TEXT: ©2018 Wizards of the Coast LLC 
  1 
  UNEARTHED	ARCANA	
  Races	of	Eberron
  This	document	presents	versions	of	several	
  races	from	the	D&D	world	of	Eberron:	
  changelings,	kalashtar,	shifters,	and	warforged.	
  For	more	information	about	that	world,	see	
  Wayfinder’s	Guide	to	Eberron,	available	on	the	
  Dungeon	Masters	Guild	(dmsguild.com).	
  This Is Playtest Content 
  The material here is presented for playtesting and to 
  spark your imagination. These game mechanics are in 
  draft form, usable in your campaign but not refined by 
  final game design and editing. They aren’t officially part 
  of the game and aren’t permitted in D&D Adventurers 
  League events. 
   If we decide to make this material official, it will be 
  refined based on your feedback, and then it will appear 
  in a D&D book. 
  Changelings	
  Long	ago	there	was	a	woman	named	Jes,	and	she	
  had	one	hundred	children.	Her	rivals	conspired	
  against	her	and	swore	to	kill	her	children.	Jes	
  begged	the	Sovereigns	for	help,	but	their	only	
  answer	was	the	wind	and	rain.	In	the	depths	of	her	
  despair,	a	lonely	traveler	took	her	hand.	“I	will	
  protect	your	children	if	they	follow	my	path.	Let	
  them	wander	the	world.	They	may	be	shunned	and	
  feared,	but	they	will	never	be	destroyed.”	Jes	
  agreed,	and	the	traveler	gave	her	his	cloak.	When	
  she	draped	it	over	her	children	their	old	faces	
  melted	away,	and	they	could	be	whoever	they	
  wanted	to	be.	And	so	it	remains.	Though	the	
  Children	are	shunned	by	all,	the	gift	of	the	
  Traveler	protects	them	still.	
  —	Chance,	changeling	priest	
  A	changeling	can	shift	its	face	and	form	with	a	
  thought.	Many	changelings	use	this	gift	as	a	form	
  of	artistic	and	emotional	expression,	but	it	is	an	
  invaluable	tool	for	grifters,	spies,	and	others	who	
  wish	to	deceive.	This	leads	many	people	to	treat	
  known	changelings	with	fear	and	suspicion.		
  Hidden	People	
  Changelings	are	spread	across	Khorvaire.	
  Wherever	humans	can	be	found,	there	are	
  changelings;	the	question	is	whether	their	
  presence	is	known.		
  	 Changelings	are	born	to	one	of	three	paths.	A	
  few	are	born	and	raised	in	stable	communities,	
  where	changelings	are	true	to	their	nature	and	
  deal	openly	with	the	people	around	them.	Some	
  are	orphans,	raised	by	other	races,	who	find	
  their	way	in	the	world	without	ever	knowing	
  another	like	themselves.	Still	others	are	part	of	
  the	nomadic	changeling	clans	spread	across	the	
  Five	Nations	who	keep	their	true	nature	hidden	
  from	the	single-skins.	Some	of	these	clans	
  maintain	safe	havens	in	major	cities	and	
  communities,	but	most	prefer	to	wander,	
  following	the	unpredictable	path	of	the	Traveler.		
  	 In	creating	a	changeling	adventurer,	consider	
  the	character’s	relationships	with	the	people	
  around	them.	Does	the	character	conceal	their	
  true	changeling	nature,	or	do	they	embrace	it?	
  Do	they	have	connections	to	a	changeling	
  community	or	clan,	or	are	they	alone	and	in	
  search	of	companions?	
  Masks	and	Personas	
  In	their	natural	form,	changelings	are	slender	
  and	pale	with	colorless	eyes	and	silver-white	
  hair.	A	changeling	can	alter	its	physical	
  appearance	with	a	thought.	While	this	can	be	
  used	to	deceive	others,	it	is	a	natural	form	of	
  expression	for	the	changeling.	A	changeling	
  shifts	shapes	the	way	others	might	change	
  clothes.	A	casual	shape—one	created	on	the	spur	
  of	the	moment,	with	no	depth	or	history—is	
  called	a	mask.	A	changeling	mask	can	be	used	to	
  express	a	mood	or	to	serve	a	specific	purpose	
  and	then	never	used	again.	However,	many	
  changelings	develop	identities	that	have	more	
  depth.	They	build	an	identity	over	time,	crafting	
  a	persona,	with	history	and	beliefs.	This	focused	
  identity	helps	a	changeling	pinpoint	a	particular	
  
  ©2018 Wizards of the Coast LLC 
  2 
  skill	or	emotion.	A	changeling	adventurer	might	
  have	personas	for	many	situations,	including	
  negotiation,	investigation,	and	combat.	Personas	
  can	be	shared	by	multiple	changelings;	there	
  might	be	three	healers	in	a	community,	but	
  whoever	is	on	duty	will	adopt	the	persona	of	
  Tek,	the	kindly	old	medic.	Personas	can	even	be	
  passed	down	through	a	family,	allowing	a	
  younger	changeling	to	take	advantage	of	
  contacts	established	by	previous	users	of	the	
  persona.		
  Changeling	Names	
  A	changeling	might	use	a	different	name	for	each	
  mask	and	persona,	adopting	new	names	as	easily	
  as	they	develop	new	faces.	The	true	name	of	a	
  changeling	tends	to	be	monosyllabic;	however,	
  there	are	often	accents	to	a	changeling’s	name	
  that	are	expressed	through	shapeshifting,	
  something	single-skins	will	likely	miss.	For	
  instance,	two	changelings	might	have	the	name	
  Jin,	but	one	is	Jin-with-vivid-blue-eyes	and	one	is	
  Jin-with-golden-cheeks.	
  	 Changelings	have	a	fluid	relationship	with	
  gender,	seeing	it	as	one	characteristic	to	change	
  among	many	others.	
  Changeling	Names:	Bin,	Cas,	Dox,	Fie,	Hars,	Jin,	
  Lam,	Mas,	Nix,	Ot,	Paik,	Ruz,	Sim,	Toox,	Vil,	Yug	
  Changeling	Traits	
  Your	changeling	character	has	the	following	
  traits.			
  	 Ability	Score	Increase.	Your	Charisma	score	
  increases	by	2,	and	either	your	Dexterity	or	your	
  Intelligence	increases	by	1	(your	choice).	
  	 Age.	Changelings	mature	slightly	faster	than	
  humans	but	share	a	similar	lifespan—typically	a	
  century	or	less.	While	a	changeling	can	
  shapeshift	to	conceal	their	age,	the	effects	of	
  aging	still	catch	up	to	them.		
  	 Alignment.	Changelings	hate	to	be	bound	in	
  any	way,	and	those	who	follow	the	path	of	the	
  Traveler	believe	that	chaos	and	change	are	
  important	aspects	of	life.	Most	tend	toward	
  pragmatic	neutrality	as	opposed	to	being	
  concerned	with	lofty	ideals.	Few	changelings	
  embrace	evil.		
  	 Size.	In	their	natural	forms,	changelings	
  average	between	5	and	6	feet	in	height,	with	a	
  slender	build.	Your	size	is	Medium.	
  	 Speed.	Your	base	walking	speed	is	30	feet.		
  	 Change	Appearance.	As	an	action,	you	can	
  transform	your	appearance	or	revert	to	your	
  natural	form.	You	can’t	duplicate	the	appearance	
  of	a	creature	you’ve	never	seen,	and	you	revert	
  to	your	natural	form	if	you	die.	
  	 You	decide	what	you	look	like,	including	your	
  height,	weight,	facial	features,	the	sound	of	your	
  voice,	coloration,	hair	length,	sex,	and	any	other	
  distinguishing	characteristics.	You	can	make	
  yourself	appear	as	a	member	of	another	race,	
  though	none	of	your	game	statistics	change.	You	
  also	can’t	appear	as	a	creature	of	a	different	size	
  than	you,	and	your	basic	shape	stays	the	same;	if	
  you’re	bipedal,	you	can’t	use	this	trait	to	become	
  quadrupedal,	for	instance.	Your	clothing	and	
  other	equipment	don’t	change	in	appearance,	
  size,	or	shape	to	match	your	new	form,	requiring	
  you	to	keep	a	few	extra	outfits	on	hand	to	make	
  the	most	compelling	disguise	possible.	
  	 Even	to	the	most	astute	observers,	your	ruse	is	
  usually	indiscernible.	If	you	rouse	suspicion,	or	if	
  a	wary	creature	suspects	something	is	amiss,	
  you	have	advantage	on	any	Charisma	
  (Deception)	check	you	make	to	avoid	detection.	
  	 Changeling	Instincts.	You	gain	proficiency	
  with	two	of	the	following	skills	of	your	choice:	
  Deception,	Insight,	Intimidation,	or	Persuasion.		
  	 Unsettling	Visage.	When	a	creature	you	can	
  see	makes	an	attack	roll	against	you,	you	can	use	
  your	reaction	to	impose	disadvantage	on	the	roll.	
  You	must	use	this	feature	before	knowing	
  whether	the	attack	hits	or	misses.	
  	 Using	this	trait	reveals	your	shapeshifting	
  nature	to	any	creature	within	30	feet	that	can	
  see	you.	Once	you	use	this	trait,	you	can’t	use	it	
  again	until	you	finish	a	short	or	long	rest.		
  	 Divergent	Persona.	You	gain	proficiency	with	
  one	tool	of	your	choice.	Define	a	persona	
  associated	with	that	proficiency:	establish	the	
  name,	race,	gender,	age,	and	other	details.	While	
  you	are	in	the	form	of	this	persona,	the	related	
  proficiency	bonus	is	doubled	for	any	ability	
  check	you	make	that	uses	that	proficiency.		
  	 Languages.	You	can	speak,	read,	and	write	
  Common	and	two	other	languages	of	your	
  choice.		
  
  ©2018 Wizards of the Coast LLC 
  3 
  Kalashtar	
  I	am	kalashtar,	born	of	two	worlds.	Over	a	
  thousand	years	ago,	my	ancestor	bound	her	
  bloodline	to	the	spirit	Kashtai,	and	I	am	a	child	of	
  that	union.	Kashtai	moves	within	me.	Her	
  memories	come	to	me	in	dreams,	and	at	times	her	
  voice	whispers	in	the	silence	of	my	mind.	As	long	
  as	at	least	one	of	my	sisters	is	alive,	Kashtai	will	
  survive—and	as	long	as	she	lives,	she	will	fight	il-
  Lashtavar.	
  —Lakashtai,	servant	of	the	light	
  The	kalashtar	are	a	compound	race	created	from	
  the	union	of	humanity	with	renegade	spirits	
  from	the	plane	of	dreams—spirits	called	the	
  quori.	Kalashtar	are	often	seen	as	wise,	spiritual	
  people	with	great	compassion	for	others.	But	
  there	is	an	unmistakable	alien	quality	to	the	
  kalashtar,	and	they	are	haunted	by	the	conflicts	
  of	their	otherworldly	spirits.	
  Bound	to	Spirits	
  Every	kalashtar	has	a	connection	to	a	spirit	of	
  light,	shared	by	other	members	of	their	
  bloodline.	Physically,	kalashtar	appear	human,	
  but	the	spiritual	connection	affects	them	in	a	
  variety	of	ways.	Kalashtar	have	symmetrical,	
  slightly	angular	features.	Their	movements	and	
  body	language	are	different	from	those	of	
  humans;	most	beings	find	it	graceful,	but	to	some	
  it	feels	unnerving.	The	eyes	of	a	kalashtar	often	
  glow	when	it	is	focused	on	a	task	or	feeling	
  strong	emotions.	
  	 The	kalashtar	can’t	directly	communicate	with	
  their	quori	spirits.	A	kalashtar	might	experience	
  the	relationship	as	a	sense	of	instinct	and	
  inspiration,	drawing	on	the	memories	of	the	
  spirit	when	they	dream.	This	connection	grants	
  the	kalashtar	minor	psionic	abilities,	as	well	as	
  protection	from	psychic	attacks.	All	of	these	
  dream-spirits	are	virtuous,	but	some	are	
  warriors,	while	others	are	more	contemplative	
  or	kind;	a	kalashtar	player	and	DM	can	work	
  together	to	determine	the	nature	of	the	linked	
  spirit.	Typically,	a	kalashtar	knows	the	name	and	
  nature	of	their	spirit,	but	some—for	instance,	an	
  orphan	kalashtar	raised	among	outsiders—
  might	know	nothing	of	their	spirit	or	the	source	
  of	their	psychic	gifts.	
  	 The	bond	to	the	spirit	can	cause	some	
  kalashtar	to	display	unusual	quirks	of	behavior.	
  A	kalashtar	player	can	roll	or	select	a	trait	from	
  the	following	table.		
  Kalashtar Quirks 
  d10 
  Quirk  
  1 
  You try to understand the motives and 
  feelings of your enemies.  
  2 
  You prefer using telepathy over speaking 
  aloud.  
  3 
  You feel a strong drive to protect the 
  innocent.  
  4 
  You apply dream logic to mundane 
  situations.  
  5 
  You discuss things out loud with your quori 
  spirit.  
  6 
  You suppress your emotions and rely on 
  logic. 
  7 
  You are strongly influenced by the emotions 
  of those around you.  
  8 
  You prefer to find nonviolent solutions to 
  problems whenever possible. 
  9 
  You are driven by a warrior spirit and will 
  fight for any noble cause. 
  10 
  You are obsessed with Dreaming Dark 
  conspiracies. 
  Hunted	by	Nightmares	
  The	virtuous	spirits	tied	to	the	kalashtar	fled	
  from	the	dream	realm	of	Dal	Quor	to	escape	the	
  evil	spirits	that	dominate	the	realm.	The	rebel	
  quori	believe	that	through	meditation	and	
  devotion,	they	can	eventually	change	the	
  fundamental	nature	of	Dal	Quor,	shifting	the	
  balance	from	darkness	to	light.	Thus,	most	
  kalashtar	communities	focus	on	acts	of	devotion	
  to	the	faith	known	as	the	Path	of	Light.	But	the	
  dark	powers	of	Dal	Quor	have	their	own	plans	on	
  Eberron.	Through	the	force	known	as	the	
  Dreaming	Dark,	these	monsters	are	
  manipulating	the	people	of	Khorvaire	and	
  eliminating	kalashtar	whenever	possible.		
  					Many	kalashtar	defend	themselves	from	the	
  Dreaming	Dark	by	living	in	close-knit	
  communities,	focusing	on	devotion	to	the	Path	of	
  Light.	But	some	among	the	kalashtar	feel	obliged	
  to	seek	out	the	agents	of	the	Dreaming	Dark	and	
  oppose	their	plans,	or	simply	to	protect	the	
  innocent	however	they	can.	There	are	some	
  kalashtar	who	have	grown	up	isolated	from	their	
  
  ©2018 Wizards of the Coast LLC 
  4 
  kind,	who	know	nothing	about	Dal	Quor	or	the	
  Dreaming	Dark.	Such	orphans	may	use	their	
  abilities	for	personal	gain	or	otherwise	act	
  against	the	virtuous	instincts	of	their	quori	
  spirits;	this	can	often	cause	internal	conflicts	and	
  violent	mood	swings.	
  Kalashtar	Names	
  A	kalashtar	name	is	formed	by	the	blend	of	a	
  personal	prefix	tied	to	the	name	of	the	quori	
  spirit	within	the	kalashtar.	Each	spirit	has	a	
  gender	identity,	but	this	may	or	may	not	match	
  the	gender	identity	of	the	kalashtar	host.	Thus,	a	
  female	kalashtar	might	have	what	others	would	
  consider	a	masculine	name,	because	she’s	tied	to	
  a	spirit	with	a	masculine	identity.	Kalashtar	
  orphans	are	unlikely	to	know	the	names	of	their	
  spirits	and	instead	take	names	from	the	cultures	
  they’re	raised	in.		
  Male	Quori	Names:	Hareth,	Khad,	Kosh,	Melk,	
  Tash,	Ulad,	Vash	
  Female	Quori	Names:	Ashana,	Ashtai,	Ishara,	
  Nari,	Tana,	Tari,	Vakri		
  Kalashtar	Names:	Coratash,	Dalavash,	
  Dolishara,	Halakosh,	Khoratari,	Koratana,	
  Lanhareth,	Molavakri,	Nevitash,	Sorashana,	
  Torashtai,	Valakhad,	Vishara		
  Kalashtar	Traits	
  Your	kalashtar	character	has	the	following	traits.	
  	 Ability	Score	Increase.	Your	Wisdom	and	
  Charisma	scores	both	increase	by	1.	In	addition,	
  one	ability	score	of	your	choice	increases	by	1.	
  	 Age.	Kalashtar	develop	physically	at	the	same	
  rate	as	humans	do	and	have	similar	lifespans.	
  	 Alignment.	The	noble	spirit	tied	to	a	kalashtar	
  drives	it	toward	lawful	and	good	behavior.	Most	
  kalashtar	combine	self-discipline	with	
  compassion	for	all	sentient	beings,	but	some	
  kalashtar	resist	the	virtuous	influence	of	their	
  spirit.	
  	 Size.	Kalashtar	are	similar	in	build	to	humans,	
  though	they	are	typically	a	few	inches	taller.	
  Your	size	is	Medium.	
  	 Speed.	Your	base	walking	speed	is	30	feet.	
  	 Dual	Mind.	When	you	make	a	Wisdom	saving	
  throw,	you	can	use	your	reaction	to	gain	
  advantage	on	the	roll.	You	can	use	this	trait	
  immediately	before	or	after	you	roll,	but	before	
  any	of	the	roll’s	effects	occur.	
  	 Mental	Discipline.	You	have	resistance	to	
  psychic	damage.	
  	 Mind	Link.	You	can	speak	telepathically	to	any	
  creature	you	can	see	within	60	feet	of	you.	You	
  don’t	need	to	share	a	language	with	the	creature	
  for	it	to	understand	your	telepathic	messages,	
  but	the	creature	must	be	able	to	understand	at	
  least	one	language	or	be	telepathic	itself.	
  	 As	a	bonus	action	when	you’re	speaking	
  telepathically	to	a	creature,	you	can	give	that	
  creature	the	ability	to	speak	telepathically	to	you	
  until	the	start	of	your	next	turn.	To	use	this	
  ability,	the	creature	must	be	within	60	feet	of	
  you	and	able	to	see	you.	
  	 Psychic	Glamour.	Choose	one	of	the	following	
  skills:	Insight,	Intimidation,	Performance,	or	
  Persuasion.	You	have	advantage	on	all	ability	
  checks	you	make	with	that	skill.	
  	 Severed	from	Dreams.	Kalashtar	sleep,	but	
  they	don’t	connect	to	the	plane	of	dreams	as	
  other	creatures	do.	Instead,	their	minds	draw	
  from	the	memories	of	their	otherworldly	spirit	
  while	they	sleep.	As	such,	you	are	immune	to	
  spells	and	other	magical	effects	that	require	you	
  to	dream,	like	the	dream	spell,	but	not	to	spells	
  and	effects	that	put	you	to	sleep,	like	the	sleep	
  spell.	
  	 Languages.	You	can	speak,	read,	and	write	
  Common,	Quori,	and	one	other	language	of	your	
  choice.	
  Shifters	
  Geth’s	ancient	heritage	rose	up	from	deep	within	
  him,	spreading	out	from	the	core	of	his	being.	
  Some	shifters	manifested	terrible	claws,	massive	
  fangs,	astounding	speed,	or	heightened	senses.	
  Geth’s	gift	from	his	lycanthrope	ancestors	was	
  sheer	toughness.	Strength	seeped	into	his	bones	
  and	flooded	his	flesh.	His	skin	hardened,	and	his	
  hair	became	coarse	like	an	animal’s	tough	hide.	A	
  sense	of	invincibility	spread	through	him.	For	the	
  moment,	at	least,	he	felt	unstoppable!	
  —Don	Bassingthwaite,	The	Binding	Stone	
  Shifters	are	sometimes	called	the	weretouched,	
  as	many	believe	that	they	are	the	descendants	of	
  humans	and	lycanthropes.	They	are	humanoids	
  with	a	bestial	aspect.	While	they	can’t	fully	
  
  ©2018 Wizards of the Coast LLC 
  5 
  change	shape,	they	can	temporarily	enhance	
  their	animalistic	features—a	state	they	call	
  shifting.	Whatever	their	origins,	shifters	have	
  evolved	into	a	unique	race.	A	shifter	walks	on	the	
  knife’s	edge	between	the	wilds	and	the	world	
  around	them.	Do	they	embrace	their	primal	
  instincts	or	the	path	of	civilization?		
  The	Beast	Within	
  Early	in	childhood,	a	shifter	forms	a	bond	with	a	
  beast	within:	a	totemic	force	that	shapes	their	
  body	and	mind.	Some	shifters	believe	that	these	
  spirits	are	independent	entities,	and	they	might	
  speak	of	Bear	or	Wolf	as	ancestors	or	guides.	
  Most	just	see	the	beast	within	as	a	formidable	
  expression	of	their	inner	nature,	something	that	
  emerges	over	time	as	the	shifter’s	personality	
  takes	shape.	The	beast	within	is	a	pool	of	
  powerful	instincts,	and	its	influence	is	revealed	
  by	the	shifter’s	personality:	a	feline	shifter	might	
  be	cool	and	distant,	driven	by	predatory	
  instincts,	while	a	shifter	with	a	lupine	spirit	is	
  drawn	to	find	and	protect	a	pack.	When	a	shifter	
  fully	embraces	this	beast	within,	they	physically	
  transform	for	a	short	time.	
  	 This	beast	within	is	reflected	by	the	shifter’s	
  subrace.	The	following	subraces	are	especially	
  common:		
  Beasthide	often	signifies	the	bear	or	boar:	stoic,	
  stubborn	and	thick-skinned.		
  Longtooth	shifters	typically	have	lupine	traits	
  and	are	attracted	to	pack	life.		
  Swiftstride	shifters	are	often	predatory	and	
  feline,	but	a	swiftstride	could	also	be	a	cunning	
  rat	who	darts	through	the	shadows.		
  Wildhunt	shifters	are	born	from	any	creature	
  that	tracks	its	prey.		
  	 While	the	beast	within	certainly	has	a	physical	
  impact	on	a	shifter,	it	also	has	a	spiritual	and	
  psychological	effect.	Two	beasthide	shifters	
  share	the	same	special	ability,	but	if	one	has	the	
  aspect	of	the	boar	and	the	other	is	more	like	a	
  bear,	they’ll	be	quite	different	in	personality.	
  With	any	shifter,	identifying	the	beast	within	is	a	
  crucial	part	of	understanding	the	character.	
  Similar	and	Diverse	
  Shifters	are	similar	to	humans	in	height	and	
  build	but	are	more	naturally	lithe	and	flexible.	
  Their	facial	features	have	a	bestial	cast,	with	
  large	eyes,	flat	noses,	and	pointed	ears;	most	
  shifters	also	have	prominent	canine	teeth.	They	
  grow	fur-like	hair	on	nearly	every	part	of	their	
  bodies.		
  	 The	traits	of	the	beast	within	affect	a	shifter’s	
  appearance	as	well.	A	swiftstride	shifter	might	
  have	catlike	eyes	and	delicate	build,	while	a	
  beasthide	shifter	is	likely	a	massive	brute	built	
  like	a	bear.	While	a	shifter’s	appearance	might	
  remind	an	onlooker	of	an	animal,	they	remain	
  clearly	identifiable	as	shifters	even	when	at	their	
  most	feral.	
  The	Journey	Yet	to	Come		
  Shifters	have	a	strong	presence	in	the	Eldeen	
  Reaches,	and	they	often	live	among	humans	and	
  can	be	found	in	rural	areas	across	Khorvaire.	
  While	they	form	powerful	bonds	with	friends	
  and	kin,	shifters	place	great	value	on	self-
  reliance	and	freedom.	It’s	a	shifter	proverb	to	
  “always	be	prepared	for	the	journey	yet	to	
  come,”	and	most	shifters	strive	to	be	ready	for	
  change	or	opportunity.		
  					Shifters	have	a	natural	inclination	toward	
  classes	with	a	primal	connection.	A	shifter	
  barbarian	draws	their	rage	from	the	beast	
  within.	A	shifter	ranger	indulges	their	urge	to	
  wander	and	hunt.	A	shifter	rogue	harnesses	their	
  own	predatory	instincts.	But	shifters	can	pursue	
  any	path	or	faith.		
  Shifter	Names	
  Shifters	have	no	language	of	their	own	and	often	
  live	in	blended	communities.	As	such,	shifter	
  names	typically	overlap	with	the	names	of	other	
  cultures	in	their	region.	Many	shifters	prefer	to	
  keep	their	personal	names	for	their	friends	and	
  use	“wandering	names”	with	strangers.	These	
  are	usually	tied	to	an	obvious	physical	or	
  personality	trait.	
  Shifter	Names:	Badger,	Bear,	Cat,	Fang,	Grace,	
  Grim,	Moon,	Rain,	Red,	Scar,	Stripe,	Swift,	
  Whiskers,	Wolf	
  
  ©2018 Wizards of the Coast LLC 
  6 
  Shifter	Traits	
  Your	shifter	character	has	the	following	traits.		
  	 Ability	Score	Increase.	Your	Dexterity	score	
  increases	by	1.		
  	 Age.	Shifters	are	quick	to	mature	both	
  physically	and	emotionally,	reaching	young	
  adulthood	at	age	10.	They	rarely	live	to	be	more	
  than	70	years	old.		
  	 Alignment.	Shifters	tend	toward	neutrality,	
  being	more	focused	on	survival	than	concepts	of	
  good	and	evil.	A	love	of	personal	freedom	can	
  drive	shifters	toward	chaotic	alignments.		
  	 Size.	Shifters	range	from	5	to	almost	7	feet	tall,	
  depending	on	their	subrace.	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	Senses.	You	have	proficiency	with	the	
  Perception	skill.		
  	 Shifting.	As	a	bonus	action,	you	can	assume	a	
  more	bestial	appearance.	This	transformation	
  lasts	for	1	minute,	until	you	die,	or	until	you	
  revert	to	your	normal	appearance	as	a	bonus	
  action.	When	you	shift,	you	gain	temporary	hit	
  points	equal	to	your	level	+	your	Constitution	
  modifier	(minimum	of	1	temporary	hit	point).	
  You	also	gain	additional	benefits	that	depend	on	
  your	shifter	subrace,	described	below.	
  	 Once	you	shift,	you	can’t	do	so	again	until	you	
  finish	a	short	or	long	rest.		
  	 Languages.	You	can	speak,	read,	and	write	
  Common.		
  	 Subrace.	Choose	one	of	the	following	subraces,	
  representing	the	beast	within:	beasthide,	
  longtooth,	swiftstride,	or	wildhunt.	
  Beasthide	
  Stoic	and	solid,	a	beasthide	shifter	draws	
  strength	and	stamina	from	the	beast	within.	
  Beasthide	shifters	are	typically	tied	to	the	bear	
  or	the	boar,	but	any	creature	known	for	its	
  toughness	could	apply.		
  	 Ability	Score	Increase.	Your	Constitution	
  score	increases	by	2.		
  	 Tough.	You	have	proficiency	with	the	Athletics	
  skill.		
  	 Shifting	Feature.	Whenever	you	shift,	you	gain	
  1d6	additional	temporary	hit	points,	and	while	
  shifted,	you	have	a	+1	bonus	to	your	AC.		
  Longtooth	
  Longtooth	shifters	are	fierce	and	aggressive,	but	
  they	form	deep	bonds	with	their	friends.	Many	
  longtooth	shifters	have	canine	traits	that	become	
  more	pronounced	as	they	shift,	but	they	might	
  instead	draw	on	tigers,	hyenas,	or	other	
  predators.		
  	 Ability	Score	Increase.	Your	Strength	score	
  increases	by	2.		
  	 Fierce.	You	have	proficiency	with	the	
  Intimidation	skill.		
  	 Shifting	Feature.	While	shifted,	you	can	use	
  your	elongated	fangs	to	make	an	unarmed	strike	
  as	a	bonus	action.	If	you	hit	with	your	fangs,	you	
  can	deal	piercing	damage	equal	to	1d6	+	your	
  Strength	modifier,	instead	of	the	bludgeoning	
  damage	normal	for	an	unarmed	strike.		
  Swiftstride	
  Swiftstride	shifters	are	graceful	and	quick.	
  Typically	feline	in	nature,	swiftstride	shifters	are	
  often	aloof	and	difficult	to	pin	down	physically	or	
  socially.	
  	 Ability	Score	Increase.	Your	Dexterity	and	
  Charisma	scores	both	increase	by	1.		
  	 Graceful.	You	have	proficiency	with	the	
  Acrobatics	skill.		
  	 Swift	Stride.	Your	walking	speed	increases	by	
  5	feet.		
  	 Shifting	Feature.	While	shifted,	your	walking	
  speed	increases	by	5	feet.	Additionally,	you	can	
  move	up	to	10	feet	as	a	reaction	when	an	enemy	
  ends	its	turn	within	5	feet	of	you.	This	movement	
  doesn’t	provoke	opportunity	attacks.			
  Wildhunt	
  Wildhunt	shifters	are	sharp	and	insightful.	Some	
  are	constantly	alert,	wary	for	possible	threats.	
  Others	focus	on	their	intuition,	searching	within.	
  Wildhunt	shifters	are	excellent	hunters,	and	they	
  also	tend	to	become	the	spiritual	leaders	of	
  shifter	communities.	
  	 Ability	Score	Increase.	Your	Wisdom	score	
  increases	by	2.		
  	 Natural	Tracker.	You	have	proficiency	with	
  the	Survival	skill.			
  
  ©2018 Wizards of the Coast LLC 
  7 
  	 Mark	the	Scent.	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.		
  	 Shifting	Feature.	While	shifted,	you	have	
  advantage	on	Wisdom	checks.	
  Warforged	
  “Pierce	was	built	by	design,	while	you	were	built	
  by	accident,”	Lakashtai	said.	“The	soul	is	what	
  matters,	not	the	shape	of	the	vessel.”	
  	 “What	makes	you	think	he	has	a	soul?”	Gerrion	
  said.		
  	 “What	makes	you	think	you	do?”	
  —Keith	Baker,	The	Shattered	Land	
  The	warforged	were	built	to	fight	in	the	Last	
  War.	The	first	warforged	were	mindless	
  automatons,	but	House	Cannith	devoted	vast	
  resources	to	improving	these	steel	soldiers.	An	
  unexpected	breakthrough	produced	fully	
  sentient	soldiers,	blending	organic	and	inorganic	
  materials.	Warforged	may	be	made	from	wood	
  and	metal,	but	they	can	feel	pain	and	emotion.	
  Built	as	weapons,	they	must	now	find	a	purpose	
  beyond	the	war.	A	warforged	can	be	a	steadfast	
  ally,	a	cold-hearted	killing	machine,	or	a	
  visionary	in	search	of	purpose	and	meaning.		
  Living	Steel	and	Stone	
  Warforged	are	formed	from	a	blend	of	organic	
  and	inorganic	materials.	Root-like	cords	infused	
  with	alchemical	fluids	serve	as	their	muscles,	
  wrapped	around	a	framework	of	steel,	
  darkwood,	or	stone.	Armored	plates	form	a	
  protective	outer	shell	and	reinforce	joints.	All	
  warforged	share	a	common	facial	design,	with	a	
  hinged	jaw	and	crystal	eyes	embedded	beneath	a	
  reinforced	brow	ridge.	A	sigil	is	engraved	into	
  the	center	of	the	forehead;	this	is	unique	to	each	
  warforged.	Beyond	these	common	elements	of	
  warforged	design,	the	precise	materials	and	
  build	of	a	warforged	vary	based	on	the	purpose	
  for	which	it	was	designed.	A	juggernaut	warrior	
  is	a	massive	brute	sheathed	in	heavy	steel	plates,	
  while	a	skirmisher	can	be	crafted	from	wood	and	
  light	mithral	to	grant	it	lithe	and	elegant	
  movement.	
  	 While	they	are	formed	from	stone	and	steel,	
  warforged	are	humanoids.	Resting,	healing	
  magic,	and	the	Medicine	skill	all	provide	the	
  same	benefits	to	warforged	that	they	do	to	other	
  humanoids.	A	warforged	can	focus	its	mind	on	
  its	body	as	it	rests,	adjusting	its	shape	and	form	
  to	assume	one	of	a	few	defensive	postures.	A	
  warforged	who	expects	heavy	combat	might	
  focus	on	durability,	while	during	a	time	of	peace	
  they	might	be	content	to	adopt	a	lighter,	less	
  aggressive	form.	
  Warforged	Personality			
  The	warforged	were	built	to	serve	and	to	fight.	
  For	most	of	their	existence,	warforged	had	a	
  clearly	defined	function	and	were	encouraged	to	
  focus	purely	on	that	role.	The	Treaty	of	
  Thronehold	gave	them	freedom,	but	many	
  warforged	struggle	both	to	find	a	place	in	the	
  post-war	world	and	to	relate	to	the	creatures	
  that	created	them.		
  					The	typical	warforged	shows	little	emotion.	
  Many	warforged	embrace	a	concrete	purpose—
  protecting	allies,	completing	a	contract,	or	other	
  pursuits—and	devote	themselves	to	this	task	as	
  they	once	did	to	war.	However,	there	are	
  warforged	who	delight	in	exploring	their	feelings	
  and	their	freedom.	Most	warforged	have	no	
  interest	in	religion,	but	some	embrace	faith	and	
  mysticism,	seeking	higher	purpose	and	deeper	
  meaning.	
  					The	typical	warforged	has	a	muscular,	sexless	
  body	shape.	Some	warforged	ignore	the	concept	
  of	gender	entirely,	while	others	adopt	a	gender	
  identity	in	emulation	of	the	creatures	around	
  them.	
  Quirks	
  Whether	due	to	some	flaw	in	their	creation	or	
  ignorance	of	how	other	creatures	operate,	
  warforged	often	acquire	an	odd	personality	trait	
  or	two.	A	warforged	player	can	choose	to	roll	or	
  select	a	trait	from	the	Warforged	Quirks	table.		
  
  ©2018 Wizards of the Coast LLC 
  8 
  Warforged Quirks 
  d10 
  Quirk  
  1 
  You analyze (out loud) the potential threat 
  posed by every creature you meet.  
  2 
  You don’t understand emotions and often 
  misread emotional cues.  
  3 
  You are fiercely protective of anyone you 
  consider a friend.  
  4 
  You often say the things you are thinking 
  aloud without realizing it.  
  5 
  You try to apply wartime tactics and 
  discipline to every situation.  
  6 
  You don’t know how to filter your feelings 
  and are prone to dramatic emotional 
  outbursts.  
  7 
  You don’t understand clothing beyond its 
  utility and assume that what a creature 
  wears denotes its job and status. 
  8 
  You are obsessed with your appearance, 
  and constantly polish and buff your armor.  
  9 
  You are deeply concerned with following 
  proper procedures and protocols.  
  10 
  War is the only thing that makes sense to 
  you, and you’re always looking for a fight. 
  Warforged	Names	
  Warforged	were	assigned	numerical	
  designations	for	use	in	military	service.	Many	of	
  them	adopted	nicknames,	often	given	to	them	by	
  their	comrades.	As	free	individuals,	some	have	
  chosen	new	names	as	a	way	to	express	their	path	
  in	life.	A	few	take	on	human	names,	often	the	
  name	of	a	fallen	friend	or	mentor.		
  Warforged	Names:	Anchor,	Banner,	Bastion,	
  Blade,	Blue,	Bow,	Church,	Crunch,	Crystal,	
  Dagger,	Dent,	Five,	Glaive,	Hammer,	Iron,	
  Lucky,	Mace,	Pants,	Pierce,	Red,	Rusty,	Scout,	
  Seven,	Shield,	Slash,	Smith,	Spike,	Stone,	
  Temple,	Vault,	Wall,	Wood	
  Warforged	Traits	
  Your	warforged	character	has	the	following	
  traits.	
  	 Ability	Score	Increase.	Your	Constitution	
  score	increases	by	1.		
  	 Age.	A	typical	warforged	is	between	two	and	
  thirty	years	old.	The	maximum	lifespan	of	the	
  warforged	remains	a	mystery;	so	far,	warforged	
  have	shown	no	signs	of	deterioration	due	to	age.		
  	 Alignment.	Most	warforged	take	comfort	in	
  order	and	discipline,	tending	toward	law	and	
  neutrality,	but	some	have	absorbed	the	
  morality—or	lack	thereof—of	the	beings	they	
  served	with.		
  	 Size.	Your	size	is	Medium.	Most	warforged	
  stand	between	5	and	6½	feet	tall.	Build	is	
  affected	by	your	subrace.		
  	 Speed.	Your	base	walking	speed	is	30	feet.		
  	 Warforged	Resilience.	You	were	created	to	
  have	remarkable	fortitude,	represented	by	the	
  following	benefits:	
  • You	have	advantage	on	saving	throws	against	
  being	poisoned,	and	you	have	resistance	to	
  poison	damage.	
  • You	are	immune	to	disease.	
  • You	don’t	need	to	eat,	drink,	or	breathe.	
  • You	don’t	need	to	sleep	and	don’t	suffer	the	
  effects	of	exhaustion	due	to	lack	of	rest,	and	
  magic	can’t	put	you	to	sleep.	
  	 Sentry’s	Rest.	When	you	take	a	long	rest,	you	
  must	spend	at	least	six	hours	of	it	in	an	inactive,	
  motionless	state,	rather	than	sleeping.	In	this	
  state,	you	appear	inert,	but	it	doesn’t	render	you	
  unconscious,	and	you	can	see	and	hear	as	
  normal.	
  	 Integrated	Protection.	Your	body	has	built-in	
  protective	layers,	which	determine	your	Armor	
  Class.	You	gain	no	benefit	from	wearing	armor,	
  but	if	you	are	using	a	shield,	you	apply	its	bonus	
  as	normal.	
  	 You	can	alter	your	body	to	enter	different	
  defensive	modes;	each	time	you	finish	a	long	
  rest,	choose	one	mode	to	adopt	from	the	
  Integrated	Protection	table,	provided	you	meet	
  the	mode’s	prerequisite.	
  Integrated Protection 
  Mode 
  Prerequisite  
  Armor Class 
  Darkwood 
  core 
  (unarmored) 
  None 
  11 + your Dexterity 
  modifier (add proficiency 
  bonus if proficient with 
  light armor) 
  Composite 
  plating 
  (armor) 
  Medium 
  armor 
  proficiency 
  13 + your Dexterity 
  modifier (maximum of 2) 
  + your proficiency bonus 
  Heavy plating 
  (armor) 
  Heavy armor 
  proficiency 
  16 + your proficiency 
  bonus; disadvantage on 
  Dexterity (Stealth) checks 
  	
  
  ©2018 Wizards of the Coast LLC 
  9 
  	 Languages.	You	can	speak,	read,	and	write	
  Common.			
  	 Subrace.	As	a	warforged,	your	body	was	
  designed	for	a	specific	purpose.	Choose	one	of	
  these	subraces:	envoy,	juggernaut,	or	skirmisher.	
  Envoy	
  As	an	envoy,	you	were	designed	with	a	certain	
  specialized	function	in	mind.	You	might	be	an	
  assassin,	a	healer,	or	an	entertainer,	to	name	a	
  few	possibilities.	Envoys	are	the	rarest	of	the	
  warforged	subraces,	and	yours	could	be	a	unique	
  design.		
  	 Ability	Score	Increase.	Two	different	ability	
  scores	of	your	choice	each	increase	by	1.		
  	 Specialized	Design.	You	gain	one	skill	
  proficiency	of	your	choice,	one	tool	proficiency	
  of	your	choice,	and	fluency	in	one	language	of	
  your	choice.		
  	 Integrated	Tool.	Choose	one	tool	you’re	
  proficient	with.	This	tool	is	integrated	into	your	
  body,	and	you	double	your	proficiency	bonus	for	
  any	ability	checks	you	make	with	it.	You	must	
  have	your	hands	free	to	use	this	integrated	tool.	
  Envoys: Specialized Design 
  As the name implies, most warforged were built to fight 
  in the Last War. The vast majority of warforged are 
  juggernauts or skirmishers—soldiers and scouts who 
  fought under the banner of one of the Five Nations. 
  Warforged envoys, however, were designed to perform 
  other functions. As an envoy, you have a skill, a tool 
  proficiency, and a tool that’s part of your body. When 
  you make an envoy character, consider the following 
  questions: What is your purpose? How does your skill 
  and your tool reflect that purpose? What form does 
  your integrated tool take? If you have embedded 
  thieves’ tools, for instance, are your fingers actually 
  lockpicks, or can you produce keys from various parts of 
  your body? The following characters are examples of 
  warforged with integrated tools. 
   Lute is a bard with the entertainer background; his 
  namesake instrument folds out of his left arm. 
   Compass Rose is a wizard with the outlander 
  background. A keen explorer, she uses her built-in 
  cartographer’s tools to record the paths she travels. 
   Masque is an infiltrator. A rogue with the charlatan 
  background and an integrated disguise kit, she was built 
  to blend in and assassinate. Cannith built six warforged 
  of her design, and Masque has vowed to hunt down and 
  destroy the other five. 
   In developing your integrated tool, remember that 
  you must have your hands free to use it. Masque, the 
  infiltrator mentioned above, doesn’t shapeshift like a 
  changeling; she has to manually adjust her appearance. 
  Juggernaut	
  You’re	an	imposing	war	machine	built	for	close	
  combat	and	raw	might.	You	tower	over	your	
  comrades:	juggernaut	warforged	stand	between	
  6	and	7	feet	in	height	and	can	weigh	up	to	450	
  pounds.			
  	 Ability	Score	Increase.	Your	Strength	score	
  increases	by	2.		
  	 Iron	Fists.	When	you	hit	with	an	unarmed	
  strike,	you	can	deal	1d4	+	your	Strength	modifier	
  bludgeoning	damage,	instead	of	the	normal	
  damage	for	an	unarmed	strike.		
  	 Powerful	Build.	You	count	as	one	size	larger	
  when	determining	your	carrying	capacity	and	
  the	weight	you	can	push,	drag,	or	lift.	
  Skirmisher	
  You	were	built	to	scout	the	edges	of	battle	and	
  outmaneuver	your	enemies.	You	are	lean	and	
  designed	for	speed.	
  	 Ability	Score	Increase.	Your	Dexterity	score	
  increases	by	2.	
  	 Swift.	Your	walking	speed	increases	by	5	feet.	
  	 Light	Step.	When	you	are	traveling	alone	for	
  an	extended	period	of	time	(one	hour	or	more),	
  you	can	move	stealthily	at	a	normal	pace.	(See	
  chapter	8	of	the	Player’s	Handbook	for	
  information	about	travel	pace.)	
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Unearthed Arcana/UA52 - Eberron Races.pdf