb. 
  Hammer 
  1 sp 
  3 lb. 
   
   
  Item 
  Cost 
  Weight 
  Hammer, sledge 
  5 sp 
  10 lb. 
  Holy symbol, flametouched 
  100 gp 
  1 lb. 
  Hourglass 
  5 gp 
  1 lb. 
  Hunting trap 
  1 gp 
  25 lb. 
  Ink (1-ounce bottle) 
  1 sp 
  — 
  Ink pen 
  1 cp 
  — 
  Lantern, bullseye 
  5 gp 
  2 lb. 
  Lantern, hooded 
  2 gp 
  2 lb. 
  Libraries 
   
   
  Library, basic 
  50 gp 
  100 lb. 
  Library, simple 
  100 gp 
  1,000 lb. 
  Library, complex 
  — 
  see text 
  Magebinders 
  5 gp 
  12 lb. 
  Magnifying glass 
  10 gp 
  — 
  Mirror, steel 
  5 sp 
  1/2 lb. 
  Paper (ream of 30 sheets) 
  2 sp 
  1 lb. 
  Pick, miner’s 
  5 sp 
  10 lb. 
  Potion bracer 
  30 gp 
  2 lb. 
  Potion bracer, adamantine 
  70 gp 
  4 lb. 
  Pouch 
  8 cp 
  1 lb. 
  Rations (1 day) 
  1 sp 
  2 lb. 
  Rope, hempen (50 feet) 
  1 sp 
  10 lb. 
  Rope, silk (50 feet) 
  1 gp 
  5 lb. 
  Shovel 
  2 sp 
  5 lb. 
  Smoke lenses 
  10 gp 
  — 
  Spyglass 
  20 gp 
  1 lb. 
  Tinderbox 
  5 cp 
  1 lb. 
  Trinket, targath 
  50 gp 
  — 
  Vial 
  1 sp 
  — 
   
  
   
   
   
   
   
   
   
  Alarm. This device can be triggered by stepping 
  on a pressure plate, fowling a trip-wire, or some other 
  mechanical trigger. Once triggered, it chimes lightly for 
  6 seconds. If it is not located and disabled using a pre-
  designated sequence of switches (requiring an Action) 
  before the 6 seconds expire, it begins making a shrill 
  ringing that lasts for 1 hour and can be heard from up 
  to 300 feet away. 
  Alchemical acid. This vial of caustic liquid and be 
  hurled at a creature or object within 30 feet of you as 
  an action. The vial shatters on impact. A creature must 
  succeed on a DC 10 Dexterity saving throw or take 1d6 
  acid damage. An object automatically takes that 
  damage, and the damage is maximized. 
  Alchemical frost. This vial is filled with a thin 
  liquid that grows extremely cold when exposed to air. 
  It and be hurled at a creature or object within 30 feet 
  of you as an action. The vial shatters on impact. A 
  creature must succeed on a DC 10 Dexterity saving 
  throw or take 1d6 cold damage. An object 
  automatically takes that damage. 
  Alchemical lightning. This flask has two 
  compartments, each filled with a separate substance. 
  When combined, the two substances react violently. As 
  an action, you can hurl the flask at a creature or object 
  within 30 feet of you. If the target fails a DC 10 
  Dexterity saving throw, the flask shatters and allows 
  the substances to mix, releasing a powerful electrical 
  discharge, dealing 1d6 lightning damage to the target. 
  An object automatically takes that damage. 
  Armored hem. Perfect for those looking for an 
  extra bit of 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 heavy armor grants no additional benefit. 
  While 
  wearing 
  an 
  armored 
  hem, 
  you 
  have 
  disadvantage on Dexterity (Stealth) checks, and you 
  cannot cast spells unless you are proficient in light 
  armor. 
  Armored hem, mithral. An armored hem 
  constructed of mithral has reduced weight and 
  provides increased mobility. A mithral armored hem 
  functions as regular one but allows you to apply a 
  maximum Dexterity bonus of +4 to your Armor Class. 
  In addition, you do not have disadvantage on Dexterity 
  (Stealth) checks from wearing a mithral armored hem, 
  and it does not interfere with casting spells. 
  Calculator. This device makes doing long sums 
  easy. 
  Clockwork toy. This toy is a clockwork animal, 
  monster, or person, such as a frog, mouse, bird, dragon, 
  or soldier. The children of nobles and prominent 
  dragonmarked heirs often have entire themed 
  collections of clockwork toys, while a merchant or 
  magewright’s children might eagerly await the rare 
  one they receive only on special occasions. 
  When fully wound and placed on the ground, the 
  toy moves 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. 
  Explosive oil. This is a vial of volatile liquid that 
  explodes in a conflagration when exposed to air. As an 
  action, you can hurl the vial at a creature, object, or 
  surface within 30 feet of you. On impact, the vial 
  detonates in a 5-foot radius. Any creature in that area 
  must succeed on a DC 10 Dexterity saving throw or 
  take 1d6 fire damage. 
  Holy symbol, flametouched. Holy symbols 
  dedicated to the Silver Flame may be crafted from 
  flametouched iron, a rare variety of ore that is only 
  mined in Thrane. If you present a flametouched iron 
  holy symbol while attempting to turn undead or fiends, 
  the saving throw DC to resist the effect increases by 1. 
  Igniter. The device produces a miniature flame, 
  which you can use to light a candle, torch, campfire, or 
  other flammable object within 5 feet of you. Using the 
  device requires an action. 
  Library, 
  basic. 
  This 
  20-to-30 
  volume 
  encyclopedia set 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 medical lore with the 
  Medicine skill), but using a library is an Intelligence 
  check, regardless of which skill is used. 
  Perusal of a basic library takes 1d4-1 hours 
  (minimum 1) and provides advantage on the skill 
  check. 
  Library, simple. This bookshelf is stacked with 
  several 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 Animal Handling skill), but using a library is an 
  Intelligence check, regardless of which skill is used. 
  Perusal of a simple library takes 1d4+1 hours and 
  provides advantage on the skill check. In addition, you 
  may peruse a simple library to reroll failed Intelligence 
  checks to recall lore on the topic it covers, with each 
  attempt taking 1d4+1 hours. 
   
  
   
   
   
   
   
   
   
   
  Library, complex. More complex libraries are 
  exponentially larger than basic or simple libraries, and 
  often require a staff of full-time curators to keep up to 
  date and relevant. They cannot be purchased, but 
  access to them can be granted by membership in 
  specific organizations, or by request, as appropriate 
  for each institution. They cover multiple topics 
  represented by Intelligence skill checks used to recall 
  lore (such as Arcana, History, or Nature). The DM 
  might also allow a complex library to include lore 
  about other skills (for example, finding a transcription 
  of an ancient play with the Performance skill), but 
  using a library is an Intelligence check, regardless of 
  which skill is used. 
  Perusal of a complex library takes 1d4+4 hours, 
  grants advantage on the skill check, and allows you to 
  reroll failed Intelligence checks on skills and topics 
  they cover, with each attempt taking 1d4+4 hours. In 
  addition, complex libraries also allow you to double 
  your proficiency bonus with the relevant skill check, if 
  you already have proficiency with it.  
  Below are three examples of such larger 
  institutions: 
  The Morgrave University Library in Upper Menthis, 
  Sharn covers all Intelligence (History) checks, and also 
  Intelligence (Arcana and Nature) checks that relate to 
  Xen'drik. Access to Morgrave University's library is 
  only granted to enrolled students, and individuals 
  under the patronage of the university's faculty. 
  The Arcanix's Athenaeum covers all Intelligence 
  (Arcana) 
  checks, 
  Intelligence 
  (Religion) 
  checks 
  relating to the practices of secret cults, and Intelligence 
  (History) checks that relate to legendary mages, 
  historical magical events, and the magical practices of 
  ancient kingdoms. Access to The Arcanix's Athenaeum 
  is only granted to citizens of Aundair with spellcasting 
  ability, but special exceptions might be made for 
  visiting mages of sufficient skill or individuals proven 
  to be working for the good of Aundair. 
  The Argentum Archive is an exclusive catalogue of 
  ancient artifacts and religious lore, focusing on items 
  of clearly demonic origins or magic that can easily be 
  abused for great ill. It is maintained in secret by the 
  Church of the Silver Flame and access to it is only 
  granted to members of the Argentum, so they can 
  research and compile a list of target artifacts for 
  retrieval. It covers all Intelligence (Religion) checks, 
  and Intelligence (Arcana) and Intelligence (History) 
  checks related to topics of fiendish magic and artifacts. 
  The Library of Korranberg in Zilargo is the most 
  famous library in Khorvaire. It covers all types of skill 
  checks to recall any sort of lore. Citizens of Korranberg 
  are required to devote four years of service to the 
  Library but have free access to its 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 
  non-citizens, temporary access can be purchased at 
  the rate of 100 gp per day. This includes a private study 
  room and accommodations for the night. 
  Magebinders. These mundane manacles include 
  unarticulated, immobile gauntlets. When a Small or 
  Medium creature is locked into them, that creature 
  cannot move their fingers at all. This makes it 
  impossible to supply the somatic components for any 
  spell, limiting a spellcaster bound with them 
  significantly. The bound creature cannot attempt to 
  escape the magebinders except by brute force, 
  requiring a successful DC 20 Strength check to break 
  them. Each set of magebinders comes with one key. 
  Without the key, a creature that is not currently bound 
  by the magebinders and that is proficient with thieves' 
  tools can pick the lock with a successful DC 15 
  Dexterity check. Mage binders have 20 hit points. 
  Music box. When opened, this music box plays a 
  single song at a moderate volume. The box stops 
  playing when it reaches the song’s end or when it is 
  closed. 
  Pocket watch. This device keeps accurate time 
  down to the minute but must be wound every day. The 
  listed price is for the most basic of time pieces, but 
  more fashionable and decorated pieces can be 
  purchased at a commensurately increased price point. 
  Potion bracer. In the midst of battle, you may not 
  have much time to imbibe a potion, let alone have a 
  hand free to hold a vial. A potion bracer is a leather 
  band reinforced with strips of steel, with slots for three 
  potion vials. Worn on the forearm, it allows instant 
  hands-free access to these three potions. You may 
  drink (but not administer) a potion from a worn potion 
  bracer as a 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 smash a potion you have 
  stored in a bracer by making an attack roll contested 
  by your Dexterity save. If your opponent wins the 
  contest, the attack deals no damage to you, but one of 
  the potion vials stored in the bracer (chosen 
  randomly) shatters. 
  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 on 
  your contested Dexterity saving throw to resist having 
  one of your potions destroyed while wearing an 
  adamantine potion bracer. 
  
   
   
   
   
   
   
   
  Due to the increased weight and fortification, a 
  masterwork potion bracer interferes with spellcasting. 
  If you are not normally proficient with Dexterity saves, 
  you cannot cast spells while wearing one.  
  Smoke stick. A smoke stick is a small ash-wood 
  stick that can produce a thick plume of smoke when it 
  is struck against a hard surface as an action. You can 
  hold on to the stick or throw it to a point up to 30 feet 
  away as part of the action used strike it. The area in a 
  10-foot radius around the stick is filled with thick 
  smoke that blocks vision, including darkvision. The 
  smoke persists for 1 minute and then dissipates. At the 
  end of this minute, the wooden stick has completely 
  sublimated into smoke and is gone. 
  Smoked lenses. Invented by enterprising full-
  blooded orcs of House Tharashk to aid them in 
  Eberron dragonshard prospecting, these lenses are 
  expertly crafted to not skew or otherwise interfere 
  with the wearer's vision. The lenses are smoked and 
  make vision through them dusky. You may ignore the 
  Sunlight Sensitivity trait while wearing smoked lenses. 
  The lenses have no effect against magically produced 
  light. You may put on or remove smoked lenses as part 
  of your normal movement and action on your turn 
  without detriment, but if the lenses are somehow 
  abruptly removed (such as by being struck with a 
  critical hit) while you are in an area of bright light or in 
  sunlight, you are blinded for 1 minute. You may 
  attempt a DC 15 Constitution saving throw at the end 
  of each of your turns during this time, ending the 
  blindness on a success. 
  You may wear smoked lenses even if you do not 
  have Sunlight Sensitivity, as many denizens of 
  Khorvaire find them stylish. If you do not have 
  Darkvision, you see everything not in direct sunlight as 
  if it was lightly obscured by dim light, but you are not 
  blinded if the lenses are abruptly removed.  
  Sunrod. This 1-foot-long, gold-tipped, iron rod 
  glows brightly when struck. It clearly illuminates a 30-
  foot radius and provides shadowy illumination in a 60-
  foot radius. It glows for 6 hours, after which the gold 
  tip is burned out and worthless. 
  Tanglefoot bag. This bag is filled with a writhing, 
  sticky, black tar-like substance. You can and hurl a 
  tanglefoot bag at a point on the ground within 30 feet 
  of you as an action. The bag bursts 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 speed halved for that turn. 
  Thunderstone. A thunderstone is a crystalline 
  shard about the size of a human's thumb. As an action, 
  you can hurl it at a creature, object, or surface within 
  30 feet of you. The shard shatters on impact with a 
  blast of concussive energy. Each creature within 10 
  feet of the point of impact must succeed on a DC 10 
  Constitution saving throw or be knocked prone and 
  pushed 10 feet away from that point.  
  Trinket, targath. Targath is a rare metal from 
  Argonnessen 
  with 
  mysterious 
  health-promoting 
  properties. Wearing a trinket, such as an amulet or 
  bracelet, made from targath grants you advantage on 
  saving throws to resist disease.  
  Contributed by Nausicaä Harris, with additions by Ian 
  Miner, ChamberofE, and Patrick Dunning. 
  When rolling for a trinket for an Eberron character, 
  you may roll on the table in the 
  , or 
  the one below. 
   
   
  d100 
  Trinket 
  01–02 
  A small glass marble, inside of which perpetually 
  burns a small blue flame. The marble is icy to the 
  touch and provides no useful light. 
  03–04 
  A commemorative coin struck over a century 
  ago, celebrating the wedding of King Jarot 
  05–06 
  A bronzewood cutlery steak knife 
  07–08 
  A bottle with a floating model elemental airship 
  inside 
  09–10 
  A raptor’s talon 
  11–12 
  The mask of a dead Talenta warrior 
  13–14 
  A piece of soarwood bound with small iron 
  rings that floats perfectly in place 
  15–16 
  A rock with an ancient faded glyph of warding 
  on it 
  17–18 
  A 12-sided gaming die, but the sides numbered 
  2 to 13 
  19–20 
  An invitation to a masquerade that you didn’t 
  attend 
  21–22 
  A blank journal resistant both to damage and 
  any attempt to write on it 
  23–24 
  A vial of lavender perfume 
  25–26 
  Half of a floor plan for a Kundarak vault 
  27–28 
  The iron holy symbol of a pre-Sovereign god, 
  which never rusts 
  29–30 
  A helmet that saved your life on the battlefield 
  31–32 
  A recurring dream of a small area of calm 
  amidst great danger 
  33–34 
  The icon of an obscure but dear saint 
  35–36 
  A scar from a vampire bite 
  37–38 
  A recipe that requires prestidigitation to 
  prepare accurately 
  39–40 
  A tiny pewter figurine of a sleeping dragon 
  41–42 
  A scrap of cloth from an old banner 
   
   
  
   
   
   
   
   
   
   
   
  d100 
  Trinket 
  43–44 
  A fragment of a beautiful song, written as 
  musical notes on two pieces of parchment 
  45–46 
  A hilt from a broken sword 
  47–48 
  A read and reread issue of an adventure 
  magazine 
  49–50 
  An old Conqueror piece made of black marble 
  51–52 
  A silver skull the size of a coin 
  53–54 
  One-fifth of a schema from Xen’drik 
  55–56 
  A bejeweled orc tusk clasp 
  57–58 
  The lower half of an Aereni death mask 
  59–60 
  An old elven shadow puppet 
  61–62 
  The shell of an egg painted with scenes of 
  misery in disturbing detail 
  63–64 
  Lucky dice 
  65–66 
  Support for a crackpot conspiracy theory 
  67–68 
  A message in a top-security military code you 
  can’t crack 
  69–70 
  A white tattoo in the Vulkoori drow style 
  71–72 
  Half a wheel of Karrnathi bitter cheese 
  73–74 
  An issue of the Korranberg Chronicle covering 
  an event that never happened 
  75–76 
  A blueprint for an impossibly complex eldritch 
  machine 
  77–78 
  An intricately detailed map of one tower in 
  Sharn, down to the sewers 
  79–80 
  Two tickets to a popular play 
  81–82 
  A shard of a conductor stone from the White 
  Arch Bridge 
  83–84 
  A miniscule planar orrery 
  85–86 
  A tooth with a tiny secret compartment inside it 
  87–88 
  A deed to a house in Cyre 
  89–90 
  A rank insignia from a lost military unit 
  91–92 
  An unusually-shaped dragonshard 
  93–94 
  The thumb of a warforged 
  95–96 
  A belt buckle with an embarrassing slogan 
  97–98 
  An invitation to a party where a murder 
  happened 
  99–00 
  The knowledge that your name appears in one 
  translation/interpretation of the Draconic 
  Prophecy 
  Eberron is a world were magic has become industry. 
  As discussed in the Wayfinder’s Guide to Eberron, the 
  Dragonmarked Houses uses dragonshard focus items 
  to maintain their economic superiority. Warforged can 
  attach and embed themselves with special magical 
  components to improve their functions or grant 
  entirely new abilities. In addition to these, the 
  prevalence of magic in the world and the military 
  research and development of the Last War has 
  contributed to the creation of several magic items that 
  anyone can wield.  
  Potion, rare 
  Developed during the Last War, alchemical wrath 
  is an elixir that causes its imbiber to enter a state of 
  pure berserk fury. Mass production was quickly 
  abandoned when it became readily apparent that 
  many soldiers who partook of the experimental 
  concoction and died in battle actually suffered no 
  grievous injuries and in fact dropped dead after the 
  fighting was over. Nowadays, this extremely potent 
  draught can only be found on the black market. 
  When you drink alchemical wrath, for 1 minute 
  afterward you may make an extra attack when you 
  take the Attack action on your turn. While many 
  warriors find alchemical wrath to be exhilarating, and 
  it is not actually addictive, it takes a serious toll on the 
  those who drink it. Every time you imbibe a dose of 
  alchemical wrath, at the end of its duration, your 
  current and maximum hit points are reduced by 5 
  points for every dose you took since your last long rest 
  (5 after the first dose, 10 after the second, etc.). If this 
  reduces your current or maximum hit points to 0, you 
  immediately die. 
  Every time you finish a long rest, the reduction of 
  your maximum hit points from the oldest dose is 
  restored. 
  Weapon (hand crossbow), uncommon (+1), rare (+2), 
  very rare (+3), or legendary (+3) 
  This weapon appears to be a hand crossbow, except 
  that it lacks a crossbar and has a covered flight groove. 
  When making an attack with a bolt launcher, you have 
  a bonus to attack and damage rolls. The bonus is 
  determined by the weapon's rarity. 
  Additionally, a bolt launcher creates its own 
  ammunition every time you attack with it, allowing 
  you to ignore both the loading and ammunition 
  properties of the hand crossbow. If 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, but 
  fires the loaded bolt instead. 
  When you make an attack with a legendary bolt 
  launcher, you can choose for the created ammunition 
  to be a normal bolt, or a bolt made from a special 
  material, such as adamantine, byeshk, or mithral. If 
  you do, the bolt has all the properties of 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 bolt launcher is roughly as loud as 
  its mundane counterpart. 
  Wand, common (requires attunement) 
  A cantrip caster wand (often referred to colloquially as 
  a "'trip-caster"), is imbued with the magic necessary to 
  cast a single cantrip spell, chosen as the time of its 
  creation. A character attuned to the cantrip caster 
  knows that cantrip but may only cast it by using the 
  cantrip as a spellcasting focus for the spell (the attuned 
  character may use the wand as a spellcasting focus for 
  the cantrip imbued in it, even if they normally cannot 
  use wands a spellcasting focus). If the attuned caster is 
  not a spellcaster in their own right, the cantrip is 
  always cast as if by a 1st-level character. 
  Cantrip casters are common equipment in town 
  guard arsenal, those concerned with personal safety, 
  and on the frontlines of the Last War. 90% of all cantrip 
  casters were created to cast a damage-dealing cantrip, 
  such as fire bolt or ray of frost, so a wand in a holster is 
  treated as a deadly weapon by everyone. Cantrip 
  casters are sold on the open market (where legal) for 
  anywhere between 80 to 120 gp. 
  Wondrous item, common 
  Darkweave clothing is always custom made to-order. 
  Outfits incorporating darkweave clothing typically 
  cost 100 to 200 gp, depending on the tailor and the 
  desired complexity of the outfit.  
  Raw shadow is woven into the material of 
  darkweave clothing, lending a shadowy appearance to 
  you while you wear them. While in areas of dim light 
  or darkness, you may roll 1d4 and add the result to 
  Dexterity (Stealth) checks to avoid being seen. 
  Wondrous item, common 
  This exceptionally crafted quill has a crystal nib cut 
  from a single Siberys dragonshard. The quill can be 
  activated as an action, and it can be activated in two 
  ways. By twisting the nib clockwise until it clicks once, 
  the quill's first mode is activated. In this mode, the 
  holder of the quill can dictate up to 10 minutes of 
  speech, which the quill will remember. By turning the 
  nib until it clicks once more, the quill becomes inactive.  
  From its inactive state, twisting the nib clockwise 
  until it clicks twice, the quill's second mode activates. 
  While the second mode is active, the quill can be placed 
  upon any blank page, either loose leaf or bound. Once 
  placed, the quill will remain upright and will produce 
  its own ink with which to write. It will transcribe the 
  last speech recorded in its first mode. The quill will 
  automatically turn to a blank page if it requires more 
  room when transcribing to a bound page. If 
  transcribing onto loose leaf, or if it runs out of blank 
  pages in a bound tome, it will pause until a new blank 
  page is placed beneath it. The quill will continue filling 
  up pages, roughly one page per two minutes of speech, 
  until it has finished transcribing the remembered 
  speech. 
  Once the quill has finished transcribing, it will 
  automatically twist the nib clockwise until it clicks 
  once, deactivating itself. A remembered speech 
  remains remembered until it is replaced with a new 
  speech, allowing multiple copies of the same speech to 
  be transcribed. From an inactive state, twisting the nib 
  counter-clockwise until it clicks once will erase any 
  remembered speech. 
  Wondrous item, uncommon 
  This wide, black leather band is adjustable so that it 
  can be wrapped and secured around any part of the 
  body. In the center of one side of the belt is a flat-cut 
  khybershard. If the excoriate's band is secured to a 
  dragonmarked creature such that the khybershard is 
  in physical contact with the creature's dragonmark, 
  the creature instantly loses all remaining uses of the 
  ability to cast a spell or spells granted by their 
  dragonmark 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 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, 
  and also used 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.  
  
   
   
   
   
   
   
   
   
  Potion, rare 
  This bottle of magical wine is made from berries 
  created with the goodberry spell, in a process that 
  preserves their healing properties. This magical 
  fermenting technique is known only to one circle of 
  druids that make their home in the Greenhaunt forest 
  of northern Breland. The wine was merely a curiosity 
  and a local delicacy of the hamlet of Hatheril just 
  outside the forest, until the Day of Mourning. Now, the 
  yearly vintage of goodberry wine is a hot commodity 
  with scavengers, the Wayfinder Foundation, and other 
  parties interested in exploring the Mournland, as 
  goodberries and goodberry wine are among the few 
  magical healing effects that still function beyond the 
  dead-gray mists of the Mournland. Because of this high 
  demand among interested parties, a single bottle of 
  goodberry wine can go for as much as 8,000 gp. 
  Each bottle of goodberry wine contains enough wine 
  for 5 glasses. Once consumed, each glass restores 20 
  hit points (even if the imbiber is inside the Mournland) 
  and provides enough nourishment to sustain a Small 
  or Medium sized humanoid for 24 hours. 
  More 
  importantly 
  for 
  those 
  exploring 
  the 
  Mournland, if the imbiber finishes a long rest within 12 
  hours of consuming a glass of goodberry wine, they 
  recover hit points and hit dice as normal for finishing 
  a long rest (hit points and hit dice are typically not 
  recovered after long rests within the Mournland). 
  A single creature cannot benefit from more than one 
  glass of goodberry wine in a given 24-hour period. 
  Wondrous item, uncommon (requires attunement) 
  This item is a small disc of metal that can take on the 
  form and decoration of the insignia of an organization. 
  While wearing this insignia, you gain the ability to 
  speak, read, and write one language associated with 
  that organization. A user attuned to this item can 
  change its appearance and associated language over 
  the course of a long rest. 
  Wondrous item, uncommon 
  The finest in House Lyrandar elemental airship 
  passenger safety solutions, a lifering is a ring crafted 
  from soarwood. It is 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 benefit if they 
  begin holding the lifering at any point while it is active, 
  so they need not be holding the lifering when its twine 
  is cut to gain its benefits. 
  Once a lifering's active duration is expired, it loses all 
  magical properties. This means that the lifering will 
  only protect creatures holding it from a fall of 600 feet 
  or less. A creature falling from a higher distance may 
  attempt to judge the right time to cut a lifering's cord. 
  To do so successfully, they must succeed on a DC 10 
  Wisdom (Perception) check. If the check is a failure, 
  there is a 50% chance the creature cut the cord too 
  soon. In such a case, the lifering's magic properties run 
  out 1 minute later when the lifering is still a number of 
  feet above the ground equal to 10 x the amount by 
  which the creature failed the ability check. (For 
  example, 40 feet if the result of the creature's Wisdom 
  (Perception) was 11). 
  House Lyrandar offers a voucher credit for four free 
  airship tickets for every expended lifering that is 
  returned to a House Lyrandar enclave and is 
  confirmed to be from a ship that reportedly suffered a 
  catastrophe necessitating the lifering's use, as a way of 
  compensation for the inconvenience. Thank you for 
  flying the Lyrandar skies! 
  Potion, rarity varies 
  This viscous oil resembles molten gold, though it is 
  cool to the touch. When applied to a construct or 
  warforged, the creature regains hit points. The number 
  of hit points depends on the oil's rarity, as shown 
  below. Whatever its potency, the oil's metallic liquid 
  glimmers when agitated. 
   
  Oil of… 
  Rarity 
  HP Repaired 
  Repair 
  Common 
  1d8 + 3 
  Greater Repair 
  Uncommon 
  2d8 + 5 
  Superior Repair 
  Rare 
  4d8 + 9 
  Supreme Repair 
  Very Rare 
  5d8 + 21 
   
   
  
   
   
   
   
   
   
   
  Wondrous item, uncommon (requires attunement) 
  Quivers of Balinor can appear in a multitude of styles. 
  Some are ornate and studded with Eberron 
  dragonshards to denote their magical appearance, and 
  others are unadorned leather. 
  Whatever its appearance, a quiver of Balinor is 
  always fully stocked with magical arrows. Most of 
  these magical arrows provide no bonus to attack or 
  damage rolls, but once between short rests, you can 
  draw a +3 arrow from the quiver. 
  Any arrow drawn from a quiver of Balinor vanishes 
  1 round after it is drawn. 
  Magic items crafted with Siberys dragonshards can be 
  made to resonate with the innate magic of 
  dragonmarks. 
  Such 
  items 
  universally 
  require 
  attunement by a Dragonmarked character to function. 
  Some will work for any mark, while others require 
  specific ones to function. 
  Wondrous 
  item, 
  dragonshard 
  focus 
  (requires 
  attunement by a bearer of the Siberys Mark of Passage 
  or a Greater Mark of Passage), very rare 
  House Orien maintains an "Orien Teleportation" 
  enclave with an astral beacon in every major city in the 
  Five Nations. Each astral beacon can be attuned to by 
  any number of qualified individuals and attuning to 
  one astral beacon attunes you to all astral beacons. By 
  doing so you gain an awareness of all other astral 
  beacons. As an action, you can sense the general 
  direction and distance of all astral beacons from you. 
  Attunement to House Orien's astral beacons is 
  reserved for members of House Orien in good 
  standing, and usually includes a contract of dedicated 
  "teleport ferry" service from the individual. A 
  collective of five attuned individuals can perform a 
  special ritual that lasts 1 hour to break the attunement 
  of any other individual. (This is usually a punishment 
  reserved only for Dragonmarked heirs who are 
  excoriated from the House.) 
  While attuned to the astral beacons, when you 
  innately cast teleportation circle from your Mark of 
  Passage, you may target any destination that is within 
  10 feet of an astral beacon as though it was a 
  permanent teleportation circle you know the sigil 
  sequence for.  
  As the fastest method of travel known to 
  Khorvaire, the services of a Greater- or Siberys-
  marked Orien heir is in extremely high demand by 
  nobles 
  and 
  other 
  Houses 
  and 
  commands 
  a 
  commensurate price. Despite the instantaneous 
  transportation, high demand and rarity of Greater and 
  Siberys marks makes it unlikely that an appropriately 
  marked heir of House Orien will be present in any 
  given city at any time. The wait list for such 
  transportation services varies but waiting one's turn 
  in a teleport queue is almost always faster than travel 
  by other means. 
  An astral beacon is a sphere of silver about twice 
  the size of a human fist, with a Siberys dragonshard 
  embedded in the center. They are often encased in lead 
  and embedded in walls or floors of Siberys Transport 
  enclaves to escape detection and prevent theft or 
  destruction by enemies of House Orien. 
  Wondrous 
  item, 
  dragonshard 
  focus 
  (requires 
  attunement by a bearer of the Mark of Hospitality), rare 
  When attuned to this fine bracelet, you may innately 
  cast Leomund’s tiny hut from your Mark of Hospitality, 
  requiring no components. You may cast this spell once 
  and regain the ability to do so when you finish a long 
  rest.  
  Additionally, you gain several enhancements to 
  Leomund’s tiny hut when you cast the spell from your 
  dragonmark: 
   
  • The duration of the spell increases to 12 hours. 
  • Instead of creating a dome of force, the spell 
  conjures a small cottage of wood or stone around 
  you that has an area of 20 ft. by 20 ft. The structure 
  has a single story with a ceiling 12 ft. high. The walls 
  of the structure are immune to damage. 
  • The cottage has up to 2 entrances and as many 
  windows as you wish, all of which are filled with 
  planes of force, instead of glass, that behave exactly 
  as the dome of force in a normal casting of 
  Leomund's tiny hut (allowing only creatures that 
  were in the area of the cottage when it appeared to 
  enter and exit, are opaque from the outside but 
  transparent from inside, do not allow spells and 
  magical effects to be extended through them, etc.). 
  • The shelter is conjured with furnishings: eight 
  comfortable beds, eight armchairs, a dining table, a 
  writing desk, a bookshelf, a mirror, and a private 
  washroom with a covered latrine. There is a basin 
  for bathing, but water is not provided. This furniture 
  disappears if it is removed from the structure. 
  • You can set the tone of the décor, including items 
  such 
  as 
  carpets, 
  wall 
  hangings, 
  and 
  other 
  decorations. Like the furniture, these items 
  disappear if removed from the structure. 
  
   
   
   
   
   
   
   
   
  • You can leave the structure without the spell ending, 
  however one creature originally in the area of the 
  spell when it was cast must remain in the structure. 
  If the structure is ever unoccupied, it disappears and 
  the spell ends. 
  Wondrous 
  item, 
  dragonshard 
  focus 
  (requires 
  attunement by a bearer of the Mark of Passage), rare 
  This silver bracelet sports a tiny, dangling Siberys 
  dragonshard. While attuned to the charm of the long 
  step and wearing it, the distance you can teleport is 
  doubled when you use the Shared Passage trait or cast 
  any spell from the Mark of Passage that allows you to 
  teleport a distance. 
  Wondrous 
  item, 
  dragonshard 
  focus 
  (requires 
  attunement by a bearer of the Greater or Siberys Mark 
  of Healing), very rare 
  This low marble slab is inlaid with targath and mithral 
  along its sides. Its top surface holds a slightly shallow 
  impression of roughly humanoid shape. The entire 
  slab and weighs 400 pounds and is difficult to move. 
  By expending a use of a spell granted by your Greater 
  or Siberys Mark of Healing, you can innately cast the 
  regenerate spell upon a creature placed atop the slab, 
  instead of the normal spell granted by your 
  dragonmark. The spell functions as normal, except the 
  target must remain on the slap for the entire duration 
  of the spell (1 hour) to regenerate a lost body member, 
  even if the severed member is held against the stump. 
  Wondrous 
  item, 
  dragonshard 
  focus 
  (requires 
  attunement by a bearer of the Greater or Siberys Mark 
  of Handling), very rare 
  This leather collar is studded with several Siberys 
  dragonshards synced to the Mark of Handling. Each 
  collar is linked to an associated key, a small 
  dragonshard-embedded metal disk. By attuning to the 
  collar of the wild bond, you also attune to its paired key, 
  though both items only count as one toward your 
  magic item attunement limit. 
  While attuned to the collar of the wild bond, you 
  may innately cast the dominate beast spell at-will, 
  requiring no components, but only on a creature 
  wearing the collar. 
  When you cast dominate beast in this way, it has a 
  permanent 
  duration 
  that 
  doesn't 
  require 
  concentration. The dominated creature remains under 
  the effects of the spell until the collar is removed, or if 
  the collar and key are ever more than 60 feet away 
  from each other. Additionally, the target of the spell 
  does not gain a new saving throw to resist the spell 
  when it takes damage. 
  Wondrous 
  item, 
  dragonshard 
  focus 
  (requires 
  attunement by a bearer of the Greater Mark of Storm), 
  very rare 
  This thin circlet of mithral is covered in blue and white 
  enamel in a pattern suggesting a cloudy sky, with 
  points of Siberys dragonshards rising up like a crown. 
  Unlike most magic items, you need to finish a long rest 
  to attune to a crown of high dominion. 
  While attuned to the crown of high dominion and 
  wearing it, you gain several enhancements: 
   
  • You may expend a use of a spell granted the Greater 
  Mark of Storm to innately cast control weather 
  instead of the spell usually granted by your greater 
  mark. 
  • When you cast control weather this way, the radius 
  of the spell is 6 miles and the duration does not 
  require concentration and lasts for 48 hours. 
  • You may expend a use of the gust of wind spell 
  granted by the base Mark of Storm to cause 
  significant rain to fall. This rain covers an area 
  centered on you at the time you expend the use of 
  your dragonmark with a radius of 1 mile, and the 
  rain lasts for 1 hour. The rain causes Wisdom 
  (Perception) checks related to sight to be made with 
  disadvantage while in the area. 
  Wondrous 
  item, 
  dragonshard 
  focus 
  (requires 
  attunement by a bearer of the Greater or Siberys Mark 
  of Shadow), very rare 
  House Phiarlan is world-renown for putting on an 
  amazing performance and employing some of the most 
  talented playwrights over the centuries. However, 
  even with the convenience of modern travel, it is 
  sometimes impossible to leave one's home city to view 
  a Phiarlan play performed with its original cast (as the 
  director intended). Thus, the crystal theater was 
  developed to allow the house's most talented 
  performers to reach more people. 
  Unlike most magic items, up to five qualified 
  individuals may 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 Phiarlan of 
  high standing and influence. Three attuned individuals 
  can perform a special ritual that lasts 1 hour to break 
  the attunement of one of the remaining two 
  individuals. (This is usually a punishment reserved 
  only for Dragonmarked heirs who are excoriated from 
  
   
   
   
   
   
   
   
  the House. When House Thuranni split from House 
  Phiarlan, House Phiarlan maintained control of all 
  crystal theater networks and any Thuranni scions that 
  were attuned to them had their attunement broken.) 
  Each crystal theater is a massive silver-backed 
  pane of glass, some 20 feet wide by 10 feet tall, 
  magically linked to a crystal ball about 2 feet in 
  diameter. The glass pane and the crystal ball have their 
  magic suppressed while they are ever more than 100 
  feet away from each other. 
  While attuned to a crystal theater and touching its 
  crystal ball, you may innately cast the scrying spell, but 
  you may only target the location of another crystal 
  theater in the same network. If you do, the scrying spell 
  lasts 
  indefinitely 
  as 
  long 
  as 
  you 
  maintain 
  concentration and remain within 100 feet of the 
  crystal ball. The invisible sensor created by your spell 
  may be up to 100 feet away from the crystal ball of the 
  targeted crystal theater, and its position may be fined 
  tuned by you to attain the maximum view of the stage 
  at the targeted location. The massive glass pane of the 
  crystal theater at your location is the focus for your 
  spell, allowing an audience seated at your location to 
  view a live performance 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. 
  Phiarlan playhouses that are home to a crystal 
  theater are constructed in such a way that the massive 
  glass pane may be removed to leave the stage 
  unobscured for live performances, and for the 
  projecting of their performances remotely via crystal 
  theaters at other locations. 
  Wondrous 
  item, 
  dragonshard 
  focus 
  (requires 
  attunement by a bearer of the Mark of Detection), very 
  rare 
  This fine brass circlet is trimmed in mithral and has a 
  large Marquise-cut Siberys dragonshard that rests in 
  the center of your forehead when worn. Unlike most 
  magic items, you need to finish a long rest to attune to 
  a diadem of sharpened senses. 
  While attuned to the diadem of sharpened senses 
  and wearing it, you gain several enhancements: 
   
  • You can innately cast detect magic and detect poison 
  and disease from your dragonmark as non-ritual 
  spells. You may do so at-will. 
  • You can innately cast detect thoughts from your 
  dragonmark twice, requiring no components. You 
  regain all expended uses when you finish a long rest. 
  • You gain proficiency in the Investigation and 
  Perception skills. If you are already proficient in any 
  of these skills, you add double your proficiency 
  bonus to checks you make with it. 
  • You receive a +5 bonus to your passive Perception 
  score. 
  • Any time a spell you cast from your Mark of 
  Detection with a casting time of 1 action can be cast 
  as a bonus action instead. 
  Wondrous 
  item, 
  dragonshard 
  focus 
  (requires 
  attunement by a bearer of a true dragonmark), common 
  This amulet set with a small Siberys dragonshard is the 
  most common and simplest kind of dragonshard focus 
  item. Each dragonmark focus is crafted to empower 
  one of the twelve kinds of true dragonmarks, but can 
  be used by a dragonmarked character bearing any 
  level of the mark. 
  When worn by its attuned bearer, the die type of 
  your dragonmarked Intuition Die increases by one (for 
  example, from a d4 to a d6). 
  Weapon (quarterstaff), dragonshard focus (requires 
  attunement by a bearer of a true dragonmark), very 
  rare 
  This sturdy, magical densewood quarterstaff is banded 
  in iron near both ends and its handgrip is luxuriously 
  wrapped in black leather. The head of each staff is 
  carved in the image of one of the twelve true 
  dragonmarks, mounted directly above a large Siberys 
  dragonshard. Each dragonmarked rod is crafted to 
  empower a bearer of one of the twelve kinds of true 
  dragonmarks. 
  By attuning to and holding a dragonmarked rod 
  associated with your dragonmark, you gain the ability 
  to innately cast the spells associated with the Apex 
  version of your dragonmark (as detailed in the Apex 
  Dragonmark Spells table on page 89), depending on 
  your level. You automatically gain the ability to cast the 
  cantrip and Least spell of your mark. When you reach 
  6th level, you may cast the Lesser spell granted by your 
  dragonmark. When you reach 14th level, you may cast 
  the Greater spell associated with your mark. When you 
  reach 17th level, you may cast the Siberys spell 
  associated with your mark on the table. Each Least, 
  Lesser, Greater, and Siberys spell can be cast once 
  between long rests. 
  
   
   
   
   
   
   
   
   
  Wondrous 
  item, 
  dragonshard 
  focus 
  (requires 
  attunement by a bearer of a true dragonmark), 
  uncommon 
  This ring is set with a luminescent Siberys 
  dragonshard, which stores magical energy and allows 
  its attuned wearer to innately cast spells from their 
  dragonmark more often. A dragonshard reservoir is 
  not synced to any single kind of dragonmark, any 
  bearer of any true dragonmark can attune to one of 
  these items. Unlike most magic items, a dragonmark 
  focus item requires a long rest to become attuned to, 
  instead of a short rest. 
  When worn, the dragonshard reservoir allows you 
  to cast any one spell granted by your dragonmark that 
  can only be cast a limited number of times between 
  rests (including spells gained from the Greater 
  Dragonmark feat) an additional time before resting.  
  Wondrous 
  item, 
  dragonshard 
  focus 
  (requires 
  attunement by a bearer of the Mark of Sentinel), rare 
  These helms are forged in many different styles, often 
  commissioned personally by notable members of 
  House Deneith. All helms of the Sentinel are engraved 
  with the Eye of Deneith in several places. 
  While attuned to and wearing a helm of the 
  Sentinel, you may cast contingency as an action. The 
  spell you choose as part of casting contingency can be 
  any spell you can innately cast from your Mark of 
  Sentinel (including spells gained from the Greater 
  Dragonmark feat). You innately cast the spell from 
  your dragonmark as part of casting the contingency 
  spell, expending it until you finish your next short or 
  long rest. 
  If you remove the helm of the Sentinel before the 
  contingency is triggered, both spells are lost. Once you 
  cast contingency from the helm of the Sentinel, it can't 
  be cast again until the next dawn. 
  Wondrous item, dragonshard focus (does not require 
  attunement), rare 
  A houseward is a heavy block of alloyed lead with 
  inlays of silver arranged in complex patterns, with a 
  small Siberys dragonshard at its core. This block is 
  often set directly into the floor of a building. The 
  Greater Mark of Warding is required for the creation 
  schema of a houseward, and House Kundarak typically 
  makes a swift business selling these items for 5,000 gp 
  apiece to wealthy individuals looking to secure an 
  ongoing security contract with the House.  
  Unlike 
  most 
  dragonshard 
  focus 
  items, 
  a 
  houseward does not require attunement by a creature 
  bearing a specific mark, but it does only respond to 
  several spells innately cast from the Mark of Warding. 
  Whenever the alarm, arcane lock, glyph of 
  warding, nondetection, or Nystul’s magic aura spells 
  are innately cast from a Mark of Warding in an area 
  that includes the houseward, or on an object that is 
  within 20 ft. of a houseward, the duration of the spell 
  increases to 7 days. Likewise, whenever the magic 
  circle or prismatic wall spells are innately cast from a 
  Mark of Warding in the same way, the duration of the 
  spell increases to 24 hours. 
  Wondrous 
  item, 
  dragonshard 
  focus 
  (requires 
  attunement by a bearer of the Mark of Shadow), 
  uncommon 
  An image projector is a 1-foot diameter hoop of silver 
  with a large Siberys dragonshard suspended in its 
  center by copper and gold wires. They were created, 
  ostensibly, to record visual effects to add spectacle and 
  wonder to House Phiarlan stage performances, but 
  they can be used to record any scene. 
  As an action, you can activate an image projector 
  to visually record a scene, either an illusion you create, 
  or all activity within 10 feet of the image projector. The 
  image projector can record up to 1 minute of either 
  scene. 
  After the scene is recorded, you can activate the 
  play back function of the image recorder as an action. 
  The recorded scene replays as a visual illusion above 
  the image projector, with itself as the center of the 
  illusion. No sound is recorded when the image 
  projector is used this way. 
  If you have the Greater or Siberys Mark of Shadow, 
  you may use an image projector to record up to 10 
  minutes of actual activity or illusion, and the playback 
  includes all sounds recorded during the original scene. 
  Wondrous 
  item, 
  dragonshard 
  focus 
  (requires 
  attunement by a bearer of the Mark of Healing), 
  uncommon, rare, or very rare 
  This device was named after the famed alchemist and 
  artificer, Keoghtom d'Jorasco. It is a loose apparatus of 
  gold bracelets and rings held together with a web of 
  fine mithral links. Suspended in this web are one or 
  more Siberys dragonshards, depending on the hand's 
  rarity. Keoghtom's hands of greater rarities have all the 
  properties of less rare versions. Unlike most magic 
  items, it takes a long rest to attune to a Keoghtom's 
  hand. 
  An uncommon Keoghtom's hand has one large, flat, 
  emerald-cut Siberys dragonshard suspended against 
  your palm when you wear it. As an action, you may 
  
   
   
   
   
   
   
   
  innately cast cure wounds from your Mark of Healing 
  while wearing the hand, requiring no components. 
  Once you cast cure wounds this way, you must finish a 
  long rest before you may do so again. 
  Additionally, whenever you cast cure wounds from 
  your Mark of Healing, instead of rolling dice to restore 
  hit points to the target of the spell, you use the highest 
  number possible for each die.  
  A rare Keoghtom's hand has two additional Siberys 
  dragonshards suspended against the back of your 
  hand when you wear it. You can innately cast cure 
  wounds from your dragonmark one additional time 
  while wearing a rare Keoghtom's hand. When you 
  finish a long rest, you regain all uses of cure wounds 
  expended. 
  A very rare Keoghtom's hand has a total of six 
  Siberys dragonshards, the main one held against your 
  palm, and an array of five held against the back of your 
  hand when you wear it. Whenever you innately cast 
  cure wounds from your dragonmark, the spell has a 
  casting time of 1 bonus action while wearing a very 
  rare Keoghtom's hand. 
  Wondrous 
  item, 
  dragonshard 
  focus 
  (requires 
  attunement by a bearer of the Mark of Passage), 
  legendary 
  These long cords of fine leather are regularly studded 
  with alternating 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 
  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 uncontrolled lightning rail coach is 
  bound to "jump the stones" and crash into the ground 
  if speed is not carefully modulated along its route. 
  Wondrous 
  item, 
  dragonshard 
  focus 
  (requires 
  attunement by a bearer of the Mark of Finding), rare 
  When attuned to this short rod wrought of cold iron, as 
  an action you may innately cast locate object from your 
  dragonmark. Once you cast the spell from your 
  dragonmark, you must finish a long rest in order to do 
  so again. Unlike most magic items, it takes a long rest 
  to attune to a prospector’s rod. 
  You gain several enhancements to the locate 
  object spell when you innately cast it from your Mark 
  of Finding: 
   
  • The duration of the spell extends indefinitely, as long 
  as you maintain concentration on it. 
  • You may specify a quantity of material to search for: 
  "three or more pounds of adamantine," "one 
  hundred gallons of water," and so on. When you 
  sense the location of the specified material, you can 
  make a DC 10 Wisdom check to estimate the exact 
  quantity of it you've found. 
  • You can sense the location of the specified quantity 
  of material to an increased range, out to a radius of 
  5 miles. You cannot sense a specific object out to this 
  extended range. (You can find "5 pounds of Eberron 
  dragonshards" out to this distance, but not "the 
  Eberron dragonshard in the pommel of Lord 
  ir’Tain's dagger") 
  Wondrous 
  item, 
  dragonshard 
  focus 
  (requires 
  attunement by a bearer of the Mark of Making), 
  uncommon, rare, or very rare 
  Crafted for practicality during the Last War, a 
  reparation apparatus is a strange glove-like device that 
  fits over your hand like a fingerless gauntlet, with 
  numerous tools and implements that sprout from it. A 
  large Siberys dragonshard is mounted on a thick band 
  of adamantine at the wrist, with a variable number of 
  smaller 
  Siberys 
  dragonshards 
  studding 
  the 
  circumference of the band depending on the rarity of 
  the reparation apparatus. Rarer varieties of the 
  reparation apparatus have all the properties of less 
  rare versions. Unlike most magic items, it takes a long 
  rest to attune to a reparation apparatus. 
  As an action, you may innately cast repair damage 
  from your Mark of Making while wearing the 
  reparation apparatus, requiring no components. Once 
  you cast repair damage this way, you must finish a long 
  rest before you may do so again. 
  Additionally, whenever you cast repair damage 
  from your Mark of Making, instead of rolling dice to 
  restore hit points to the target of the spell, you use the 
  highest number possible for each die.  
  While attuned to and wearing a rare reparation 
  apparatus, you can innately cast repair damage from 
  your dragonmark one additional time. When you finish 
  a long rest, you regain all uses of repair damage 
  expended. 
  While attuned to and wearing a very rare 
  reparation apparatus, whenever you cast repair 
  damage from your dragonmark, the spell has a casting 
  time of 1 bonus action. 
  
   
   
   
   
   
   
   
   
  Wondrous 
  item, 
  dragonshard 
  focus 
  (requires 
  attunement by a bearer of the Mark of Handling), very 
  rare 
  This bronzewood rod is capped with a large Siberys 
  dragonshard in a byeshk fitting. While attuned to and 
  holding the scepter of wild dominion, you gain the 
  following enhancements: 
   
  • Any spell you innately cast from your Mark of 
  Handling is cast as though from a spell slot three 
  higher than normal. 
  • The saving throw DC to resist any spell innately cast 
  from your Mark of Handling increases by 2. 
  Wondrous 
  item, 
  dragonshard 
  focus 
  (requires 
  attunement by a bearer of the Greater or Siberys Mark 
  of Shadow), very rare 
  This small, low stone altar is topped with a thin layer 
  of mithral polished to a mirror finish. The reflection 
  cast by its surface is astonishingly clear. The mirror 
  surface is lined with four silver snakes, each holding a 
  golden Siberys dragonshard in their mouths at the 
  corners of the altar. The entire altar and mirror weigh 
  400 pounds and is difficult to move. Unlike most magic 
  items, up to five qualified individuals may attune to a 
  single serpentine mirror. 
  Attunement to a serpentine mirror is usually 
  reserved for members of House Phiarlan or House 
  Thuranni of high standing and influence. Three 
  attuned individuals can perform a special ritual that 
  lasts 1 hour to break the attunement of one of the 
  remaining two individuals. (This is usually a 
  punishment reserved only for Dragonmarked heirs 
  who are excoriated from the House. When House 
  Thuranni split from House Phiarlan, a purge of all joint 
  attunements from each Houses' serpentine mirrors 
  occurred, so that each House's mirrors were only 
  attuned to by their own people.) 
  While attuned to a serpentine mirror, you may 
  expend a use of any spell granted by the Greater or 
  Siberys Mark of Shadow to cast scrying instead. 
  Whether cast from a Greater or Siberys Mark of 
  Shadow, when you cast scrying using the serpentine 
  mirror as the focus of the spell, the duration of the spell 
  is indefinite as long as you maintain concentration on 
  it, however the spell ends if you move further than 1 
  foot away from the serpentine mirror. While 
  concentrating on the scrying spell this way, you may 
  choose a new target for the spell as an action, so you 
  may scry on any number of targets with a single 
  casting of scrying from your dragonmark. If a target 
  succeeds on their saving throw, you may not select 
  them as a target during the same casting of scrying, or 
  with another casting of scrying within 24 hours. 
  However, the spell does not end if the target succeeds 
  on their saving throw; the mithral surface of the 
  serpentine mirror clouds into dark shadows until you 
  select a new target. 
  Additionally, if the target of the scrying spell 
  voluntarily fails their saving throw, you may cast the 
  message cantrip at-will to speak with them through the 
  serpentine mirror, as long as they remain the target of 
  the scrying spell and you continue to concentrate on it. 
  Wondrous item, dragonshard focus (does not require 
  attunement), common 
  These tiny baubles are about the size of real eyes. They 
  are made from two Siberys dragonshards each, bound 
  together with copper bands, and upon closer 
  inspection a hair can be seen pressed between both 
  shards of each shadow eye. Shadow eyes are created in 
  pairs, and each is inexorably linked to the other. 
  Unlike most dragonshard focus items, a shadow 
  eye does not require attunement by a creature bearing 
  a specific mark, but it does only respond to divination 
  spells cast by those who possess the Mark of Shadow. 
  When casting clairvoyance or scrying and holding 
  a shadow eye, you may target the linked shadow eye 
  with your spell, instead of a person or place. If you do, 
  there is no saving throw necessary and no chance for 
  failure, and the range of clairvoyance may be any 
  distance as long as both shadow eyes are on the same 
  plane of existence. 
  Unlike most magic items, shadow eyes are created 
  with magic but are not innately magical themselves, 
  merely serving for a focus for the divination magic cast 
  by a bearer of the Mark of Shadow. As such, they 
  cannot be detected with a detect magic spell, and 
  cannot be identified as what they are with an identify 
  spell. 
  Wondrous 
  item, 
  dragonshard 
  focus 
  (requires 
  attunement by a bearer of a Greater Mark of Making 
  that grants the ability to innately cast fabricate), very 
  rare 
  This anvil is wrought from cold iron, with a complex 
  circular inlay of silver surrounding an array of small 
  Siberys dragonshards encircling one larger Siberys 
  shard. Unlike most magic items, any number of 
  qualified individuals can attune to a sky forge and can 
  remain attuned to it so long as they stay within 1 mile 
  of the sky forge. A collective of five attuned individuals 
  can perform a special ritual that lasts 1 hour to break 
  the attunement of any other individual. (This is usually 
  
   
   
   
   
   
   
   
  a punishment reserved only for Dragonmarked heirs 
  who are excoriated from the House.) 
  While attuned to the anvil and standing within 1 
  mile of it, you can innately cast fabricate from your 
  Greater Mark of Making to affect material within a 100-
  foot cube, or eighty connected 5-foot cubes. 
  Wondrous 
  item, 
  dragonshard 
  focus 
  (requires 
  attunement by a bearer of the Mark of Scribing), 
  common 
  This small marble bust is typically sculpted in the 
  likeness of a famous gnome in House Sivis's history. 
  Unlike most magic items, any number of qualified 
  individuals can attune to a speaking stone and can 
  remain attuned to it so long as they stay within 3 miles 
  of the speaking stone. A collective of five attuned 
  individuals can perform a special ritual that lasts 1 
  hour to break the attunement of any other individual. 
  (This is usually a punishment reserved only for 
  Dragonmarked heirs who are excoriated from the 
  House.) 
  Speaking stones are an incredible modern marvel 
  and the cornerstone of long-distance communications 
  across Khorvaire. House Sivis has message stations 
  stocked with speaking stones in every major city, and 
  some key smaller settlements, all throughout the Five 
  Nations. Major cities, such as Sharn or a nation's 
  capital, contain multiple House Sivis message stations, 
  and important hub message stations employ more 
  than one speaking stone. 
  While attuned to a speaking stone, you may cast 
  message while touching it and target another speaking 
  stone at another location (you must know the target 
  location of the other speaking stone). When you send a 
  message between speaking stones, it can be of any 
  length, and it travels silently upon the wind at a rate of 
  1 mile per minute, with no maximum range. When the 
  message reaches the receiving speaking stone, the 
  marble bust animates and speaks your message aloud. 
  There is always a gnome on duty at a House Sivis 
  message station, waiting to transcribe any incoming 
  messages that should arrive. 
  Wondrous 
  item, 
  dragonshard 
  focus 
  (requires 
  attunement by a bearer of the Mark of Storm), 
  uncommon 
  These fine, fingerless leather gloves are decorated 
  with crossed lightning bolts on the palms. 
  While attuned to storm gloves, you may innately 
  cast shocking grasp from your Mark of Storm at-will. 
  Additionally, you may expend a use of 1st-level or 
  higher spell granted by any Mark of Storm to innately 
  cast thunderwave instead of the spell normally granted 
  by the dragonmark. If you do, thunderwave is cast at a 
  level that matches the expended spell. 
   
  Warforged components are magic items that require 
  attunement to a warforged character in order to 
  function. Some components may even require 
  attunement to a warforged of a specific subrace.  
  Unlike other magic items, warforged components 
  physically integrate with the body of an attuned 
  warforged. They cannot be removed, dropped, or 
  disarmed, except from a willing warforged. 
  Warforged component (requires attunement by a 
  warforged juggernaut or envoy), uncommon 
  This deep blue metal disc is banded in copper and 
  studded with iron. When attached to your chest, over 
  the course of attunement, adamantine reinforcement 
  spreads through your body. While it is attached, any 
  critical hit against you becomes a normal hit. 
  Warforged component (requires attunement by a 
  warforged), rare (+1), very rare (+2), or legendary (+3) 
  This gleaming steel disc is banded in gold and has a 
  number of red dragonshards studded in a ring, the 
  number and size of which increasing with the rarity of 
  the disc. When attached to your 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. 
   
  The armor enhancement disc is designed for warforged 
  that use the Model Type trait detailed in Chapter 1 of 
  this book, instead of the Integrated Armor trait given 
  to them in Wayfinder’s Guide to Eberron. Integrated 
  Armor is designed to include the equivalent of +3 
  magical armor over the course of the warforged’s 
  adventuring career, so this component would 
  essentially double that bonus, skyrocketing the 
  warforged’s AC. Therefore, it is not recommended to 
  allow this component in a game that makes use of 
  warforged racial statistics unaltered from Wayfinder’s 
  Guide to Eberron. 
   
  
   
   
   
   
   
   
   
   
  Warforged component (requires attunement by a 
  warforged), rare (+1), very rare (+2), legendary (+3) 
  This ogre-sized metal gauntlet fits over a warforged's 
  hand and forearm. Over the course of attunement, you 
  feel the battlefist physically lock and integrate into 
  your arm, and your sense of touch extends into the 
  component as if they were your actual arm and hand. 
  You have a bonus to attack and damage rolls on 
  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 monk levels more than you currently do 
  (minimum 5th level). If this would increase your 
  effective monk level past 20, your unarmed strikes 
  with a battlefist deal 1d12 damage instead of 1d10. 
  While attached, you can use your battlefist as a 
  normal hand, but its large size is a bit clumsier than 
  normal. You have disadvantage when using tools while 
  this component is attached. 
  If you attune to a second battlefist, whenever you 
  use the Attack action to make unarmed strikes with a 
  battlefist, you may make an unarmed strike with the 
  other one as a bonus action (using the improved 
  damage as noted above, including your ability 
  modifier). 
  Warforged component (requires attunement by a 
  warforged), rare 
  This gold band fits easily over your brow. When it 
  is attached, it fuses with your head, and over the 
  course of attunement you feel your awareness of other 
  warforged around you sharpen. While attached, you 
  gain telepathy with a range of 100 feet, but you can 
  only communicate this way with other warforged. 
  Unlike normal telepathy, you may address any number 
  of warforged within this range at the same time, but 
  they can still only communicate back to you, not with 
  each other. 
  In addition, as a reaction you may grant up to ten 
  warforged within 30 feet of you (including yourself) 
  advantage on saving throws against fear for one round. 
  Once you use this ability, the circlet cannot produce 
  this affect until 1d12 hours have passed. 
  Warforged component (requires attunement by a 
  warforged), common 
  These copper-rimmed crystal lenses come in a 
  paired set. 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 eyes. 
  While delver's eyes are attached, you can activate 
  or deactivate them on your turn, requiring no action 
  (but you may only 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. 
  Warforged component (requires attunement by a 
  warforged), uncommon 
  This band of copper is decorated with lacquered 
  soarwood discs. When attached, the copper band 
  melds into your waist until only the soarwood discs 
  are visible. Over the course of attunement, you feel 
  your sense of balance significantly improve. You have 
  advantage on Dexterity (Acrobatics) checks to 
  maintain your balance and on all saving throws against 
  any effect that would knock you prone. 
  Warforged component (requires attunement by a 
  warforged), rare 
  This dull coppery torc bears symbols representing 
  watchfulness. When attached, it hinges open and locks 
  around your neck, and over the course of attunement 
  it melds into your body and you feel your eyesight and 
  hearing sharpen. While attached, you have proficiency 
  with Wisdom (Perception) checks, and you have a +5 
  bonus to your passive Wisdom (Perception). 
  Warforged component (requires attunement by a 
  warforged), rare 
  This dark metal torc is engraved with symbols 
  representing silence and shadow. When attached, it 
  hinges open and locks around your neck, and over the 
  course of attunement it melds into your body. Your 
  metal parts gleam less, the wood and stone of your 
  body hush quietly when you move. While attached, you 
  have proficiency with Dexterity (Stealth) checks, and 
  you do not have disadvantage on such checks from a 
  racial trait if you normally do. 
  Warforged component (requires attunement by a 
  warforged), uncommon 
  This component is an intricate assemblage of 
  clockwork and filigree wings, designed to serve as a 
  communication device within warforged military units. 
  When it is attached, it locks into place in the center of 
  your chest and melds into your body, becoming 
  unnoticeable. Unlike most warforged components, a 
  final messenger attached to your chest slot allows a 
  
   
   
   
   
   
   
   
  second warforged component to be attached to the 
  same slot. While attached, you may take an action to 
  implant a destination, a target individual, the image of 
  what you currently can see, and a message of up to 25 
  words into the messenger. 
  As a bonus action or reaction, you can release the 
  final messenger, at which point it flies to its destination 
  by as direct a route as possible. Opponents within 5 
  feet of you when you release the messenger may 
  attempt a DC 20 Dexterity check at disadvantage to try 
  and catch it if they have a free hand. If they succeed, 
  the messenger goes dormant and does not attempt to 
  escape. If they fail, the messenger continues on to its 
  intended destination. 
  Once it reaches this location, it seeks the target 
  recipient (if one has been specified); otherwise it looks 
  for the nearest warforged. Any warforged who 
  attempts to attune to a final messenger bearing a 
  message finds that it attaches without attunement and 
  instead delivers the message that it contains. Once 
  delivered, the message disappears from the final 
  messenger, and it can be attuned with. 
  Should a warforged be destroyed while bearing a 
  final messenger, the messenger immediately flies to 
  seek its target. It retains its stored message, but 
  replaces any stored image with a view of the last thing 
  seen by the slain warforged. 
  A final messenger is a Tiny construct with AC 26, 
  6 hit points, and a fly speed of 60 feet. It has Darkvision 
  60 ft., and it can take the Dash action as a bonus action 
  on each of its turns. It has no limbs and cannot perform 
  any meaningful action aside from seeking its target 
  and delivering its message, and therefore has a 
  challenge rating of 0 (0 XP).  
  An unattached messenger can remain active for a 
  maximum of 8 hours, after which it becomes inert. It 
  can only replenish its energy by attaching to a 
  warforged; every minute it is attached allows 1 minute 
  of activity after being released, to a maximum of 8 
  hours. 
  Warforged component (requires attunement by a 
  warforged), legendary 
  This large emerald-cut sapphire is fitted in a 
  mithral setting, and is the only one of its kind. When 
  attached to your head slot 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 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 decapitated, 
  you die but the gem remains attached unless 
  deliberately removed, and you grow a new fully 
  functional body after 1d6+1 weeks. 
  The gem can be removed while you are at 0 hit 
  points or dead, preventing it from repairing you. Your 
  soul enters the gem immediately if your body dies, or 
  if it is removed while you are at 0 hit points, unless it 
  already houses a soul. You are trapped in the gem so 
  long as it is attached to your dead body or 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 every 24 hours. As 
  long as a soul is within the gem, it can telepathically 
  communicate with any creature wearing it and can 
  perceive the world through the body's senses. A 
  wearer can't prevent this telepathic communication. A 
  wearer can willingly allow the spirit within the gem to 
  take over its body. However, willingly or not, the 
  switch can only occur once every 24 hours. 
  If your soul is within the gem and it is attached to 
  a dead warforged body for 10 minutes, your soul 
  enters the body as soon as it is repaired 1d6 hit points 
  by the gem, even if the body was not your original one. 
  The Gem of Preservation is supernaturally durable. 
  It is immune to nonmagical damage, resistant to all 
  other damage, and has 50 hit points. In addition, it 
  repairs damage to itself at a rate of 1 hit point every 
  round. 
  Weapon (light crossbow), warforged component 
  (requires attunement by a warforged), very rare (+1), or 
  legendary (+2) 
  This light crossbow has a swivel-mount instead of a 
  grip and stock, like a miniature deck-mounted ballista. 
  When the base of the mount is attached to your 
  shoulder, it integrates into your body. When fully 
  attached, the light crossbow can fold up and retract 
  into your shoulder seamlessly. You can retract and 
  deploy the shoulderbow as a bonus action on your turn. 
  While attached and deployed, the shoulderbow can 
  be fired, even if your hands aren't free. You do not have 
  disadvantage on ranged attacks with the shoulderbow 
  even if you are in melee range of an enemy. You have a 
  bonus to attack and damage rolls made with the 
  shoulderbow. The bonus is determined by the 
  weapon's rarity. 
  A shoulderbow magically loads and fires with a 
  thought, ignoring the Loading property of the light 
  crossbow. Moreover, the shoulderbow magically 
  creates bolts to keep the ammunition case located in 
  its mount filled. The case holds 5 bolts at a time: 
  
   
   
   
   
   
   
   
   
  whenever one bolt is fired, another one is magically 
  created. Bolts vanish if they are removed from the 
  shoulderbow without being shot. The shoulderbow can 
  create 20 bolts per day. You can use your own life 
  energy to create additional bolts, at the cost of 1 hit 
  point per bolt. At any time, you can expend 3d4 hit 
  points to cast conjure barrage as an 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. 
  A shoulderbow cannot use normal bolts (either 
  magical or mundane); it is designed to create and fire 
  its own magical bolts. 
  Warforged component (requires attunement by a 
  skirmisher or envoy warforged), uncommon 
  This component is a set of mithral plate greaves with 
  soarwood soles. When attached, they lock into place 
  around your lower legs and the bottoms of your feet. 
  Over the course of 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. 
  Warforged component (requires attunement by a 
  warforged), legendary 
  This belt of woven mithral threads is etched with 
  designs of fabulous beasts and studded with pulsing 
  dragonshards, and is the only one of its kind. When 
  attached, the mithral threads sprout tendrils into your 
  body and integrate with your form. Over the course of 
  attunement, your body rapidly and drastically changes. 
  Your lower body takes on the form of a fantastic 
  leonine beast, a beautiful construct of mithral, steel, 
  and darkwood. While the belt is attached, you can shift 
  between this tauric form and your true form as an 
  action. 
  Your tauric form provides you with a number of 
  advantages. Your size increases to Large for the 
  purposes of most affects (such as grappling or your 
  space if your game uses a combat grid). However, your 
  upper body remains the same size, so you continue to 
  use weapons appropriate for Medium creatures. 
  Your base walking speed increases by 10 feet, and 
  you gain a climbing speed equal to your new walking 
  speed. 
  Your Strength score becomes 27 and your 
  Constitution score becomes 23, if they are not already 
  higher. 
  You may make two claw attacks as a bonus action. 
  These are melee weapon attacks that use Strength for 
  their attack roll and deal 1d6 + your Strength modifier 
  slashing damage. 
  Warforged component (requires attunement by a 
  warforged), uncommon 
  This metal torc is engraved with runes of warding, and 
  a colored gemstone is set at its front. When attached, it 
  hinges open and locks around your neck. Over the 
  course of attunement, it melds into your body and you 
  feel a thrum of protective energy spread over you. 
  While attached, you have resistance to one type of 
  energy: acid, cold, electricity, fire, or thunder. Each torc 
  of energy resistance grants resistance to one type of 
  energy, chosen when it was created. 
  Warforged component (requires attunement by a 
  warforged), uncommon 
  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 into the soles of your feet. While 
  attached, you can extend or retract these claws as a 
  bonus action. When you make a Strength (Athletics) 
  checks to climb a surface (but not a rope) or on 
  Dexterity (Acrobatics) checks to maintain your 
  balance while these claws are extended, you can add 
  twice your proficiency bonus, instead of any 
  proficiency bonus you normally apply. 
  
   
   
   
   
   
   
   
  The below artifact was contributed by Jarod Taylor. 
  Wondrous item, artifact (requires attunement) 
  This relic has been the cause of much speculation for 
  centuries throughout various esoteric orders—most 
  respectable scholars refuse to admit that such an item 
  even exists in this world. An unassuming cap of black 
  leather, the Baker's hat eludes all known methods of 
  determining any magical properties, but if any of the 
  legends of the hat are true, surely it contains some 
  enchantments. 
  One of the few constants, the experts agree upon, 
  is that by donning the hat, the wearer is filled with all 
  manner of knowledge about the world of Eberron, and 
  driven by its magic to seek out knowledge that few 
  others comprehend or understand. If such legends are 
  true, the wearer of this hat automatically succeeds on 
  all Intelligence checks to recall knowledge about any 
  topic. 
  It is also said, that there is another side to the hat's 
  luck, and that whoever should lose to cap will fall 
  under some grave misfortune in the near future. 
  Rumors hold that Lord ir'Dayne, head of the Wayfinder 
  Foundation, wore the hat as he crossed 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 to a thunder lizard stampede escape. The current 
  whereabouts of the Baker's hat are unknown. 
  Lore abounds around infamous figured of history 
  said to have possessed the hat from the pirate Malleon 
  the Reaver to the Loremaster Dorius ir'Korran. The hat 
  usually appears roughly the same in depiction, though 
  variants emerge over time. Scholars love to debate the 
  change of powers in these so called "editions." One 
  Morgrave student claimed that under scrutiny he had 
  determined the hat to be made of leather of a native to 
  Fernia, but his peers quickly laughed away his 
  "hellcow" theory. 
  Common haberdasher tales claim that it is the 
  same hat seen throughout history. Recently, however, 
  a Cannith youth released initial notes on a set of a 
  dozen of these hat's of knowledge, and hinted at an 
  even more mysterious 13th said to be tied to some 
  other world or unreachable place tied to the Prophecy. 
  These findings were unfortunately lost with the Day of 
  Mourning weeks later... 
  Whatever truths are tied to this fashion accessory, 
  it seems the Baker's Hat holds many keys to Eberron. 
   
  
   
   
   
   
   
   
   
   
   
   
   
  A
  p
  p
  e
  n
  di
  x 
  A.  
  M
  a
   
   
  n elemental mote is the weakest kind of 
  elemental spirit that is distinct from the 
  primal essence of their home plane. When   
  conjured   to   the  material  plane,  
  their essence is so weak it must be bound to a Khyber 
  dragonshard worth at least 50 gp in order to not 
  instantly dissipate back to its home plane. 
  Artificers and wizards that know the secret 
  techniques of elemental binding typically create 
  elemental motes to serve as power sources and lab 
  assistants, though they can be used as guardians in a 
  pinch. 
  An air mote is an elemental spirit from Syrania, bound 
  to a khybershard at its core. Should the khybershard at 
  its center be shattered, the elemental spirit returns to 
  its home plane. It usually appears as a tiny white cloud 
  about the size of a pigeon, but when entering combat, 
  it becomes a diminutive black thunderhead capable of 
  discharging small arcs of tiny lightning. 
   
  Tiny elemental, unaligned 
  Armor Class 13 
  Hit Points 24 (7d4 + 7) 
  Speed 0 ft., fly 30 ft. (hover) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0)  16 (+3)   12 (+1)    5 (–3)10 (+0)  1 (–5) 
  Damage Vulnerability thunder 
  Damage Resistance lightning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned, 
  unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages None, understands Auran 
  Challenge 1/4 (50 XP) 
   
  Actions 
  Discharge. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 5 (1d4 + 3) lightning damage. 
   
   
   
   
   
   
   
   
   
   
  An earth mote is an elemental spirit from Lamannia, 
  bound to a khybershard at its core. Should the 
  khybershard at its center be shattered, the elemental 
  spirit returns to its home plane. It appears as a clump 
  of dirt that floats slowly in the air, though it is capable 
  of moving much faster if it lands and glides through the 
  earth. 
   
  Tiny elemental, unaligned 
  Armor Class 15 (natural armor) 
  Hit Points 31 (7d4 + 14) 
  Speed 0 ft., burrow 30 ft., fly 15 ft. (hover) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2)  10 (+0)   14 (+2)    5 (–3)10 (+0)  1 (–5) 
  Damage Vulnerability thunder 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned, 
  unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages None, understands Terran 
  Challenge 1/4 (50 XP) 
   
  Earth Glide. The earth mote can burrow through 
  nonmagical unworked earth and stone. While doing so, 
  the earth mote doesn't disturb the material it moves 
  through. 
    
  Faint Tremorsense. While in contact with the ground, 
  the earth mote gains tremorsense out to 30 feet as long 
  as it has not moved within the last minute. 
   
  Actions 
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) bludgeoning damage. 
   
   
   
  
   
   
   
   
   
   
   
  A fire mote is an elemental spirit from Fernia, bound to 
  a khybershard at its core. Should the khybershard at 
  its center be shattered, the elemental spirit returns to 
  its home plane. It appears as a floating flame about the 
  size of a small campfire. 
   
  Tiny elemental, unaligned 
  Armor Class 12 
  Hit Points 31 (7d4 + 14) 
  Speed 0 ft., fly 30 ft. (hover) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0)  14 (+2)   14 (+2)    5 (–3)10 (+0)  1 (–5) 
  Damage Vulnerability cold 
  Damage Immunities fire, poison 
  Condition Immunities exhaustion, poisoned, 
  unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages None, understands Ignan 
  Challenge 1/4 (50 XP) 
   
  Illumination. The fire mote sheds bright light in a 20-
  foot radius and dim light in an additional 20 feet. 
    
  Water Susceptibility. If the fire mote moves 5 feet 
  through water, or is splashed with a gallon of water, it 
  is reduced to 1 hit point and becomes suppressed, its 
  fiery essence disappearing into the khybershard core 
  and becoming inert until it finishes a long rest. If the 
  khybershard takes 1 point of damage (AC 10) while the 
  fire mote is suppressed this way, it shatters and the 
  elemental spirit dissipates. 
   
  Actions 
  Burn. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) fire damage. 
  A water mote is an elemental spirit from Lamannia or 
  Risia, bound to a khybershard at its core. Should the 
  khybershard at its center be shattered, the elemental 
  spirit returns to its home 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 
  Armor Class 14 (natural armor) 
  Hit Points 31 (7d4 + 14) 
  Speed 0 ft., swim 30 ft., fly 15 ft. (hover) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0)  14 (+2)   14 (+2)    5 (–3)10 (+0)  1 (–5) 
  Damage Vulnerability lightning 
  Damage Resistances acid 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned, 
  unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages None, understands Aquan 
  Challenge 1/4 (50 XP) 
   
  Freeze. If the water mote takes cold damage, or 
  remains in freezing temperatures for 1 minute, it 
  freezes and deals an extra 2 (1d4) piercing damage 
  with its slam attacks. It unfreezes after remaining in 
  above-freezing temperatures for 1 minute. 
   
  Actions 
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage. 
  
   
   
   
   
   
   
   
   
   
   
   
  Lead Designer: Anthony J. Turco 
  Design: Cephi_Delta, Jarod Taylor, Nausicaä Harris 
   
  Feedback & Input: ChamberofE, kpenguin, Kuul, 
  Michael Stankowski, Matthew Booth, Nausicaä Harris, 
  Pyrrha 
   
  Editing: Anthony J. Turco 
   
  Interior Fiction: Mathew Booth 
   
  Art Direction & Layout: Anthony J. Turco 
  Interior Illustrators: ALMS Digital LLC, Anthony J. 
  Turco, Corey Johnston, Oksana Kharitonova, Joyce 
  Maureira, Steve Prescott, Wayne Reynolds 
   
   
   
  Special thanks to Keith Baker, creator of Eberron. 
   
   
   
   
   
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Antony J. Turco/The Korranberg Chronicle Advent - Anthony J. Turco.pdf