Professional Documents
Culture Documents
Eberron Player's Guide
Eberron Player's Guide
D & D Creative Manager Setting details based on the original E B E R R O N " campaign
Christopher Perkins setting created by Keith Baker, Bill Slavicsek, and
James W y a t t .
D & D Design Manager
James W y a t t Game rules based on the original DUNGEONS & DRAGONS" rules
created by E . Gary Gygax and Dave Arneson, and the later
D & D Development and Editing Manager editions by David " Z e b " Cook (2nd Edition); Jonathan Tweet,
Andy Collins Monte Cook, Skip Williams, Richard Baker, and
Peter Adkison (3rd Edition); and Rob Heinsoo, Andy Collins,
Art Director and James W y a t t (4th Edition).
Keven Smith
Cover Illustration
W a y n e Reynolds
D U N G E O N S & D R A G O N S , D & D , d20, d20 System, W I Z A R D S O F T H E C O A S T , E B E R R O N , Player's Handbook, Dungeon Master's Guide, Monster Manual, all other W i z a r d s of the Coast
nrodiK l names, arid their respective logos are trademarks of W i z a r d s of the Coast in the U.S.A. and other countries. All W i z a r d s characters, character names, and the distinctive
likenesses thereof are property of W i z a r d s of the Coast LLC. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized
use of the material or a r t w o r k contained herein is prohibited without the express w r i t t e n permission of W i z a r d s of the Coast LLC. Any similarity to actual people, organizations,
places, or events included herein is purely coincidental. Printed in the U.S.A. 2 0 0 9 W i z a r d s of the Coast LLC.
VISIT O U R W E B S I T E AT WWW.W1ZARDS.COM/DND
I CONTENTS 2
L- L I F E I N E B E R R O N 6 Tieflings 40 Staffs 108
The World 8 Supporting Cast 40 Wands 109
Khorvaire 8 Totems 110
Beyond Khorvaire 10 3: C L A S S E S 42 Dragonshard Augments 111
Artificer 44 Warforged Components 113
The Planes 10
Artificer Class Features 44 Rituals 116
Life Across. Khorvaire 12
Implements and Weapons 46 Ancestral Whispers 116
Government 12
Creating an Artificer 46 Banish Illusions 116
Everyday Life 12
Artificer Powers 47 Conceal Dragonmark 116
Money 13
Paragon Paths 58 Eavesdropper's Foil 116
Adventurers 13
Alchemist Savant 58 Enhance Vessel 117
Languages 13
Battle Engineer 59 Fantastic Recuperation 117
Naming Conventions 14
Faiths of Eberron 14 Chameleon 60 Find the Path 117
Clockwork Engineer 61 Fluid Funds 118
The Sovereign Host 14
Exorcist of the Silver Flame 62 Inquisitive's Eyes 118
The Dark Six 17
Gatekeeper Mystagogue 63 Masking Shroud 118
The Silver Flame 18
Lightwalker 64 Scry Trap 118
The Blood of Vol 18
Self-Forged 65 Secure Shelter 118
The Path of Light 18
Warforged Juggernaut 66 Seeming 119
The Spirits of the Past 18
Dragonmarked Paragon Paths 67 Spirit Idol 119
The Undying Court 18
Cannith Mastermaker 67 Steed Summons 119
Evil Deities 19
Deneith Protector 68 Summon Winds 119
Time and History 19
Ghallanda Sanctuary
The Dawn of Time 19
Guardian 69 5: W O R L D O F E B E R R O N 120
The Age of Giants 19
Jorasco Jadehand 70 The Five Nations 122
The Age of Monsters 19
Kundarak Ghorad'din 71 Common Knowledge 122
The Current Age 20
Lyrandar Wind-Rider 72 People of the Five Nations 122
Calendar 20
Medani Trueseer 73 Five Nations Adventurers 122
Movers and Shakers 21
Orien Swiftblade 74 Aundair 123
The Draconic Prophecy 21
Phiarlan Phantasmist 75 Breland 125
The Dragonmarked Houses 21
Sivis Truenamer 76 Sharn 126
Royal Families 23
Tharashk Wayfinder 77 Karrnath 128
Universities 23
Thuranni Shadow Killer 78 The Mournland (Cyre) 129
Adventures 24
Vadalis Griffonmaster 79 Thrane 131
Dungeons 24
Epic Destinies 80 Greater Khorvaire 133
Investigation 24
Champion of Prophecy 80 Darguun 133
Intrigue 24
Dispossessed Champion 81 The Demon Wastes 134
The Planes 25
Mourning Savior 82 Droaam 136
Travel 25
Sublime Flame 83 The Eldeen Reaches 138
Z. R A C E S 26 The Lhazaar Principalities 139
4: C H A R A C T E R O P T I O N S 84 The Mror Holds 140
Changeling 28
Kalashtar 30 Feats 86 Q'barra 142
Warforged 32 Dragonmarked Feats 86 The Shadow Marches 143
Other Common Races 34 Heroic Tier Feats 86 TheTalenta Plains 145
Paragon Tier Feats 93 Valenar 146
Devas 34
Epic Tier Feats 94 Zilargo 147
Dragonborn 34
Multiclass Feat 94 Beyond Khorvaire 149
Dwarves 35
Equipment 95 Aerenal 149
Eladrin 35
Weapons 95 Argonnessen 149
Elves 36
Mundane Items 96 The Frostfell 150
Gnomes 36
Dragonmarked House Khyber 150
Goliaths 37
Services 96 Sarlona 151
Half-Elves 38
Alchemy 98 Xen'drik 152
Halflings 38
Alchemical Items 98 Dragonmarked Houses
Half-Ores 39
Magic Items 104 Backgrounds 153
Humans 39
Holy Symbols 104 Other Backgrounds 158
Shifters 40
Rods 108
ti INTRODUCTION
The cauldron of the thirteen dragons boils
until one of the five beasts fighting over a single bone becomes a
thing of desolation.
- T h e D r a c o n i c Prophecy
INTRODUCTION
the use o f magical transportation, your heroes c a n 9. Dragonmark dynasties. T h e great dragonmarked
reach a wider range o f environments during an families are the barons o f industry a n d c o m m e r c e
adventure, and thus deal with a diverse assortment o f throughout Khorvaire and beyond. T h e i r i n f l u e n c e
monsters a n d challenges. transcends political boundaries, and they r e m a i n e d
a. The Last War has ended-sort of. T h e Last W a r , mostly neutral during the Last W a r . T h e heads o f
which plunged the continent o f Khorvaire into civil each house, not technically citizens o f any nation,
war more t h a n a century ago, ended with the signing live in splendor within their enclaves and empori-
o f the Treaty o f T h r o n e h o l d and the establishment o f u m s located throughout Khorvaire. T h e s e dynastic
twelve recognized nations occupying what was once houses o f c o m m e r c e derive their power from the
the kingdom o f Galifar. At least overtly, the peace has dragonmarksunique, hereditary a r c a n e sigilsthat
held for just over a year as t h e campaign begins. T h e manifest on certain individuals within t h e family,
conflicts, the anger, and t h e bitter pain o f the long granting t h e m limited but very useful magical
war r e m a i n , however, a n d the n e w nations seek every abilities associated with the trade guilds the family
advantage as they prepare for the next war that they controls. D r a g o n m a r k s are said to b e the Prophecy
believe will inevitably eventually b r e a k out on the written on mortal flesha supposition that incenses
continent. the dragons.
6. The Draconic Prophecy. T h e dragons, long-lived 10. Dragonshards. A n c i e n t legends a n d creation
and patient in all things, seek m e a n i n g in the pat- m y t h s d e s c r i b e E b e r r o n as a world in t h r e e parts:
terns found in the world a n d the heavens. T h e s e the ring above, t h e s u b t e r r a n e a n r e a l m below, and
patterns play out in t h e Prophecy, a record o f things t h e land b e t w e e n . E a c h o f these world sections is
to come that has b e e n emerging since the creation o f tied to a great dragon o f legendSiberys, Khyber,
the world. T h e Draconic Prophecy is as complex and and Eberron, respectively. E a c h section o f the world
unfathomable as the dragons themselves. It hints at produces dragonshards, stones a n d crystals i m b u e d
events o f doom a n d dread as often as it helps push the with a r c a n e power. W i t h t h e aid o f dragonshards,
world toward exalted events. It seems to point toward d r a g o n m a r k s b e c o m e m o r e powerful, e l e m e n t a l s
transformation rather t h a n destruction, but to most are controlled a n d h a r n e s s e d , a n d magic items o f
people, the P r o p h e c y r e m a i n s as alien as the dragons all sorts a r e crafted a n d shaped. T h e s e shards, how-
themselves. ever, a r e rare a n d difficult to c o m e by, m a k i n g t h e m
7. The Five Nations. T h e h u m a n - d o m i n a t e d civiliza- expensive a n d often t h e goals o f great quests a n d
tions on the continent o f Khorvaire trace a lineage to adventures.
the ancient kingdom o f Galifar, which was m a d e up
o f five distinct regions, or nations. T h e s e were Aun- How TO USE THIS BOOK
dair, Breland, Cyre, K a r r n a t h , and T h r a n e . Four o f
T h i s book is designed to help you create charac-
these nations survive to t h e present day as indepen-
ters in t h e D U N G E O N S & D R A G O N S g a m e using t h e
dent countries; Cyre was destroyed before the start o f
u n i q u e flavor a n d details o f the E B E R R O N setting. T h e
the campaign. T h e devastated territory it once occu-
EBERRON Player's Guide uses the core rules and g a m e
pied is n o w known as t h e M o u r n l a n d . A c o m m o n
m e c h a n i c s of DUNGEONS & D R A G O N S . YOU can use
oath or exclamation a m o n g t h e people o f Khorvaire
a c h a r a c t e r from a n o t h e r D & D c a m p a i g n setting in
is "By t h e Five Nations," or some version thereof. T h e
E b e r r o n without any modifications. You c a n create a
Five Nations refers to t h e ancient kingdom o f Galifar
c h a r a c t e r who could b e found only in Eberron, using
and evokes a legendary t i m e o f peace a n d prosperity.
the n e w races, classes, backgrounds, a n d feats found
8. A world of intrigue. T h e war is over, a n d t h e
in this book. O r you c a n m a k e a h e r o w h o c o m b i n e s
nations o f Khorvaire now try to build a n e w age o f
elements from m o r e t h a n one setting. T h e EBERRON
peace a n d prosperity. Ancient threats linger, however,
Player's Guide offers you a wealth o f information to
and the world desperately needs heroes to take up the
help you design a c h a r a c t e r ready to take on this
cause. Nations compete on m a n y levelseconomic
complex world o f wonders, terrors, a n d adventures.
might, political influence, territory, magical p o w e r -
each looking to m a i n t a i n or improve its c u r r e n t status
by any m e a n s short o f all-out war. Espionage and sab-
otage services create big business in certain circles.
The dragonmarked houses, temples both pure a n d
corrupt, c r i m e lords, monster gangs, psionic spies,
arcane universities, royal orders o f knights and wiz-
ards, secret societies, sinister m a s t e r m i n d s , dragons,
and a multitude o f organizations and factions j o c k e y
for position in the afterglow o f the Last W a r . Eberron
teems with conflict and intrigue.
INTRODUCTION^
CHAPTER 1
KHORVAIRE
*,M
BEYOND KHORVAIRE THE PLANES
Although Khorvaire is the center o f the world to T h e legendary dragons correspond to the t h r e e layers
m a n y people, five other continents stretch across of the universe. T h e Astral Sea, or Sea o f Siberys, lies
Eberron. above the world. It is h o m e to i m m o r t a l angels and
A e r e n a l : Just southeast of Khorvaire lies the devils, and perhaps even to deities. Legends say that
great island o f Aerenal, the ancient h o m e o f the e l f the Sea o f Siberys is divided into realms, m u c h like
race. T h e Aereni have preserved their traditions the world below, and that beautiful, ageless creatures
unchanged through millennia, guided by their inhabit its breathtaking cities.
undead ancestors. To outsiders, the elves o f this T h e Coils o f E b e r r o n is the world most creatures
ancient island kingdom s e e m like sinister n e c r o m a n - know, including Khorvaire, Xen'drik, and the other
cers or death cultists, but their reverence for the dead continents. T h e Coils also embrace the Shadowfell
does not m a k e t h e m evil. Even so, the land o f Aer- (Dolurrh), the Feywild (Thelanis), and Dal Quor, the
enal holds abundant dangers alongside its plentiful enigmatic Region o f D r e a m s .
opportunities. Finally, the Elemental Chaos, or the Chaos o f
X e n ' d r i k : To Khorvaire's south stretches the vast Khyber, is the nether region that forms the founda-
wilderness of X e n ' d r i k , once h o m e to a fallen empire tion of e x i s t e n c e - t h e world below. This tormented
o f giants. Ruins o f this empire are buried in the con- reality is h o m e to demons, devils, and worse. T h e s e
tinent's endless jungles. Every expedition that returns creatures struggle to b r e a k free from Khyber and into
from the wilds o f X e n ' d r i k bears new relics and the Coils o f Eberron, in order to prey upon vulnerable
mysteries. W i t h steaming equatorial jungles, a vast mortal bodies and m i n d s .
desert, and a frozen wasteland to its distant south, S o m e believe that there is a fourth layer o f the
X e n ' d r i k is a treasure trove waiting to be plundered. universe, or perhaps a layer beyond the universe.
At least, that's how adventurers view it. To the native Scholars call this plane Xoriat, the R e a l m o f Mad-
yuan-ti and drow, the jungles and ruins are home, ness. Brave souls shudder at the mention of the
and they fight to defend t h e m . creatures said to dwell there. Although most o f what
A r g o n n e s s e n : East o f X e n ' d r i k , beyond Aerenal, is k n o w n about Xoriat is apocryphal, the existence o f
is the homeland o f the dragons, Argonnessen. Few the R e a l m o f Madness and its influence on Eberron is
nondragons travel to the continent's interior, but undeniable.
reports speak o f dragonborn city-states, ruled by Although the planes touch on few peoples' lives,
dragon kings. T h e dragons are devoted to the study they have an important impact on Eberron. Like the
o f their ancient Prophecy, w h i c h they see revealed in moons or the tides, the i n f l u e n c e o f the planes wanes
the movement o f the moons and stars, m a r k s written and waxes. S o m e t i m e s they are distant (or remote)
on the earth, and in the strange designs that appear from Eberron, and their influence is small; other
on the skin o f some o f Khorvaire's humanoids. T h e s e times they are near (or coterminous), and their pull is
designs are the dragonmarks, and m a n y scholars strong. W h e n a plane is at its closest, Eberron feels its
view t h e m as symbols o f power and destiny. effects. W h e n Dolurrh is coterminous, for example,
T h e F r o s t f e l l : North o f Khorvaire is the frozen the shadows of E b e r r o n are deeper, the nights longer,
waste o f the Frostfell, the source o f brutal winter and the darkness more dangerous.
storms and the h o m e o f terrifying monsters o f ice and Even when the planes move away, their influence
destruction. Only two expeditions from Khorvaire bleeds into the world at certain key locations. T h e s e
have successfully braved the Frostfell's unrelenting spots, called manifest zones, are strange and other-
cold, and neither has reported any r e d e e m i n g feature worldly areas. S o m e are verdant r e a l m s o f life and
o f this b a r r e n land. twilight, some are landscapes o f twisted trees and
S a r l o n a : Sarlona is Khorvaire's neighbor to both monstrous abominations, and others evince subtler
east and west. T h e vast empire o f Riedra dominates changes. W h a t e v e r the specific consequences, the
Sarlona. Its ruler-deities are the mysterious Inspired; power o f the planes is great.
its liaisons and diplomats c a n be found in every major
Khorvairian population center. T h e other regions of
SarlonaAdar, Syrkarn, and the Tashana Tundraare
defined by their relationship to Riedra and exist in
its shadow. Occasionally, Adaran travelers c o m e to
Khorvaire, so its culturealthough it is exotic and ill-
understoodis not u n k n o w n on that continent.
appointments. She is Aureon's wife and counts com- 4 Bring succor to those who suffer.
moners, parents, and militia m e m b e r s among her 4 Bring the light o f truth and goodness to dark and
worshipers. She is usually depicted as a c o m m o n e r o f evil places.
any race, and sometimes as a copper dragon brooding
4 Bring force o f a r m s against all that is evil.
over a clutch o f eggs.
Her tenets are:
DOL DORN
4- Value your c o m m u n i t y and family above yourself.
Unaligned
Ensure that i f you fall, they survive.
T h e god of courage and physical prowess, Dol D o r n
4 M a k e your h o m e your haven. W e i g h t y and stress- also exemplifies duty and war. H e urges all people to
ful affairs belong elsewhere, and violence in the be at their physical best. Soldiers, fighters, and war-
h o m e is unconscionable. lords are his p r i m a r y worshipers, along with athletes
4 Help other m e m b e r s o f your c o m m u n i t y with no and acrobats. Said to be the brother o f Dol A r r a h
thought o f r e c o m p e n s e . Rewards c o m e when they and the Mockery, texts depict Dol D o r n as a muscle-
are needed. bound h u m a n , dwarf, or half-ore, and occasionally as
a mighty silver dragon.
DOL ARRAH His c o m m a n d s are simple but strong:
Lawful Good 4 Shirk your duty only i f your charges have b e c o m e
Dol A r r a h is the shining goddess o f honorable unworthy o f it.
combat, selflessness, and sunlight. She brings light 4 Achieve and m a i n t a i n physical perfection.
to pierce the dark places and blades to pierce the
4 Test your physical powers in contests and in battle.
hearts o f monsters. Legends say that Dol D o r n and
M a y the strongest prevail!
the M o c k e r y are h e r brothers. Paladins, warlords,
and good-aligned fighters revere her, as do diplomats,
who fight their battles with words instead o f swords. KOL KORRAN
She appears in religious texts as a h u m a n or half-elf Unaligned
knight alight with holy radiance, and sometimes as a Kol Korran's likeness appears on coins throughout
the Five Nations, for he is the god o f c o m m e r c e and
red dragon atop a cloud.
wealth. In the postwar world, where trade is cautiously
Her teachings are:
Respect fire. It is a n invaluable tool and a powerful T h e best weapons are c u n n i n g plans and intricate
weapon. deceptions. Mortal m i n d s are predictable and
easily manipulated.
CHAPTER 2 | Races
Anyone, anywhere, hidden in plain sight
RACIAL TRAITS
Average Height: 5 ' 7 ' - 6 ' 0 "
Average Weight: 1 2 0 - 1 6 0 lb.
Languages: Common
Skill Bonuses: +2 Bluff,+2 Insight
Shapechanger: You are a shapechanger; you can alter
your appearance. As such, you are subject to effects
and conditions that affect shapechangers.
Mental Defense: You have a +1 racial bonus to Will.
Change Shape: You have the changeling disguise
power.
Changeling Trick: You have the changeling trick power.
CHAPTER 2 | Races
Play a changeling i f you w a n t . . . grand civilizations and sweeping edifices devoted J
2
to excel at deception, misdirection, and trickery. to their people, changelings are content to treat the
works o f other races as their own. T h e i r willingness LL
to fit in wherever you go.
to identify with a variety of societal structures is vital U
to b e a m e m b e r o f a race that favors the bard, to maintaining their false identities. For most change- z
rogue, sorcerer, and warlock classes. lings, the arts, customs, and practices they uphold are <
more t h a n tools to reinforce their identities. T h e s e z
PHYSICAL QUALITIES aspects o f society and culture are a part o f their
Changelings wear m a n y masks, concealing their beliefs and values, j u s t as they are for other m e m b e r s
o f their adopted c o m m u n i t i e s .
true identities b e h i n d false faces. As shapechangers,
changelings c a n appear to be m e m b e r s o f any
humanoid race, playing the part o f a d w a r f one day C h a n g e l i n g C h a r a c t e r i s t i c s : Adaptable, compel-
and a dragonborn the next. This propensity for dis- ling, cunning, devious, evasive, furtive, insightful,
guise leads people to distrust changelings, so most mysterious, prudent, sly, subtle
keep their true nature hidden.
Although changelings c a n adopt any persona, M a l e a n d F e m a l e N a m e s : Bin, Dox, Fie, Hars, Jin,
most rely on a few established guises, each with L a m , Nit, Ot, Paik, Ruz, Sim, Toox, Yog
a developed history and a network o f friends and
acquaintances. These guises provide a changeling CHANGELING ADVENTURERS
with b a c k u p identities should one persona b e c o m e T h r e e sample changeling adventurers are described
compromised. A changeling who travels frequently below.
might change identities from town to town, swapping D o x is a changeling bard who constantly tries to
genders, appearances, and voices to blend in within escape the infamy o f her people. She swaps person-
each new community. alities and appearances like another person would
I n true form, a changeling has a startling yet vague change clothes. D o x sees h e r s e l f as m a n y people.
appearance. A changeling's skin is uniformly pale W h e n she assumes one o f her personas, she b e c o m e s
with white or light gray tones. Its oversized eyes are that person until she's ready for a new identity. She
often sunken in dark rings, b e t w e e n w h i c h lies a uses her shapechanging talents to augment her per-
subtle nose. Changelings are slender, bordering on formances as a bard, switching her form to m a t c h a
frail. T h e i r hair tends to have light coloring with hints c h a r a c t e r she presents in stories and songs.
o f blue, green, and even pink; pale silver is the most Hars is a changeling rogue, a trained killer with an
c o m m o n hair color, followed by platinum and blond. intellect as sharp as the knives he wields. H e keeps
Aside from the hair on their heads, changelings have his changeling nature a secret, using it as a hidden
little or no hair. weapon to take enemies by surprise. W h e n he settles
Changelings reach maturity at about fifteen years on a guise, he rarely changes it. He keeps a facade
o f age, and they live about as long as h u m a n s do. for m o n t h s or years, switching only w h e n no one is
around or w h e n it is absolutely necessary to discard
PLAYING A CHANGELING the identity.
Lacking a culture or a civilization to call their own, A u n n is a changeling artificer, a spy who works
changelings adopt other races' societies. T h e y seek for Aundair's Royal Eyes. H e was raised to b e c o m e
out c o m m u n i t i e s that have values and interests that a m e m b e r o f the Royal Eyes, instilled with deep loy-
parallel their own. Changelings prefer cities because alty to the queen but taught not to care for anyone
they are ideal places to blend in with others or to or anything else. Friendship and sympathy are dis-
vanish i f necessary. Cities also contain people too tractions that only interfere with completing a j o b .
interested in their own affairs to notice the oddities of W h e n Aunn was sent to X e n ' d r i k on an expedition,
strangers. although, he b e c a m e strangely drawn to one o f his
Changelings are inoffensive and peaceful by companions, a paladin o f the Silver F l a m e . W h e n
nature, and they have few c o n c e r n s about political the expedition c l a i m e d her life, A u n n found h i m s e l f
and social affairs. T h e i r mercurial nature breeds dis- in turmoil, questioning everything he learned in his
trust and suspicion in other races. People are intent childhood and training. Now adventuring with a new
on seeing the worst in changelings; they assume the group o f companions, he again finds h i m s e l f drifting
race uses its shapechanging ability for malicious away from the ideal o f d e t a c h m e n t he was taught,
ends. S o m e changelings do use their talents for evil, b e c o m i n g increasingly c o n c e r n e d with his allies'
but such individuals exist in no greater n u m b e r s t h a n goals andto his horrorgenuinely caring for t h e m .
among other races.
I n a way, changelings are parasitic in their rela-
tionships with other races. R a t h e r t h a n constructing
CHAPTER 2 | Races
Refugees from the realm of dreams whose minds are
as sharp as their swords
RACIAL TRAITS
Average Height: 5 ' 8"-6' 3 "
Average Weight: 1 3 0 - 2 2 0 lb.
CHAPTER 2 | Races
WARFORGED
Built for a war that has ended, searching for purpose
RACIAL TRAITS
Average Height: 6 ' 0 " - 6 ' 6 "
Average Weight: 2 7 0 - 3 0 0 lb.
Languages: Common
Skill Bonus: +2 Endurance, +2 Intimidate
Living Construct: You are a living construct. You do
not need to eat, drink, breathe, or sleep. You never
make Endurance checks to resist the effect of star-
vation, thirst, or suffocation. All other conditions
and effects affect you normally.
Unsleeping W a t c h e r : You do not sleep and instead
enter a state of inactivity for 4 hours to gain the
benefits of an extended rest. While in this state,
you are fully aware of your surroundings and notice
approaching enemies and other events as normal.
Warforged Resilience: You have a +2 racial bonus to
saving throws against ongoing damage. Also, when
you make a death saving throw, you can take the
better result of your die roll or 10.
Warforged Mind: You have a +1 racial bonus to your
Will.
Warforged Resolve: You have the warforged resolve
power.
CHAPTER 2 [ Races
O T H E R COMMON R A C E S
T h e races detailed in the Player's Handbook m a k e up
DRAGONBORN
the majority o f Eberron's civilized h u m a n o i d popu-
Dragonborn stand b e t w e e n the r e a l m s o f mortals and
lation. T h e races from Player's Handbook 2 are less
those o f the great dragons, at h o m e in neither.
numerous in the world, but they still play important
roles in Eberron's society and culture. T h e informa-
tion presented here expands the material from both BACKGROUND AND HISTORY
books, describing how e a c h race fits within the world Dragonborn originate from Argonnessen. Tales
o f Eberron. m a i n t a i n that great dragonborn city-states exist in
Argonnessen's interior, warring with one another
CHAPTER 2 | Races
is probably the only such individual in the world. So
rare are the m a r k s that it isn't clear w h e t h e r dragon-
ELADRIN
born would regard a m a r k as a sign o f honor or M a n y natives o f Eberron believe eladrin are new-
abomination. c o m e r s to the world, but the race has in fact b e e n
around since the birth o f the world. Eladrin often
appear uncomfortable in Eberron owing to the hor-
DWARVES rors Eberron has recently undergonehorrors that
T h e dwarven clans might not b e the most powerful or have rippled out to the eladrin and the Feywild.
historically celebrated o f Eberron's nations, but they
are the richest. T h e dwarves boast that the one who
BACKGROUND AND HISTORY
really rules a kingdom is not the one on the throne
T h e seven shining cities o f the eladrin are called the
but the one"who keeps the kingdom's purse.
feyspires, and they have b e e n appearing on Eber-
ron since the Age o f Giants. At certain conjunctions
BACKGROUND AND HISTORY b e t w e e n the Feywild and Eberron, the gleaming
Long before the rise o f Galifar, b a r b a r i c dwarven towers o f the feyspires would appear, allowing the
clans dwelt in the Frostfell. T h e dwarves believe that eladrin within to emerge and experience the world.
their people traveled south from this frigid land in S o m e t i m e s , a few eladrin would stay, succumbing to
search o f a more hospitable h o m e . Stories tell how the beauty o f a place or the c h a r m o f its people. At
they reached the mountains o f northeastern Khor- other times, leaving the feyspires was not a choice,
vaire and there began m i n i n g great riches. such as when giants conquered Shae Tirias Tolai, the
T h e dwarves' m o u n t a i n h o m e ran with blood City o f Silver and B o n e . That feyspire appeared in the
for centuries as clans battled one another. Only wilds o f Xen'drik, and giants seized the opportunity
when Galifar imposed peace upon the lands did to attack and take the population o f Shae Tirias Tolai
the clans learn the value o f cooperation. Although into captivity. T h e race o f elves descended from these
ancient grudges and enmities remain, today they are displaced eladrin.
expressed through e c o n o m i c policies and occasional Eladrin have had little historical or social impact
espionage and sabotage rather t h a n overt war. on Eberron. Before the war, when the feyspires
Dwarves are loyal to their families and clans. They appeared in Eberron, their inhabitants would emerge
exercise influence over the rest o f Khorvaire through to trade with nearby settlements. This casual relation-
their wealth and the b a n k i n g policies o f House ship with the world might have continued had the
Kundarak. Nearly all dwarves worship the Sover- feyspires not b e e n present in E b e r r o n on the Day of
eign Host, particularly Dol Arrah, Kol Korran, and Mourning. On that day, the feyspires were severed
Onatar. from the Feywild, b e c o m i n g p e r m a n e n t parts o f the
landscape o f Eberron. T h e displaced eladrin are now
DWARVEN LANDS adjusting to their new c i r c u m s t a n c e s or are searching
Dwarves n o w live all across Khorvaire as well as in desperately for a way b a c k to the Feywild.
Riedra on the continent o f Sarlona, but their ances- Most eladrin worship their ancestors, although
tral h o m e l a n d is the M r o r Holds. T h e r e , the dwarven some grant devotions to select deities o f the Sovereign
clans m i n e the seemingly endless veins o f precious Host, particularly Aureon and Olladra. A rare few
metals and gems found in the Ironroot Mountains. who are bitter about their exile in Eberron are drawn
T h e M r o r Holds is not exactly a kingdom, but is to the Blood o f Vol.
instead more a conglomerate o f clans r u n by d w a r f
lords with the input o f House Kundarak. ELADRIN LANDS
Although a few c o m m u n i t i e s o f eladrin are native to
DRAGONMARKED HOUSES Eberron, most who live the world are inhabitants or
Most dwarves who have dragonmarks are m e m b e r s former inhabitants o f the feyspires. T h e n a m e s and
of House Kundarak. House K u n d a r a k began as Clan locations o f the feyspires are as follows:
Kundarak, one o f the powerful dwarven families. It Pylas Pyrial, the Gate o f Joy, is in Zilargo.
is the undisputed master o f banking, loans, and secu- Shae Joridal, the City o f Emerald Lights, is in
rity in Khorvaire. T h e house is peerless in its ability Darguun, where the goblins keep it under siege.
to i n f l u e n c e the economy o f Khorvaire. M e m b e r s o f Shae Loralyndar, the City o f Rose and T h o r n , is
House K u n d a r a k c a r r y the M a r k o f W a r d i n g , w h i c h in the Twilight D e m e s n e o f the Eldeen R e a c h e s .
enables t h e m to protect their own wealth as well as Shae Tirias Tolai, the City o f Silver and B o n e , is
the riches o f others who have commissioned their in X e n ' d r i k ; this haunted ruin has stood empty since
services. House K u n d a r a k keeps heavily guarded it was pillaged during the Age o f Giants.
vaults deep within the Ironroot Mountains. Shaelas Tiraleth, the Court o f the Silver Tree,
traditionally appeared in Cyre but has not b e e n seen
CHAPTER 2 |Races
since the Day o f Mourning. It was the largest o f the the races around t h e m t h a n with the elves o f their
feyspires. ancient homelands.
Taer Lian Doresh, the Fortress o f Fading
D r e a m s , is in the Lhazaar Principalities! DRAGONMARKED HOUSES
Taer Syraen, the W i n t e r Citadel, is in K a r r n a t h . For a time, Phiarlan was the only elven dragon-
m a r k e d house, but during the Last W a r , factions
DRAGONMARKED HOUSES within Phiarlan formed a house called T h u r a n n i .
Centuries ago, the elves o f House Phiarlan discov- Today, Phiarlan and T h u r a n n i are fierce competitors.
ered the feyspire of Taer Syraen w h e n it appeared in History tells o f a thirteenth markthe M a r k of
K a r r n a t h . Since then, a c l a n o f dragonmarked elves Deaththat once existed among elves. However, the
and eladrin has arisen within the feyspire. These m a r k was supposedly e x t e r m i n a t e d long ago.
elves and eladrin c a r r y the M a r k o f Shadow. Long
separated from House Phiarlan, this clan is techni- GNOMES
cally still part o f the house, although it has offered no
Often overlooked by other races, gnomes are in fact
overt support to House Phiarlan or its rival, House
among history's greatest movers. A thirst for knowl-
Thuranni.
edge and secrets c o m b i n e d with natural charisma
and innate mystical talent m a k e gnomes a race to b e
ELVES reckoned with.
T h e elves o f E b e r r o n are a strange people, sometimes
seeming as alien to h u m a n s as do ores or goblins. BACKGROUND AND HISTORY
T h e elves who dwell among h u m a n s are approach- G n o m e s originally c a m e from the Feywild, but
able and have world views that m a t c h those o f their no one knows w h e n or how. W h a t is clear is that
neighbors. T h e elves o f Aerenal and Valenar are g n o m e s arrived in the world in n u m b e r s far greater
aloof, though, unwilling to c o n c e r n themselves with t h a n did the eladrin. G n o m e s have spread across the
the affairs o f the races that they regard as petty and world, but they have gathered in a few distinct com-
short-sighted. munities, the greatest o f w h i c h is Zilargo. G n o m e s
are gregarious and friendly, but they are also fasci-
BACKGROUND AND HISTORY nated by deception and intrigue. A g n o m e is happiest
Elves originally c a m e from X e n ' d r i k . They descended w h e n he or she is u n e a r t h i n g a neighbor's secrets or
from the eladrin of the feyspire city o f Shae Tirias engaging in subterfuge, even w h e n t h e only result
Tolai. M i l l e n n i a ago, the giants o f X e n ' d r i k sacked the might b e a slight i n c r e a s e in the value o f his or her
city and enslaved its eladrin inhabitants. T h e eladrin property. S o m e g n o m e s t h i n k bigger, engaging in
toiled in slavery for years before eventually rebelling espionage and conspiracy that c a n topple govern-
and fleeing X e n ' d r i k . Generations o f isolation from m e n t s . W h e n g n o m e s find trouble, they usually try
the Feywild fundamentally changed them, though. to talk or trick their way out o f it. Above all, g n o m e s
T h e eladrin b e c a m e what the inhabitants o f Eberron are a social people.
now call elves. T h e refugees colonized the small con- G n o m e s share no c o m m o n faith; almost every reli-
tinent o f Aerenal, where most have r e m a i n e d . Some gion o f Eberron counts gnomes a m o n g its ranks.
departed A e r e n a l to settle on Khorvaire before the
rise of Galifar, and m o r e elves c a m e to Khorvaire as GNOME LANDS
m e r c e n a r i e s during the Last W a r under the leader- Zilargo is the land o f g n o m e s . Originally inhabitants
ship o f High King Vadallia. T h e s e elves now inhabit o f the Feywild, m a n y g n o m e s i m m i g r a t e d to Zilargo
Valenar. through the feyspires o f the eladrin. W h e n the fey-
W i t h few exceptions, elves worship their ances- spires failed to r e t u r n to the Feywild, most g n o m e s
tors in the form o f the Undying C o u r t or the Spirits stranded in E b e r r o n j o i n e d their kin in Zilargo.
o f the Past. S o m e g n o m e s still live in the feyspires, as well.
W h e t h e r living in Zilargo or in a feyspire, though,
ELVEN LANDS g n o m e s value their k i n and usually live with m e m -
M a n y o f Khorvaire's elves dwell in the nation o f Vale- bers o f their e x t e n d e d family. G n o m e bloodlines
nar, although the majority o f elves in Eberron r e m a i n are often intertwined through a network o f shared
in Aerenal. Although these elves are willing to trade secrets and favors.
and interact with outsiders, neither c o m m u n i t y wel-
comes visitors.
Elves represent a significant minority in m a n y
nations. T h e s e elves often have m o r e in c o m m o n with
CHAPTER 2 I Races
DRAGONMARKED HOUSES
Gnomes that b e a r the M a r k o f Scribing comprise
House Sivis. T h e gnomes use the mark's powers to
help facilitate diplomacy, as a tool in the-transpor-
tation o f important messages, and as a m e a n s o f
verifying important d o c u m e n t s .
GOLIATHS
Goliaths are not numerous, but they boast a long his-
tory and have great pride in their strength and honor.
GOLIATH LANDS
Most goliaths in Khorvaire live in scattered tribes in
the Shadowcrags and the I c e h o r n M o u n t a i n s , w h e r e
they have i n f r e q u e n t contact with the people o f the
forested lowlands. S o m e goliaths also dwell in the
peaks o f the Ironroot and t h e Hoarfrost m o u n t a i n s
o f the M r o r Holds, w h e r e t h e y s o m e t i m e s inter-
act with dwarves. Goliath tribes a r e also found in
Syrkarn, the T a s h a n a Tundra on the c o n t i n e n t o f
Sarlona, a n d the m o u n t a i n s o f the Frostfell.
DRAGONMARKED HOUSES
Goliaths have no house o f their own, and although it's
possible that a goliath might develop a dragonmark,
there are no records o f such an o c c u r r e n c e .
HALF-ELVES HALFLINGS
In Eberron, half-elves live primarily on Khorvaire, A nomadic people originally from eastern Khorvaire,
where they o u t n u m b e r the elves from w h o m they halflings have spread throughout the continent and
descend. C o m b i n i n g h u m a n flexibility and ambi- have c o m e to occupy all niches o f society. T h e y claim
tion with elven wisdom and foresight, half-elves have few territories, and they are at h o m e in most places.
capitalized on their racial talents to affect history and After h u m a n s , they are one o f Eberron's most ubiqui-
culture in ways far greater t h a n their n u m b e r s would tous races.
seem to allow.
BACKGROUND AND HISTORY
BACKGROUND AND HISTORY Halflings b e g a n as a tribal people w h o dwelled in
Few living half-elves a r e t h e offspring o f h u m a n the Talenta Plains. T h e r e , they lived undisturbed
and e l f p a r e n t s . S i n c e elves first c a m e to K h o r v a i r e , by others for m a n y generations. As their s e a r c h for
half-elves have r e p r e s e n t e d a distinct c u l t u r a l grazing lands e x p a n d e d , halflings encountered
group, a n d m o s t are d e s c e n d a n t s o f early inter- increasing n u m b e r s o f h u m a n s , dwarves, elves,
b r e e d i n g . Half-elves originally hail f r o m w h a t today and other races. W h a t b e g a n as trade soon b e c a m e
is Valenar, but they have s i n c e spread across t h e exodus as tribes o f halflings moved beyond the
c o n t i n e n t , migrating with Khorvaire's h u m a n popu- Talenta Plains, exploring the world with a n innate
lations. Half-elves never f o r m e d t h e i r own nation. curiosity and an ability to assimilate into other cul-
I n s t e a d , m e m b e r s o f t h e race have h a d formative tures. T h e halflings' n o m a d i c traditions m a d e t h e m
roles in h u m a n nations. T h e y have s t e e r e d t h e excellent couriers and traveling m e r c h a n t s , and their
course o f g o v e r n m e n t s , e c o n o m i e s , a n d wars, but practices o f tribal loyalty m a d e t h e m trusted com-
they have done so as individuals, organizations, or panions. However, the halflings' ignorance o f others'
guilds, never as a u n i f i e d society. laws a n d their loose definitions o f personal property
Half-elves share the religious beliefs o f their com- lured m a n y into c r i m i n a l activity.
munities and have no particular racial predilections. O n e c a n find halflings in all the s a m e positions
Most worship the Sovereign Host or the Silver F l a m e , and industries that one would find h u m a n s . W h e n
although exceptions exist across Khorvaire. the Kingdom o f Galifar claimed the Talenta Plains,
the halflings scarcely noticed, for their lifestyle
HALF-ELF LANDS changed only slightly throughout the years o f Gali-
Half-elves live throughout Khorvaire, particularly far's rule and the Last W a r .
within the Five Nations. Khorvaire contains a few Halfling religious beliefs have r e m a i n e d the s a m e
c o m m u n i t i e s that predominantly consist o f half-elves, over the centuries, focusing on specific deities within
but such settlements are rare b e c a u s e half-elves the Sovereign Host, especially Balinor.
prefer to live within h u m a n - o c c u p i e d regions.
HALFLING LANDS
DRAGONMARKED HOUSES Halfling tribes still r o a m the Talenta Plains, using the
T h e greatest tools with w h i c h half-elves have effected great reptiles o f that land as mounts, quarry, and herd
change in Khorvaire are their dragonmarked houses, stock. Occasionally the halflings assemble at c a m p s
House Lyrandar and House M e d a n i . W i t h the M a r k or cities for trade and news. Although a few half-
o f Storms and its airships, House Lyrandar is one of ling tribes exist beyond the Talenta Plains, they are
the houses most vital to the functioning o f civiliza- typically nomadic and don't greatly resemble their
tion in Khorvaire. House Medani's M a r k o f Detection Talentan kin. Individual halflings, on the other hand,
m e a n s that m a n y o f its m e m b e r s find vocations as live within most cultures, occupying positions on vir-
gatherers and purveyors o f valuable information. tually every tier o f society.
DRAGONMARKED HOUSES
Halflings that b e a r the M a r k o f Hospitality are often
m e m b e r s o f House G h a l l a n d a . Halflings that have
the m a r k frequently m a n a g e i n n s and taverns. T h e
m a r k m a k e s the halflings a reliable source from
w h i c h to obtain food, water, and shelter. As a tradi-
tionally n o m a d i c race, halflings claim to understand
the i m p o r t a n c e o f occasional luxuries better t h a n
anyone. Halflings are also k n o w n for the M a r k
o f Healing, w h i c h earns t h e m the respect o f most
Khorvairians.
HALF-ORCS HUMANS
Half-ores are u n c o m m o n , and they usually live in For good or ill, h u m a n s are the d o m i n a n t race on
primitive c o m m u n i t i e s and secluded regions. Such K h o r v a i r e and the most n u m e r o u s on Sarlona.
areas afford half-ores the opportunity to'be judged Adaptable and ambitious, h u m a n s have defined his-
on merit rather t h a n blood, which the inhabitants o f tory in the recent age, and wherever Eberron's fate
more civilized places often regard as tainted. goes in the future, h u m a n i t y will undoubtedly b e the
guiding force.
BACKGROUND AND HISTORY
Like most hybrid races, half-ores have one o f two BACKGROUND AND HISTORY
types o f origins. S o m e half-ores are the offspring of H u m a n i t y first arose on Sarlona. History fails to
ore and h u m a n parents. Although such c o m m i n g l i n g recount which o f the continent's m a n y disasters first
is u n c o m m o n and sometimes taboo, it occurs fre- inspired h u m a n s to leave, but leave they did, setting
quently in the wilder reaches o f the continent. O t h e r out in primitive ships. T h e earliest explorers crossed
half-ores are the result o f interbreeding that o c c u r r e d the Sea of Rage, arriving in what are now the Lhaz-
generations ago. Such half-ores often form their own aar Principalities and Q'barra. Later expeditions
tribes and c o m m u n i t i e s . traveled east across the B a r r e n Sea, landing in the
T h e first half-ores appeared shortly after h u m a n D e m o n Wastes, the Eldeen R e a c h e s , and the Shadow
immigrants from Sarlona landed in western and M a r c h e s . Few o f those colonies survived.
northwestern Khorvaire, where ores were already O n c e it established a foothold in Khorvaire,
living. A little-known legend claims that the Gate- h u m a n i t y could not be stopped. Ragged b a n d s o f
keeper druids arranged pairings o f h u m a n s and ores explorers and pilgrims advanced across the conti-
to determine i f the offspring would prove superior to nent, and settlements emerged. Towns b e c a m e cities
the constituent races, and thus be qualified to carry and cities formed nations before finally coalescing
on druidic traditions. Half-ores never spread through- into the Kingdom o f Galifar. T h e kingdom lasted for
out Khorvaire to the extent that half-elves did due to centuries until finally the Last W a r c a m e , crippling
their lower n u m b e r s and to social prejudices against h u m a n i t y with over a century o f warfare. Today,
them. To this day, m e m b e r s o f m a n y races regard h u m a n s still control most o f Khorvaire, although the
half-ores and ores in the s a m e w a y - a s more beast peace between their nations is tenuous.
than person.
Like half-elves, half-ores follow whatever religion HUMAN LANDS
is dominant in their region. In the Shadow Marches, H u m a n s claim most o f Khorvaire. H u m a n popula-
they might follow the druidic faith o f the Gatekeepers tions dominate the Five Nations and the Lhazaar
or be part of a Khyber cult. Principalities. M a n y h u m a n c o m m u n i t i e s also thrive
in Q'barra, portions of the Eldeen R e a c h e s , and the
HALF-ORC LANDS Shadow M a r c h e s . Sarlona, humanity's birthplace, is
Half-ores live primarily in western Khorvaire, mostly no longer governed by h u m a n s since the rise o f the
in tribes in the Shadow M a r c h e s . T h e y also appear Inspired o f Riedra. Nonetheless, h u m a n s still m a k e
in the Eldeen Reaches, in D r o a a m , and sporadically up the majority o f the population. Most o f Khorvaire's
in the D e m o n W a s t e s . Half-ores do not represent the h u m a n s care little about Sarlona or the other conti-
dominant race in any region; ores or h u m a n s out- nents, and few even know that Sarlona is the land of
number them. their forebears.
A portion o f the half-ore population in Darguun
is enslaved. T h e s e slaves are descendants of half-ores DRAGONMARKED HOUSES
that hobgoblins b r e d in an effort to produce more H u m a n s b e a r m o r e dragonmarks t h a n any other
efficient soldiers. race, although no one knows why. Perhaps it is
b e c a u s e h u m a n s are somehow important to the Dra-
DRAGONMARKED HOUSES conic Prophecy, or maybe it is simply because there
Half-ores would be easily dismissed were it not for are m o r e o f t h e m . T h e h u m a n d r a g o n m a r k e d houses
House T h a r a s h k . Although h u m a n s comprise most o f and their associated dragonmarks include House
the house, T h a r a s h k also boasts m a n y half-ores, a few C a n n i t h with the Mark o f M a k i n g , House O r i e n with
o f whom have developed the M a r k of Finding. T h e the M a r k o f Passage, House D e n e i t h with the M a r k
house even counts full-blooded ores among its ranks. o f Sentinel, and House Vadalis with the M a r k o f
Handling. House T h a r a s h k has the M a r k o f Finding
and includes both h u m a n s and half-ores.
CHAPTER 2 I Races
SHIFTERS TlEFLINGS
Called " w e r e t o u c h e d " by many, shifters are among W i t h blood tainted by the diabolical pacts o f their
Eberron's most distrusted and persecuted races. ancestors, tieflings r e m a i n one o f the most enigmatic
People often hate and fear shifters for their bestial o f the races o f Eberron. S o m e have truly b r o k e n free
natures, yet some shifters are able to find acceptance of the shackles o f their heritage and seek to right the
within groups o f open-minded individuals. ancient wrongs that birthed t h e m , while others con-
tinue the schemes o f their infernal ancestors.
BACKGROUND AND HISTORY
Shifters descended from the intermingling o f h u m a n s BACKGROUND AND HISTORY
and lycanthropes. No one knows w h e n they originally Most o f Eberron's tieflings arose from the corrupted
appeared, for at first, they were m i s t a k e n for lycan- bloodlines o f the Sarlonan nation o f O h r Kaluun.
thropes in h u m a n or hybrid form. Only w h e n the A culture steeped in a r c a n e lore and obsessed with
race grew m o r e numerous did other races recognize eldritch knowledge, m a n y o f its leading citizens
t h e m as a distinct people. entered into pacts with devils. W h a t they sought
Recognition o f the race did not include acceptance, knowledge, power, and immortalitywas secondary
though. O t h e r races are uncomfortable around shift- to any consequences their descendants might face.
ers due to their predatory natures and vaguely bestial W h e n the Inspired sought to wipe out unauthorized
appearance. M a n y believe that shifters are essentially magic from Sarlona, O h r Kaluun fell, but not before
the same as lycanthropes. In fact, the C h u r c h o f the m a n y tieflings fled to other lands.
Silver Flame's war against lycanthropes resulted Some tieflings follow in the traditions o f their
in the death o f m a n y shifters as well as actual ancestors and worship devils, while others j o i n
lycanthropes. Khyber cults or pay homage to the D a r k Six. Those
Treatment o f shifters depends largely on where tieflings who rebel against their past often revere the
they are located. A m o n g u r b a n populations, shift- Sovereign Host or the Silver F l a m e , or follow various
ers might b e accepted as j u s t more exotic travelers druidic traditions.
passing through. Should shifters appear in larger
numbers, however, a community's citizens might TIEFLING LANDS
b e c o m e suspicious. I n rural environments, shifters M a n y tieflings who fled O h r Kaluun went to Khor-
are rarely tolerated. vaire. T h e largest population o f tieflings founded the
A few shifters, particularly those attempting to Venomous D e m e s n e in the D e m o n Wastes, but tief-
assimilate into other c o m m u n i t i e s , grant devotions to ling populations also survive in the Shadow M a r c h e s ,
the Sovereign Host, particularly Balinor and Boldrei. D r o a a m , the Eldeen Reaches, and even rural parts of
Others worship the Traveler or the D a r k Six. Most Aundair.
shifters, however, follow druidic sects or revere the
primal spirits.
DRAGONMARKED HOUSES
Tieflings have no dragonmarked house, and there are
SHIFTER LANDS no records o f any tiefling developing a dragonmark.
Although a few shifter c o m m u n i t i e s exist, the race
controls no large regions in Khorvaire. T h e largest
shifter population dwells in the Eldeen R e a c h e s .
SUPPORTING CAST
Otherwise, shifters reside in only the wildest regions Eberron boasts a variety o f races beyond those
of h u m a n o i d nations, eking out livings as hunters and already described. O t h e r races that might play a role
trappers or working as guides, trackers, or scouts. in a c a m p a i g n are described here.
In the ice-covered reaches o f Sarlona's Tashana
Tundra, ancestral h o m e of Eberron's lycanthropes, GENASI
the shifters have carved out their own nations. These Genasi are extremely rare in Eberron, and although
t h r e e nations are essentially groups o f united tribes. theories regarding their origins abound, even the
T h e struggle to survive in that land has prevented genasi c a n n o t say how their race c a m e to exist. O n e
shifters from exercising any significant influence r u m o r has it that genasi were once explorers of
beyond its borders. another raceperhaps dwarveswho were caught in
a volcanic eruption o f the Fist o f Onatar, in the Iron-
DRAGONMARKED HOUSES root Mountains. T h e force o f the explosion, fueled by
Shifters have no dragonmarked houses, and the dragonshards deep b e n e a t h the lava, changed these
appearance o f dragonmarks among their kind is rare. beings from what they once were into genasi. O t h e r
Most shifters never m e e t one o f their kind who bears stories tell that genasi are originally inhabitants o f the
a dragonmark. Elemental Chaos, drawn into the world through the
violence o f an elemental storm. S o m e arcanists hold
CHAPTER 2 I Races
that genasi are the creations o f the powerful wizards Although goblins might acknowledge the existence
o f the A r c a n e Congress, e x p e r i m e n t a l beings who o f the gods, they do not worship t h e m .
escaped from their exhibit in the Floating Towers o f
A r c a n i x . T h e r e are also those who c l a i n j that genasi KOBOLDS
are nothing m o r e t h a n random genetic mutations
Goblins have a militant and imperious nature; ores
appearing a m o n g the offspring o f humanoids who practice savage and tribal ways. Kobolds, on the
have had prolonged exposure to the malign influence other hand, seem to have no particular way at all. As
of Khyber. W h a t e v e r their origin, few genasi live in individuals, they have a n array o f motivationsgreed,
Eberron. faith, patriotism, hungeryet no singular cultural
Although rumors speak o f the existence of a genasi identity drives their race. Or at least, there isn't one
village in the wilds o f the Eldeen R e a c h e s , genasi that the civilized humanoids o f Khorvaire have b e e n
have no territories o f their own. Most dwell on the able to identify.
fringes o f h u m a n c o m m u n i t i e s , avoiding their neigh- Small kobold tribes live in most mountainous or
bors. T h e people o f Eberron are familiar enough with j u n g l e regions, but few sizable populations exist. T h e
magic that they don't hate or mistrust genasi, but largest kobold population dwells in Shaarat Kol in
neither are they comfortable around the strange and D r o a a m . Large kobold tribes are also prevalent in the
clearly unnatural beings. jungles o f Q'barra and in the D e m o n W a s t e s . Kobolds
c o m e into conflict with other races most frequently
GNOLLS in the mountains o f Zilargo, where they battle against
Although most o f Eberron's gnolls are the ravenous, gnomes. Scholars believe that a large kobold popula-
demon-worshiping creatures o f c a m p f i r e stories, a tion exists on the continent o f Argonnessen, but no
small n u m b e r have risen above their chaotic, bestial one c a n say for certain.
natures. Called the Znir Pactnamed for the location
in D r o a a m where they abandoned their demonic MlNOTAURS
overlordthese gnolls b a n d e d together in a small but A few clans o f minotaurs live in the wilder regions
remarkably stable gnoll nation. T h e group is strong o f Khorvaire, Sarlona, and Xen'drik, but the greater
enough to retain its independence, and the gnolls part o f Eberron's minotaurs inhabit D r o a a m . They
earn healthy sums o f m o n e y serving as m e r c e n a r i e s , are found within most o f that region's major com-
trackers, and raiders for the warlords o f D r o a a m or munities. T h e minotaur warlord R h e s h Turakbar
anyone outside the borders o f that nation who c a n also c l a i m s several territories in the region. Although
pay appropriately. Turakbar's minotaurs are violent demon-worshipers,
Typical gnolls still worship the d e m o n known as m a n y o f Droaam's other minotaurs have personali-
the Beast o f Butchery. T h e s e gnolls mostly live in the ties and beliefs more agreeable to other races. House
D e m o n Wastes, although sizable tribes also appear T h a r a s h k and the militias o f D r o a a m respect mino-
in the Eldeen R e a c h e s , the Shadow M a r c h e s , and in taurs for their strength and their sense o f honor and
portions o f D r o a a m not occupied by the Znir Pact use t h e m as m e r c e n a r i e s .
gnolls.
ORCS
GOBLINS O n e o f the first humanoid races to inhabit Khorvaire,
Before the rise o f h u m a n s on Khorvaire, goblin tribes orcs reside all across the western h a l f o f the conti-
had established what was then the largest unified nent. They dwell on the outskirts o f h u m a n nations,
empire on Khorvaire. Disciplined hobgoblins ruled with the exception o f a few that live in the major
the D h a k a a n i Empire, breeding goblins and bugbears cities where they have b e e n accepted. Most orcs live
as slaves, laborers, and warriors. W e a k e n e d by the in primitive tribes in the Eldeen R e a c h e s , the D e m o n
usual infighting, the empire fell swiftly to the advanc- Wastes, the Shadow M a r c h e s , D r o a a m , and the wilds
ing wave o f humanity. of the M r o r Holds.
Today, goblin tribesparticularly h o b g o b l i n s - W h e n most o f Khorvaire's people think o f orcs,
rule the militant nation o f D a r g u u n . M a n y goblins they imagine savage, barbarous raiders, slaughtering
see D a r g u u n as the D h a k a a n i E m p i r e r e b o r n . c o m m u n i t i e s in the n a m e s o f evil deities. And indeed,
Goblin, hobgoblin, a n d b u g b e a r tribes exist in m a n y m a n y ore tribes fit that description. Others, however,
other regions, particularly in D r o a a m . V a l e n a r con- are disinclined to mindless violence. T h e Gatekeeper
tains a small population o f hobgoblins that work as druidic tradition arose among the orcs o f Eldeen, and
serfs or live in the impoverished outskirts o f villages. orcs who dwell in or n e a r h u m a n nations often m a k e
Rumors also tell o f primitive goblin tribes that dwell concerted efforts to adopt m o r e civilized lifestyles.
in X e n ' d r i k . House T h a r a s h k includes orcs within its ranks, and
M a n y goblins work as m e r c e n a r i e s for h u m a n in the c o m m u n i t i e s o f the Shadow M a r c h e s , orcs and
nations and the dragonmarked houses. h u m a n s live together.
CHAPTER 2 | Races
EBERRON IS a world o f magic and wonder,
o f intrigue and suspense, o f pulp adventure and noir
mystery. Its heroes are a diverse lot, tied to the des-
tiny and the prophecy o f the world. Each o f the races,
the paragon paths, and the classes o f the Players
Handbook and Player's Handbook 2 has a place within
the world o f Eberron. E a c h has the potential to create
a hero or a villain to advance the story o f the world.
T h e EBERRON Players Guide expands the n u m b e r o f
classes and paragon paths available to characters.
This chapter includes the following sections.
A r t i f i c e r : A r c a n e leaders who imbue magic into
weapons, armor, and constructs. Artificers are mas-
ters of both a l c h e m i c a l compounds and m u n d a n e
tools, using rods, staffs, and wands to e n h a n c e their
abilities. They excel at concocting infusions to bolster
their allies. Artificers' m e c h a n i c a l constructs, ani-
mated with elemental force or a r c a n e compounds,
dart across the battlefield at their masters' direction.
P a r a g o n P a t h s : A host o f advancement options
for characters. T h e options for artificers include the
battlefield engineer and the clockwork engineer. New
racial paragon paths are also introduced: Change-
lings might choose the c h a m e l e o n paragon path,
kalashtar might pursue the way o f the lightwalker,
and warforged could follow the warforged juggernaut
path. D r a g o n m a r k e d heroes c a n find a paragon path
associated with each o f the thirteen dragonmarked
houses; other options for other races and classes have
b e e n designed with the t h e m e s and flavor o f Eberron
in m i n d .
E p i c D e s t i n i e s : New destinies have b e e n cre-
ated for those characters who reach world-shifting
epic levels: a champion of prophecy learns his or
her i m p o r t a n c e in the grand scope of the Draconic
Prophecy; the dispossessed champion leads those
abandoned by history to a better future; the mourn-
ing savior sacrifices him- or herself in order to heal
the land; and a sublime f l a m e combats evil on the
path to a final j o i n i n g with the Silver F l a m e .
CHAPTER 3 | Classes
" MUM
ARTIFICER
^^BK^K ft
" I see the secret patterns of magic, and through the you are a n explorer who found your knowledge in the
items I carry, I can use that magic to protect you, forgotten places o f the world. W h a t e v e r the source o f
heal you or make you explode." your talents, a passion for the t e c h n i c a l components
o f magic drives you to perfect your art.
CLASS TRAITS W i t h a bandolier slung across your chest, you carry
Role: Leader. You channel arcane power into items that an arsenal of alchemical compounds, magic imple-
empower your allies and hinder your enemies. You ments, m u n d a n e materials, and tools. Your weapons,
lean toward controller as a secondary role. implements, and other gear are inscribed with runes
and mystic patterns. You m i x reagents, drink potions,
Power Source: Arcane. The cryptic formulas of arcane
and craft items. You use your knowledge to infuse
magic and the complex recipes of alchemy appeal to
yourself and your allies with arcane power. A n d one
you. You also know a great deal about magic items.
day, your magical skills will carry you into legend.
Key Abilities: Intelligence, Constitution, Wisdom
Characteristics: Your powers combine area and ranged industry and to Aureon for his favor of arcane knowledge.
attacks to impede foes while bolstering allies. Your spells Many artificers also respect the innovation and creativity
deal moderate damage, and you have powers that heal that the Traveler represents.
and augment the attacks and the defenses of your com- Races: Humans of House Cannith comprise the largest
panions. You can also create magical artifices that can aid contingent of artificers in Eberron. Artificers also count
you over the course of a battle. the gnome shipwrights of Zilargo and the dwarf smiths
Religion: Artificers favor knowledge over faith; only of the Mror Holds among their number. Sometimes war-
a few artificers worship a specific deity. Artificers some- forged become artificers in an attempt to understand their
times pay homage to Onatar for his influence on craft and creation.
CHAPTER 3 [ Classes
item's daily power, that ally absorbs the energy and
gains t e m p o r a r y hit points equal to o n e - h a l f your
level + your Intelligence modifier.
HEALING INFUSION
You c a n create h e a l i n g infusions for later use. At the
end o f a n e x t e n d e d rest, you c r e a t e two h e a l i n g infu-
sions that last until the e n d o f your n e x t e x t e n d e d
rest. At 1 6 t h level, you instead create t h r e e h e a l i n g
infusions.
You d e t e r m i n e the effect o f a healing infusion
at the t i m e you use the power, not at the t i m e you
create it. W h e n you use a H e a l i n g Infusion power,
you e x p e n d one o f the infusions you c r e a t e d during
your last e x t e n d e d rest. D u r i n g a short rest, you or a n
ally c a n spend a h e a l i n g surge to replenish one o f the
infusions e x p e n d e d .
Curative Admixture
You use the magic of your infusion to heal the wounds of your
target.
Encounter (Special) Arcane, Healing
Minor Action Close burst 5
(10 at 11th level, 15 at 21 st level)
Target: You or one ally in burst
Effect: The target regains hit points equal to its healing
surge value + your Wisdom modifier, and you expend an
infusion crafted with your Healing Infusion class feature.
Level 6: Healing surge value + your Wisdom modifier + 2.
Level 1 1: Healing surge value + your Wisdom modifier + 4.
Level 16: Healing surge value + your Wisdom modifier + 6.
Level 2 1 : Healing surge value + your Wisdom modifier + 8.
Level 26: Healing surge value + your Wisdom modifier + 1 0 .
Special: You can use two Healing Infusion powers per
encounter, but only one per round. At 16th level, you can
use three Healing Infusion powers per encounter, but
only one per round.
Resistive Formula
You channel the energy of your infusion into your target's ar
mor. providing lasting protection.
Encounter (Special) Arcane
Minor Action Close burst 5
(10 at 11 th level, 15 at 21 st level)
Target: You or one ally in burst
Effect: The target gains a +1 power bonus to AC until the
end of the encounter, and you expend an infusion crafted
with your Healing Infusion class feature. The target can
end the bonus as a free action to gain temporary hit
points equal to its healing surge value + your Constitu-
tion modifier.
Level 11: Temporary hit points equal to the target's healing
surge value + twice your Constitution modifier.
Level 2 1 : Temporary hit points equal to the target's healing
surge value + three times your Constitution modifier.
Special: You can use two Healing Infusion powers per
encounter, but only one per round. At 16th level, you can
use three Healing Infusion powers per encounter, but
only one per round.
RITUAL CASTING your highest ability score, because it determines the
You gain t h e Ritual Caster feat as a b o n u s feat, accuracy and potency o f your attack powers. Constitu-
allowing you to use m a g i c a l rituals (see C h a p t e r tion helps augment your spells' damage and defense
boosts, so it should be your second highest ability. A
10 o f the Player's Handbook). You own a ritual book,
good W i s d o m score c a n help bolster your W i l l and
and it c o n t a i n s the following rituals that you have
support any powers you take outside your specialty.
m a s t e r e d : B r e w Potion, D i s e n c h a n t M a g i c Item,
Suggested Feat: Alchemy
E n c h a n t M a g i c Item, and M a k e W h o l e . In addi-
S u g g e s t e d Skills: A r c a n a , Heal, History, Percep-
tion, you c a n use D i s e n c h a n t M a g i c Item without
tion, Thievery
expending components.
S u g g e s t e d A t - W i l l P o w e r s : aggravating force,
static shock
IMPLEMENTS AND WEAPONS S u g g e s t e d E n c o u n t e r P o w e r : burning weapons
Artificers m a k e use o f rods, staffs, and wands to help S u g g e s t e d D a i l y P o w e r : icebound sigil
c h a n n e l and direct their spells. W h e n you wield a
magic rod, a magic staff, or a magic wand, you c a n
ARTIFICERS AND SUMMONING
add its e n h a n c e m e n t bonus to the attack rolls and
T h e artificer a n i m a t e s objects and creates constructs.
damage rolls o f artificer powers and artificer paragon
M a n y o f these creations follow the same rules as
path powers that have the implement keyword. W i t h -
s u m m o n e d creatures. W h e n an artificer animates
out an implement, you can still use these powers.
an object, he or she s u m m o n s an elemental spirit
S o m e artificer powers use a ranged weapon.
and binds it to that object. T h e binding process also
W h e n an artificer m a k e s an attack using a thrown
requires a bit o f the artificer's own vitality. I f the con-
weapon, that weapon returns to the artificer as i f it
struct is destroyed before the end of the encounter
were magical, even i f it is not.
or before the artificer dismisses it, the destruction
takes a toll on the artificer. For this reason, an arti-
CREATING AN ARTIFICER ficer's s u m m o n i n g is limited in both duration and
Two artificer builds are presented here: the battle- frequency.
smith and the tinkerer. T h e tinkerer creates a r c a n e
constructs, while the battlesmith infuses weapons SUMMONING
and a r m o r with magic. All artificers rely on Intel- Powers that have the s u m m o n i n g keyword bring
ligence to create and control their spells. In addition, creatures from elsewhere, often other planes, to serve
W i s d o m helps you a n i m a t e constructs, while Consti- you in a variety o f ways.
tution focuses your magic in n o n a n i m a t e items.
SUMMONED CREATURE
TINKERER ARTIFICER A creature you summon uses these rules, unless a
Using whatever materials are on hand, you empower power description says otherwise.
weapons and armors and even create allies. You
Allied Creature: When you use a summoning
imbue each o f your creations with magic, elemental
power, you create a creature that is an ally to you
spirits, and a spark of life, giving it the power to per-
and your allies. The power determines where the
form a specific task. Your attack powers are based on
summoned creature appears.
Intelligence, so it should be your primary ability score.
Your Defenses: The summoned creature's defenses
Your second-best ability score should be W i s d o m ,
equal yours when you summon it, not including any
which e n h a n c e s the artifices and the constructs you
temporary bonuses or penalties to your statistics.
create. Other artificer powers rely on Constitution, so
that should be your third highest ability score. Hit Points: The summoned creature's maximum
Suggested Feat: Alchemy hit points equal your bloodied value. When the
S u g g e s t e d Skills: A r c a n a , Heal, History, Percep- summoned creature drops to 0 hit points, it is
tion, Thievery destroyed, and you lose a healing surge. If you have
S u g g e s t e d A t - W i l l P o w e r s : magic weapon, thun- no healing surges left, you instead take damage
dering armor equal to half your bloodied value.
S u g g e s t e d E n c o u n t e r P o w e r : spike wire No Healing Surges: The summoned creature lacks
S u g g e s t e d D a i l y P o w e r : obedient servant healing surges, but if a power allows it to spend a
healing surge, you can spend a healing surge for it.
BATTLESMITH ARTIFICER The summoned creature then gains the benefit of
You weave strands o f magic and thread t h e m into the healing surge, instead of your gaining it.
items and allies. W i t h these infusions, weapons Speed: The summoning power determines the
b e c o m e stronger, a r m o r b e c o m e s tougher, and allies summoned creature's speed.
b e c o m e more durable. You should m a k e Intelligence
CHAPTER 3 | Classes
Commanding the Creature: The summoned crea- Magic Weapon Artificer Attack 1
ture has no actions of its own; you spend actions Your attack issues a hurst of magical energy that enhances the
to command it mentally. You can command the weapons of allies close to you.
creature only if you have line of effect to it. When At-Will Arcane, W e a p o n
you command the creature, the two of you share Standard Action Melee or Ranged weapon
knowledge but not senses. Target: One creature
As a minor action, you can command the Attack: Intelligence + 1 vs. AC
Hit: 1 [ W ] + Intelligence modifier damage, and each ally
summoned creature to take one of the follow-
adjacent to you gains a +1 power bonus to attack rolls
ing actions, if it is physically capable of taking that
and a bonus to damage rolls equal to your Constitution
action: crawl, escape, fly, open or close a door or a or your Wisdom modifier until the end of your next turn.
container, pick up or drop an item, run, stand up, Level 2 1 : 2[W] + Intelligence modifier damage, and a +2
shift, squeeze, or walk. power bonus to attack rolls.
The summoning power determines any
special commands you can give the summoned Static Shock Artificer Attack 1
creature and gives an action type for each com- You imbue your opponent with a crackling arcane charge, hin-
mand. If a special command is a minor action, you dering the potency of its next attack.
can give that command only once during each of At-Will Arcane, Implement, Lightning
your turns. Standard Action Melee or Ranged 5
Target: One creature
Attacks and Checks: If a summoning power
Attack: Intelligence vs. Reflex
allows the summoned creature to attack, you make
Hit: 1 d8 + Intelligence modifier lightning damage. The
an attack through the creature, as specified in the next attack the target makes before the end of your
power description. If the summoned creature can next turn takes a penalty to the damage roll equal your
make a skill check or an ability check, you make Constitution modifier.
the check. Attacks and checks you make through Level 2 1 : 2d8 + Intelligence modifier lightning damage.
Duration: Unless the summoning power states Thunder ripples outward from your implement, coalescing
around you or an ally before focusing its might on a nearby
otherwise, the summoned creature lasts until the
enemy.
end of the encounter and then disappears. As
At-Will Arcane, Implement, Thunder
a minor action, you can dismiss the summoned
Standard Action Close burst 10
creature.
Primary Target: You or one ally in burst
Effect: The primary target gains a +1 power bonus to AC
ARTIFICER POWERS until the end of your next turn. Make an attack.
Secondary Target: One creature adjacent to the primary
You c a r r y esoteric reagents and materials. I f you
target in burst
don't have what you n e e d , you t r a n s m u t e m u n d a n e Attack: Intelligence vs. Fortitude
materials into c o m p o n e n t s . Each day, you craft, Hit: 1 d8 + Intelligence modifier thunder damage, and you
imbue, and prepare t h e objects and c o m p o u n d s you push the secondary target 1 square away from the primary
n e e d for your a r c a n e powers, w h i c h a r e called spells. target.
Many artificers refer to spells that instill magic in Level 27: 2d8 + Intelligence modifier thunder damage.
objects as "infusions."
LEVEL 1 ENCOUNTER SPELLS
LEVEL 1 AT-WILL SPELLS
Burning Weapons Artificer Attack 1
Aggravating Force Artificer Attack 1 Flames dance across the weapons that you and your comrades
wield.
When your infused weapon strikes an enemy, the weapon un-
leashes a force that rattles the foe. Encounter Arcane, Fire, W e a p o n
Standard Action Melee or Ranged weapon
At-Will Arcane, Force, W e a p o n
Target: One creature
Standard Action Melee or Ranged weapon
Attack: Intelligence vs. AC
Target: One creature
Hit: 1 [ W ] + Intelligence modifier fire damage. Until the
Attack: Intelligence vs. AC
end of your next turn, you and any ally within 2 squares
Hit: 1 [ W ] + Intelligence modifier force damage, and the
of you deals extra fire damage equal to your Constitution
next ally to attack the target before the end of your next
modifier with weapon or fire attacks.
turn gains a +2 power bonus to the attack roll.
Level 2 1 : 2[W] + Intelligence modifier damage.
CHAPTER 3 | Classes
Scouring Weapon Artificer Attack 1 Life-Tapping Darts Artificer Attack 1
You infuse your weapon with acid, momentarily corroding vour You launch magical darts at an ally and a foe. The dart that
opponent's defenses. strikes the foe transfers vitality to your comrade in a golden
Encounter Acid, Arcane, W e a p o n flash.
Standard Action Melee or Ranged weapon Daily Arcane, Implement
Target: One creature Standard Action Ranged 10
Attack: Intelligence vs. AC Target: One creature
Hit: 2 [ W ] + Intelligence modifier acid damage, and the Attack: Intelligence vs. Reflex
target takes a -2 penalty to AC until the end of your next Hit: 2d10 + Intelligence modifier damage, and one ally
turn. within 10 squares of you gains 10 temporary hit points.
Miss: Half damage, and one ally within 10 squares of you
gains 5 temporary hit points.
Shielding Cube Artificer Attack 1
You direct a minute cube covered in runes into the fray. Al-
though small, the cube contains a force that bashes foes and Obedient Servant Artificer Attack 1
shields allies. You in/use a construct with an elemental animus and then
Encounter 4- Arcane, Force, Implement throw it info the fray to aid vour allies.
Standard Action Ranged 10 Daily Arcane, Implement, Summoning
Target: One creature Minor Action Ranged 5
Attack: Intelligence vs. Reflex Effect: You create a Medium obedient servant in an unoc
Hit: 2d6 + Intelligence modifier force damage. cupied square within range. The servant has speed 6.
Effect: Until the end of your next turn, any ally gains a +1 Any marked enemy that starts its turn adjacent to the
power bonus to AC while adjacent to the target. servant takes damage equal to your Wisdom modifier.
You can give the obedient servant the following special
commands.
Spike Wire Artificer Attack 1
Standard Action: Melee 1 or Ranged 5; targets one
You throw a bundle of barbed wire that bites into your enemy's
creature; Intelligence + 2 vs. AC; 1 d10 + Intelligence
flesh, digging deeper and deeper.
modifier damage.
Encounter Arcane, Force, Implement Opportunity Attack: Melee 1; targets one creature;
Standard Action Ranged 10 Intelligence + 2 vs. AC; 1d10 + Intelligence modifier
Target: One creature damage, and the target is marked until the end of your
Attack: Intelligence vs. Fortitude next turn.
Hit: 1 d8 + Intelligence modifier force damage. Until the
end of your next turn, any attack deals extra damage to
the target equal to your Wisdom modifier. LEVEL 2 UTILITY SPELLS
CHAPTER 3 | Classes
Reinforced Minion Artificer Utility 2 | | Force Infusion Artificer Attack 3
You send energy to bolster one of your artifices, helping it to Your attack binds energy within your foe's form. The magic
evade an attack that might otherwise have damaged it. reacts with concussive force each time you or an ally strikes the
Daily Arcane ^ creature.
Immediate Interrupt Close burst 5 Encounter 4 Arcane, Force, W e a p o n
Trigger: One of your summoned creatures within 5 squares Standard Action Melee or Ranged weapon
of you is hit by an attack Target: One creature
Effect: The triggering attack misses the summoned Attack: Intelligence vs. Fortitude
creature. Hit: 1 [ W ] + Intelligence modifier + Constitution modifier
force damage.
Effect: Until the end of your next turn, whenever any ally
Restorative Infusion Artificer Utility 2
hits the target with a melee attack, that ally pushes the
You infuse a comrade with a restorative compound. That ally
target 1 square.
can then redirect excess vitality to your other allies.
Daily Arcane
Lightning Sphere Artificer Attack 3
Minor Action Ranged 5
Target: You or one ally The small metal ball you roll atyour enemies bursts apart in an
1 Swift Mender Artificer Utility 2 Hit: 1 d8 + Intelligence modifier lightning damage, and
the target grants combat advantage until the end of your
You empower a tiny construct tc zoom to an ally's aid.
next turn.
Encounter Arcane
Minor Action Ranged 5
Repulsion Strike Artificer Attack 3
Target: You or one ally
You empower your weapon to create afield of resistance around
Effect: The target makes a saving throw.
your enemy, hindering your foe's attacks.
Encounter Arcane, Force, W e a p o n
Use Magic Item Artificer Utility 2
Standard Action Melee or Ranged weapon
Your knowledge unlocks the power in a magic item without
Target: One creature
expending your own energy.
Attack: Intelligence vs. Reflex
Daily 4 Arcane Hit: 2 [ W ] + Intelligence modifier force damage, and the
Free Action Personal target takes a penalty to melee attack rolls equal to your
Effect: The next magic item daily power you use before the Constitution modifier until the end of your next turn.
end of your next turn does not count toward your limit of
magic item daily power uses.
LEVEL 5 DAILY SPELLS
LEVEL 3 ENCOUNTER SPELLS Corrosive Sigil Artificer Attack 5
CHAPTER 3 | Classes ..
Dancing Weapon Artificer Attack 5 Healing Reserve Artificer Utility 6
Your weapon flies from your hand and harries one of your You channel arcane energy to assist an ally's healing.
enemies.
Daily 4 Arcane, Healing
Daily 4- Arcane, Summoning, W e a p o n Free Action Ranged 10
Minor Action Ranged 5 Trigger: An ally within 10 squares of you spends a healing
Requirement: You must be holding a melee weapon. surge to regain hit points
Effect: You throw a melee weapon you are holding into an Target: The triggering ally
unoccupied square within range. The weapon has speed Effect: The target does not expend the healing surge but
0 and fly 6 (hover). The weapon is considered to be a still gains its benefit. The target regains additional hit
Small creature. W h e n the dancing weapon drops to 0 points equal to your Wisdom modifier.
hit points, it is not destroyed, and you don't lose a heal-
ing surge. Instead, the weapon returns to your hand. The
Phantom Structure Artificer Utility 6
dancing weapon cannot open or close a door or contain-
er, or pick up or drop an item. You can give the dancing By arranging small objects in your hand, you create an ephem-
weapon the following special commands. eral structure made of magical force.
Minor Action: Melee 1 ; targets one creature; Daily 4 Arcane, Conjuration
Intelligence vs. AC; 1 [ W ] + Intelligence modifier damage. Standard Action Ranged 20
Opportunity Attack: Melee 1; targets one creature; Effect: Choose a square within range and another square
Intelligence vs. AC; 1 [W] + Intelligence modifier damage. within range and within 2 + your Intelligence modifier
squares of the chosen square. You create a phantasmal
bridge between the two squares that lasts until the end
Flameheart Defender Artificer Attack 5
of your next turn. The bridge connects the two chosen
You infuse a small construct with a volatile heart of elemental squares by the shortest path. The bridge has no height,
fire. and a creature can pass through a square containing the
Daily 4 Arcane, Fire, Implement, Summoning bridge as though it were normal terrain, even if it normal-
Standard Action Ranged 5 ly contains no terrain, difficult terrain, challenging terrain,
Effect: You create a Small flameheart defender in an unoc- or hindering terrain.
cupied square within range. The flameheart defender has Sustain Minor: The bridge persists.
speed 6. Any enemy adjacent to the flameheart defender
at the start of your turn is marked by it. You can give the
Regeneration Infusion Artificer Utility 6
flameheart defender the following special commands.
You imbue an ally's equipment with a steady flow of arcane
Standard Action: Melee 1 or Ranged 5; targets one
energy, which restores your friend's vigor.
creature; Intelligence + 2 vs. AC; 2d6 + Intelligence
modifier fire damage. Daily 4 Arcane, Healing
Opportunity Attack: Melee 1; targets one creature; Minor Action Close burst 10
Intelligence + 2 vs. AC; 2d6 + Intelligence modifier fire Target: You or one ally in burst; target must be bloodied
damage. Effect: The target gains regeneration equal to your
No Action: W h e n the flameheart defender drops to 0 Constitution modifier until the end of the encounter. As
hit points, it must make the following attack: Close burst 2; a minor action, the target can end the effect to spend a
targets each creature in burst; Intelligence vs. Reflex; 1d8 healing surge.
+ Wisdom modifier fire damage.
CHAPTER 3 I Classes
Icy Weapons Artificer Attack 7
An icy wind imbues vour weapon with frost.
Encounter 4 Arcane, Cold, W e a p o n
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Intelligence vs. A C
Hit: 1 [ W ] + Intelligence modifier cold damage, and the
target is slowed until the end of your next turn.
Effect: You and each ally adjacent to you deal extra cold
damage equal to your Constitution modifier with weapon
or cold attacks until the end of your next turn.
LEVEL 9 DAILY SPELLS Aftereffect: The target takes ongoing 5 lightning damage
(save ends).
Miss: Half damage, and ongoing 5 lightning damage (save
Brittle-Skin Missile Artificer Attack 9 ends).
Your rune-scribed projectile calcifies flesh and causes your foe
to falter.
Radiant Sigil Artificer Attack 9
Daily 4 Arcane, W e a p o n
Brilliant light streams from the weaponyou imbue with radiant
Standard Action Ranged weapon
might and healing power.
Target: One creature
Attack: Intelligence vs. AC Daily 4 Arcane, Healing, Radiant
Hit: 2[W] + Intelligence modifier damage, and the target Minor Action Melee touch
is slowed and gains vulnerable 5 to melee attacks (save Target: One weapon or implement
ends both). Effect: Until the end of the encounter, any attack that uses
the target as a weapon or an implement deals radiant
damage. Whenever any attack power using the target
hits, the target's wielder regains hit points equal to your
Constitution modifier.
As a free action, the target's wielder can end the ef-
fect when he or she hits a creature. That creature is then
dazed (save ends). In addition, the wielder can spend a
healing surge and regain additional hit points equal to
your Constitution modifier.
CHAPTER 3 | Classes
Relentless Harrier Artificer Attack 9 Slick Concoction Artificer Utility 10
You grant animation to a nimble construct. You direct a magical liquid under your allies'feet, causing them
Daily 4- Arcane, Implement, Summoning to slip across the battlefield.
Standard Action Ranged 5 Encounter 4 Arcane
Effect: You create a Small relentless harrier in an unoc- Minor Action Close burst 3
cupied square within range. The relentless harrier has Target: Each ally in burst
speed 8. The relentless harrier's attacks deal 1 d6 extra Effect: You slide each target 5 squares. Each target gains a
damage to any creature granting combat advantage to it. +4 bonus to Reflex until the end of your next turn.
You can give the relentless harrier the following special
commands.
Standard Action: Melee 1; targets one creature;
LEVEL 13 ENCOUNTER SPELLS
Intelligence + 2 vs. AC; 1d8 + Intelligence modifier
damage, and the relentless harrier shifts 2 squares. Barbed Automaton Artificer Attack 13
Opportunity Attack: Melee 1 ; targets one creature; You hurl a small knot of barbed wire, which grows and springs
Intelligence + 2 vs. AC; 1d8 + Intelligence modifier to life, attacking your foes.
damage.
Encounter 4 Arcane, Conjuration, Implement
Standard Action Ranged 10
LEVEL 10 UTILITY SPELLS Effect: You create a barbed automaton in an unoccupied
square within range. The automaton occupies a square
and counts as an ally for the purpose of flanking. The au-
Dancing Shield Artificer Utility 10
tomaton lasts until the end of your next turn. Any enemy
A small metal sheaf unfolds into a medium-sized shield that that enters a space adjacent to the automaton or starts
floats near an ally and blocks incoming attacks. its turn there is subject to the following attack.
Daily 4 Arcane, Conjuration Attack: Intelligence vs. Reflex
Minor Action Ranged 5 Hit: 1d8 + Intelligence modifier + Wisdom modifier
Target: One ally damage.
Effect: You conjure a shield of metal and magic to protect
the target. The target gains a +4 power bonus to AC and
Energy Shroud Artificer Attack 1 3
Reflex until the end of the encounter or until you move
Afield of arcane energy surrounds you and your allies, lashing
the shield. As a minor action, you can move the shield to
at attackers.
a new target within range. That ally then gains the bonus
Encounter 4 Arcane, Force, Implement
Standard Action Close burst 2
Healing Figurine Artificer Utility 10
Primary Target: You and each ally in burst
You imbue a small/igure with life force, causing it to emit a Effect: Until the end of your next turn, any enemy that hits
golden aura that heals allies. or misses the primary target with a melee attack is sub-
Daily 4 Arcane, Healing, Summoning ject to the following attack.
Standard Action Ranged 5 Secondary Target: The attacking enemy
Effect: You create a Small healing figurine in an unoc- Attack: Intelligence vs. Reflex
cupied square within range. The healing figurine has Hit: 2d 1 0 + Intelligence modifier force damage.
speed 5. It has a +2 bonus to AC and to Fortitude. Any
ally who spends a healing surge while adjacent to the
Forceful Weapon Artificer Attack 1 3
figurine gains additional hit points equal to your Wisdom
You infuse a weapon with magic, making it deliver a greater
modifier. In addition, three times before the end of the
encounter, an ally adjacent to the healing figurine can use impact than its size suggests.
a minor action to make a saving throw and to regain hit Encounter 4 Arcane, W e a p o n
points as if he or she had spent a healing surge. You can Standard Action Melee or Ranged weapon
give the healing figurine the following special command. Target: One creature
Minor Action: The healing figurine administers first aid Attack: Intelligence vs. AC
to an ally adjacent to it. The figurine uses your Heal skill Hit: 2 [ W ] + Intelligence modifier damage, and you push
for the check. the target a number of squares equal to your Constitu-
tion modifier and knock it prone.
arcane energy. You channel arcane power into your enemy, using the creature
as a conduit for vitality.
Daily 4 Arcane
Minor Action Melee touch Encounter 4 Arcane, Healing, W e a p o n
Target: One weapon or implement Standard Action Melee or Ranged weapon
Effect: Until the end of the encounter, any attack that uses Target: One creature
the target gains a +1 power bonus to attack rolls and a Attack: Intelligence vs. AC
bonus to damage rolls equal to your Constitution modi- Hit: 2[W] + Intelligence modifier damage. Until the end
fier. As a minor action, the target's wielder can end the of your next turn, any ally who hits the target can spend
effect in order to remove an effect on him or her that a a healing surge and regain additional hit points equal to
save can end. your Constitution modifier.
CHAPTER 3 | Classes
LEVEL 1 5 DAILY SPELLS LEVEL 16 UTILITY SPELLS
C II A P T E K 3 | C l a s s e s
Radiant Burst Artificer Attack 1 7 Clockwork Acid Wasp Artificer Attack 19
As your ally heals, you channel the excess healing energy into a You grant animation to a clockwork wasp fueled by acid.
flash of arcane light that burns a nearby foe. Daily Acid, Arcane, Implement, Summoning
Encounter 4- Arcane, Healing, Implement, Radiant Standard Action Ranged 5
Standard Action Ranged 10 Effect: You create a Small clockwork acid wasp in an un-
Effect: You or one ally within 10 squares of you can spend a occupied square within range. The wasp has speed 4
healing surge and regain additional hit points equal to your and fly 8 (hover). It has a +2 bonus to AC and to Reflex.
Intelligence modifier. W h e n the clockwork wasp drops to 0 hit points, you
Target: One creature adjacent to the character who spent don't lose a healing surge. You can give the clockwork
the healing surge acid wasp the following special commands.
Attack: Intelligence vs. Fortitude Standard Action: Melee 1 or Ranged 5; Intelligence + 2
Hit: 2d8 + Intelligence modifier radiant damage, and the vs. AC; 1 d10 + Intelligence modifier damage, and ongoing
target is dazed until the end of your next turn. 10 acid damage (save ends).
Opportunity Attack: Melee 1; targets one creature;
Intelligence + 2 vs. AC; 1d10 + Intelligence modifier
Skipping Shot Artificer Attack 1 7
damage, and ongoing 10 acid damage (save ends).
Infusing a projectile with volatile energy, you send the missile No Action: W h e n the clockwork acid wasp drops to 0
ricocheting among opponents. hit points, it must make the following attack: Close burst
Encounter Arcane, Force, W e a p o n 1 ; Intelligence vs. Reflex; 2d8 + Wisdom modifier acid
Standard Action Ranged weapon damage.
Primary Target: One creature
Primary Attack: Intelligence vs. AC
Hit: 1 [ W ] + Intelligence modifier force damage, and the
Grasping Rope Artificer Attack 19
CHAPTER 3 ] Classes
LEVEL 2 2 UTILITY SPELLS
You transmute a small vial of water into a potent healing draft. Primary Attack: Intelligence vs. Fortitude
Hit: 1 d8 + Intelligence modifier force damage, and you
Daily Arcane, Healing
push the primary target 6 squares.
Minor Action Melee touch
Effect: Make a secondary attack that is an area burst 2
Target: You or one ally
centered on the primary target.
Effect: The target spends one healing surge and is restored
Secondary Target: Each creature in burst
to the maximum number of hit points possible. If the
Secondary Attack: Intelligence vs. Reflex
target cannot spend a healing surge, the target instead
Hit: 1 d8 + Intelligence modifier damage, and you knock
regains hit points equal to his or her bloodied value.
the secondary target prone.
CHAPTER 3 | Classes
Prismatic Strike Artificer Attack 23 Life-Shock Sigil Artificer Attack 25
You activate runes on your weapon and cause it to emit multi- Through your infusion, you create a weapon that heals while it
colored light as you strike your foe. hurts.
Encounter Arcane, Fire, Force, Thunder, W e a p o n Daily Arcane, Healing
Standard Action Melee or Ranged weapon Minor Action Melee touch
Target: One creature Target: One weapon or implement
Attack: Intelligence vs. Fortitude, Reflex, and W i l l . You Effect: Until the end of the encounter, once per round
make one attack roll and compare the result against all when an attack that uses the target as a weapon or an
three defenses. The target might be hit up to three times, implement hits, one bloodied ally within 5 squares of
depending on which defenses are hit. the target's wielder regains hit points equal to 10 + your
Hit (Fortitude): 1 [W] + Intelligence modifier thunder dam- Constitution modifier.
age, and you knock the target prone. As a free action, the target's wielder can end the
Hit (Reflex): 1 [ W ] + Intelligence modifier force damage, effect when he or she hits a creature using the target in
and you push the target a number of squares equal to order to spend a healing surge. In addition, the target of
your Constitution modifier. The target can't stand up from that attack is stunned until the end of its next turn.
prone until the end of your next turn.
Hit ( W i l l ) : 1 [ W ] + Intelligence modifier fire damage, and Trio O f Biting Blades Artificer Attack 25
the target takes a penalty to attack rolls equal to your
The three rune-inscribed blades you fling at your opponent sur
W i s d o m modifier until the end of your next turn.
round the creature and bite deep when it attacks or moves.
Daily Arcane, Implement
LEVEL 2 5 DAILY SPELLS Standard Action Ranged 10
Target: One creature
All-Consuming Missile Artificer Attack 25 Attack: Intelligence vs. Reflex
Hit: 3d10 + Intelligence modifier damage, and the target
Your sigil-inscribed projectile ignites and ehgulfs your foe in
takes 10 damage the first time it moves or attacks during
hungry flames. /
its turn (save ends).
Daily Arcane, Fire, W e a p o n Aftereffect: The target takes 10 damage the first time it
Standard Action Ranged weapon moves or attacks during its turn (save ends).
Target: One creature Miss: Half damage, and the target takes 5 damage the first
Attack: Intelligence vs. AC time it moves or attacks during its turn (save ends).
Hit: 3[W] + Intelligence modifier fire damage, and ongoing
10 fire damage (save ends).
First Failed Saving Throw: The target takes ongoing 15 LEVEL 2 7 ENCOUNTER SPELLS
fire damage (save ends).
Second Failed Saving Throw: The target takes ongoing Grave-Dust Cloud Artificer Attack 27
20 fire damage (save ends).
You direct a bag of ash atyour foes, and it explodes in a pale
Miss: Half damage, and ongoing 5 fire damage (save ends).
cloud that saps their life while bolstering your allies vitality.
First Failed Saving Throw: The target takes ongoing 10
fire damage (save ends). Encounter Arcane, Healing, Implement, Necrotic
Second Failed Saving Throw: The target takes ongoing 1 5 Standard Action Area burst 3 within 20 squares
fire damage (save ends). Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier necrotic damage. Each
Dimensional Shifter Artificer Attack 25
ally in the burst gains a +1 power bonus to attack rolls
You bind a powerful elemental to your construct, giving the and to all defenses until the end of your next turn.
artifice the power to alter space around it. Effect: Each ally in the burst can spend a healing surge and
Daily Arcane, Implement, Summoning regain additional hit points equal to 2d6 + your Wisdom
Standard Action Ranged 5 modifier.
Effect: You create a Small dimensional shifter in an unoc-
cupied square within range. The dimensional shifter has
Life-Stealing Shroud Artificer Attack 2 7
speed 6 and can teleport 6 squares as a move action. If
A gray field of necrotic energy surroundsyou andyour allies,
the dimensional shifter and one of your allies are adja-
stealing the life of attackers.
cent to an enemy, that enemy grants combat advantage
to all creatures adjacent to it. You can give the dimen- Encounter Arcane, Implement, Necrotic
sional shifter the following special commands. Standard Action Close burst 2
Standard Action: Melee 1 ; targets one creature; Primary Target: You and each ally in burst
Intelligence + 2 vs. AC; 2d8 + Intelligence modifier Effect: Until the end of your next turn, any enemy that hits
damage, and the dimensional shifter teleports 3 squares. or misses the primary target with a melee attack is sub-
Opportunity Attack: Melee 1; targets one creature; ject to the following attack.
Intelligence + 2 vs. AC; 2d8 + Intelligence modifier damage, Secondary Target: The attacking enemy
and the dimensional shifter teleports the target 3 squares. Attack: Intelligence vs. Fortitude
Hit: 4d6 + Intelligence modifier necrotic damage, and the
primary target who was attacked can make a saving throw.
CHAPTER 3 1 Classes
Living Caltrop Swarm Artificer Attack 27 Runes of the Shadow Tendrils Artificer Attack 29
You direct a handful of spiked orbs across an area. After sting- Tracing a magic pattern in the air, you cause tentacles of dark-
ing your foes, the caltrops explode. ness to erupt fromyour ally's armor and attack nearby foes.
Encounter Arcane, Fire, Implement, Z o n e ' Daily Arcane, Implement
Standard Action Area burst 1 within 10 squares Standard Action Area burst 1 within 10 squares and
Target: Each creature in burst centered on one ally
Attack: Intelligence vs. Reflex Target: Each enemy in burst
Hit: 3d8 + Intelligence modifier damage. Attack: Intelligence vs. W i l l
Effect: The burst creates a zone of animate caltrops that Hit: 4d6 + Intelligence modifier damage, and the target is
lasts until the end of your next turn. Any enemy within the blinded and slowed (save ends both).
zone grants combat advantage to you and your allies. Any Each Failed Saving Throw: You slide the target 1 square.
creature within the zone at the end of your next turn takes Miss: Half damage, and the target is blinded (save ends).
fire damage equal to 2d10 + your Wisdom modifier. Effect: Until the end of the encounter, any enemy that
attacks the ally w h o was in the attack's origin square is
blinded until the end of your next turn.
Thunder-Shock Weapon Artificer Attack 27
Your weapon screams like a hurricane as you swing it toward
your foe. It strikes with a thunderous blow, knocking your foe Simulacrum Artificer Attack 29
down. You use magic and elemental life force to fashion a construct
Encounter Arcane, Thunder, W e a p o n capable of sophisticated attacks.
Standard Action Melee or Ranged weapon Daily Arcane, Implement, Summoning
Target: One creature Minor Action Ranged 5
Attack: Intelligence vs. AC Effect: You create a Medium simulacrum in an unoccu-
Hit: 3[W] + Intelligence modifier thunder damage, and you pied square within range. The simulacrum has whatever
knock the target prone. The target is dazed until the end speed and modes of movement you have without bonus-
of your next turn. es or penalties. The simulacrum has nonmagical copies
of any implements or weapons you possessed at the time
of its creation. These disappear when this power ends or
LEVEL 2 9 DAILY SPELLS when they are removed from the simulacrum. You can
give the simulacrum the following special commands.
Bitter-Frost Bolt Artificer Attack 29 Standard Action: The simulacrum uses an at-will or
The sigils etched onto your weapon steam with bitter cold. On encounter artificer attack power that you know, regardless
impact, the weapon shrouds your enemy in ice. of whether you've already expended that power. The
simulacrum's use of an encounter attack power does not
Daily Arcane, Cold, W e a p o n
count toward your use of that power. The simulacrum
Standard Action Melee or Ranged weapon
uses your attack bonus with the power. It can use each
Target: O n e creature
encounter attack power only once for each use of this
Attack: Intelligence vs. Fortitude
power.
Hit: 3[W] + Intelligence modifier cold damage, and the
Standard Action: The simulacrum uses an artificer
target is immobilized and gains vulnerable 10 to all dam-
daily attack power that you know, regardless of whether
age (save ends both).
you've already expended that power. The simulacrum
Aftereffect: The target is slowed and gains vulnerable 5 to
cannot use simulacrum. The simulacrum's use of a daily
all damage (save ends both).
attack power does not count toward your use of that
Miss: Half damage, and the target is slowed and gains vul-
power. The simulacrum uses your attack bonus with the
nerable 5 to all damage (save ends both).
power. After the simulacrum uses a daily attack power,
simulacrum ends.
Haste Sigil Artificer Attack 29 Opportunity Attack: The simulacrum uses your melee
The runes you inscribe on the item cause its wielder to move in basic attack when making opportunity attacks.
a blur of speed.
Daily Arcane
Minor Action Melee touch
Target: One weapon or implement
Effect: Until the end of the encounter, the creature wield-
ing the target gains a +3 power bonus to speed.
As a free action, the target's wielder can end the effect
when he or she hits a creature using the target in order
to take an extra standard action.
CHAPTER 3 | Classes
Secret Recipe Alchemist Savant Utility 1 2
CHAPTER 3 | Classes
BATTLE ENGINEER r
:i
"A workshop? Not for me. I'll he on the front lines."
i
c_
P r e r e q u i s i t e : Artificer z
D
During the Last War, most artificers provided logis- Z
-
tical and technological support. A few artificers
refused to stay in workshops, though. T h e s e artificers <
::
were battle engineers, and they carried their skills
into battle. Battle engineers proved a vital addition to
""""H^
the a r m i e s o f the Last W a r . Today, those who follow
in the battle engineers' tradition are also formidable
fighting companions.
CHAPTER 3 | Classes
CHAMELEON
"You can't solve every problem with a hammer..."
P r e r e q u i s i t e : Changeling
Requirement: You must use this power at the end of an Your skill at imitation has culminated in the ability to duplicate
extended rest. even the most complex attacks.
Effect: Until the end of your next extended rest, you can Daily
use an ally's class or paragon path encounter attack Standard Action Personal
power of 11 th level or lower as if it were your paragon Requirement: You must use this power at the end of an
path encounter attack power. The ally whose power you extended rest.
gain must be present during the entire extended rest Effect: Until the end of your next extended rest, you can
before you use this power. You can use your Charisma use an ally's daily or paragon path attack power of 20th
for the attack roll and damage roll instead of the ability level or lower as if it were your paragon path daily attack
scores normally associated with that power's attack rolls power. The ally whose power you gain must be pres-
and damage rolls. You do not need to meet the normal ent during the entire extended rest before you use this
prerequisites to use the power, but you must meet any of power. You can use your Charisma for the attack roll and
its requirements. damage roll instead of the ability scores normally associ-
ated with that power's attack rolls and damage rolls. You
do not need to meet the normal prerequisites to use the
power, but you must meet any of its requirements.
CHAPTER 3 I Classes
CLOCKWORK ENGINEER
"I make my friends. Let's call it a hobby."
P r e r e q u i s i t e : Artificer
and through their adroit appendages, you c a n con- Your creations last longer than expected.
struct other minions more quickly. Encounter Arcane, Healing
Immediate Interrupt Close burst 10
Trigger: A creature you summoned with an artificer or
CLOCKWORK ENGINEER
clockwork engineer power takes damage
PATH FEATURES Target: The triggering summoned creature
C o o r d i n a t e d A c t i o n ( 1 1 t h l e v e l ) : W h e n you Effect: You spend a healing surge, and the target regains
spend an action point to take an extra action, you also hit points equal to your healing surge value + 2d6.
Scores of tiny metal sol diers drop off your body and swarm a Minor Action: Melee 1 ; targets one creature;
foe. Intelligence + 2 vs. AC; 2d10 + Intelligence modifier
damage, and the target is marked by the clockwork
Encounter Arcane, Implement, Zone
companion until the end of your next turn. If the target
Standard Action Area burst 2 within 10 squares
is already marked, the companion can deal 1 d8 extra
Effect: The burst creates a zone of miniature clockwork
damage instead of marking it.
soldiers. The zone lasts until the end of your next turn.
Opportunity Attack: Melee 1; targets one creature;
The zone is difficult terrain, and any enemy that starts its
Intelligence + 2 vs. AC; 2d10 + Intelligence modifier
turn within the zone is subject to an attack.
damage, and the target is marked by the clockwork
Attack: Intelligence vs. Reflex
companion until the end of your next turn. If the target
Hit: 1 d8 + Intelligence modifier, and the target is slowed
is already marked, the companion can deal 1 d8 extra
until the end of its next turn.
damage instead of marking it.
CHAPTER 3 | Classes
EXORCIST OF THE identify the holiness o f your cause and the stature o f
your position within the C h u r c h .
SILVER ELAME
"Filthy demon, I abjure you! Leave this place and never EXORCIST OF THE SILVER FLAME
return!"
PATH FEATURES
Silver F l a m e A c t i o n ( 1 1 t h l e v e l ) : W h e n you
P r e r e q u i s i t e : Any divine class, must worship the
spend a n action point to take an extra action, your
Silver F l a m e
attacks deal 2 d 6 extra fire and radiant damage until
the end o f your next turn.
No force stands in greater opposition to the world's evils
B o l s t e r e d b y F l a m e ( 1 1 t h l e v e l ) : W h e n e v e r you
than the Church o f the Silver Flame. Its holy warriors
use a fire power, you and one ally within 5 squares of
are embroiled in an eternal war against demons, devils,
you gain temporary hit points equal to your W i s d o m
lycanthropes, and undead. Foremost among the Silver modifier.
Flame's divine servants are the exorcists of the Silver
Silver E x o r c i s m ( 1 6 t h l e v e l ) : W h e n you attack a
Flame. These individuals travel the world, devoting
demon, a devil, a shapechanger, or an undead using a
their lives to deeds that exemplify the faith's precepts.
fire or radiant power, you c a n reroll any d a m a g e die
As an exorcist o f the Silver Flame, you enjoy a roll o f 1 or 2 .
powerful connection to the Silver F l a m e and have
b e c o m e a living vessel for the power that underpins
the C h u r c h . T h e Voice o f the Flame specifically
EXORCIST OF THE SILVER FLAME
selected you for this service, and it falls to you to PRAYERS
uncover corruption and purge it from this world.
You have hardened yourself against the grisly deeds Flame Exorcist of the Silver Flame Attack 11
you must perform to eliminate evil. You unleash the of Censure
power o f your faith upon your enemies, scorching You unleash a wave of flames that incinerates the unrighteous.
t h e m with f l a m e s that purify the iniquitous and bol- Encounter Divine, Fire, Implement, Radiant
ster the righteous. W h e n e v e r you use your prayers, Standard Action Close blast 3
a small silver f l a m e appears above your head to Target: Each enemy in blast
Attack: Wisdom vs. Fortitude
Hit: 2d6 + W i s d o m modifier fire and radiant damage, and
the target is blinded until the end of your next turn. If the
target is a demon, a devil, a shapechanger, or an undead,
it takes 2d6 extra fire and radiant damage and a penalty
to AC equal to your Charisma modifier until the end of
CHAPTER 3 | Classes
GATEKEEPER MYSTAGOGUE GATEKEEPER MYSTAGOGUE
"They breached our world once, but as long as I live, they PATH FEATURES
shall not do so again." R e s o l u t e A c t i o n ( 1 1 t h level): W h e n you spend
an action point to take a n extra action, you gain resist
P r e r e q u i s i t e : Any primal class, m e m b e r o f the 2 0 psychic until t h e end of your next turn. I n addi-
Gatekeepers tion, you and each ally adjacent to you c a n m a k e a
saving t h r o w against any psychic effects.
Over sixteen thousand years ago, druids formed A b e r r a n t B a n e ( 1 1 t h level): Your attacks against
the Gatekeepers. They were charged with the dire bloodied aberrant creatures c a n score critical hits on
responsibility o f safeguarding the world from a bur- rolls o f 1 9 - 2 0 .
geoning evil, the aberrant ho/rors dwelling within A b e r r a n t Disruption ( 1 6 t h level): Whenever
Khyber's depths. Although defeated once, these crea- you score a critical hit against a n aberrant creature,
tures still c l a m o r for a c h a n c e to slip through reality's that creature is also stunned until t h e end o f your
boundaries a n d conquer the mortal world. T h e next turn.
Gatekeepers have failed only one t i m e in their guard-
ianship. S o m e n i n e thousand years ago, t h e daelkyr GATEKEEPER MYSTAGOGUE
spilled from Xoriat, t h e R e a l m o f Madness. Only a
EVOCATIONS
few Gatekeepers survived t h e struggle to bind t h e
daelkyr b e h i n d great seals. F r o m that m o m e n t , the
Gatekeepers renewed their ancient oaths and have
Nature's Balance Gatekeeper Mystagogue Attack 11
Nature corrects imbalances;you merely speed the process by
r e m a i n e d vigilant in their duties.
evoking venomous vines to weaken your joes.
As a mystagogue o f the Gatekeepers, you preserve
Encounter Poison, Primal
the seals forged by your predecessors, and you work
Standard Action Close burst 5
to contain the aberrant threat. Your mission carries
Target: One creature in burst
you across t h e world, for the daelkyr and their spawn Attack: Strength or Wisdom + 4 vs. Fortitude
are unceasing in their efforts to thwart t h e seals. To Level 21: Strength or Wisdom + 6 vs. Fortitude
oppose t h e m , you have l e a r n e d ancient techniques Hit: 2d8 + Constitution modifier poison damage. The tar-
to steel your m i n d against their powers and to battle get and each enemy adjacent to it gain vulnerable 5 to all
their fell i n f l u e n c e . damage until the end of your next turn.
c h a p t e r 3 | Classes
LlGHTWALKER
"We walk in the light, hut when faced with only darkness,
we must carry that light with us."
LIGHTWALKER PRAYERS
Call the Light Lightwalker Attack 20
Illuminate the Adversary Lightwalker Attack 11 You draw streams of lightfrom nearby sources, using it to sear
A golden beam of light shoots from your implement and strikes the flesh of your enemies while healing an ally.
your foe, which continues to emit sparks for several seconds. Daily Divine, Healing, Implement, Radiant
Attack: Wisdom vs. Reflex Hit: 2d10 + Wisdom modifier radiant damage, and you or
Hit: 2d6 + Wisdom modifier radiant damage, and the tar- one ally within 5 squares of you regains 10 hit points.
get takes a -2 penalty to AC and Reflex until the end of Miss: Half damage, and you or one ally within 5 squares of
your next turn. In addition, squares within 10 squares of you regains 5 hit points.
the target are illuminated with bright light until the end
of your next turn.
CHAPTER 3 | Classes
SELF-FORGED B a t t l e f i s t ( 1 1 t h level): You have a battlefist,
which replaces your hand. T h e battlefist is a m e l e e
"I improve myself by any means necessary."
weapon with which you are proficient. It is a part o f
the m a c e weapon group, deals l d 8 damage, and has
P r e r e q u i s i t e : Any race except warforged, must be
a +3 proficiency bonus. You c a n hold items in your
an artificer
battlefist as though it were your hand, but you must
not be holding anything when you use your battlefist
Warforged are an intriguing race, and regard for as a weapon. You c a n use the Enchant Magic Item
t h e m ranges from viewing t h e m as property to (Players Handbook, page 3 0 4 ) , D i s e n c h a n t Magic Item
accepting t h e m as people. Most folks resent, distrust, (Players Handbook, page 3 0 4 ) , and Transfer Enchant-
or tolerate warforged. You take a different view: You m e n t (Adventurer's Vault, page 1 9 9 ) rituals on the
want to b e c o m e one. D u r i n g the Last W a r , a few battlefist. Using D i s e n c h a n t Magic Item on the battle-
master m a k e r s who worked in the foundries that pro- fist does not destroy it.
duced warforged b e c a m e convinced that warforged
S u p p o r t i n g C o n s t r u c t i o n ( 1 1 t h level): T h e
were exemplars o f perfection. Now renegades from
parts you graft onto your body m a k e you more
their former employers, these individuals seek to
durable. You gain a +2 bonus to saving throws against
improve their own forms by installing m e c h a n i c a l ongoing damage.
augmentations into their flesh.
M o r e M e t a l T h a n F l e s h ( 1 6 t h l e v e l ) : You c a n
To b e c o m e a self-forged, your first step is to install
attach and e m b e d components as i f you were a war-
a battlefist, a m e c h a n i z e d steel appendage that
forged (see "Warforged Components," page 1 1 3 ) .
resembles a gauntlet with articulated fingers. T h e
A d d e d R e s i l i e n c e ( 1 6 t h l e v e l ) : W h e n e v e r you
battlefist replaces your hand, requiring you to sever
m a k e a death saving throw, you c a n take the better of
your own appendage to m a k e way for the new addi-
your die roll or 10.
tion. As a result, only the most dedicated or mad
artificers e m b a r k on this path.
SELF-FORGED SPELLS
SELF-FORGED PATH FEATURES
Battlefist Smash Self-Forged Attack 11
F o r t i f y i n g A c t i o n ( 1 1 t h level): W h e n you spend
Channeling arcane power into your battlefist, you smash it into
an action point to take an extra action, you gain tem-
your enemy with such force that you leave your foe staggering.
porary hit points equal to 5 + one-half your level.
Encounter Arcane, W e a p o n
Standard Action Melee weapon
Requirement: Your battlefist hand must be free.
Target: One creature
Attack: Intelligence vs. AC
Hit: 3[W] + Intelligence modifier damage, and you push
the target a number of squares equal to your Constitution
modifier. The target grants combat advantage to you and
your allies until the start of your next turn.
CHAPTER 3 | Classes
WARFORGET) JUGGERNAUT
"Our of my way, flesh hags!"
P r e r e q u i s i t e : Warforged
Onslaught
You end your reckless charge with a brutal blow that throws
your enemy backward, rattling its nerves.
Encounter W e a p o n
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is
dazed until the end of your next turn.
Special: W h e n charging, you can use this power in place of a
melee basic attack.
CHAPTER 3 | Classes
D R A G O N M A R K E D P A R A G O N PATHS
Each o f the following thirteen paragon paths is asso-
CANNITH MASTERMAKER
ciated with one o f the thirteen dragonmarked houses.
Each paragon path has a dragonmark as a prereq- PATH FEATURES
uisite. T h e dragonmarked feats appear in the feats M a s t e r m a k e r A c t i o n ( 1 1 t h l e v e l ) : W h e n you
section o f Chapter 4 . spend a n action point to take a n extra action, one of
your expended magic item daily powers recharges.
I t e m A f f i n i t y ( 1 1 t h level): After an extended
CANNITH MASTERMAKER rest, you c a n use t h r e e magic item daily powers per
"I've always had a sense of the latent power residing within day. At 2 1 s t level, you can use five magic item daily
certain items. Of course, in my hands, that power doesn't powers per day.
stay latent for long." A r c a n e R e c h a n n e l i n g ( 1 6 t h level): O n c e per
encounter as a free action during your turn, you c a n
P r e r e q u i s i t e : Mark o f M a k i n g feat expend one of your uses o f a magic item daily power
to regain the use o f an a r c a n e encounter attack
T h e mastermakers o f House C a n n i t h are among the power.
most powerful spellcasters of the thirteen dragon-
marked houses. T h e house counts numerous artificers
CANNITH MASTERMAKER POWERS
and wizards among its ranks. As a C a n n i t h master-
maker, you are a part o f the house's august magical
Power Siphon Cannith Mastermaker Attack 11
tradition. You are capable o f coaxing hidden power
You blast your foe with a golden ray, and streaming wisps of
out o f your magic items, and you c a n use that power
power flow from your enemy into your equipment and into the
in unusual ways. T h e untold days spent handling equipment of nearby allies.
residuum and other components have left their mark,
Encounter Arcane, Implement, Radiant
though. Most mastermakers have hands that b e a r per- Standard Action Ranged 10
manent silver streaks. Target: One creature
Attack: Intelligence vs. Reflex
Hit: 4d6 + Intelligence modifier radiant damage, and you
and each ally within 10 squares of you gain a +2 power
bonus to attack rolls or a +2 power bonus to all defenses
until the end of your next turn.
CHAPTER 3 | Classes
DENEITH PROTECTOR DENEITH PROTECTOR
"I can't promise that nothing will happen to you while I'm PATH FEATURES
around. I can promise that I'll see you through whatever S e n t i n e l A c t i o n ( 1 1 t h l e v e l ) : W h e n you spend
perils we face." an action point to take an extra action, you m a r k
e a c h e n e m y that is adjacent to you w h e n you com-
P r e r e q u i s i t e : M a r k of Sentinel feat plete that action. T h e m a r k lasts until the e n d o f your
next turn.
Deneith's protectors are among the most storied B o d y g u a r d ' s R e s o l v e ( 1 1 t h level): W h e n e v e r
m e m b e r s of the house's Defenders Guild, an orga- you are dazed or stunned and a n enemy m a r k e d by
nization o f m e r c e n a r y bodyguards who are combat you targets an ally within your line o f sight with a n
veterans. As a protector, you protect your charge with attack, you c a n m a k e a saving throw against the dazed
both combat prowess and the supernatural powers of or stunned effect. I f you save, the effect ends before
your dragonmark. Although most o f your comrades the e n e m y m a k e s the attack roll against the ally.
are probably m e m b e r s o f the Defenders Guild, you D e n e i t h M a r k ( 1 6 t h l e v e l ) : W h e n e v e r you m a r k
might also find yourself working with the Blade- an enemy, you end any m a r k s on you.
marks Guildan organization o f m e r c e n a r i e s who
provide a variety o f services throughout K h o r v a i r e - 1'
i.i.y.jj.jiMi'.mi'.m
Deneith Protector Attack
CHAPTER 3 | Classes
GHALLANDA
SANCTUARY GUARDIAN z
CHAPTER 3 | Classes
JORASCO JADEHAND H e a l i n g S a v a n t ( 1 6 t h l e v e l ) : W h e n e v e r you use
a healing power during a short or an extended rest,
"My enemies are like gangrene on a wound that would
that power restores the m a x i m u m n u m b e r o f hit
otherwise heal. And there's only one thing to do with
points possible.
gangrene-start cutting."
W h e n S a h e m i the Emissary told House J o r a s c o that Preventive Medicine Jorasco Jadehand Attack 11
it should help heal E b e r r o n from the wounds o f the When an enemy attacks your friend, lightning arcs from your
dragonmark into the enemy, shocking it and healing your ally.
Last W a r , you listened. Despite resistance from m u c h
o f the house, S a h e m i insisted that the d r a g o n m a r k Encounter Healing, Implement, Lightning
Immediate Interrupt Ranged 5
that he and his kin bore m a n d a t e d an effort to help
Trigger: An enemy within 5 squares of you hits an ally
heal the land. A supporter o f S a h e m i ' s efforts, you
Target: The triggering enemy
call yourself a j a d e h a n d for the j a d e bracelets you Attack: Wisdom vs. Reflex
wear in emulation o f the Emissary. You respect the Hit: 2d10 + Wisdom modifier lightning damage, and the
druidic traditions, and you Ye interested in stopping triggering ally can spend a healing surge and gain an ad-
supernal m e n a c e s and healing the world's scars, ditional 2d6 hit points.
such as the M o u r n l a n d . You have a broad view o f
what constitutes "healing," so you also apply your Jade Rejuvenation Jorasco Jadehand Utility 12
skills liberally to help h e a l people and the land. For Your dragonmark glows a faint green. Sigils identical to the
you, exposing a d e m o n i c cult and thwarting frontier mark then appear over the heads of your friends.
banditry are just incisions and surgeries performed Daily Healing
on a larger scale. Minor Action Close burst 5
Target: You and each ally in burst
Effect: You lose one healing surge, and each target gains
JORASCO JADEHAND PATH FEATURES regeneration 5 until the end of your next turn.
J a d e h a n d A c t i o n ( 1 1 t h level): W h e n you spend Sustain Minor: The effect persists.
an action point to use a healing power, you restore
extra hit points equal to your W i s d o m modifier. Dawn Burst Jorasco Jadehand Attack 20
I m p r o v e d R e c o v e r y ( 1 1 t h level): W h e n e v e r you The sun seems to flare from your dragonmark, flashing its light
grant an ally a saving throw, that ally c a n roll two on friend and foe alike.
dice and take the higher result. Daily Healing, Implement, Radiant
Standard Action Area burst 2 within 10 squares
Target: Each enemy in burst
Attack: Wisdom vs. Fortitude
Hit: 2d10 + Wisdom modifier radiant damage.
Effect: Each ally in the burst can spend a healing surge or
make a saving throw.
C H A I'T E R 3 | C l a s s e s
KUNDARAK GHORAD'DIN KUNDARAK GHORAD'DIN
"Strictly speaking, it might not take a thief to catch a PATH FEATURES
thief. However, we do try to think and train like our G h o r a d ' d i n A c t i o n ( 1 1 t h l e v e l ) : W h e n you
adversaries do." spend an action point to take an extra action, you
gain a +2 bonus to Thievery c h e c k s and Stealth
P r e r e q u i s i t e : Mark o f W a r d i n g feat c h e c k s until the end o f your next turn. You also gain
a +2 bonus to AC and to R e f l e x until the end o f your
You are part of an unusual group o f thieves. You are next turn.
a m e m b e r o f House Kundarak's Ghorad'din, who are C a r e f u l T r a p - B r e a k e r ( 1 1 t h level): You gain a
charged with testing the house's wards and recover- +5 bonus to Thievery c h e c k s to delay a trap, and you
ing property stolen by those brazen enough to b r e a k do not trigger a trap with a failed Thievery c h e c k .
into K u n d a r a k vaults. You c o m b i n e the magical prow- M a s t e r B u r g l a r ( 1 6 t h level): W h e n e v e r you
ess o f a spellcaster with the stealth o f a burglar. As a m a k e a Thievery check, you roll two dice and take
result, no barrier c a n stop you. the higher result.
House K u n d a r a k uses the Ghorad'din only rarely,
and they answer only to Lord M o r r i k a n , leader KUNDARAK GHORAD'DIN POWERS
of House Kundarak. W h e n a n e w high security
vault needs testing, the house assembles a group of
Befuddling Bypass Kundarak Ghorad'din Attack 11
Ghorad'din to try to b r e a k in and expose weaknesses
Empowered by your dragonmark, your shot befuddles your foe,
before any treasure is placed within. Although such allowing you to pass by it before the creature realizes you are
practices hone your skills, you might prefer even gone.
greater challenges. T h e most skilled Ghorad'din are Encounter Charm, W e a p o n
assigned to recover stolen property from other gifted Standard Action Ranged weapon
thieves. W h i s p e r s also tell o f Ghorad'din who operate Target: One creature
as assassins. Attack: Strength or Dexterity vs. Reflex
Hit: 2[W] + Strength or Dexterity modifier damage, and
the target is immobilized until the end of your next turn.
You can then move your speed. This movement does not
provoke opportunity attacks from the target.
CHAPTER 3 | Classes
LYRANDAR WIND-RIDER
"Battling me is as futile as trying to strike the wind. And
if you try, you'll look just as foolish."
LYRANDAR WIND-RIDER
PATH FEATURES
W i n d - R i d e r A c t i o n ( 1 1 t h level): W h e n you
spend an action point to take an extra action, you
gain a fly speed equal to your speed (and c a n hover)
until the end of your next turn.
S t o r m A d e p t ( 1 1 t h level): You gain a +1 bonus
to attack rolls and a bonus equal to your Constitution
modifier ( m i n i m u m 1) to damage from lightning or
thunder attack powers.
F e a t h e r ' s T o u c h ( 1 6 t h l e v e l ) : O n c e per encoun-
ter, you c a n use the wizard utility power/eather/all
(Player's Handbook, page 1 6 0 ) .
Wind Burst Lyrandar Wind-Rider Attack 11 Unruly Cyclone Lyrandar Wind-Rider Attack 20
With the power of your dragonmark, you call forth a column Your dragonmark flares as you struggle to control a powerful
of wind that lands on your enemies, scattering them in all tornado and blast your foes.
directions. Daily 4 Implement, Zone
Encounter 4 Implement Standard Action Area burst 1 within 10 squares
Standard Action Area burst 2 within 10 squares Effect: The burst creates a zone of violent wind that lasts
Target: Each creature in burst until the end of your next turn. As a move action, you can
move the zone 4 squares. Each creature that starts its
Attack: Charisma or Constitution vs. Fortitude
turn within the zone is subject to the following attack.
Hit: 3d6 + Charisma or Constitution modifier damage,
Attack: Charisma or Constitution vs. Fortitude.
and you push the target 2 squares away from the attack's
Hit: 3d10 + Charisma or Constitution modifier, and you
origin square. A target in the burst's origin square is
push the target 4 squares away from the burst's origin
knocked prone instead of pushed.
square.
Sustain Minor: The zone persists.
Zephyr Wings Lyrandar Wind-Rider Utility 12
You feel a rush of wind at your back, and you're carried aloft.
Daily
Minor Action Personal
Effect: You gain a fly speed equal to your speed until the
end of your next turn.
Sustain Minor: The effect persists.
CHAPTER 3 | Classes
MEDANI TRUESEER M e d a n i T a r g e t i n g ( 1 6 t h level): Your attacks
ignore cover and concealment, but not superior cover
"I knew you were going to do that. And now, 1 know you're
and total concealment, against a target you have
going to pay."
combat advantage against.
rigorous training c o m b i n e s with the power o f your Your Mark of Detection flares, sending out darts of energy to
hunt down hidden foes and reveal their locations.
dragonmark to bring your powers o f prescience and
observation to supernatural levels. You c a n reveal Encounter
Standard Action Ranged 10
invisible foes with ease and throw your enemies
Effect: You can see invisible creatures within 10 squares of
from their feet by anticipating their movements. As a
you and within your line of sight until you hit or miss with
Medani trueseer, you t h i n k a step ahead o f everyone this power.
else. Even adversaries that t h i n k they've outsmarted Target: One creature
you find themselves lured into traps that give you the Attack: Charisma or Wisdom + 4 vs. Reflex. The attack
advantage. ignores any cover and any concealment if the target is
within 10 squares of you.
Hit: 2d10 + Charisma or Wisdom modifier.
MEDANI TRUESEER PATH FEATURES
T r u e s e e r A c t i o n ( 1 1 t h l e v e l ) : W h e n you spend
Medani Foretelling Medani Trueseer Utility 1 2
an action point to take an extra action, any e n e m y
The power of your dragonmark allows you to take a quick
you c a n see grants combat advantage to you until the glance into the future to help you decide what to do.
end of your next turn.
Encounter
B l i n d l e s s Sight ( 1 1 t h level): You cannot be Free Action Personal
blinded, and you gain a +2 bonus to Perception checks Effect: You roll a d20. If you attack during this turn, you
and initiative checks. can choose to use this roll as the first attack roll of the
attack.
CHAPTER 3 | Classes
ORIEN SWIFTBLADE
"Are you watching my blade, or are you watching my
feet? You'll have to keep an eye on both if you're to keep
up with me."
CHAPTER 3 | Classes
PHIARLAN PHANTASMIST P h a s e - M i s t S h r o u d ( 1 6 t h l e v e l ) : W h e n e v e r you
r
use a n illusion power, you gain c o n c e a l m e n t and a
"I suggest that you withdraw. My last foes found that flee-
+1 b o n u s to attacks rolls with c h a r m , fear, illusion, or
ing in abject terror was far more hazardous than a sensible
psychic powers until t h e e n d o f your next t u r n .
surrender."
z
P r e r e q u i s i t e : M a r k o f Shadow feat
PHIARLAN PHANTASMIST POWERS Z>
<
Disturbing Visions Phiarlan Phantasmist Attack
The entertainers and artisans of House Phiarlan <
employ a variety o f m e d i a and t e c h n i q u e s to express Terrible illusions plague your enemies' minds, causing them to
flee in fright. 2
their art a n d distract t h e i r foes. M e m b e r s o f t h e
house who show a predisposition for illusion a r e Encounter 4 Fear, Illusion, Implement, Psychic
Standard Action Area burst 1 within 10 squares
(
often t r a i n e d as p h a n t a s m i s t s . As a p h a n t a s m i s t , you
Target: Each enemy in burst
<
excel in evasion a n d d e c e p t i o n . Your t r a i n i n g h a s I
Attack: Intelligence or Charisma vs. W i l l
taught you h o w to b r i n g your e n e m i e s ' n i g h t m a r e s to
Z
Hit: 2d6 + Intelligence or Charisma modifier psychic Z
life. You c a n c l o a k y o u r s e l f in shadows or t r i c k foes damage, and you slide the target 2 squares. In addition, Z
with illusory f o r m s . W h e n you p e r f e c t your art, you the target takes a -2 penalty to attack rolls until the end <
even gain t h e power to m a k e a n illusion into a deadly of your next turn.
G
reality.
Taunting Decoy Phiarlan Phantasmist Utility 12
PHIARLAN PHANTASMIST An image of you appears near your enemy, drawing its attacks.
Daily 4 Conjuration, Teleportation
PATH FEATURES
Standard Action Ranged 10
P h a n t a s m i s t A c t i o n ( 1 1 t h l e v e l ) : W h e n you Effect: You conjure a decoy of yourself in an unoccupied
spend a n action point to t a k e a n e x t r a action, you or square within range. The decoy occupies 1 square, and it
one ally w i t h i n 3 squares o f you b e c o m e s invisible lasts until the end of your next turn. W h e n you conjure
until the start o f your n e x t t u r n . the decoy, it marks one enemy within 5 squares of it until
M i n d F i r e ( 1 1 t h l e v e l ) : A n y e n e m y affected by the end of your next turn. The decoy can be attacked,
and when the enemy marked by the decoy hits it, the
one o f your c h a r m , fear, illusion, or psychic powers
mark ends and the decoy teleports 5 squares. As a move
takes a -2 penalty to saving throws against that pow-
action, you can move the decoy 3 squares.
er's effect.
Sustain Minor: The decoy persists, and it marks one enemy
within 5 squares of it.
CHAPTER 3 | Classes^
Sivis TRUENAMER True W o r d Healing ( 1 6 t h level): Whenever
you use a power that lets you spend a h e a l i n g surge,
"I callyou thaukrala'them-sholowdi. I rebukeyou with
e a c h ally w i t h i n 3 squares o f you c a n also spend a
mahanaprill-katarnah. And heed this word: Quarran
healing surge.
quatalli'voreshathayue!"
As a b e a r e r o f the Mark o f Scribing, you have a super- You speak words of Supernal so potent that your enemy loses its
sense of identity and mistakenly attacks itself.
natural affinity for language. You have chosen to
focus your skills on mastering the subtle intonations Encounter 4- Charm, Implement
Standard Action Ranged 10
and precise rhythms o f the true language that gave
Target: One creature
birth to all others. Although your vocabulary is lim-
Attack: Intelligence or Charisma vs. W i l l
ited, your words c a r r y potent magic powera power Hit: As a free action, the target makes a basic attack against
that c a n befuddle and enslave your e n e m i e s or bring itself and hits. If the target has multiple basic attacks, you
an onrushing mob to a halt. choose which attack it uses.
CHAPTER 3 | Classes
THARASHK WAYFINDER
"There is only one way to escape my pursuit: through
death."
THARASHK WAYFINDER
PATH FEATURES
W a y f i n d e r A c t i o n ( 1 1 t h level): W h e n you spend
an action point to m a k e an attack against an e n e m y
you've designated as your quarry, you c a n shift your
speed after the attack roll.
Q u a r r y ' s A r r e s t ( 1 1 t h level): W h e n you hit a
creature designated as your quarry, you c a n choose Distant Quarry Tharashk Wayfinder Utility 1 2
to forego your Hunter's Q u a r r y damage in order to Your dragonmark pulses with energy as you identify a distant
foe as your quarry.
instead slow the creature and prevent it from shifting
Encounter
until the end of your next turn. Doing this expends
Minor Action Personal
your Hunter's Q u a r r y damage until the start o f your
Effect: You designate one enemy that you can see as your
next turn. quarry.
W a y f i n d e r ' s Q u a r r y ( 1 6 t h level): W h i l e a crea-
ture is designated as your quarry, it grants combat
Path of Destruction Tharashk Wayfinder Attack 20
advantage to you.
Your dragonmark flashes as you deliver a devastating attack.
You then take a couple of steps and unleash another crippling
THARASHK WAYFINDER POWERS assault.
Daily W e a p o n
Path of Least Tharashk Wayfinder Attack 11 Standard Action Melee or Ranged weapon
Primary Target: One creature
Resistance Primary Attack: Strength vs. AC (melee) or Dexterity vs. AC
The power of your dragonmark guides your strike, and its magic
(ranged)
lingers in the wound, weakening your foe's defenses.
Hit: 2[W] + Strength modifier damage (melee) or 2[W] +
Encounter W e a p o n Dexterity modifier damage (ranged). The target gains vul-
Standard Action Melee or Ranged weapon nerable 1 to all damage until the end of the encounter.
Target: One creature Effect: Shift 2 squares and make a secondary attack.
Attack: Strength vs. lowest of Fortitude, Reflex, or W i l l Secondary Target: One creature
(melee) or Dexterity vs. lowest of Fortitude, Reflex, or W i l l Secondary Attack: Strength vs. AC (melee) or Dexterity
(ranged) vs. AC (ranged)
Hit: 2[W] + Strength modifier damage (melee) or 2[W] Hit: 2[W] + Strength modifier damage (melee) or 2 [ W ]
+ Dexterity modifier damage (ranged). Until the start + Dexterity modifier damage (ranged). The secondary
of your next turn, the target takes a -2 penalty to the target gains vulnerable 1 to all damage until the end of
defense you hit. the encounter. If you hit the same creature with both the
primary and secondary attacks, it gains vulnerable 2 to
all damage until the end of the encounter.
C H A P T E R 3 |Classes J
THURANNI SHADOW KILLER you, your attack also deals ongoing 5 necrotic damage
(save ends). You decide whether to apply t h e ongoing
"The only noise my weapon makes is the sound of a body
damage after m a k i n g the damage roll. T h e damage
hitting the floor."
increases to ongoing 10 necrotic at 21st level.
I 11 A I ' I I K [i I C l a s s e s
VADALIS GRIFFONMASTER
"look to the skies, my friends. There you'll find me."
VADALIS GRIFFONMASTER
PATH FEATURES
G r i f f o n m a s t e r A c t i o n ( 1 1 t h level): W h e n you
spend an action point to m a k e an attack, your Vadalis
bred griffon can take a standard action or a move
action after your attack. I f the griffon uses the action
to attack, the attack deals l d 6 extra damage.
V a d a l i s G r i f f o n ( 1 1 t h level): You c a n swap your
current beast companion for a Vadalis-bred griffon.
V a d a l i s R i t u a l T e c h n i q u e s ( 1 6 t h level): You
have mastered and c a n perform the C o m m u n e with
Nature and Phantom Steed rituals as i f you had the
VADALIS BRED GRIFFON STATISTICS
Ritual Caster feat.
Ability Scores: Strength 20, Constitution 18, Dexterity
16, Intelligence 2, Wisdom 12, Charisma 6
VADALIS GRIFFONMASTER EXPLOITS Size: Large
Speed: 6 squares, fly 8 squares
Griffon's Pull Vadalis Griffonmaster Attack 11 Defenses: AC 13 + level, Fortitude 14 + level, Reflex
Your griffon reaches out with its beak and pulls your enemies 12 + level, Will 12 + level
close. You then seize the opportunity to attack.
Hit Points: 16 + 10 per level
Encounter Beast, Martial, W e a p o n Attack Bonus: Level + 4
Standard Action Melee weapon (beast 2)
Damage: 2d6
Primary Target: One creature
Melee Basic Attack: Claw; level + 3 vs. AC; 2d6 +
Primary Attack: Beast's attack bonus vs. Reflex
Hit: 1 [B] + beast's Strength modifier damage, and you Strength modifier damage.
slide the target 3 squares into a space adjacent to your Mount: The Vadalis-bred griffon is a mount.
Vadalis-bred griffon beast companion. Make a secondary Cooperative Charge: When the Vadalis-bred griffon's
attack that is a melee weapon attack. rider charges, the griffon can make a claw attack as
Secondary Target: One creature that was a primary target a free action in addition to its rider's charge attack.
Secondary Attack: Strength vs. AC. You have combat
Trained Skills: Athletics, Endurance, Perception
advantage against the secondary target.
Hit: 1 [ W ] + Strength modifier damage.
Level 21: 2 [ W ] + Strength modifier damage.
Snatching Assault Vadalis Griffonmaster Attack 20
Your griffon grabs your enemy in its talons and whisks it away.
Invigorating Dive Vadalis Griffonmaster Utility 1 2
Daily Beast, Martial
The rush of the wind and the anticipation of attacking your prey Standard Action Melee beast 1
give you and your griffon a surge of vigor. Target: One creature
Daily Beast, Healing, Martial Attack: Beast's attack bonus vs. AC
Free Action Close burst 1 Hit: 2[B] + beast Strength's modifier damage, and the
Requirement: You must be mounted on a creature that is target is grabbed. Until the grab ends, your Vadalis-bred
flying. griffon beast companion can move the target without
Trigger: You charge needing to make a Strength attack.
Target: You and your beast companion Miss: 2[B] + beast's Strength modifier damage.
Effect: Each target regains hit points equal to your healing Effect: After the attack, your Vadalis-bred griffon beast
surge value. companion can move half its speed.
CHAPTER 3 | Classes
EPIC DESTINIES ^
W h e n you r e a c h 2TsHevel, you c a n choose a n epic
destiny. You c a n select one o f the following Eberron-
based epic destinies instead o f an epic destiny from
another source. Although these epic destinies are
grounded in the E B E R R O N setting, you can, with your
DM's permission, choose one o f t h e m for a c h a r a c t e r
from any campaign setting.
CHAMPION OF PROPHECY
Nothing can stop you. You were born for this. It's who you
are.
P r e r e q u i s i t e : 2 1 s t level
CHAPTER 3 ] Classes
DISPOSSESSED CHAMPION w a r f o r g e d , t i e f l i n g s , o r a n y o t h e r dispossessed g r o u p .
Y o u n e e d not yourself be a m e m b e r of this group. A s
You lead a broken and scattered people into a new era of
t h e c a m p a i g n progresses t h r o u g h t h e e p i c tier, seek
prosperity.
o p p o r t u n i t i e s to h e l p y o u r p e o p l e a n d to s t r e n g t h e n
their presence i n the world.
P r e r e q u i s i t e : 21st l e v e l
H e r o o f P r o p h e c y : Your chosen people have
long believed that a hero w o u l d come a n d lead t h e m
T h e L a s t W a r ' s scars a r e felt deeply. C i t i e s a n d
from oblivion. Fragments from the Draconic P r o p h -
n a t i o n s s t i l l r e e l f r o m t h e ravages o f t h e t e r r i b l e
ecy a n d f r o m the visions of mystics predicted your
c o n f l i c t . K h o r v a i r e a n d its i n h a b i t a n t s b e a r v i s i b l e
coming. W h e n you accepted the champion's mantle,
signs o f t h e s u f f e r i n g w r o u g h t b y t h e w a r . C o u n t l e s s
y o u r m i s s i o n a n d p u r p o s e b e c a m e clear, a n d y o u
p e o p l e s a r e still a d r i f t , s e a r c h i n g for a h o m e a n d
h a v e s i n c e sought e v e r y o p p o r t u n i t y to h e l p y o u r
a p u r p o s e . T h e P r o p h e c y c h o s e y o u to l e a d t h e s e
p e o p l e . Y o u r efforts m i g h t c u l m i n a t e i n a f i n a l b a t t l e
p e o p l e , to g u i d e t h e m t o a n e w h o m e l a n d a n d i n t o a against y o u r people's p r i n c i p a l e n e m i e s . I n y o u r
f u t u r e f r e e f r o m strife a n d t o r m e n t . Y o u w e r e c h o s e n e n e m i e s ' defeat, y o u c a n a t t a i n t h e s a l v a t i o n t h a t y o u
to b e t h e i r c h a m p i o n , to d e f e n d t h e m f r o m a c a l l o u s h a v e l o n g sought. Y o u r p e o p l e m i g h t r a i s e y o u u p as
w o r l d t h a t h a s forgotten o r d i s m i s s e d t h e m . a k i n g or a q u e e n , or perhaps y o u w i l l instead simply
Y o u m i g h t h a v e b e c o m e a w a r e o f fate's p l a n for y o u a s c e n d i n t o t h e i r c u l t u r a l c o n s c i o u s n e s s as a savior.
e a r l y i n y o u r c a r e e r , o r y o u c o u l d h a v e c o m e to y o u r R e g a r d l e s s , y o u r t r i a l s w i l l b e r e t o l d i n stories a n d
mission late. Y o u r destiny c o u l d b e t h e c u l m i n a t i o n of songs for m i l l e n n i a u n t i l i n m e m o r y y o u b e c o m e
u n r e l a t e d e v e n t s a n d e x p e r i e n c e s t h a t l e d y o u to b i n d something more t h a n mortal. To your people, y o u
y o u r s e l f to a c h o s e n p e o p l e . N o w y o u h a v e b e c o m e a w i l l r e m a i n a n eternal symbol of hope a n d a promise
c h a m p i o n o f a dispossessed p e o p l e , a n d y o u i n t e n d to of a better future.
b r i n g h o p e to t h e m t h r o u g h y o u r l e a d e r s h i p .
Defense
Your selfless commitment to your people is legendary.
Daily Stance
Minor Action Personal
Effect: Until the stance ends, any ally within 3 squares of
you gains resist 10 to all damage and is immune to fear
effects. In addition, until the stance ends, you can use a
minor action once per round to allow an ally within 3
squares of you make a melee or ranged basic attack as a
free action.
CHAPTER 3 | Classes
MOURNING SAVIOR W h i l e outside the M o u r n l a n d , healing powers that
target you or any ally within 5 squares o f you restore
Nothing less than the complete restoration of Cyre will sat-
2 d 6 extra hit points.
isfy you. v
M e m o r y o f C y r e ( 2 4 t h l e v e l ) : W h e n you spend
an action point to take a n extra action, any noncon-
P r e r e q u i s i t e : 21st level
struct, non-undead e n e m y adjacent to you takes a - 2
i
penalty to attack rolls and all defenses (save ends).
In the final years o f the Last W a r , prophets and sooth- C y r a n V e n g e a n c e ( 3 0 t h l e v e l ) : W h e n you first
sayers w a r n e d o f impending doom. They described b e c o m e bloodied during an encounter, you gain one
a singular event that would change the face o f Khor- action point. You must spend this action point before
vaire and bring ruin and death to the land. These the end o f your next turn. Using this action point does
warnings c u l m i n a t e d with the Day o f Mourning, not count against your n o r m a l action point expen-
and none c a n now deny the truth o f these prophe- diture during combat. I n addition, i f you spend the
cies. A few o f Cyre's survivors r e m e m b e r that these action point to m a k e an attack against an undead or
same mystics also spoke o f salvation, o f a person who aberrant creature, you gain a bonus to the attack rolls
would undo what had befallen Cyre. This person, the and damage rolls equal to your C h a r i s m a modifier.
prophets said, would heal the land and prevent simi-
lar catastrophes from ravaging the world. You are the
MOURNING SAVIOR POWER
m o u r n i n g savior the foretellings predicted, chosen
by the P r o p h e c y to stand fast against the threat o f the
M o u r n l a n d and stop its corruption from spreading
Cleansing Presence Mourning Savior Utility 26
Even the terrible curse plaguing the Mournland can't withstand
farther across Khorvaire.
your purifying presence.
Daily Healing
IMMORTALITY Standard Action Close burst 20
As a m o u r n i n g savior, you face a daunting task. You Target: Each ally in burst
must shoulder the responsibility o f restoring health Effect: Each target can spend a healing surge. Any hit
and vigor to the land and o f stopping the spread o f an points in excess of the target's maximum number of hit
inexplicable taint. points become temporary hit points.
M o u r n i n g P a n a c e a : O n c e you complete your In addition, you permanently negate the effect of fan-
tastic terrain within the burst that has a magical or super-
final quest and u n l o c k the Mourning's secret, you
natural origin, including but not limited to blood rock,
realize what must b e done to remove the taint that fonts of power, illusions, loadstones, mirror crystals, pillars
plagues the land. Only through sacrifice c a n you of life, sacred circles, permanent portals, and teleporters.
contain the wellspring o f evil that contaminates Cyre.
O n c e you m a k e peace with this terrible task, you
walk into the M o u r n l a n d and vanish into its mists.
For a t i m e , t h e r e is no c h a n g e . As the seasons
pass, though, the gloom shrouding Cyre thins. T h e
horrors stalking the r u i n e d landscape t u r n against
one a n o t h e r in an orgy o f violence. W h e n the
transformation is complete, nothing r e m a i n s o f the
magical p h e n o m e n o n that erased a n entire nation.
W r e c k a g e lies strewn across the countryside, but
rather t h a n disheartening the C y r a n refugees, it
e m b o l d e n s t h e m . T h e y resolve to rebuild what was
lost and restore their h o m e l a n d to its former glory.
You might be an unsung hero, but through your sac-
rifice, the M o u r n i n g is reversed, and life c a n thrive
in Cyre o n c e m o r e .
CHAPTER 3 | Classes
SUBLIME FLAME
You become one with the Silver Flame.
IMMORTALITY
As a sublime f l a m e , you c a n c h a n n e l t h e power
o f those w h o have c o m e before you. Eventually,
this power m i g h t lead you to m e r g e w i t h t h e Silver SUBLIME FLAME FEATURES
F l a m e a n d b e c o m e a n i m m o r t a l extension o f its C h o s e n o f t h e F l a m e ( 2 1 s t l e v e l ) : At the end of
divine will. an extended rest, choose one o f your fire or radiant
J o i n i n g t h e F l a m e : You have spent your life daily attack powers. You gain one extra use o f the
combating corruption and evil in the n a m e o f the power until the end o f your next extended rest.
Silver F l a m e . You have experienced an awakening A r g e n t V e s s e l ( 2 4 t h l e v e l ) : T h e first t i m e you
o f purpose, and as you face your final enemy, the drop to 0 hit points or fewer after a n e x t e n d e d rest,
last vestiges o f doubt b u r n away. W i t h your ultimate e a c h e n e m y adjacent to you takes 1 0 fire d a m a g e
victory, you feel a tug upon your soul that draws you and 1 0 radiant d a m a g e , a n d e a c h ally adjacent to
toward T h r a n e for one final pilgrimage. You cross you regains 2 0 hit points. At the start o f your n e x t
the countryside, returning to F l a m e k e e p to enter the turn, you regain hit points e q u a l to your h e a l i n g
Cathedral o f the Silver F l a m e . T h e r e , you step into surge value.
the fire and undergo a transformation. T h e argent W r a t h o f Silver F l a m e ( 3 0 t h l e v e l ) : W h e n e v e r
fire sears away your flesh, allowing your m i n d and you use a radiant attack power, the attack deals 2 d 6
soul to j o i n with the Silver F l a m e . You take your place extra fire' damage. W h e n e v e r you use a fire attack
as part o f the eternal fires, lending your power, your power, the attack deals 2 d 6 extra radiant damage.
knowledge, and your faith to its holy purpose. As part
o f the F l a m e , you c h a n n e l strength into those who
c o m e after you, working to attain the promise o f para-
SUBLIME FLAME POWER
dise in the world.
Silver Flame's Embrace Sublime Flame Utility 26
You erupt into a column of living silver flame.
Daily Divine, Stance
Immediate Reaction Personal
Trigger: An enemy bloodies you
Effect: Until the stance ends, you gain a +2 bonus to all de-
fenses and to saving throws. In addition, until the stance
ends, whenever an enemy hits you with a melee attack,
it must succeed on a saving throw or become blinded
until the start of its next turn.
CHAPTER 3 ] Closses
H E R O E S STAND apart. T h e y face more
danger, suffer m o r e pain, and win m o r e treasure
than do the ordinary denizens o f Eberron. Most
adventurers die far sooner t h a n other people, but
those heroes who survive c a n achieve great power
and f a m e .
As a hero, you have m a n y ways o f m a k i n g yourself
stand apart from the everyday inhabitants o f Eber-
ron. T h e choices you m a k e w h e n you create your
character c a n set your hero on a path that c a n lead to
glory. In the s a m e way that heroes are different from
c o m m o n people, each hero is distinct from all other
heroes. A warforged artificer and a changeling rogue
will have different roads to greatness, and the ways
in w h i c h each o f these heroes chooses abilities and
equipment will distinguish h i m or her even further.
Each character's development over the course o f a
campaign is unique.
However you choose to set your hero apart, this
chapter contains the abilities, weapons, and magic
you need to m a k e that hero one o f a kind.
This chapter includes the following sections.
F e a t s : T h e dragonmarks, and also race- and class-
specific feats important to the world o f Eberron.
Methods o f c h a n n e l i n g the divinity o f the Sovereign
Host and o f other E b e r r o n deities are also included.
E q u i p m e n t : T h e weapons o f the Talenta plains
and potent magic items powered by dragonshards,
and also rituals used by the dragonmarked houses
and by other powerful groups.
R i t u a l s : Mystic practices k n o w n widely by those
possessing dragonmarks and by any others with
knowledge o f ancient rites.
C H A P T E R 4 | Character Options
ABERRANT MARK OF TERROR Channel Divinity: Feat Power
AERENAL ARCANIST
Channel Divinity: Feat Power
P r e r e q u i s i t e : Elf, any a r c a n e class, Aerenal
Arawai's Abundance
background
B e n e f i t : C h o o s e one a r c a n e utility power o f every Arawai shelters those who receive her blessings.
level you know. Each t i m e you gain a n e w level o f Encounter Divine, Healing
a r c a n e utility powers, you l e a r n one extra utility Minor Action Close burst 10
Target: One ally in burst
power o f that level. In other words, you k n o w two
Effect: The target can spend a healing surge and gains a +2
a r c a n e utility powers o f e a c h level, one o f w h i c h you
power bonus to all defenses until the end of your next
can use on any given day. After a n e x t e n d e d rest, turn.
you choose w h i c h a r c a n e utility powers o f e a c h level
you c a n use that day. This feat doesn't change the
AUREON'S INSTRUCTION [DIVINITY]
n u m b e r o f a r c a n e utility powers you c a n use e a c h
P r e r e q u i s i t e : C h a n n e l Divinity class feature,
day. I f you have the Spellbook class feature, the extra
must worship Aureon
a r c a n e utility power you gain is in addition to the
B e n e f i t : You gain the C h a n n e l Divinity power
extra power gained through that feature.
Aureon's instruction.
ANCESTRAL GUIDANCE [DIVINITY] The hunt is sweet, but the kill is far sweeter.
P r e r e q u i s i t e : C h a n n e l Divinity class feature, Encounter Divine
must worship the Spirits o f the Past Minor Action Ranged 5
B e n e f i t : You gain the C h a n n e l Divinity power Target: One creature
ancestral guidance. Effect: The next melee or ranged attack that hits the target
before the end of your next turn deals 1 d6 extra damage.
Level 11: 2d6 extra damage.
Level 2 1 : 3d6 extra damage.
C H A P T E R 4 ] Character Options
HEROIC TIER FEATS COIMT.
Channel Divinity: Feat Power 1 until the start of your next turn.
C H A P T E R 4 | Character Options ^
ELDEEN COMPANION Channel Divinity: Light Within Feat Power
P r e r e q u i s i t e : Shifter, ranger, Beast Mastery class An arc of light shoots from your chest and brightens the ground.
feature ^ Encounter Divine, Implement, Healing, Zone
B e n e f i t : W h e n e v e r you use your longtooth shifting Minor Action Ranged 5
or razorclaw shifting racial power, your beast compan- Effect: You spend a healing surge, and a zone of healing
ion also gains the benefit of the power's effect. light appears in an unoccupied square within range. Until
the end of your next turn, each ally that ends its turn
within the zone regains hit points equal to your healing
FORCEFUL DEFENSE surge value.
Prerequisite: Artificer In addition, all squares within 10 squares of the zone are
B e n e f i t : W h e n e v e r you hit an e n e m y with a force illuminated by bright light until the end of your next turn.
power, one ally adjacent to that e n e m y gains a +1
bonus to AC until the end of your next turn. MARK OF DETECTION [DRAGONMARK]
B e n e f i t : W h e n you m a k e a Perception check, you
GROUP MINDLINK m a k e two rolls and use the higher result.
P r e r e q u i s i t e : Kalashtar You c a n also sense the presence o f
B e n e f i t : You c a n facilitate conversation b e t w e e n magic as i f you were trained in
all your allies. Any ally within the range o f your telep- A r c a n a (Player's Handbook, page
athy c a n c o m m u n i c a t e with you and any other ally or 181). You c a n use Perception
allies within the range o f your telepathy. instead o f A r c a n a for the c h e c k .
You c a n master and perform
IMMUTABILITY rituals in the divination category as
P r e r e q u i s i t e s : Warforged, Improved Warforged i f you had the Ritual Caster feat. In
Resolve feat addition, you c a n master and perform
B e n e f i t : W h e n you use your warforged resolve the Banish Illusions (page 1 1 6 ) , Eavesdropper's Foil
racial power, you can m a k e a saving throw against (page 1 1 6 ) , and Scry Trap (page 1 1 8 ) rituals as i f you
any effect instead o f only against an effect that deals had the Ritual Caster feat.
ongoing damage. You gain a +2 feat bonus to that
saving throw. MARK OF FINDING [DRAGONMARK]
B e n e f i t : W h e n an enemy
IMPROVED WARFORGED RESOLVE granting combat advantage
P r e r e q u i s i t e s : Warforged to you is adjacent to you and
B e n e f i t : W h e n you use your warforged resolve shifts, you c a n shift 1 square
racial power, you gain 5 extra temporary hit points. into a square it vacates as a
free action.
KOL KORRAN'S BOON [DIVINITY] You c a n master and per-
P r e r e q u i s i t e : C h a n n e l Divinity class feature, form the Detect Object (PH
must worship Kol Korran 3 0 3 ) , Detect Secret Doors (PH 3 0 3 ) ,
B e n e f i t : You gain the C h a n n e l Divinity power Kol Find the Path (page 1 1 7 ) , and Inquisitive's Eyes
Korran's boon. (page 118) rituals as i f you had the Ritual Caster feat.
attacks that don't target you Onatar's wisdom burns like a raging fire within you.
instead o f the n o r m a l - 2 penalty. Encounter Divine, Fire
You c a n master and perform Free Action Close burst 2
rituals in the warding category and Trigger. You miss an enemy with a melee or ranged attack
the Fluid Funds (page 1 1 8 ) , K n o c k (PH Target: You or one ally in burst
Effect: Until the end of your next turn, the target gains a
3 0 7 ) , and Leomund's Secret Chest (PH 3 0 7 ) rituals
+2 bonus to W i l l and the target's attacks deal 2 extra fire
as i f y o u h a d the Ritual Caster feat.
damage.
Level 11:5 extra fire damage.
MASTER CRAETER Level 21:10 extra fire damage.
P r e r e q u i s i t e : Artificer
B e n e f i t : W h e n you use the E n c h a n t Magic Item POTENT RESTORABLES
ritual to create a magic item, you c a n create a magic P r e r e q u i s i t e : Artificer
item o f your level + your Intelligence modifier or B e n e f i t : Your healing powers restore 2 extra hit
lower. points. T h e extra hit points increase to 3 at 6 t h level,
to 4 at 11th level, to 5 at 1 6 t h level, to 6 at 2 1 s t level,
MASTER MIXER and to 7 at 2 6 t h level.
P r e r e q u i s i t e : Artificer
B e n e f i t : You c a n m a k e a l c h e m i c a l items o f your QUORI SHIELD
level + 3 or lower. You must have the correct formula P r e r e q u i s i t e : Kalashtar
and a n appropriate skill. B e n e f i t : You gain resistance to psychic damage
S p e c i a l : You c a n take this feat instead o f the equal to 5 + one-half your level.
Ritual Caster feat granted by your class feature.
SHAPESHIFTING CONTORTIONIST
MIGHT OF DOL DORN [DIVINITY] P r e r e q u i s i t e : Doppelganger
P r e r e q u i s i t e : C h a n n e l Divinity class feature, B e n e f i t : You c a n use the escape action as a m i n o r
must worship Dol D o r n action instead o f a move action.
B e n e f i t : You gain the C h a n n e l Divinity power In addition, you do not grant combat advantage or
might of Dol Dorn. take a penalty to attack rolls while squeezing.
Through your allies' exploits, you can attain victory even if you
fall
Channel Divinity: Feat Power
P r e r e q u i s i t e : Shifter
B e n e f i t : W h e n e v e r you use your shifter racial WARFORGED TACTICS
power, you gain 5 temporary hit points. T h e tempo- P r e r e q u i s i t e : Warforged
rary hit points increase to 10 at 11th level a n d 2 0 at B e n e f i t : You gain a +1 bonus to m e l e e attack rolls
21st level. against a n e n e m y that is adjacent to a n ally.
C H A P T E R 4 | Character Options
EPIC TIER FEATS
Name Prerequisites Benefit
Fluid Anatomy Doppelganger Chance to convert critical hit to regular hit
Quori Desperation Kalashtar Remain conscious for a round w h e n dying
Reinforcing Healing Artificer +2 to all defenses of target of your healing powers
Warforged Fortification Improved Immutability Gain warforged fortification power
MULTICLASS FEAT
Name Prerequisites Benefit
Student of Artifice Int 13 G a i n training in Arcana, use healing infusion power, wield
artificer implements
C H A P T E R 4 |C h a r a c t e r Options
M a n y wheels feature spikes or b a r b s to protect the
EQUIPMENT wielder's h a n d .
D o u b l e S c i m i t a r : T h e V a l e n a r elves m a d e this
w e a p o n f a m o u s . T h e double s c i m i t a r features a
A world littered with the wreckage o f fallen civili- c u r v i n g blade e x t e n d i n g out from e a c h side o f its
zations, Eberron is h o m e to the relics of vanished handle.
societies c o n s u m e d by war, corruption, and magic.
D r o w L o n g K n i f e : This blade is three-quarters
M a n y such items are mere curiosities, antiquities to
the length of a longsword, and ends in an outwardly
be collected and studied. A few items, however, hold
curving hook. Too slender to be considered a short
great power, and heroes will go to great lengths to
sword and too big for a dagger, it's known as a long
obtain t h e m .
knife.
T a l e n t a B o o m e r a n g : T h e s e weapons are
WEAPONS c o m m o n a m o n g the halfling tribes o f the Talenta
T h e following unusual a r m a m e n t s are employed by Plains. Simple curved, polished sticks, a talenta boo-
the warriors o f Eberron's unique cultures. merang automatically return to a proficient wielder's
hand after a ranged attack with the weapon is
S o m e of these weapons have the defensive prop-
resolved.
erty that first appeared in Adventurer's Vault. A
defensive weapon has the following properties: T a l e n t a S h a r r a s h : A weapon from the Talenta
A defensive weapon grants you a +1 bonus to AC Plains, the sharrash features a sicklelike blade at the
while you wield it in one hand and wield another end o f a pole.
m e l e e weapon in your other h a n d . Wielding more T a l e n t a T a n g a t : A n o t h e r weapon from the
t h a n one defensive weapon does not increase this Talenta P l a i n s , this c u r v e d sword is m o u n t e d on a
bonus. To gain this benefit, you n e e d not attack with short haft.
the defensive weapon, but you must b e proficient X e n ' d r i k B o o m e r a n g : X e n ' d r i k drow use a
with it. three-pronged b o o m e r a n g for hunting small g a m e . It
C u t t i n g W h e e l : O r i g i n a t i n g from the mys- automatically returns to a proficient wielder's hand
terious lands o f Sarlona, t h e c u t t i n g w h e e l is a after a ranged attack with the weapon is resolved.
bladed disk with a g u a r d e d h a n d l e at one side. Z u l a a t : This Riedran weapon features a glaivelike
blade at either end.
MELEE WEAPONS
Two-Handed
Weapon Prof. Damage Range Price Weight Group Properties
Talenta sharrash* +3 1d8 30 gp 101b. Heavy blade, polearm High crit
T h i s weapon can be wielded two-handed by a small character.
Double Weapons
Weapon Prof. Damage Range Price Weight Group Properties
Double scimitar +2 1d6/1d6 4 0 gp 15 1b. Heavy blade Defensive, high crit, off-hand
Zulaat +2 2d4/2d4 30 gp 12 lb. Heavy blade, polearm Defensive, off-hand
RANGED WEAPONS
C H A P T E R 4 | Character Options
MUNDANE ITEMS about the travelerplace of residence, occupation, and
destination. (Players may photocopy and customize
T h e following m u n d a n e items are generally available
the illustration o f the travel papers.)
throughout the Five Nations and reflect some o f the
social complexities o f the tenuous peace won at the
end o f the Last W a r . DRAGONMARKED
A r c a n e Signet R i n g : These golden or silver rings HOUSE SERVICES
are created for m e m b e r s o f the dragonmarked houses
Khorvaire's economy and prosperity would not
as a m e a n s o f identification. Each ring contains intri-
be what they are today without the services o f the
cate patterns that b e c o m e visible only w h e n worn by
dragonmarked houses. W h a t follows are a few o f the
the person for whom it was constructed.
services these powerful institutions offer.
H u n t e r ' s K i t : This bundle contains bottles o f
various a n i m a l scents, a guide to edible flora, a small DRAGONMARKED HOUSE SERVICES
knife, snares, and other useful tools. A hunter's kit Service Price
grants a +2 bonus to Nature c h e c k s m a d e to forage. House Lyrandar 50 gp for going from one
I d e n t i f i c a t i o n P a p e r s : M e m b e r s o f the middle airship kingdom to an adjacent
and upper classes in the Five Nations c a r r y iden- kingdom, up to 3 0 0 gp for
tification papers issued by their governments and trips to other continents
notarized b y House Sivis. Each set contains a descrip- House Lyrandar elemental 10 gp to the closest port
tion o f the holder, a portrait, and other details. of call, up to 150 gp for
(Players may photocopy and customize the illustra- trips to other continents
tion o f the identification papers.) House Orien coach/caravan 1 gp per stop
I n q u i s i t i v e ' s Kit: This gear includes several House Orien lightning rail 5 gp per rail stop
containers m a d e from different materials, brushes, House Orien mail service 5 cp per mail stop
m u n d a n e dusts, tweezers, picks, probes, a magnifying House Sivis message station 5 gp per page transmitted
glass, ink and quills, p a r c h m e n t , and a small j o u r n a l . House Sivis translation rituals 2 gp per page translated;
An inquisitive's kit grants a +2 bonus to Perception Cost of components plus
c h e c k s to search an area for something specific. 1 0 % of market price
L e t t e r o f M a r q u e : T h e king o f Breland issues Let- Skycoach, across city 1
gP
ters o f Marque to groups exploring Xen'drik's ruins.
Travelers may visit and explore the continent freely, H o u s e C a n n i t h : This dragonmarked house
but those who sell Xen'drik's treasures without the m a k e s a great deal o f profit through the sale o f both
proper documentation face fines, incarceration, and magical and m u n d a n e goods in the marketplace.
forfeiture i f caught. (Players may photocopy and cus- House enclaves c a n provide access to crafters or ritu-
tomize the illustration o f the letter o f marque.) als to repair damaged or broken objects.
S p e l l s h a r d : Spellshards are fragments o f crystal H o u s e J o r a s c o : For creatures beaten badly,
that contain power and knowledge, usually o f an afflicted with a disease, or even dead, a House
a r c a n e nature. I f your class would normally store its Jorasco enclave is the equal o f any temple when it
a r c a n e powers in a spellbook, you c a n instead store comes to healing.
your powers in a spellshard i f you possess one. H o u s e K u n d a r a k : This house provides protec
All the e n c h a n t m e n t s and features avail- tion o f rooms or objects. T h e B a n k i n g Guild provides
able through a tome are also available through a letters o f credit, money-changing services, and vaults
spellshard. M e m b e r s o f any class c a n use a spellshard throughout the Five Nations.
in place o f a ritual book or a ritual scroll. H o u s e L y r a n d a r : F a m e d for its flying vessels,
Travel P a p e r s : Crossing national boundaries is House Lyrandar offers passage on airships capable of
risky without a set o f notarized travel papers. Like covering 2 0 miles per hour. For a more modest price,
identification papers, they include personal details the house also offers passage by elemental galleons to
any port in Khorvaire.
MUNDANE ITEMS H o u s e O r i e n : C o m m a n d i n g travel by land, House
Item Price Weight
Orien oversees the lightning rail, elemental coaches,
Arcane signet ring 150gp
- and the mail service that c o n n e c t s cities across cen-
Hunter's kit 50 gp 5 lb.
tral Khorvaire.
Identification papers, standard 2gP HHHH H o u s e Sivis: A House Sivis message station c a n
Identification papers, w i t h portrait 5gP transmit messages to any other message station
Inquisitive's kit 4 0 gp 4 lb.
on the continent in a moment's t i m e . House Sivis's
Letter of marque 500 gp
- scribes also provide translation services and docu-
Spellshard 100 gp 1/2 lb.
ment authentication.
Traveling papers 2 sp
-
C H A P T E R 4 | Character Options
sudran evpebirjoabas been b t i y nepsrwieb n chose oppn > by my hanb a s w ctgei
Thebexmm of rf*; ferret: nxivcIatncemsophetORrcif anbi Kikt;cal m e R e s t pRom
orren&fliK [^xinriiecaidifsroop riieexpec besaiibeb benen back i
topea pReseu t x i ti bsposat.
Letall nirnnmb rhts/erreri ktwrvanb be \van.neb tfxirarrpDiie a c t t n n p o r x ; r o sell tcernsopbsrcniai! BIT AN
Reropeaeb p i o m rne lanbs op Xenbn.fe TPTTIKXU b e n ; m possession op a let teR such a s T H E one,!
nocamzeb nliie manneti, boesstanb n commission op a crime ac/inst rhe CROTOT, op RudarVb,anb ar
punchases six.ii items prtorn si r h a penson s t a n b s a s an accomplice t o s u c h a a u m e .
Grpen i/nben m y h a n b an&seai op aurns rbes b a y op n rhe yeaa. op the Kixibon
fT
C H A P T E R 4 | Character Options
and effect with those o f the a m m u n i t i o n . For exam-
C H A P T E R 4 Character Options
Acidic Fire Level 5+ Alchemist's Spark Ammunition
Lvl 4 5
Green flames burn and spread boiling acid in all directions. 40 gp Lvl 19 4,200 gp
Lvl5 50 gp Lvl20 5,000 gp Lvl 9 160gp Lvl 24 21,000 gp z
Lvl 14 800 gp Lvl 29 105,000 gp
LvMO 200 gp Lvl25 25,000 gp u
Lvl 15 1,000 gp Lvl30 125,000 gp
Alchemical Item
CLEAR-PATH MIST
Power (Consumable Acid, Fire): Standard Action. Make
Level: 8
an attack: Area burst 1 within 10; +8 vs. Reflex; 1 d6 fire
Category: Other
damage, and ongoing 2 acid damage (save ends).
Level 10: +13 vs. Reflex; 1 d6 fire damage, and ongoing 5 T i m e : 3 0 minutes
acid damage (save ends). C o m p o n e n t C o s t : S e e below
Level 15: +18 vs. Reflex; 2d6 fire damage, and ongoing 5 M a r k e t P r i c e : 3 7 5 gp
acid damage (save ends). K e y Skill: A r c a n a or Nature (no c h e c k )
Level 20: +23 vs. Reflex; 2d6 fire damage, and ongoing 10
acid damage (save ends).
O r d i n a r y u n d e r g r o w t h c a n n o t stand against this
Level 25: +28 vs. Reflex; 3d6 fire damage, and ongoing 10
concoctiona m e r e dusting causes plants to w i t h e r
acid damage (save ends).
Level 30: +33 vs. Reflex; 3d6 fire damage, and ongoing 1 5 a n d die.
acid damage (save ends).
Clear-Path Mist Level 8+
ALCHEMIST'S SPARK The mist clears out the underbrush, making your path easier to
travel.
Level: 3
C a t e g o r y : Volatile Lvl 8 125gp Lvl 23 17,000 gp
Lvl 13 650 gp Lvl 28 85,000 gp
T i m e : 3 0 minutes
Lvl 18 3,400 gp
C o m p o n e n t C o s t : See below
Alchemical Item
M a r k e t P r i c e : 1 2 0 gp Power (Consumable Poison): Standard Action. Make
K e y S k i l l : A r c a n a or T h i e v e r y (no c h e c k ) an attack: Close blast 3; targets plants; +11 vs. Reflex;
1d4 poison damage, and ongoing 5 poison damage (save
T h e c e r a m i c c o n t a i n e r holding alchemist's spark has ends). In addition, you remove any difficult terrain cre-
two c h a m b e r s . W h e n shattered, the c h e m i c a l s vapor- ated by flora such as foliage or undergrowth within the
area of the attack.
ize a n d m i x to c r e a t e a bright discharge o f lightning.
Level 13: Close blast 5; +16 vs. Reflex; 1 d4 poison damage,
and ongoing 5 poison damage (save ends).
Level 3+ Level 18: Close blast 5; +21 vs. Reflex; 2d4 poison damage,
The shattered flask releases two clouds that quickly coalesce and and ongoing 5 poison damage (save ends).
release a dazzling blast of energy. Level 23: Close blast 5; +26 vs. Reflex; 2d4 poison damage,
Lvl 3 30 gp Lvl 18 3,400 gp and ongoing 10 poison damage (save ends).
Lvl 8 125gp Lvl 23 17,000 gp Level 28: Close blast 5; +31 vs. Reflex; 3d4 poison damage,
Lvl 13 650 gp Lvl 28 85,000 gp and ongoing 10 poison damage (save ends).
Alchemical Item
Power (Consumable 4- Lightning): Standard Action. Make CLOCKWORK BOMB
an attack: Area burst 1 within 10; targets each creature
Level: 4
in burst; +6 vs. Fortitude; 1 d6 lightning damage, and the
C a t e g o r y : Volatile
target takes a -1 penalty to attack rolls until the start of
your next turn. T i m e : 15 minutes
Level 8: +11 vs. Reflex; 2d6 lightning damage and a -1 C o m p o n e n t C o s t : S e e below
penalty to attack rolls. M a r k e t P r i c e : 1 6 0 gp
Level 13: +16 vs. Reflex; 3d6 lightning damage and a -1 K e y Skill: A r c a n a or T h i e v e r y (no c h e c k )
penalty to attack rolls.
Level 18: +21 vs. Reflex; 4d6 lightning damage and a -1
A c l o c k w o r k b o m b is a s m a l l box, about a foot on a
penalty to attack rolls.
side, covered with springs, dials, gauges, a n d k n o b s .
Level 23: +26 vs. Reflex; 5d6 lightning damage and a -1
penalty to attack rolls. It issues a n u n n e r v i n g ticking sound, and vibrates so
Level 28: +31 vs. Reflex; 6d6 lightning damage and a -1 violently that it moves about. W h e n the t i m e r goes
penalty to attack rolls. off, the device explodes.
C H A P T E R 4 | Character Options
Clockwork Bomb Level 4+ Heartflow Level 3+
You set the device on the ground and hope that it detonates The target's eyes glaze as a smile spreads across his face.
when you want it to. Lvl 3 30 gp Lvl 18 3,400 gp
Lvl 4 4 0 gp LvM9 4,200 gp Lvl 8 125gp Lvl 23 17,000 gp
Lvl 9 160gp Lvl 24 21,000 gp Lvl 13 650 gp Lvl 28 85,000 gp
Lvl 14 800 gp Lvl 29 105,000 gp Alchemical Item
Alchemical Item Power (Consumable Poison): Minor Action. Apply heart-
Power (Consumable Fire): Minor Action. Place the clock- flow to an adjacent item of food or drink; it retains potency
work bomb in your space or in a square adjacent to you, until the end of the encounter. To administer the poison
and decide how many rounds pass before the bomb goes without the target noticing, make a Thievery check against
off (6 rounds maximum). Each round, at the start of your the target's Perception check. A creature that consumes
turn, move the clockwork bomb one square in a direction food or drink containing heartflow is subject to an attack:
of your choosing and roll a d6. O n a roll of 6, the bomb +6 vs. Fortitude; the target takes a -5 penalty to Insight
detonates prematurely. If the clockwork bomb is hit by checks and a -2 penalty to W i l l defense (save ends both).
an attack (the bomb has the same defenses as its user), it Level 8: +11 vs. Fortitude.
also explodes. W h e n the bomb detonates, make an at- Level 13: +16 vs. Fortitude.
tack: Area burst 1 centered on the bomb's space; targets Level 18: +19 vs. Fortitude.
each creature in burst; +7 vs. Reflex; 1 d l 0 fire damage. Level 23: +26 vs. Fortitude.
Special: Once the bomb is set, it can be disabled with a D C Level 28: +31 vs. Fortitude.
17 Thievery check.
Level 9: +12 vs. Reflex; 2d10 fire damage; D C 19 Thievery.
Level 14: +17 vs. Reflex; 3d10 fire damage; D C 23 Thievery.
INFERNO OIL
Level 19: +22 vs. Reflex; 4d12 fire damage; D C 27 Thievery. Level: 5
Level 24: +27 vs. Reflex; 4d1 2 fire damage; D C 29 Thievery. C a t e g o r y : Oil
Level 29: +32 vs. Reflex; 5d1 2 fire damage; D C 33 Thievery. T i m e : 1 hour
C o m p o n e n t C o s t : S e e below
GRAYFLOWER PEREUME M a r k e t P r i c e : 2 0 0 gp
Category: Other
T i m e : 15 minutes T h i s volatile oil is highly combustible but b u r n s
K e y S k i l l : Heal or Nature
Inferno Oil Level 5+
T h i s p e r f u m e is m a d e from the r a r e grayflower, Your weapon leaves behind a faint trace of oil, but it's enough to
k n o w n to grow only in Q'barra's s w a m p s . T h e gray- set your enemy ablaze when it's exposed to open flame.
C H A P T E R 4 | Character Options
ALCHEMICAL ITEMS ALCHEMICAL ITEMS COIMT.
Lvl Name Component Cost (gp) Lvl Name Component Cost (gp) I
2 Panther tears 25 15 Spotted toadstool v e n o m 1,000
3 Alchemist's spark 30 16 Noxious grenade 1,800
3 Heartflow 30 18 Alchemist's spark 3,400
3 Tethercord 30 18 Clear-path mist 3,400
3 Woundpatch 30 18 Heartflow 3,400
4 Alchemist's spark (ammunition) 40 18 Tethercord 3,400
4 Clockwork bomb 40 19 Alchemist's spark (ammunition) 4,200
4 Resonance crystal 40 19 Clockwork bomb 4,200
4 Suppression crystal 40 19 Resonance crystal 4,200
4 Tension w h e e l 40 20 Acidic fire 5,000
5 Acidic fire 50 20 Inferno oil 5,000
5 Inferno oil 50 20 Spotted toadstool v e n o m 5,000
5 Lodret leaf 50 21 Noxious grenade 9,000
8 Alchemist's spark 125 23 Alchemist's spark 17,000
8 Clear-path mist 125 23 Clear-path mist 17,000
8 Heartflow 125 23 Heartflow 17,000
8 Tethercord 125 23 Tethercord 17,000
9 Alchemist's spark (ammunition) 160 23 Woundpatch 17,000
9 Clockwork bomb 160 24 Alchemist's spark (ammunition) 21,000
9 Resonance crystal 160 24 Clockwork bomb 21,000
10 Acidic tire 200 24 Resonance crystal 21,000
10 Grayflower perfume 200 24 Suppression crystal 21,000
10 Inferno oil 200 24 Tension w h e e l 21,000
10 Keen oil 200 25 Acidic fire 25,000
10 Spotted toadstool venom 200 25 Inferno oil 25,000
11 Noxious grenade 350 25 Lodret leaf 25,000
13 Alchemist's spark 650 25 Spotted toadstool v e n o m 25,000
13 Clear-path mist 650 26 Noxious grenade 45,000
13 Heartflow 650 28 Alchemist's spark 85,000
13 Tethercord 650 28 Clear-path mist 85,000
13 Woundpatch 650 28 Heartflow 85,000
14 Alchemist's spark (ammunition) 800 28 Tethercord 85,000
14 Clockwork bomb 800 29 Alchemist's spark (ammunition) 105,000
14 Resonance crystal 800 29 Clockwork bomb 105,000
14 Suppression crystal 800 29 Resonance crystal 105,000
14 Tension wheel 800 30 Acidic fire 125,000
15 Acidic fire 1,000 30 Inferno oil 125,000
15 Inferno oil 1,000 30 Spotted toadstool v e n o m 125,000
15 Lodret leaf 1,000
T h e d e n i z e n s o f OJbarra's w i l d e r n e s s s o m e t i m e s use
Keen O i l Level 10
lodret leaves as a preventative w h e n moving through
The sword sweeps throughyour enemy, cutting through its ar-
areas f a m o u s for spawning disease. M i x i n g the leaves
mor and flesh in one deadly arc.
with special reagents gives you protection against
Alchemical Item 200 gp
s o m e diseases.
Power (Consumable): Minor Action. Apply keen oil to an
axe, a heavy blade, a light blade, a polearm, or a spear.
Until the end of your next turn, you can score a critical hit
with this weapon on a roll of 19-20. Chewing on the infused leaf provides added insurance against
disease.
T h e noxious grenade is a metal canister filled with To keep a resonance crystal from shattering, it is
foul-smelling c h e m i c a l s . O n c e ignited, it burns stored in a soundproof wooden box. T h e clear crystal
quickly, filling the area with sickening smoke. vibrates with the slightest sound.
C H A P T E R 4 | Character Options
SUPPRESSION CRYSTAL TETHERCORD
Level: 4 Level: 3
Category: Other Category: Other
T i m e : 1 hour T i m e : 1 hour
C o m p o n e n t C o s t : See below C o m p o n e n t C o s t : See below
M a r k e t P r i c e 1 2 0 gp M a r k e t P r i c e : 1 2 0 gp
K e y Skill: A r c a n a or Nature (no c h e c k ) K e y Skill: A r c a n a , Nature, or Thievery (no check)
A suppression crystal catches sound and e n e r g y trap- T h e tethercord is a springlike device with two small
ping t h e m and safely bleeding t h e m . exploding packets filled with diluted sovereign glue.
This useful device keeps an e n e m y on a short leash.
Suppression Crystal Level 4+
The crystal diminishes the lightning holt and silences the Tethercord Level 3+
thunder. You fling the device at the enemy; one side sticks to the creature
Lvl 4 40 gp Lvl 24 21,000 gp while the other bonds with the ground.
Lvl 14 800 gp Lvl 3 30 gp Lvl 18 3,400 gp
Alchemical Item Lvl 8 125 gp Lvl 23 17,000 gp
Power (Consumable): Minor Action. Until it triggers or Lvl 13 650 gp Lvl 28 85,000 gp
until the end of the encounter, you are protected by the Alchemical Item
suppression crystal. As an immediate interrupt that oc- Power (Consumable): Standard Action. Make an attack:
curs automatically when you are first hit by a thunder or Ranged 5/10; +6 vs. Reflex; the target cannot move
a lightning attack, you gain resist 5 thunder and resist 5 more than 3 squares from the space it occupies when it
lightning until the end of your next turn. If this power is is hit (save ends).
used but the resistance is not triggered before the end of Level 8: +11 vs. Reflex.
the encounter, the crystal is still consumed. Level 13:+17 vs. Reflex.
Level 14: Gain resist 10 thunder and resist 10 lightning. Level 18:+21 vs. Reflex.
Level 24: Gain resist 15 thunder and resist 1 5 lightning. Level 23: +26 vs. Reflex.
Level 28:+31 vs. Reflex.
TENSION WHEEL
Level: 4 WOUNDPATCH
Category: Other Level: 3
T i m e : 1 hour C a t e g o r y : Curative
C o m p o n e n t C o s t : See below T i m e : 1 hour
M a r k e t P r i c e : 1 2 0 gp C o m p o n e n t C o s t : See below
K e y Skill: A r c a n a or Thievery (no c h e c k ) M a r k e t P r i c e : 1 2 0 gp
K e y Skill: Heal or Nature (no check)
This complex device sprouts cogs and levers, and
attaches to a crossbow. W h e n activated, it increases T h e woundpatch looks like a swatch o f h u m a n skin.
the bowstring's tension in order to fire the projectile O n e sticky side keeps it in place when applied to an
with greater force. injured c r e a t u r e .
C H A P T E R 4 | Character Options
HOLY SYMBOLS CONT.
MAGIC I T E M S Lvl
13
Name
Horns of Balinor +3
Price (gp) I
17,000
13 Leaves of death +3 17,000
Like a n y world, E b e r r o n is full o f all kinds o f m a g i c 13 Octogram of the Sovereign Host +3 17,000
items. Although the items in this section a r e related 13 Psalter of Aureon +3 17,000
to the faiths and practices o f Eberron's inhabitants,
13 Sheaf of A r a w a i +3 17,000
they c a n b e adapted for use in any setting. 14 Icon of the Silver Flame +3 21,000
15 Domino of Olladra +3 25,000
HOLY SYMBOLS 17 Medallion of Dol A r r a h +4 65,000
o f devotees o f the Silver F l a m e are covered with a sil- 18 Bones of the Traveler +4 85,000
very color a n d gain stylized fire imagery, while those 18 Bright j e w e l of il-Yannah +4 85,000
C H A P T E R 4 | Character Options
Bones of the Traveler Level 8H Emblem of Dol Dorn Level 3 +
An eight-pointed configuration of four crossed and rune-inscribed A red shield crossed by a silver sword embodies Dol Dorn's
bones sows chaos and confusion, if your fickle deity desires. demand that his followers endure any suffering necessary to
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp accomplish what is right.
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 18 +4 85,000 gp Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Implement (Holy Symbol) Lvl 13 +3 17,000 gp Lvl 28 +6 2,1 25,000 gp
Prerequisite: You must worship the Traveler or the Dark Six Implement (Holy Symbol)
to use this holy symbol. Prerequisite: You must worship Dol Dorn or the Sovereign
Enhancement: Attack rolls and damage rolls Host to use this holy symbol.
Critical: +1 d6 damage per plus Enhancement: Attack rolls and damage rolls
Power (Daily): Free Action. Trigger: You hit an enemy with Critical: +1 d8 damage per plus, or +1 d10 damage per plus
an implement attack using this holy symbol. Effect: One while bloodied
ally within 5 squares of the enemy you hit can shift a Power (Encounter): Free Action. Trigger: You are first
number of squares equal to this item's enhancement bloodied during an encounter. Efject: You gain a power
bonus as a free action. bonus to damage rolls of attacks using this implement
equal to your Strength modifier until the end of your next
turn.
Bright Jewel of il-Yannah Level 3+
When you focus your mind, this jewel on the silver chain blooms
with violet light. Your foes know the purity of il-Yannah. Hearth of Boldrei Level 8+
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp Brandishing this orange and gray octogram.you shelter your
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp ally from harm by scattering his enemies.
Lvl 13 +3 1 7,000 gp Lvl 28 +6 2,1 25,000 gp Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Implement (Holy Symbol) Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Prerequisite: You must worship the Path of Light to use this Lvl 18 +4 85,000 gp
holy symbol. Implement (Holy Symbol)
Enhancement: Attack rolls and damage rolls Prerequisite: You must worship Boldrei or the Sovereign
Critical: +1d6 psychic and radiant damage per plus Host to use this holy symbol.
Power (Daily Psychic): Free Action. Trigger: You score a Enhancement: Attack rolls and damage rolls
critical hit against an enemy with a divine radiant power Critical: +1 d6 damage per plus
using this holy symbol. Effect: That enemy is stunned until Power (Daily Implement): Immediate Reaction. Trigger:
the end of your next turn. An ally within 10 squares of you that you can see is hit by
an attack. Efject: Make an attack: Area burst 1 centered
on the ally hit by the triggering attack; targets enemies;
Domino of Olladra Level 10+
Wisdom vs. Fortitude; the target is pushed a number of
The numbers on this white and gray domino's face change ev- squares equal to the symbol's enhancement bonus away
ery time you use a prayer, emphasizing your deity's capricious from the ally.
nature.
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Lvl 20 +4 125,000 gp
Implement (Holy Symbol)
Prerequisite: You must worship Olladra or the Sovereign
Host to use this holy symbol. Holy symbol
Enhancement: Attack rolls and damage rolls ofOlladra
Critical: +1d6 damage per plus
I*
Power (Daily): Immediate Reaction. Trigger: An ally within
your line of sight hits with an attack. Effect: You roll a
d20. If your roll is higher than the d20 roll of the trigger-
ing ally's attack, that attack scores a critical hit. If your
roll is lower than the d20 roll of the triggering ally's at-
tack, you take a -2 penalty to attack rolls until the end of
your next turn.
Holy symbol
of Dol Dorn
C H A P T E R 4 | Character Options
Holy symbol Holy symbol Holy symbol of
of Balinor of Kol Korran the Sovereign Host
C H A P T E R 4 | Character Options
Holy symbol
of Onatar
C H A P T E R 4 | Character Options ^
RODS Shieldin Level 2+
The gauges on this thick baton are festooned with elemental
Most artificer rods are e q u i p p e d with dials, levers,
runes, marking it as an artificer's implement. It augments spells
and knobs. T h e y c a n also include fold-out screw-
that protect against energy.
drivers, s p a n n e r s , a n d o t h e r useful tools. S u c h
Lvl 2 +1 520 gp Lvl 1 7 +4 65,000 gp
a c c o u t r e m e n t s do not affect the i t e m s ' usefulness to
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
other classes that use rods as i m p l e m e n t s . Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
Implement (Rod)
RODS Enhancement: Attack rolls and damage rolls
Lvl Name Price (gp) Critical: +1 d6 damage per plus
2 Rod of deadly casting +1 520 Power (Daily): Free Action. Trigger: You hit an enemy with
2 Rod of elemental shielding +1 520 an implement power using this rod. Effect You and each
ally adjacent to you gains resistance equal to 5 + your
2 Rod of repair +1 520
Constitution modifier against acid, cold, fire, or lightning
7 Rod of deadly casting +2 2,600
(you choose one) until the end of your next turn.
7 Rod of elemental shielding +2 2,600
7 Rod of repair +2 2,600
12 Rod of deadly casting +3 13,000
This rod's wielder shares in the benefits he or she grants to an
12 Rod of elemental shielding +3 13,000
ally.
12 Rod of repair +3 13,000
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp
17 Rod of deadly casting +4 65,000
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
17 Rod of elemental shielding +4 65,000 Lvl 12 +3 1 3,000 gp Lvl 27 +6 1,625,000 gp
17 Rod of repair +4 65,000 Implement (Rod)
19 Ingot liberatis +4 105,000 Enhancement: Attack rolls and damage rolls
22 Rod of deadly casting +5 325,000 Critical: +1 d6 damage per plus
22 Rod of elemental shielding +5 325,000 Power (At-Will): Free Action. Trigger. You hit an enemy
with an implement power using this rod. Effect: Until the
22 Rod of repair +5 325,000
end of your next turn, whenever you use an artificer heal-
24 Ingot liberatis +5 525,000
ing power on an ally, you regain hit points equal to this
27 Rod of deadly casting +6 1,625,000 rod's enhancement bonus.
27 Rod of elemental shielding +6 1,625,000
27 Rod of repair +6 1,625,000
29 Ingot liberatis +6 2,625,000
STAFFS
A r t i f i c e r s prefer staffs m a d e f r o m m e t a l so that they
TOTEMS
Totem Level 9+
Lvl Name Price (gp) 1 This gray bone, ever shrouded in shadow, symbolizes the ancient
truce between the fey and the druids of the Eldeen Reaches.
2 Avenging ash totem +1 520
2 Oalian's balance totem +1 520 Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
7 Avenging ash totem +2 2,600
Lvl 19 +4 105,000 gp
7 Oalian's balance totem +2 2,600
Implement (Totem)
7 W i n t e r ' s heart totem +2 2,600 Enhancement: Attack rolls and damage rolls
9 Fickle twilight totem +2 4,200 Critical: +1d6 damage per plus
9 Totem of enduring vigilance +2 4,200 Property: You gain a +1 item bonus to Bluff checks and
12 Avenging ash totem +3 13,000 Stealth checks.
12 Oalian's balance totem +3 13,000 Power (Daily Teleportation): Free Action. Trigger. You
hit an enemy with a primal implement power using this
12 W i n t e r ' s heart totem +3 13,000
totem. Effect You teleport a number of squares equal to
14 Fickle twilight totem +3 21,000
the totem's enhancement bonus.
14 Totem of enduring vigilance +3 21,000
17 Avenging ash totem +4 65,000
Oalian's Balance Totem Level 2+
17 Oalian's balance totem +4 65,000
Reflecting the balance between civilization and the wilderness,
17 W i n t e r ' s heart totem +4 65,000
half of this totem is carved with runes, and the other half is un-
19 Fickle twilight totem +4 105,000 shaped except by nature.
19 Totem of enduring vigilance +4 105,000
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp
22 Avenging ash totem +5 325,000 Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
22 Oalian's balance totem +5 325,000 Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
22 W i n t e r ' s heart totem +5 325,000 Implement (Totem)
24 Fickle twilight totem +5 525,000 Enhancement: Attack rolls and damage rolls
24 Totem of enduring vigilance +5 525,000 Critical: +1 d6 damage per plus
Property: You gain a +1 item bonus to Diplomacy checks
27 Avenging ash totem +6 1,625,000
and Nature checks.
27 Oalian's balance totem +6 1,625,000
Power (Daily Healing): Free Action. Trigger: You hit an
27 W i n t e r ' s heart totem +6 1,625,000 enemy with a primal implement power using this totem.
29 Fickle twilight totem +6 2,625,000 Effect: An ally adjacent to you or the target enemy can
29 Totem of enduring vigilance +6 2,625,000 spend a healing surge and regain extra hit points equal to
the totem's enhancement bonus.
C H A P T E R 4 | Character Options
Totem of Enduring Vigilance Level 9+ DRAGONSHARD AUGMENTS
This totem is carved with eyes big and small to remind you to be Lvl Name Price (gp)
watchful against daelkyr aberrations. 1 Eberron shard of animosity 360
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp 1 Eberron shard of ruin 360
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp 2 Eberron shard of lightning 520
Lvl 19 +4 105,000 gp 2 Khyber shard of the fiery depth 520
Implement (Totem) 2 Siberys shard of merciless cold 520
Enhancement: Attack rolls and damage rolls 3 Siberys shard of radiance 680
Critical: +1 d6 damage per plus
3 Siberys shard of the mage 680
Property: You gain a +1 item bonus to Arcana checks and
5 Eberron shard of bleeding wounds 1,000
Perception checks.
Property: Creatures with the aberrant origin take 1 extra 8 Khyber shard of death's embrace 3,400
damage from primal implement powers using this totem. 8 Khyber shard of life drinking 3,400
Level 14: 2 extra damage. 11 Eberron shard of animosity 9,000
Level 24: 5 extra damage. 11 Eberron shard of ruin 9,000
Power (Daily): Free Action. Trigger: You hit an enemy with 12 Eberron shard of lightning 13,000
a primal implement power using this totem. Efject: The
12 Khyber shard of the fiery depth 13,000
enemy cannot use teleportation powers or be the target
12 Siberys shard of merciless cold 13,000
of teleportation powers (save ends).
13 Siberys shard of radiance 17,000
13 Siberys shard of the mage 17,000
Winter's Heart Totem Level 7+
18 Khyber shard of death's embrace 85,000
Let your heart-of-pine badge warn everyone of the coming doom
18 Khyber shard of life drinking 85,000
that shall cleanse this world.
21 Eberron shard of animosity 225,000
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
21 Eberron shard of ruin 225,000
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
Lvl 1 7 +4 65,000 gp 22 Eberron shard of lightning 325,000
Implement (Totem) 22 Khyber shard of the fiery depth 325,000
Enhancement: Attack rolls and damage rolls 22 Siberys shard of merciless cold 325,000
Critical: +1 d6 necrotic damage per plus 23 Siberys shard of radiance 425,000
Power (Daily Necrotic): Free Action. Trigger: You hit an 23 Siberys shard of the mage 425,000
enemy with a primal implement power using this totem.
28 Khyber shard of death's embrace 2,125,000
Efject The attack's damage type changes to necrotic and
28 Khyber shard of life drinking 2,125,000
the attack deals 2d6 extra necrotic damage.
Level 17 or 22: 3d6 extra necrotic damage.
Level 27:4d6 extra necrotic damage.
This crimson crystalflares whenever it's in the presence of an
E a c h o f the t h r e e types o f dragonshards is n a m e d Your weapon cuts a bloody swathe through your Joes when pow-
ered by this blood-red dragonshard.
according to their origin: Siberys dragonshards,
K h y b e r dragonshards, and E b e r r o n dragonshards. Lvl 5 1,000 gp
Dragonshard Augment (Weapon)
Siberys dragonshards swirl with veins o f golden light.
Property: Whenever an attack with the augmented
Khyber dragonshards a r e midnight blue with oily
weapon deals ongoing damage to a creature, increase the
black veins. E b e r r o n dragonshards, usually found ongoing damage value by 2.
e n c a s e d in geodes, are c r i m s o n with d a r k e r swirls.
Any c h a r a c t e r c a n a f f i x a dragonshard a u g m e n t
to a m a g i c weapon or remove one already affixed,
during either a short or a n e x t e n d e d rest. Most aug-
m e n t s provide a property, but some also grant access
to a power. A m a g i c weapon c a n accept only one
dragonshard a u g m e n t at a t i m e .
C H A P T E R 4 ] Character Options
WARFORGED COMPONENTS WARFORGED COMPONENTS
Lvl Name
Warforged c a n use items just like other races, yet as
2 A r m b l a d e +1 520
living constructs, warforged c a n also utilize items
2 Delver's light 520
specifically designed or e n c h a n t e d for t h e m . A war-
2 Mithral plating +1 520
forged component often grants a special advantage to
3 A r m b o w +1 680
a warforged. W a r f o r g e d components are not worn or
3 W a r s o u l w e a p o n +1 680
carried; instead, they are either attached to or embed-
4 Adamantine plating +1 840
ded in a warforged. Like n o r m a l items, warforged
4 Disk of energy resistance +1 840
components have categories, such as armor, weapons,
4 Essence of the scout +1 840
implements, clothing, rings, and wondrous items, and
5 Command circlet 1,000
they occupy a warforged's item slots.
5 Spiked soles 1,000
6 Final messenger 1,800
COMPONENT TRAITS 7 A r m b l a d e +2 2,600
W h i l e you are conscious, an affixed warforged 7 Mithral plating +2 2,600
component c a n b e removed from you only i f you are 8 A r m b o w +2 3,400
willing to have it removed. W h i l e you are uncon- 8 W a r s o u l weapon +2 3,400
scious, a component c a n b e removed by anyone. 9 Adamantine plating +2 4,200
Affixing or removing an attached component is a 9 Disk of energy resistance +2 4,200
m i n o r action and takes five minutes. 9 Essence of the scout +2 4,200
T h e only difference b e t w e e n an attached com- 12 Armblade +3 13,000
ponent and an e m b e d d e d one is that an e m b e d d e d 12 Mithral plating +3 13,000
component is often hidden or retractable. Perception 13 A r m b o w +3 17,000
c h e c k s to locate an e m b e d d e d component affixed to 13 W a r s o u l w e a p o n +3 17,000
your body take a - 5 penalty. 14 Adamantine plating +3 21,000
Warforged components o f certain item categories 14 Disk of energy resistance +3 21,000
have the following special rules. 14 Essence of the scout +3 21,000
A r m o r : A r m o r is an attached component. 17 Armblade +4 65,000
Attached a r m o r weighs three-fourths its n o r m a l 17 Mithral plating +4 65,000
weight for determining your load. 18 A r m b o w +4 85,000
S h i e l d : A shield is an attached component. A n 18 W a r s o u l w e a p o n +4 85,000
attached heavy shield allows you to hold items in the 19 Adamantine plating +4 105,000
shield arm's h a n d as i f you were using a light shield. 19 Disk of energy resistance +4 105,000
W e a p o n : W e a p o n s c a n b e e m b e d d e d or attached 19 Essence of the scout +4 105,000
components. Two-handed weapons c a n n o t be 22 A r m b l a d e +5 325,000
attached or e m b e d d e d . A one-handed ranged or 22 Mithral plating +5 325,000
m e l e e weapon c a n be attached to a hand, although 23 A r m b o w +5 425,000
you c a n still have only one weapon per h a n d , regard- 23 W a r s o u l weapon +5 425,000
less o f w h e t h e r the weapon is held normally or 24 Adamantine plating +5 525,000
attached. A n attached weapon occupies your hand, 24 Disk of energy resistance +5 525,000
and you must remove it to free the hand. 24 Essence of the scout +5 525,000
A one-handed weapon that has the off-hand or 27 A r m b l a d e +6 1,625,000
light t h r o w n property c a n b e e m b e d d e d . A n embed- 27 Mithral plating +6 1,625,000
ded weapon is retractable, stored in a space within 28 A r m b o w +6 2,125,000
your forearm. W h i l e the weapon is stored, it does not 28 W a r s o u l weapon +6 2,125,000
occupy a hand. A n e m b e d d e d weapon c a n b e drawn 29 Adamantine plating +6 2,625,000
or retracted as a m i n o r action. You c a n have only one 29 Disk of energy resistance +6 2,625,000
e m b e d d e d weapon in each a r m with the exception of 29 Essence of the scout +6 2,625,000
shurikens: You c a n have up to five shurikens embed-
ded in one a r m . wearing or holding m o r e t h a n one holy symbol, none
I m p l e m e n t : Any implement that c a n be wielded o f your symbols function. Two-handed implements,
in one h a n d c a n b e attached or e m b e d d e d . A n such as staffs, c a n n o t b e attached or e m b e d d e d .
attached or e m b e d d e d implement functions exactly
like a n attached or e m b e d d e d weapon. A holy symbol CONVERTING ITEMS TO
is the only implement that need not be e m b e d d e d in
WARFORGED COMPONENTS
a warforged's h a n d or a r m . A holy symbol embed-
N o n m a g i c a l items c a n b e attached or e m b e d d e d at
ded on a warforged's body does not occupy an item
no extra cost. A m a g i c item c a n b e m o d i f i e d into
slot, although as with worn holy symbols, i f you are
C H A P T E R 4 i Character Options
a n a t t a c h e d or e m b e d d e d c o m p o n e n t using t h e T relet Level 5
E n c h a n t M a g i c Item ritual (Players Handbook, page
Granted to the best warforged commanders during the Last
3 0 4 ) . C h a n g i n g a n item in this way works e x a c t l y War, the command circlet is a mark of distinction and honor.
like resizing a r m o r and h a s no c o m p o n e n t cost. I n Item Slot: Head (attached component) 1,000 gp
addition, w h e n you resize m a g i c a r m o r , you c a n also Requirement: You must have the living construct racial trait
t r a n s f o r m it into a warforged c o m p o n e n t as part o f to use this item.
t h e s a m e ritual. Property: You gain telepathy 20. You can communicate with
any other creature that has a language and is within line
of sight.
UNIQUE WAREORGED COMPONENTS Power (Daily): Immediate Reaction. Trigger: A living
A few itemsusually the creations o f House Cannith construct ally is hit by a fear effect that a save can end.
exist solely as warforged c o m p o n e n t s . T h e following Efject: The ally can make a saving throw against the
items are examples o f such creations. triggering effect.
Binding heavy adamantine plates to your body gives you insur Often attached to the forehead or chest, this magic gem gives off
ance against your enemies' attacks. light powered by your life force.
Lvl 4 +1 840 gp
Lvl 19 +4 105,000 gp Wondrous Item (embedded component) 520 gp
Lvl 9 +2 4,200 gp
Lvl 24 +5 525,000 gp Requirement: You must have the living construct racial trait
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp to use this item.
Armor: Plate (attached component) Power (At-Will): Free Action. The delver's light sheds dim
Requirement: You must have the living construct racial trait light to a radius of 20 squares.
to use this item. Power (At-Will): Free Action. The delver's light sheds bright
Enhancement: AC light to a radius of 20 squares.
Property: You gain resist 1 to all damage. Power (At-Will): Free Action. The delver's light sheds no
Level 14 or 19: Resist 2 to all damage. light.
Level 24 or 29: Resist 5 to all damage.
Disk of I Resistance Level 4+
Armblade Level 2+ The runes inscribed around the gemstone set in the center of this
This serrated sword blade/its snugly over one of your arms. metal disk are wards to protect you from magical attacks.
C H A P T E R 4 | Character Options
This warforged communication device is built to resemble a
small winged animal, yet it is an intricate assembly of clock-
work pieces.
Wondrous Item (embedded component) 1,800 gp
Requirement: You must have the living construct racial trait
to use this item.
Property: You have a mechanical messenger within you. The
messenger has speed 8 and can function for 8 hours once
it leaves you (see below). After 8 hours, the messenger
deactivates. A creature can reactivate the messenger
by making a DC 20 Arcana check and then spending a
healing surge, at which point the messenger continues in
its task to deliver a message (see below). A warforged can
reactivate the messenger by embedding it.
A creature that is not the recipient of a message can
make a DC 25 Arcana check to view the messenger's
programmed image and hear its message. A creature that
makes a DC 30 Arcana check can learn the messenger's
intended destination and recipient.
Power (Daily): Standard Action. You program the messen-
ger with an image of what you currently see, a statement
of up to 25 words, and a destination or a message recipi-
ent. The messenger retains this information until you use
this power again or until you die.
Power (At-Will): Free Action. You activate the messenger,
and it leaves for its programmed destination or recipient
and delivers its image and statement.
Power (At-Will): No Action. Trigger: You are killed. Effect:
You activate the messenger, and it leaves for a destina-
tion or a message recipient you choose. The messenger Warsoul Weapon Level 3+
carries an image of the last image that you saw while When this weapon is attached, you strike with superior speed
conscious, and it delivers the message that you have and agility.
been killed.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Plating Level 2H Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
The lightweight metal protects your vitals while still allowing W e a p o n : One-handed melee weapon (attached component)
you maximum flexibility andfull range of motion. Requirement: You must have the living construct racial trait
to use this item.
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp
Enhancement: Attack rolls and damage rolls
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
Critical: +1 d6 damage per plus
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
Property: You gain a +2 item bonus to initiative checks.
Armor: Plate (attached component)
Power (Daily): Immediate Interrupt. Trigger: An enemy
Requirement: You must have the living construct racial trait
adjacent to you shifts. Effect: Make a melee basic attack
to use this item.
with this weapon against the triggering enemy.
Enhancement: AC
Property: This armor has no armor check or speed penalty.
C H A P T E R 4 | Character Options
BANISH ILLUSIONS
W h a t was hidden is now revealed.
Level: 4
You invite the spirit of an ancestor to inhabit your body
Category: Warding
for a time. Choose one skill in which you are not trained.
Time: 10 minutes
For the ritual's duration, you are considered trained in
that skill. Duration: 4 hours
Component Cost: 80 gp
The greater the hero who calls the spirits, the more
Market Price: 175 gp
the spirits demand. The component cost of this ritual
Key Skill: Arcana (no check)
increases to 700 gp for an 11th-level caster, 3,600 gp for
a 16th level caster, 18,000 for a 21 st-level caster, and
You ward an area no more than a close burst 3 against
90,000 for a 26th-level caster.
eavesdropping. Each creature outside the area that
attempts to listen to communication within the area
takes a -10 penalty to its Perception checks. The ward
moves with you for its duration.
C H A P T E R 4 | Character Options
ENHANCE VESSEL your allies gain the benefits of an extended rest without
spending any time resting. You cannot use this ritual if you <
Your chariot is faster, better, and stronger. could not normally begin an extended rest (see Player's
Handbook, page 263). II
Greater heroes accrue greater fatigue and require
-
Level: 10
more effort to recuperate. At 21st level, this ritual costs
Category: Exploration
9,000 gp to perform. At 26th level, this ritual costs
Time: 1 hour
45,000 gp to perform.
Duration: 24 hours
Component Cost: 400 gp
Market Price: 1,000 gp FIND THE PATH
Key Skill: Arcana (no check) THE clouds, the trees, and even the grasses bend to show you
You bolster a vehicle with eldritch power. For the ritual's the way.
duration, the vehicle gains a +2 bonus to speed and to all
defenses. Level: 6
Category: Exploration
FANTASTIC RECUPERATION Time: 1 hour
Duration: 8 hours or until discharged
You wave away your companions' WEARINESS.
Component Cost: 144 gp
Market Price: 360 gp
Level: 16
Key Skill: Nature (no check)
Category: Restoration
Time: 1 hour As part of performing the ritual, you must name a destina-
Duration: Instantaneous tion you have visited at least once. For the duration of the
Component Cost: 3,600 gp ritual, you know in which direction your destination lies
Market Price: 9,000 gp and you can travel 10 extra miles per day when heading
Key Skill: Heal (no check) toward that destination. This ritual is discharged when
you reach your destination.
You absorb the fatigue that you and your allies have suf-
fered and cast it away. At the end of the ritual, you and
C H A P T E R 4 | Character Options
LI
FLUID FUNDS This ritual renders you and up to five allies invisible to
all scrying sensors, such as those created by the View
You can always make change. Location ritual. Although these sensors cannot perceive
you, they can perceive the results of your actions, such as
Level: 2 when you or your allies interact with the environment,
fight enemies, and so on.
Category: Creation
Time: 1 minute
Duration: Instantaneous SCRY TRAP
Component Cost: 0 gp, plus a focus worth 1 0 0 gp
Market Price: 1 0 0 gp He can try to look, but he's going to pay for it.
Key Skill: Arcana (no check)
Special Requirement: You must have the Mark of Ward- Level: 2 0
ing feat to master and perform this ritual. Category: Scrying and Warding
Time: 3 0 minutes
You drop coins, gemstones, or other valuable items into
Duration: 24 hours or until discharged
a specially prepared coffer and close the lid. When you
Component Cost: 5 , 0 0 0 gp
open the lid, a quantity of coins appears in the box equal
Market Price: 2 5 , 0 0 0 gp
to the value of the items deposited inside. With this ritual,
Key Skill: Arcana
you can exchange a number of silver coins for a smaller
number of gold coins of equivalent value, exchange a This ritual creates a ward around you that warns you
gemstone for its worth in gold, or exchange an art object about scrying in your area. You become automati-
for coins. Magic items and mundane equipment are not cally aware of any scrying sensors that perceive you.
affected by this ritual. This awareness wakes you if you are asleep. When you
Focus: A coffer. become aware of a sensor in this manner, you can choose
to destroy it and end the ritual that created it, unless the
INQUISITIVE'S EYES sensor or the creature is higher level than you. You can
also choose to observe the creature that created the
You close your eyes to find your center. When you open
sensor, using your Arcana check result to determine how
them, you see the crime scene in a new light.
long you can observe that creature.
Level: 8
Arcana Check Result Duration
Category: Divination
19 or lower 1 round
Time: 10 minutes
20-24 2 rounds
Duration: Instantaneous
25-29 3 rounds
Component Cost: 125 gp
30-39 4 rounds
Market Price: 6 8 0 gp
4 0 or higher 5 rounds
Key Skill: Arcana
C H A P T E R 4 | Character Options
by two shuttered windows, a single door, and a chimney. If the focus or corpse is destroyed before the target is i/i
Furniture can be removed from the shelter, but it vanishes restored to life, the soul is released and the ritual ends.
along with the lodge when the ritual's duration expires. Focus: A specially prepared phylactery.
Level: 12 Level: 6
Category: Deception Category: Travel
Time: 10 minutes Time: 1 hour
Duration: 4 hours (special) Duration: Until discharged
Component Cost: 6 8 0 gp Component Cost: 75 gp
Market Price: 1,700 gp Market Price: 3 6 0 gp
Key Skill: Arcana Key Skill: Arcana (no check)
Use this ritual to attune yourself to a single nonhostile
Upon completing the ritual, you and up to eight allies creature that has the mount keyword. The creature must
assume the appearance of any Medium humanoid be present for the entire ritual. At any time in the future,
creatures. The ritual allows you to assume the general you can summon the creature into an adjacent space as a
appearance of a particular race, but not of a unique minor action, at which time the ritual is discharged. You
creature. The ritual's effect is centered on you; if any ally can have only one creature attuned to you at a time with
moves more than 5 squares away from you, the ritual's this ritual.
effect ends for that ally.
Creatures viewing or interacting with you or your allies SUMMON WINDS
can make an Insight check to detect the deception. The
check's DC equals your Arcana check result. A creature You send out a call, and a stirring breeze answers.
is allowed a check the first time it sees you and each
time it interacts with you or one of your allies. If the crea- Level: 3
ture touches you or an ally, it automatically realizes the
Category: Exploration
deception.
Time: 10 minutes
Duration: 8 hours
SPIRIT IDOL Component Cost: 50 gp
A mote of light divides in two, each glowing speck settling Market Price: 125 gp
on the eyes of the prepared corpse. W h e n the magic hinds Key Skill: Arcana or Nature (no check)
itself to the dead flesh, it shields it from decay. You conjure a stiff breeze and direct it. You can increase a
sailing vessel's speed by 2 miles per hour while you keep
Level: 7 the winds in the vessel's sails. You can dismiss the winds
Category: Restoration as a free action.
Time: 1 hour
Duration: Instantaneous (see text)
Component Cost: 150 gp, plus a focus worth 150 gp
Market Price: 5 2 0 gp
Key Skill: Heal (no check)
C H A P T E R 4 | Character Options
CHAPTER 5
I
THE WORLD o f Eberron boasts an enormous
variety o f cultures and societies, as well as multiple
b r a n c h e s o f history and development. This chapter
presents the known regions o f Eberron, divided into
t h r e e categories: the Five Nations, greater Khorvaire,
and the world beyond Khorvaire.
In addition, other elements o f i m p o r t a n c e to
adventurers are discussed. In Eberron, a character's
race, place o f origin, d r a g o n m a r k (or lack o f one), and
other details o f his or her history c a n i n f l u e n c e the
kind o f hero that c h a r a c t e r b e c o m e s . T h i s chapter
offers information about E b e r r o n that a player c a n
use w h e n creating a character's b a c k g r o u n d . Sample
adventurers are presented for each o f the major
regions o f Khorvaire, for each o f the d r a g o n m a r k e d
houses, and for each o f the n e w races introduced
in this book. Each background has skills associated
with it.
This chapter includes the following sections.
G r e a t e r K h o r v a i r e : Information available to any
character from the Five Nations, followed by informa-
tion specific to each region. This section includes an
overview of major c o m m u n i t i e s and other geographic
features, as well as information about each region's
populations, culture, and religions.
B e y o n d K h o r v a i r e : Information c o m m o n l y avail-
able to the inhabitants o f regions outside Khorvaire.
D r a g o n m a r k e d H o u s e s : Examples o f character
backgrounds for m e m b e r s o f each o f the dragon-
marked houses.
O t h e r B a c k g r o u n d E l e m e n t s : Ways in which a
character's history, occupation, and race might influ-
ence his or her adventuring style.
C H A R A C T E R BACKGROUNDS
When you create a character for an EBERRON campaign, you associated with the dragonmark? Is he or she con-
can enhance your character with rich background details nected with a dragonmarked house?
from the world of Eberron. The information in this chapter Other Background Elements: W h a t other aspects of his
can help you shape your character's history, outlook, and or her life most strongly influenced your character? Was
associations. it race, occupation, or events from childhood? Was your
Although you can choose as many background elements character most shaped by his or her experiences in the
as you wish, most character backgrounds incorporate three Last War?
categories. Regardless of how many background details you use,
Regional: Where is your character from? Is he or she when you create a character, you may (with your DM's
an urbanite from Sharn, an academic from Aundair, or consent) choose one of the following benefits:
a farmer from the Eldeen Reaches? Gain a +2 bonus to checks with one of the skills associ-
Dragonmark: Does your character have a dragonmark? ated with your background.
If so, is it an acknowledged or an aberrant mark? Is Add one skill associated with your background to your
your character's race one of those most frequently class's skill list before choosing your trained skills.
i
m e a n s by which you c a n thwart the objectives o f your
but the individual spies of the various Karrnathi
enemy until the day you finally have the power to
lords-all whom are spied on by operatives of King
destroy it.
Kaius Ill-are equally effective. These two organiza-
tions are perfect resources for adventurers who seek Rolevlaying Tins: You are grim and driven, unwill-
to serve their homelands. ing to deviate from the path o f vengeance. You grow
enraged i f anyone sings the praises o f your enemy.
R e l u c t a n t A d v e n t u r e r : You're an adventurer You prefer adventures that bring you n e a r e r to your
by necessity, not by choice. Having grown up with goal and allow you to pit yourself against your e n e m y
or his or her minions, but when you lack such oppor-
the violence o f the Last W a r , you k n o w nothing but
tunities, you undertake other adventures, honing
combat; your skills lend themselves to adventure
your powers for the day o f final confrontation.
and war, and to nothing else. You delve in ancient
ruins purely for profit, and you'll undertake whatever
tasks offer the right m i x o f risk and reward. You don't AUNDAIR
necessarily lack a moral code; you just haven't found Aundair is two nations in one. Pastoral villages and
a higher cause to w h i c h to devote your war-shaped farmlands line its borders or cluster around the
talents. keeps o f the region's feudal lords. T h e people here are
Rolevlaying Tips: You are pragmatic and little simple, even rustic. T h e nation's great cities, however,
impresses you. Outwardly, you scoff at passionate are alive with c o m m e r c e and bustle with a crowd
adventurers who fight for a great cause, but inwardly, nearly as cosmopolitan as that o f S h a r n . T h e houses
you wish you felt the same sense o f purpose. o f government and institutions o f higher learning
U n c o v e r i n g t h e T r u t h : M a n y questions r e m a i n nearly burst with the learned, the scholarly, and the
u n a n s w e r e d from the days o f the Last W a r . T h e magically inclined. Yet whether one is listening to
largest by far is the death o f Cyre on the Day of scholars or farmers, mages or laborers, Aundairians
Mourning. W h a t happened? W h o was responsible? speak o f their nation with pride. They are unified in
C a n it o c c u r again? O t h e r mysteries remain as well:
THRONEHOLD
Thronehold was the home of Galifar's kings for centuries, during the years Thronehold was abandoned. Although
but it was abandoned at the start of the Last War. No the Five Nations returned to the island, the city remains
government holds the castle, and no lord rules the island neutral ground, and the criminal element continues to
on which it stands. Its sole occupants are the Throne thrive. As a character from Throneport, you might be a
Wardens, House Deneith soldiers charged with protect- representative of one of the nations who is hoping one
ing the castle. day to bring order to the city or perhaps take up lordship
Below the castle's walls stands Throneport, a small of the castle. Or you might instead be a member of the
t o w n t h a t a r o s e during t h e old kingdom's height. unlawful e l e m e n t - a n exile or a criminal who is trying
Throneport contains a high population of criminals, to thwart attempts by the Five Nations to bring order to
exiles, mercenaries, and other scum that settled there the city.
CHAPTER 5 | W o r l d of Eberron
Cyre) during the war. T h e hobgoblin warlord H a r u u c UJ
G R E A T E R KHORVAIRE * instigated the sudden, bloody rebellion against the
goblins' Cyran employers, driving the h u m a n s and
other races out or enslaving t h e m , H a r u u c declared zc
Although the people o f the Five Nations see them- the territory he seized to be the independent goblin 0
selves as the cultural, historical, and economic heart nation o f Darguun. Today, Darguun is ruled by the
o f Khorvaireand indeed, this opinion might be Lhesh H a r u u c Shaarat'kor, the King o f the Crimson ^
t r u e - t h e y are hardly the continent's only people. Blade. H a r u u c is o f the Ghaal'dar, the strongest o f
A vast array o f nations, kingdoms, and regions Darguun's tribes.
stretch across Khorvaire, and the continent t e e m s
Darguun goblins conduct slaving raids on nearby 'T,
with strange people and monsters (precisely w h i c h
c o m m u n i t i e s , and travelers through the nation are
is w h i c h depends on whom you ask). T h e nations subject to attack and capture unless they carry a
outside the five kingdoms have their own cultures, flag o f passage purchased in one o f Darguun's major
their own beliefs, their own agendas, and their own cities or at a Darguun embassy. It is a lawless nation
adventurers. by others' standards. However, the goblins do have a
None o f these regions c a n entirely escape the code o f rule; it's just not one most outsiders generally
influence of the Five Nations, but neither are they recognize. T h e nations o f Khorvaire despise Darguun
necessarily bound to those troubled, tumultuous but consider its existence a necessary evil, preferring
lands. A n d i f another war breaks out, these outside the current situation to having the multitudes o f gob-
nations could end up the conflict's true victorsor its lins completely uncontrolled and uncontained as they
greatest victims. once were.
PCS A N D GOBLIN T R I B E S
Goblin, hobgoblin, and bugbear PCs from Darguun should Dhakaani tribes are currently split by internecine strife.
determine which of the various clans and factions they They look down on other goblins and consider them-
c o m e from. The three factions presented here are the selves the true preservers of a noble past. A Dhakaani
primary power groups of Darguun, but players are free to PC might be a noble contending for the leadership of her
discuss with their DM the possibility of playing a member people, an adventurer seeking ancient relics to aid the
of a different tribe. struggle, or a seeker of lost symbols of goblin culture that
Ghaal'dar: Currently the nation's dominant power, the could be used to unite the squabbling clans.
various Ghaal'dar tribes have the least focus on specific Marguul: Bugbears can be full members of the Mar-
goals and traditions and, thus, the greatest personal free- guul tribes, and they possess a violent streak to make
dom for members. A PC might be an honorable warrior even other Darguuls take notice. A Marguul PC might be
trying to make amends for his people's betrayal of Cyre, a slaver (if the campaign allows for such occupations), a
a protege of Lhesh Haruuc seeking to prove her worth, bugbear or other goblin seeking to prove her worth and
or a mercenary out to make a living amid a people she advance through the cut-throat ranks of the tribe, or an
doesn't understand. escaped slave trying to stay one step ahead of his former
The Heirs of Dhakaan: Highly disciplined and devoted masters.
to the restoration of the ancient goblin empire, the
REGIONAL FEATURES
T h e D e m o n W a s t e s consists o fjagged m o u n t a i n s and
foothills, cracked and blasted badlands, and shat-
tered deserts. Volcanoes belch toxic smoke into the
air, and portions of the land are poisonous.
A s h t a k a l a : A great brass a n d basalt metropolis
surrounded by a p e r m a n e n t , flesh-ripping sand-
storm, Ashtakala is said to be a city of d e m o n s and
rakshasas left over from a prior age. It is a bastion of
evil and violence, one o f the worst places Khorvaire
has to offer.
B l o o d C r e s c e n t : This small c o m m u n i t y is an
outpost o f House T h a r a s h k , which uses this location
to launch expeditions to search for dragonshards and
other wealth. Citizens hole up here against the occa-
sional raids by Carrion Tribes and other, far more
fearsome foes.
F e s t e r i n g H o l t : O n e o f the few surviving native
c o m m u n i t i e s in the D e m o n Wastes, Festering Holt is
a c o m m o n way station for adventurers seeking Ash-
takala or other infamous (and supposedly wealthy)
places o f adventure. T h e people here are slightly
more civilized t h a n the Carrion Tribes, but travelers
who stop here often vanish.
T h e L a b y r i n t h : T h e Labyrinth is a two-hundred-
mile m a z e o f broken c h a s m s , rocky outcroppings,
sheer walls, and hazards such as geysers and rock-
slides. B a n d s o f demons and savage humanoids
hunt its passageways, barely held at bay by the
G h a a s h ' k a l a who dwell in and around the labyrinth.
T h e L a k e o f F i r e : A great lake of lava in the bowl
o f a mighty volcano, the Lake o f Fire is said to be
REGIONAL FEATURES simple tunics with heavy leggings and boots, with no ZL
Z
T h e Ironroot M o u n t a i n s are the source o f Mror's rich real attention given to color or fashion. T h e rich, how-
ores; a specific c l a n claims e a c h vein. M i n e s literally ever, dress in deep-hued robes and cloaks, and large
honeycomb the mountains, and the slopes are dotted gems are favored as the centerpieces o f jewelry.
with cities, fortresses, and c a m p s . T h e Sovereign Host is the m a i n religion regularly
F e r r o u s H o u s e : T h e meeting hall of the Iron practiced within the M r o r Holds; a few dwarves also
Council within the capital o f K r o n a Peak, Ferrous pray to the D a r k Sixto appease m o r e t h a n to honor
House is a center o f power and controversy. T h e hall them.
stands on Clan M r o r a n o n lands, j u s t below the clan
estate, causing other clans to feel C l a n M r o r a n o n MRORIAN ADVENTURERS
is symbolically asserting authority over the entire T h e great m a r t i a l tradition o f the dwarves, combined
nation. with the clan struggles and great riches o f the region,
T h e F i s t o f O n a t a r : This active volcano in the spawn any n u m b e r o f adventuresome folks.
southern reaches o f the Ironroot Mountains is a holy
site to followers o f the Sovereign Host, particularly MROR HOLDS ASSOCIATED SKILLS
Onatar. If you are from the Mror Holds, you can choose Dun-
T h e G o r a d r a G a p : A gash in the e a r t h over a geoneering or Endurance as your associated skill.
hundred miles long, this horrid c h a s m is h o m e to
monstrous beasts. Legend claims that it leads to D e e p S e n t i n e l : T h e m i n e s o f the clans, and the
Khyber. vaults and secure holdings o f House Kundarak, are a
K o r u n d a ' s G a t e : T h e h o m e o f House Kundarak, tempting prize for all m a n n e r o f thieves, raiders, and
Korunda's Gate was once one o f the greatest m i n i n g monsters. S o m e o n e must stand b e t w e e n the m i n e r s
and political powers in the region. T h e House has and the beasts o f the Underdark that c r e e p from
since stepped out o f politics (officially) and leases below, and someone must ensure that Kundarak's
m i n i n g rites to other clans. M a n y o f the Korunda's reputation for absolute impregnability r e m a i n s intact.
Gate m i n e s have b e e n transformed into the famous That someone is you.
K u n d a r a k vaults, where treasures and funds from Rolevlaying Tins: You n e e d not act as a passive
across the continent are stored under great security guard, waiting for trouble to c o m e to you, although
for a fee, of course. you do stand vigil when the need arises. Instead, you
K r o n a P e a k : C l a n Mroranon's ancestral h o m e are active in protecting your fellows from various
haswith that clan's rise in wealth and p o w e r - threats, such as c r i m i n a l conspiracies against the
b e c o m e the seat o f government for the entire Holds. vaults or monsters hunting vulnerable m i n e r s .
T h e city is also the region's greatest trading hub H i r e d H a n d : T h e clans still compete with one
b e c a u s e it sits on the major trading route to the west. another, and w h e n e c o n o m i c and political maneuver-
O f all the cities o f the M r o r Holds, it is here that one ing won't do the trick, espionage and sabotage are the
c a n find the greatest n u m b e r o f races other t h a n order o f the day. Since the clans c a n n o t afford to be
dwarves, or operatives of dragonmarked houses other linked to such activities directly lest they risk a return
t h a n House Kundarak. to the days o f open conflict, they hire outsidersother
N o l d r u n t h r o n e : A n empty ghost town, Nol- dwarves and even m e m b e r s o f other racesto do their
d r u n t h r o n e was the h o m e o f C l a n Noldrun, w h i c h dirty work.
disappeared five centuries ago. Efforts to learn what Rolevlaying Tips: You're something o f a mercenary,
happened to t h e m , or to retake the city, have all met but that doesn't m e a n you're an evil person. You're
with failure. hired for spying, for sabotage, and possibly for guard-
ing against those things, or for protecting a clan's
PEOPLE OE THE MROR HOLDS people, but you're no hired assassin.
T h e dwarven clans o f the M r o r Holds m a k e up over W e a l t h : B e t w e e n the rich veins o f ore and the
h a l f o f the population o f this rich m i n i n g region. K u n d a r a k vaults, the M r o r Holds probably contain
REGIONAL FEATURES
Q'BARRA Q'barra is lush and incredibly dangerous. It is a land
A wild land o f u n t a m e d frontiers extends beyond the of t h i c k forests, j u n g l e foliage, rich soil, and m u r k y
Endworld Mountains. H e r e , fugitives from the Last s w a m p s - a l l o f which swarm with life, particularly
W a r found an u n c l a i m e d regionat least, u n c l a i m e d with reptiles that c a n be deadly to the unprepared
by other h u m a n s , dwarves, or elvesin which they explorer.
could escape the bloodshed b a c k h o m e . H a k a ' t o r v h a k : An enormous citadel carved into
Lizardfolk, dragonborn, and kobold c o m m u n i t i e s the side o f a volcano, Haka'torvhak is said to have
can be found here. T h e s e beings have ties stretching b e e n created by demons in a bygone age. It is the
b a c k thousands of years and no desire to lose their center o f a primitive religion practiced by several
lands to the m a m m a l s o f the west. lizardfolk and kobold tribes as well as by the occa-
sional dragonborn.
K a ' r h a s h a n : Ka'rhashan is both the largest L o n g A r m o f t h e L a w : Q'barra is a favored
dragonborn c o m m u n i t y on Khorvaire and a site holy refuge of fugitives from all nations. S o m e o n e has to
to that race. T h e volcanic glass and stone buildings track these folks down to ensure they face justice
t r i m m e d in brass gleam in the light. This c o m m u n i t y and to prevent c r i m i n a l s from overrunning New
permits outsiders to enter, but a dragonborn must Galifar and Hope. You might be a licensed officer of
accompany nondragonborn visitors to prevent the the law, such as a D e n e i t h Marshal, or you could be
occasional, foolish adventurer from attempting to loot a bounty hunter; in either case, Q'barra is nothing
the city's sacred sites. more to you t h a n a hunting ground o f dangerousbut
M a r ' s a v a l : A sunken city whose towers protrude valuableprey.
from foul waters, Mar'saval is a truly ancient ruin said Rolevlaying Tins: You don't want your quarry to see
to be filled with horrid magic, lost treasures, and cor- you coming. You try to s e e m innocuous, all the while
rupted lizardfolk. asking questions and subtly probing for information.
N e w t h r o n e : Newthrone is a fortified port along L o v e r o f S o l i t u d e : You have no interest in being
the W h i t e c l iff River, the seat o f power o f New Galifar part o f any society. You don't hate people, and you're
and the capital o f the recognized nation o f Q'barra. willing to go into town to trade and have the occa-
It's surprisingly civilized for the region, offering com- sional conversation, but you'd rather b e on your
forts such as House G h a l l a n d a i n n s and taverns as ownor at least with a small, trusted group. You
well as multiple marketplaces where h u m a n s , half- live outside civilization, and you m a k e a living as a
lings, lizardfolk, and dragonborn mingle. hunter, a guide, or treasure seeker.
W y r m w a t c h : T h e heart o f Hope, W y r m w a t c h Rolevlaying Tips: You rarely speak, and you don't
is a small but growing village. It has its own m i n e s waste words when you do. You aren't deliberately
and farms, m a k i n g it a viable e c o n o m i c power in the rude, but you have no patience for the niceties o f
region. W y r m w a t c h is a theocracy, ruled by puritani- social interaction.
cal Silver F l a m e extremists who despise lizardfolk P r e s e r v e r o f t h e P a s t : New Galifar was founded
and distrust dragonborn. to preserve the culture o f shattered Galifar, and the
dragonborn o f Q'barra protect their ruined cities as
PEOPLE OE Q'BARRA r e m n a n t s o f an empire long lost. You might hold such
Lizardfolk o u t n u m b e r h u m a n s in Q'barra; dragon- beliefs, or you might be a pilgrim here to recapture
born and kobolds exist in roughly h a l f o f humanity's something lost in the war. You're determined that a
n u m b e r s . A few other raceshalflings and half-elves, past, a history, and a culture, all o f which the rest of
in particularappear on occasion, but they represent the continent has abandoned, will never fully die.
a small minority. S o m e C h o s e n and Inspired o f Sar- Rolevlaying Tips: You live your life by the precepts
lona dwell in a Riedran quarter in Newthrone, along of a largely dead culture, adhering to old fashions,
with a tiny n u m b e r o f kalashtar who are keeping an customs, and political views. You speak often o f past
eye on their traditional enemy. T h e wealthy o f New glories and o f how bad c i r c u m s t a n c e s have b e c o m e
Galifar attempt to replicate the fashions o f Galifar in the m o d e r n world. Relics o f the past are far more
with flowing gowns and ruffled tunics, but the major- valuable to you t h a n m o r e lucrative treasures.
ity o f Q b a r r a n s dress in whatever heavy garments
c a n stand up to the rigors o f life on the frontier. THE SHADOW MARCHES
Most of the h u m a n s in Q'barra worship the Sover- A land o f fetid marshes and biting insects, primitive
eign Host or the Silver F l a m e , the former being more tribes and slithering serpents, the Shadow M a r c h e s is
c o m m o n in New Galifar and the latter being more a region the rest of Khorvaire could happily i g n o r e -
c o m m o n in Hope. Dragonborn are known to worship were it not startlingly rich in dragonshards, and were
the Sovereign Host in their incarnations as dragon it not the location o f a dragonmarked house's enclave.
sovereigns, whereas the lizardfolk and kobold tribes
revere various spirits or demons.
COMMON KNOWLEDGE
Although not every last i n c h o f the Shadow M a r c h e s
Q'BARRAN ADVENTURERS is swampland, it's true that most o f it isand those
Given the u n t a m e d nature o f the frontier, one could regions that aren't are either thick woods or already
argue that everyone who dwells in Q'barra is an heavily f a r m e d . T h e Shadow M a r c h e s is not a recog-
adventurer o f some sort. nized nation and have no overarching authority, so
no law exists to prevent the few arable regions from
Q'BARRA ASSOCIATED SKILLS being rapidly exhausted. Most inhabitants dwell on
If you are from Q'barra, you can choose Endurance a subsistence level. They construct h o m e s on stilts
or Nature as your associated skill. and raise the few food cropsrice being the most
c o m m o n - t h a t thrive in the m a r s h .
KHYBER
It is a r e a l m without hope, without sanity, without
lightbut not without life. Endless darkness, crushing
rock, winding corridors, and sunless seas fill the vast-
ness b e n e a t h the surface of Eberron. This r e a l m is
Khyber, the Dragon Below, an Underdark world that
lurk likes a ravenous m a w beneath the feet o f surface
dwellers.
Khyber is a r e a l m o f nightmare. D e m o n s that
stalked Eberron a thousand generations ago lie
to raid passing ships. Most Seren b a r b a r i a n s are imprisoned within its depths, and beings o f madness
h u m a n , but a few dragonborn tribes exist as well. slither through its twisted passageways. Foulspawn
Most dragonborn believe that Argonnessen is their and other aberrant creatures lurk in Khyber, orches-
ancestral h o m e , but the dragonborn o f Q'barra c a m e trating plans to unleash destruction and madness
to Khorvaire so long ago that they have no better upon Eberron.
knowledge o f Argonnessen t h a n anyone else. T h e passageways to Khyber are few, although
rumors and ancient texts tell o f gaping pits on the
ARGONNESSEN ASSOCIATED SKILLS face o f Eberron that lead into its depths. Despite
If you are from Argonnessen, you can choose Athlet- Khyber's horrors, m a n y surface dwellers have an
ics or Arcana as your associated skill. unhealthy fascination with the denizens o f the
Dragon Below. Khyber cultists grant their devo-
tion and their sanity to the foul beings that dwell in
the Underdark, hatching vile plots to empower the
objects o f their worship through sacrifices o f blood;
they even conspire to loose these creatures upon
Eberron's other inhabitants.
A few individuals brave Khyber's depths in search
o f fortune or to destroy the evil that dwells there.
Treasure hunters seek valuable midnight blue and
oily black Khyber dragonshards, obtainable only in
ASSOCIATED SKILLS
If you are a Korunda vault-keeper, you can choose
Dungeoneering or History as your associated skill.
HOUSE LYRANDAR
L y r a n d a r A i r s h i p S a i l o r : You are at home on
the d e c k o f an airship, traversing the skies o f Eber-
ron. You have flown through massive thunderstorms
and fought o f f everything from hungry wyverns to
murderous sky pirates. W h a t strings did you pull to
receive such a plum assignment? W h y did you leave
the airship for the life o f a n adventurer?
ASSOCIATED SKILLS
If you are a Lyrandar airship sailor, you can choose
Athletics or Perception as your associated skill.
ASSOCIATED SKILLS
If you are a Lyrandar raincaller, you can choose Ath-
letics or Nature as your associated skill.
< was the worst incident you ever saw on patrol? If you are a member of the Basilisk's Gaze, you can
choose Arcana or Perception as your associated skill.
M e n t a l B a s t i o n ( K a l a s h t a r ) : T h e dual spiritual
ASSOCIATED SKILLS nature o f your m i n d is abnormally strong, perhaps
If you are an enlisted soldier, you can choose Athlet- because you are descended from a particularly potent
ics or Endurance as your associated skill. quori. It's far m o r e difficult for others to force you to
act outside your intentions.
I n q u i s i t i v e : For you, adventuring isn't about
great wealth or fighting blatant, monstrous evils in
ASSOCIATED SKILLS
the wildit's about protecting society from the more
If you are a kalashtar mental bastion, you can choose
subtle evils within. You could be a city guard, a
Arcana or Insight as your associated skill.
House Deneith Marshal, or just a private citizen; your
goal is to solve c r i m e s and protect those who c a n n o t
U n s t o p p a b l e S o l d i e r ( W a r f o r g e d ) : You've been
protect themselves.
trainedor builtto be the perfect killing m a c h i n e .
You are quick to take advantage o f any opportunity or
ASSOCIATED SKILLS opening your foes offer. You c a n n o t b e stopped until
If you are an inquisitive, you can choose Insight or you complete your mission.
Streetwise as your associated skill.
ASSOCIATED SKILLS
RACE-SPECIFIC BACKGROUNDS If you are a warforged unstoppable soldier, you can
Player's Handbook and Player's Handbook 2 offer back- choose Athletics or Endurance as your associated skill.
ground options for the races presented in those books.
Those races particular to Eberron are presented here.
fi Player's Handbook"
M o n s t e r Manual*
Dungeon
EBERRON"
Master's
Campaign
Guide11
Guide
G E T M O R E AT
INSIDER"
www.dndinsider.com
ISBN: 978-0-7869-5100-0
4 Sug. Retail: U S $ 2 9 . 9 5
Printed in the U.S.A.
CAN $37.00
239657200