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Complete Warrior Classes

Wizards of the Coast released the Complete Warrior in November 2003, launching a line of player-oriented books focused
on the basic character types. The Complete Warrior updates previously released material to 3.5 compatibility and adds more
information on how to make all character classes more effective in combat.

The Complete Warrior is designed to be setting-neutral, with generic classes and prestige classes that can be used in nearly
any game. This article takes those classes and approaches them with the goal of giving each class a specific place in the
Eberron campaign setting. In the case of prestige classes, most of these examples tie a fairly generic Complete Warrior
prestige class to a specific culture or set of groups. Cultural ties help make prestige classes feel more special, but they
should be considered a recommendation rather than a requirement. The decision of whether or not to allow a certain
prestige class, and the determination of how it fits in the world, is always something a player should discuss with the DM.

Remember, prestige classes should be relatively rare in a world with few surviving heroes. When introducing certain
prestige classes within the context of an organization, keep in mind the prestige class represents its champions and
exemplars, not its average members.

If a class is not mentioned below, it is not recommended for conversion into the setting, usually because it is specific to a
culture or deity not included in the Eberron campaign setting.

Basic Classes

Hexblade
"Damn hexblades. What they lack in honor, they make up for in treachery."
Throughout Eberron there are warriors who have learned how to augment physical might with a somewhat underhanded
approach to arcane spellcasting. These hexblades have traditionally trained in isolation, teaching themselves to manifest
curses that provide an edge in personal combat. During the Last War, though, King Kaius II of Karrnath commissioned the
Twelve to conduct a more disciplined study of hexblade powers. The Arcane Congress became aware of this program and
instituted their own training program. Some hexblades from Karrnath and Aundair still work to advance their kingdoms'
agendas, while others strike out to seek their own fortunes.

Swashbuckler
"Say it again, scoundrel! Say it again and then throw down your shield, because now we duel like men!"
From Regalport to Stormreach, swashbucklers are a major part of the adventuring world in Eberron. Anywhere a fast blade
and a sharp tongue can provide an edge, swashbucklers will be swinging their way to success. They are perhaps most
common among the dragonmarked houses, where swashbucklers value family honor above all else, and in the Lhazaar
Principalities, where they sail the high seas with unparalleled mastery.

Prestige Classes

Bladesinger
"They say the most honored human warrior ever recognized by the Valenar elves was a Karrnathi knight who fought a great
bladesinger ...and survived long enough to hear the entire history of the Valaes Tairn."
Among the elves of Eberron, respect for ancestral history is paramount. Bladesingers are elves who combine arcane
experience with combat excellence, weaving spells into songs that praise their elven forbears. While bladesingers are found
among all elves, they are most common among the Valenar, who place particular value on glorifying their ancestors in
combat.

Cavalier
"As long as Thrane is surrounded by enemies on all sides, we shall ride to her defense. As far as we are concerned, the Last
War is not over."
Cavaliers in Eberron take many forms. During the Last War, while infantry represented the backbone of every army, almost
every army made use of elite cavalry. The most talented riders in Eberron are the Valenar elves, but mounted knights are
found in all four surviving human nations. While human cavaliers can't match Valenar horsemanship, they compensate with
physical might and a greater emphasis on gentility.

Dark Hunter
"Today you are eleven years old. Today you learn our family's purpose, the dark places you must go, the responsibility you
will bear for the rest of your life."
Even in the most prosperous regions of Eberron, evil constantly lingers beneath the surface. The Dragon Below holds many
secrets, all of them dark. Powerful fiends and aberrations trapped within Khyber are sometimes deep enough to be
forgotten, but constantly pose a threat to humanoid life. Dark hunters are the descendents and students of those who
originally bound the monsters in Khyber. They patrol the lightless caverns and ruins beneath the cities of Eberron, pursuing
agents of twisted cults, seeking Khyber dragonshards, and guarding communities against monsters that must be kept
underground.

Dervish
"She looked like a child on the battlefield, a child wearing a colorful mask, dancing and laughing as she cut down five of our
best men."
As peculiar as it may sound, the fusion of dance and swordplay is actually found in multiple regions of Khorvaire. It is
unclear where dervish dancing originated, but it is most prominent in the nomadic culture of the Talenta halflings, where
dance is an art form that brings the community together during tribal gatherings. Talenta dervish dancers armed with
curved sharrash blades are diminutive but deadly, weaving easily through crowds of larger foes. Some Valenar elves,
particularly female warriors, have been known to use their own dance-derived style. The entertainer-spies of House Phiarlan
have imitated this, spreading it throughout Khorvaire and inspiring a few self-taught dervish dancers in the Lhazaar
Principalities.
Drunken Master
"I'll drink to anyone who insults my god. Drink to ye, then break your spine with the back of my hand."
Throughout Khorvaire, monks are known for combining scholarly discipline with a spiritual approach to martial arts. Not all
unarmed combatants follow such a straight and narrow path, however. In the Mror Holds, some dwarves practice a more
chaotic form of unarmed combat. For centuries, they have taken the dwarven zeal for fine liquor and translated it into an
unorthodox fighting style that blends inebriation with unpredictable punches and kicks. While the drunken masters are a
tiny group, they are willing to share their techniques with anyone who has strong arms and stronger stomach.

Exotic Weapon Master


"I don't care where you learned how to use it. That chain is a filthy hobgoblin weapon, and you won't enter Thrane unless
you enter without it."
While the Last War was primarily fought with longbows and broadswords, many warriors desperate for an edge explored
unusual and archaic weapons. The background of exotic weapon masters is as diverse as their weaponry, and they are
found in all cultures. Some of the most respected exotic weapon masters in Eberron are Talenta halflings who specialize in
the sharrash or tangat. Monks, who often study the use of unusual weapons, may focus their martial training by choosing
this path. Exotic weapon masters are also found among goblinoids who continue the martial traditions of the ancient
Dhakaan empire.

Frenzied Berserker
"Remember, stealth and subtlety are of utmost importance to this operation. If we wait here for another hour, it will be time
for the changing of the guards, and then -- by the nine sovereigns! Karrashk, come back here!" 
Much is to be said for the order and regimentation of the modern army, but in the strict organization of rank-and-file troops,
some say a certain passion for battle has been lost. This spirit has been wholeheartedly embraced by frenzied berserkers,
the barbarian masters of enraged combat. Frenzied berserkers can be found among barbarians in every uncivilized culture,
from the orcs of the Shadow Marches to the dragon-revering men and women of Seren. While those who have observed the
disciplined wardens of House Kundarak would be surprised to hear it, dwarves were among the first frenzied berserkers,
waging bloody havoc during wars that wracked the Mror clans thousands of years ago.

Halfling Outrider
"I'll never understand why the tall folk choose mounts without sharp teeth or claws. What good is a companion who won't
fight to protect you when you fall?"
The halflings of the Talenta Plains are unmatched animal handlers. Through a combination of fearlessness, charm, and
ingenuity, they have successfully tamed some of the fiercest creatures in their environment. Halfling outriders are present
in every Talenta community, riding fastieth, clawfoot, and glidewing mounts. Rarely leaving their saurian companions, they
are capable of navigating a battlefield as nimbly as combatants on foot.

Hulking Hurler
"Droaam goblins fight to end battles quickly. If their ogre companions ever run out of boulders to throw, the goblins know
they'll be the first to be conscripted as ammunition."
With enough brute strength and the leverage inherent in a massive body, anyone large enough can become a hulking
hurler. In Eberron, they are most commonly found among the ogres of Droaam, where they serve the Sisters of Sora Kell as
imposing mercenaries. The savage descendents of true giants who live in the ruins of Xen’drik also include hulking hurlers,
eager to repel smaller humanoids that come to explore the giants’ ancient home.

Hunter of the Dead


"Tell these children who call themselves 'Stillborn' that the Blood of Vol is no path to sacred deathlessness. It is a
perversion, and we will ensure that its followers find oblivion rather than eternity."
While the elves of Aerenal use magic and rituals to keep their ancestors’ souls from departing to Dolurrh, Priests of the
Transition use positive energy that creates a hallowed form of undying life. They see undead creatures as perversions of this
process, total abominations that offend the Aereni reverence for life. For thousands of years, an elite Aereni organization
called the Deathguard has been dedicated to the destruction of negatively-charged undead. While all of these hunters of the
dead are currently Undying Court clerics, it is possible that members of other life-revering religions could adopt similar
techniques.

Invisible Blade
"Do you feel the point of the knife in your back? Held by a hand you never saw? Try applying again when you can do that to
someone else."
Among the humanoid races, there have always been quick-fingered rogues who favor the use of daggers and knives. In the
depths of Sharn, a gang of these peerless knife fighters call themselves the Invisible Blades. The group is remarkably
diverse, ranging from petty thieves to bored dilettante nobles. They meet regularly to spar, trade tall tales, and decide
whether to admit aspiring members to their highly skilled ranks.

Justiciar
"If you want someone to bore you with endless talk of clues and evidence, find an inquisitive. If you want your man in
chains by sundown, talk to Rikard d'Tharashk." 
In a continent full of war criminals, those who commit themselves to tracking down lawbreakers will never be at a loss for
work. From the righteous Sharn vigilante who wages a personal war against powerful crime guilds to the most ruthless
House Tharashk bounty hunter, the justiciar knows how to find those who don’t want to be found. While humans and half-
orcs with the Mark of Finding make the best justiciars, anyone with a zeal for justice and an independent approach to law
enforcement is qualified to pursue this path.

Kensai
"The Bright Lady is merciful. She ignites the weapons of her greatest servants with a glowing fire, warning the weak to
stand down or face certain death."
The warrior-monks of Dol Arrah glorify their sovereign by turning their own bodies into finely-honed weapons, tempered
with discipline and gentle restraint. A few learn how to extend this inner power, channeling the strength of their devotion
into the very weapons they wield. They carry halberds, spears, and other weapons into combat against the enemies of law
and goodness, adhering to a stricter code of loyalty and honor than most faithful of the Sovereign Host.

Knight Protector
"It's like these guys don't even know that Jarot is dead. For all their grand talk of reuniting Galifar, most of them spend
their lives in a backwater settlement, fighting lizardfolk in the name of the Great Kingdom."
Before the Last War, Galifar ruled for nine glorious centuries. In the midst of Galifar’s collapse into regional nationalism, a
few true patriots remain. The Knight Protectors preserve the memory of Galifar. They follow a rigid code and struggle to
maintain their ideals in an increasingly unprincipled world. While most Knight Protectors focus on preserving the order itself,
a few support the royal heir who they feel has the greatest potential to unite Khorvaire once more. Their base of operations
is located in Newthrone, where they gather to work toward the reconstruction of Galifar and recite stories of a kingdom and
time that only the eldest members knew as children.

Master Thrower
"The Talenta halflings know what goes around comes around... and some know this better than others."
While anyone with a keen eye and strong arm can follow the path of the master thrower, the unmatched masters of thrown
weapons are halflings. In the Talenta Plains, master throwers specialize in the boomerang. With unerring aim, they can toss
boomerangs that hit multiple enemies in one blow or sweep opponents off their feet.

Nature's Warrior
"The might of steel and spell are nothing compared to the weapons of Eberron's true children."
During the Last War, the druids of the Eldeen Reaches briefly became soldiers, defending their sovereignty and confronting
those who challenged their borders. The largest druidic sect, the Wardens of the Wood, fielded the bulk of these militant
druids. The nature's warriors were druids who focused on their wildshaping abilities, taking the form of fearsome beasts to
slay those would defile the great forest. Still trained most often by the Wardens, today's nature's warriors remain respected
by druids and feared by their enemies.

Occult Slayer
"I have known mages who were not careless and destructive, and have even called one a friend. But that does not change
the truth: arcane magic will doom this world if it is not stopped."
Occult slayers are the elite warriors of the Ashbound, a druidic sect dedicated to the destruction of arcane magic. While
some Ashbound are evil, many are simply concerned about the potential for catastrophe and suffering inherent in arcane
magic. They preach a return to nature and a banishment of wizardry. Occult slayers hunt spellcasters who have gone too
far, or who simply represent too great a risk to the natural order. They are trained to resist magic's effects while eliminating
its practitioners.

Order of the Bow Initiate


"Thrane's master archers can fell a dragonhawk from hundreds of yards away. The Knights Arcane have learned to fly fast
and prepare spells that soften falls from high places."
For hundreds of years, Thrane's tradition of archery has been one of the country's sources of pride. While most bowmen of
Thrane are simply well-trained foot soldiers, the finest archers are invited to join the Order of the Bow. These master
archers fire arrows with unearthly precision and devastating force. It's unclear whether their missiles are guided by a
devotion to the Silver Flame or a more abstract philosophy. Most of their members fell in the Last War, making it
challenging for any potential initiate to find a mentor.

Rage Mage
"You have not tasted a spell's true power until you have screamed its incantation at the top of your lungs."
Among the orc-blooded races of the Shadow Marches, arcane spellcasters are relatively rare. The rare half-orc who
develops bookish tendencies and an interest in magic is more likely to leave for Aundair or Breland than to stay in the
swamps. A few, however, learn how to study magic while embracing their barbaric heritage. They become rage mages,
harnessing the power of natural fury while wielding arcane energy. Rage mages are most often found in Cults of the Dragon
below, revering the abominations that their more heroic counterparts dedicate themselves to fighting.

Ravager
"Join with me! Join with me in the divine revelry that can only be found in the pain of innocents!"
The ravagers are a sadistic group of humanoids who believe that the only true passion lies in the pursuit of destruction and
chaos. They revere the Fury and draw power from their devotion to the Dark Six. While sahuagin are the most common
ravagers, small bands of ravagers can be found among all the supposedly civilized races.

Reaping Mauler
"Afraid? Yesterday I arm-wrestled a hill giant and pinned a minotaur twice my size. I think you'll understand if I'm not
afraid."
While most of Khorvaire's masters of unarmed combat train in monasteries, a few learned their art in the arenas of Droaam
and Darguun. Reaping maulers are gladiators who challenge opponents with holds and grapples rather than weapons or
precise blows. The few that have escaped or won their freedom are respected as exotic warriors, and are highly sought as
self-defense instructors.

Spellsword
"I am a creation of magic, so I never understood why magic did not come more easily to me. Surprisingly enough, it was by
studying armed combat that I learned superior control over my spellcraft."
Over the course of the Last War, wizards who had once dedicated themselves to theories and esoteric formulas were forced
into battle. Many died, and those who survived learned to be cautious. These spellswords taught themselves techniques for
casting spells in heavy armor, many of which can still be learned from talented tutors in the Five Nations. Almost all
warforged who study magic, whether or not they were originally intended to be spellcasters, naturally learn spellsword
techniques over time.

Tattooed Monk
"I wasn't lucky like you, brother. I wasn't born with a mark. But see here... I have marked myself."
The tattooed monks do not worship any of Eberron's gods, though many among their number once served in religious
monasteries. Instead, they are dedicated to unlocking the mystery of dragonmarks and inner power. While most monks see
chi energy as a manifestation of faith, tattooed monks liken it to the inner power that dragonmarked humanoids can tap
into. They tattoo themselves with imitations or embellishments of those marks, and while these rarely duplicate the power
of true dragonmarks, they confer unique and powerful abilities.
War Chanter
"This battlefield is ours to win. Dhakaani lords will rise again. Our foes will lose their will to fight when we sing of our
fathers' might."
The first war chanters preceded the arrival of most humanoid races in Eberron. War chanters were the foremost heroes of
ancient Dhakaan, warrior-poets who passed on the history of the goblin empire while forging their own legends on the
battlefields. Only a few goblins preserve these ancient traditions, most notably among the Kech Volaar. A few great heroes
of Zilargo have been war chanters, though most are long forgotten. While the gnomes have strategically avoided war during
recent history, Zilargo's few soldiers are often bardic historians who use ancient lore to inspire today's warriors.

Warshaper
"I expected the unarmed mongrel to shift and come at me with his claws. I didn't expect the claws to be the size of a
dragon's."
Most warshapers are druids who have mastered the manipulation of natural forms, using their wildshaping abilities to grant
otherwise humanoid forms the claws or tusks of fearsome monsters. Druidic warshapers belong to the Gatekeeper sect,
which used similar techniques to create horrid creatures during the Xoriat incursion in millennia past. Some of the most
talented warshapers, both within the Gateepers and outside the organization, are shifters. The shifters' natural intuition for
shapechanging serves them well, as they learn to augment their natural weaponry and morphic traits.

Complete Divine Classes

Released in May 2004, the Complete Divine is the second in a series of generic sourcebooks designed to provide players
with options to enhance certain aspects of their characters. The Complete Divine's focus is on clerics and druids, but it
provides tools for faithful characters of every class. 

While technically set in the default D&D campaign world of Greyhawk, the Complete Divine emphasizes setting-neutral rules
material. Most of the classes are designed to be generic, something that a DM can drop into any campaign world. This
article intends to narrow the focus of each prestige class, giving it a more specific place in the Eberron campaign setting. In
addition to helping you make the most out of the Complete Divine sourcebook, this article presents nearly every deity or
faith in Eberron with at least one specific prestige class.

In some cases where a prestige class' features were particularly tied to a Greyhawk deities, the class is not included here.
Where possible, though, the class has been transferred to an equivalent Eberron deity. As with any of the conversion
articles featured on the Eberron Journal, incorporation of every single class here would be rather overwhelming. Players and
DMs should work together to choose the classes and prestige classes that are right for a given campaign.

Prestige classes should be rare, especially in the Eberron campaign setting. They should generally be reserved for PCs and
major villains. 

Basic Classes

Favored Soul
"You must understand, the Keeper has blessed me with such gifts. Offering him your life is the least I can do to thank him."
In Eberron, divine magic is a miracle of faith. Even those with faith are rarely blessed with power, and the connections
between divinity and the common races is mysterious. A favored soul is someone whose power is even more confounding to
the few theologians aware of them: while they lack any sort of clerical training, they are nonetheless endowed with the
ability to work miracles. Once a favored soul has been touched by the divine, he learns to praise the deity who grants him
power. Such worship comes naturally, for only those who already reflect the ideals of their patron deity are capable of
becoming favored souls.

Shugenja
"The four sacred elements achieve perfect balance in our world, making it greater than any of the planes beyond. If
respected and studied, their power can be harnessed, but balance must always be preserved."
Elemental worship has been a part of Eberron since before the common races first praised the Sovereign Host. The origin of
the shugenja religion are one of the order's many secrets, but some facts are clear: they are few, they include members
from every common race, and they are dedicated to protecting Eberron from those who abuse elemental power. Shugenjas
draw their magic from a combination of faithful reverence and scientific study, and must commit themselves to a particular
order within the Cult of Four. Disguising themselves as sorcerers or druids, whom they often regard with a bit of
competitive disdain, shugenjas travel the world in search of threats to elemental balance. For more on shugenjas and the
Cult of Four, click here.

Spirit Shaman
"My totem tells me that an old and stubborn spirit named Hetmasa tends these brambles. The way will be easier once he
has received his proper consideration."
Spirit shamans represent members of societies that revere nature but follow a different path than the mainstream druids of
Eberron. Some Talenta wise men follow this path, as do the savages of undiscovered tribes in Xen'drik and the lizardfolk
shamans of Q'barra. Even some druids of Khorvaire become spirit shamans, listening to what they call the "whispers of
Eberron." Finally, some spirit shamans are members of the Greensinger druid sect who worship the fey of Thelanis more
than nature itself. Spirit shamans may not be as common as druids, but they make powerful enemies or allies to those
exploring the natural world.

Prestige Classes

Black Flame Zealot


"There is another voice in the Flame. I know you hear it. Heed its call, and it will give you true power to strike down the
impure."
The Church of the Silver Flame has a long history of champions whose methods in the fight against evil have been
questionable. Most people assume that this is the result of individual clergy members pursuing an approach in which the
ends justify the means. In fact, a deeply secret order within the Church selects such champions and sets them on a darker
path. This cabal denies the interpretive power of the Speaker and takes the Flame's proclamations as literally as possible.
The Black Flame cabal, so named for the flame-shaped blade given to each  of its initiates, trains those who are willing to
pursue espionage and assassination missions on behalf of the church. Some members find a balance between light and
darkness, but most succumb to the evil influence, corrupted by the Flame-bound demon whose lies they choose to believe.

Blighter
"My sisters are content to stand by and watch the world die. I am not. I know the flames of cleansing destruction are
coming, because I will bring them." 
The Children of Winter are an order of druids who worship death and decay. They believe that the world must die in order to
be reborn, and see themselves as agents of that transition. Some of members simply respect death as a part of the natural
cycle, while others actively pursue it. The most powerful and twisted Children of Winter become blighters, preparing the
way for destruction by sapping the world of life. Renouncing all benevolent aspects of their connection to nature, they
become opposed in every way to the principles of mainstream druids.

Church Inquisitor
"No, Brother, a demonic possession is not the most heinous discovery I can make. Far more horrifying is the priest who
turns away from the Flame, possessed only by his own greed or wrath."
The exorcists of the Silver Flame are renowned demon hunters, but they usually direct their talents to the destruction of
visible foes. The Church inquisitor knows that not every demon can be exorcised with a holy smite. Church inquisitors
pursue fiends who attack the Silver Flame more subtly ...as well as more mundane threats of corruption from within. Few
clergy members attain the powers of a Church inquisitor, so those who take this role spend their careers traveling between
different nations, stopping at Silver Flame churches and monasteries to ferret out the traitorous and corrupt.

Consecrated Harrier
"Those who violate the sanctity of home and hearth, of trusting neighbors and righteous laws, cannot hope to hide from me.
Boldrei will show me the way."
The church of the Sovereign Host is less given to hierarchy and doctrine than that of the Silver Flame, but that doesn't
mean that its individual temples are isolated from one another. One international group that ties the Sovereign Host faithful
together is a holy constabulary force whose members revere Boldrei, the lawbringer. These consecrated harriers travel
throughout Khorvaire, performing missions for the church, enforcing just laws and hunting the most dangerous agents of
the Dark Six. The harriers have no legal power in any of the nations of Khorvaire, but have established cordial working
relationships with authorities in Aundair, Breland, the Mror Holds, and Q'barra.

Contemplative
"They say the High Abbess knows more about the Sovereign Host than anyone alive, that she is visited by bright beings
from Syrania... and that during their visits, she is the one answering questions."
In most cases, those clerics who dedicate themselves to a single member of the Sovereign Host establish a more profound
connection to their god than a cleric who worships all nine members. But making a connection to the gods requires an
understanding of how all members of the Sovereign Host relate to one another. Clerics who study these relationships
become Contemplatives, and form a stronger connection to the divine family than any worshipper of an individual member.

Divine Crusader
"Do not blame yourself for falling so quickly. My sword arm is guided by Kalineth Valior, who lived a thousand years slaying
dragons mightier than an army of your ancestors."
The divine crusaders are the warrior-priests of the Valenar, elves who glorify their ancestors in combat and gain divine
protection in return. Each crusader channels the powers of a patron ancestor, gaining a measure of combat prowess and
protection from arcane energies. Divine crusaders are honorable in war, but most support the expansion of Valenar's
borders and will gladly participate in raids on other nations. All divine crusaders gain some power to resist the attacks of
their enemies, and a few are granted powers that ward specifically against evil.

Divine Oracle
"I spent my life trying to achieve the wisdom of Aureon's oracles, and now that I know what they know, I feel more ignorant
than ever before."
The future holds many secrets, and its students are myriad. From the dragon prophets of Argonnessen to the more
pragmatic diviners of the Zilargo Trust, many turn to magic in an effort to understand the unknown. Aureon is the patron of
these seekers, and grants power to both mages and clerics who pursue the study of knowledge. Divine oracles are the most
successful of these, and are undoubtedly the most gifted seers in Khorvaire. Only a few can hope to achieve even a
measure of such ability, but many attempt it. They congregate at the great temple to Aureon in Fairhaven, hoping that their
rigorous study and unerring faith will grant them access to secrets of the past, present, and future.

Entropomancer
"The Cult speaks of elemental balance, but it is the elements themselves that weigh too heavily upon the universe. This
world begs to be drawn into the Void, to experience the cleansing touch of annihilation."
The shugenjas originally created the Cult of Four because closely monitoring the different orders of elemental worship was
the only way to keep them in balance. However, even within the Cult, one order is forbidden. The study of Void, sometimes
referred to as the final element, is considered frivolous by some and dangerous by others. Entropomancers are the reason
for this restriction. Throughout the Cult of Four's history, maverick students of the Void have harnessed its power over
nothingness. The resulting power is singularly destructive, and rogue entropomancers are one of the primary enemies of the
Cult of Four. Most entropomancers are convinced that they can control the power of Void, but the weak-minded become lost
within the paradox it represents, slipping into madness forever.

Evangelist
"Friends, you come to me with full pockets and empty hearts. In the name of our Friend in Prosperity, I invite you to take
part in the bounty of this bazaar. Take faith in Kol Korran, and he will help you buy a piece of happiness!"
Unlike the Church of the Silver Flame, the followers of the Sovereign Host do not generally use evangelists in the traditional
sense. Of course, the silver-tongued lay ministers of Kol Korran are anything but traditional. While their ostensible mission
is to advance the religion of the god of commerce and travel, evangelists of Kol Korran just as often use their divinely
inspired charm to improve the terms of an agreement in their favor. When critics accuse them of blasphemy, any evangelist
is quick to invoke one of Kol Korran's most essential teachings: the individual pursuit of wealth and happiness eventually
serves the greater community.
Geomancer
"Whether harnessed with a wizard's chanting or a through a druid's love for Eberron's fertile soil, all magic is connected. It
flows through the blood of the earth, and it flows through my blood."
When an artificer weaves magic into a cloak or cutlass, she makes no distinction between the arcane and the divine. A
geomancer is a spellcaster who has made the same discovery and dedicated her life to studying the interactions between
natural magic and more systematic incantations. Only one such geomancer is known to exist on Khorvaire, a female shifter
who was raised as a druid but also possesses a natural talent for sorcery. Moreso than most shifters, she has a particularly
catlike appearance, but her bestial visage belies a brilliant mind. She studies the nature of magic in the heart of the Eldeen
Reaches, and may be willing to share her secrets with those who can help her explore new arcane mysteries.

Holy Liberator
"True goodness requires freedom, because only in the absence of rigid rules can we prove that our virtuous decisions are
made from goodness of heart, not fear of punishment."
The God of Strength at Arms empowers freedom fighters across Eberron. Holy liberators are Dol Dorn's champions, riding to
the defense of individual rights rather than the laws of kings. While holy liberators respect Boldrei and the concept of
community, they are suspicious of strong government and quick to act when rulers become oppressors. Holy liberators
respect followers of Dol Arrah and the Silver Flame, but sparks tend to fly when a holy liberator has to work with a paladin.

Hospitaler
"Put your gold away, soldier. This isn't a House Jorasco mercenary clinic. Boldrei helps all people of faith."
During the Last War, servants of the Sovereign Host were torn between different facets of their spiritual missions. Clerics of
Olladra were sworn to heal those in need, but most refused to participate in war. Servants of Boldrei, however, did not see
any hypocrisy in focusing on giving aid to soldiers of their own nations. The hospitalers were healers and a soldiers who
rode to war with the mission to help the wounded. Many hospitalers fell in pursuit of their healing mission, but those who
remain are sure to be welcomed by any soldiers.

Pious Templar
"You dare trespass on the holy ground of Balinor's Sanctuary? Though you are many, I urge you to stand down. The Great
Hunter's power is in my axe, and his strength is far greater than yours."
During the Last War, many Sovereign Host temples and shrines were destroyed in the fighting. All followers of the
Sovereign Host were saddened by this, and faithful families sent their sons and daughters to prevent further sacrilege. The
pious templars now serve under clerics of all Sovereign Host deities. Each templar pledges their service to a particular holy
site and generally spends his life protecting it, though some travel from temple to temple in search of clerics in need.

Rainbow Servant
"We stumbled upon the ziggurat deep in the interior of Xen'drik. Its inhabitants wore rainbow-feathered cloaks and smiled
at us as we approached. But when we tried to enter, we were confronted with an impassible wall of force. The guardians
continued to smile as we turned away and altered our course."
While the Church of the Silver Flame worships the Flame's power through the intermediary of a martyr who died just a few
centuries ago, the religion's roots are far older. The Silver Flame was ignited when the couatls battled the raskshasas at the
dawn of time and sacrificed themselves to bind the fiends in Khyber. Rainbow servants are arcanists who have discovered
this history and worship Eberron's few remaining couatls as living exemplars of the Silver Flame. They are rare and likely to
be misunderstood in Thrane, so the few that exist live among the Maruk Ghaash'kala in the Demon Wastes or in a secret
jungle temples.

Sacred Fist
"So then the monk announced that he was about to use a 'flaming fist attack.' Silly me: I thought it was a figure of
speech." 
Like the older religions of Khorvaire, the Church of the Silver Flame sponsors monasteries whose members combine
scholarship, contemplation, and martial training. The Sacred Fists of the Silver Flame emphasize purity, believing that their
own bodies are fueled and cleansed by sacred fire. Indeed, druing combat, their fists explode into silvery light, burning their
way through impure enemies.

Stormlord
"The so-called Mark of Storm is a perversion of the Devourer's gift. Tonight we strike the Lyrandar fleet and claim the
blasphemers' spoils for our master!"
Stormlords are among the Devourer's most powerful followers. They delight in destruction and chaos, riding thunderclouds
to cast lightning at hapless travelers. Marauding along coastlines and a few of Eberron's inland seas, they serve as an
inspiration for the Devourer's lesser worshippers. They rarely cooperate with other members of the Dark Six, possessing
little patience for plans that do not unfold with the speed and devastation of a summer hurricane.

Temple Raider
"Traveler, silence my footsteps and quicken my hands, so that I may take a treasure from the servants of the Host who
spurned you."
Some rogues, especially those who dare to violate holy sanctuaries, are willing to pledge to any god who will show them
favor. Even those who would never think of worshipping the Dark Six have compromised upon seeing others draw power
from the Traveler, patron of scoundrels and thieves. Temple raiders learn how to augment their roguish skills with divine
luck, and delight in stealing relics from more traditional religions.

Ur-Priest
"If I have power and I do not believe, how can the gods exist? When you bow before the Silver Flame or Sovereign Host,
you worship men, not gods! If you're going to worship a man, at least worship one with the wisdom to see the world as it
really is."
Throughout Khorvaire, there exist people who have worked miracles as impressive as the clerics of well-known gods, but
who pledge their faith to abstract ideals. Ur-priests are godless clerics who literally worship themselves, taking an ideal of
self-confidence and perverting it into an arrogant, self-congratulatory religion. Having circumvented the normal "rules" for
accessing divine power, they learn how to absorb the conviction of others' beliefs as a parasite infests a host.

Void Disciple
"Just as the elements keep one another in balance, nothingness provides a counterpoint to all that exists. Every disciple
learns that nothing is impossible to understand, but ignorance of nothing is the definition of wisdom."
The Cult of Four is correct in its belief that Void is both enigmatic and dangerous. However, not all who defy the Cult and
join the Order of Ineffable Mysteries pursue the mad path of entropomancy. A few become Void disciples, wise students of
the final element. Their power is great, but they must remain hidden, for the Cult of Four makes no distinction between
them and their evil counterparts.

Warpriest
"I told Queen Aurala that General ir'Kalth mutters foul prayers before every battle, that our enemies are covered in welts
and wounds before the fighting even begins, but she seemed unconcerned. I can't argue... the general gets results."
Spellcasting clerics are traditionally the martial arm of any church, training in battle and receiving more divine might than
cloistered clergy. Some say the gods relish war, and the warpriests suggest that there may be some credence to such
theories. During the Last War, religious soldiers who pledged loyalty to certain gods gained powers that helped them rise
through the ranks. Warpriests devoted to Dol Arrah fought for armies they believed in, though occasionally this meant they
fought against one another. Most pledged loyalty to a specific nation, but would go out of their way to challenge warpriests
who revered the Mockery.

Complete Arcane Classes

Wizards of the Coast released Complete Arcane in November 2004 as the third in its line of "Complete" class-oriented
supplemental sourcebooks. Complete Arcane offers a setting-neutral guide to magic and magic-oriented characters. This
article proposes specific placement for Complete Arcane classes and prestige classes in Eberron.

While the book's content is designed to be compatible with any campaign setting, Eberron presents unique challenges and
opportunities for arcane prestige classes. Despite the prevalence of low-level magic in Khorvaire, high-level magic is rare
among the common races. Therefore, heroic arcane characters are less likely to enter a prestige class through membership
in an organization. Instead, prestige classes are often attained by studying enemy organizations, ancient non-humanoid
magic, or through independent realization of arcane secrets.

Remember, the recommendations here are just suggestions. If a character is working toward a prestige class, the player
and DM should work together to determine the best place for a prestige class in your campaign. Prestige classes,
particularly in Eberron, are best used sparingly. Introduce them in a way that deepens your game’s lore rather than dilutes
it.

Basic Classes

Warlock
"Beware the easy path to power, warlock. If your pride doesn't bring you down, the Gatekeepers will."
Warlocks are spellcasters who draw power from the planes themselves. Just as psions draw upon the from the planes of
Dal Quor or Xoriat, warlocks channel the raw energies of Thelanis, Kythri, or Shavarath. Their eldritch blasts and invocations
channel the arcane strength of fiends and fey. There are several types of warlock in Eberron, though all are extremely rare.
Some have a family heritage touched by outsiders or native fiends, others have made bargains with fiends or fey, and some
were simply born during a planar coterminous period. A few have found that they can unlock a warlock's abilities by
wounding themselves, then exposing themselves to a powerful manifest zone. Regardless of their origin, warlocks are
distrusted by those who understand their nature. In particular, druids are concerned that warlock magic destabilizes the
planes; certain Gatekeepers believe this problem should be addressed directly and violently.

Warmage
"Magic is not solely the province of geniuses and savants. With enough discipline, nearly anyone can harness it. Give me a
few of your brightest soldiers and your hardiest magewrights, and I will return to you a unit of warmages."
During the Last War, nations turned to military magic to break stalemates and supplement traditional warfare. In 968
YK, Aundair's Knights Arcane realized that fragile young spellcasters could learn to cast spells in armor if given the proper
training early in their careers. In Karrnath, warmages were trained first in combat, then instructed in the use of simple
spells. The practice spread to other nations, though warmages never became a significant part of any force. House Cannith
actually commanded the largest force of warmages during the Last War: warforged spellcasters designed as combat casters.
While rare in the current peacetime, warmages are still trained by a notoriously overbearing instructor at the Rekkenmark
Academy.

Prestige Classes

Acolyte of the Skin


"I wear the pelt of Nethatar's spawn, freely given and gratefully taken. I swore no oath of allegiance to the rakshasas, but I
must assume they see my interests as their own."
The Lords of Dust regard most mortal as tools and playthings, but consider some more valuable pawns than others.
Acolytes of the Skin are the most powerful humanoid servants of the rakshasas, bound to lesser fiends in a ritual that both
empowers and subverts the acolyte. Some are arcane conjurers, while others lead cults of the Dragon Below. In both cases,
their manipulation of minor demons gains the attention of rakshasas who offer them a terrible bargain. This culminates in
the Ritual of Bonding, a process that leaves the Acolyte of the Skin marked with dark stripes and menacing feline features.
Though Acolytes claim autonomy, their will is secretly bound to the Lords of Dust, and all Acolytes can expect to become
hunted enemies of the Silver Flame.
Conversion: At 9th level, an Acolyte of the Skin may choose to summon a bharaivya rather than a babau or chain devil.
At 10th level, an Acolyte of the Skin becomes a native outsider.

Alienist
"What do I hear coming from the corridor ahead? I hear snow-black ooze carrying a flock of exquisite insects, and in each
facet of each insect's eye is a perfect city formed of flowing crystalline lungs, and in these cities live eel-armed dwarf
maidens of unimaginable beauty..."
Xoriat, the plane of madness, is an all-consuming trap for powerful minds. Overconfident sages look to Xoriat as a
surmountable challenge, but find only insanity as they try to comprehend its mysteries. They see Xoriat superimposed on
the world around them, and constantly hear the daelkyr's whispered commands. All alienists walk a path toward ruin, but
along the way they gain impressive power. The pseudonatural creatures they summon are anathema to all druids, and the
Gatekeepers are particularly intent on eliminating any known alienists.

Argent Savant
"Put that scroll away, you fool! You can't treat Upper Menthis like some abandoned dungeon. Crowded streets call for more
selective evocation."
While argent savants can be found among elite spellcasters through Eberron, the world's most well-known argent
savants are a pair of wizards in the Blackened Book, the arcane arm of the Sharn Watch. While most countermages in the
Blackened Book are diviners or abjurers, extreme situations call for powerful evokers. Masters of force effects, the argent
savants use their spells to apprehend criminals or destroy threats to the city without harming civilians.

Blood Magus
"I have conquered death itself. What could you possibly believe I have to fear from you?"
The Order of the Emerald Claw has access to a number of artifacts that raise the dead, collected by the lich queen Vol in
her unsuccessful quest to return to life. When one of these devices is used to resurrect a high-ranking wizard and sorcerer
within the Order of the Emerald Claw, the spellcaster sometimes gains new insight into life and death. The result is a blood
magus, a master of the vital fluid that form the basis of Vol's religion. While blood magi keep most of their secrets inscribed
on their own skin, the process for becoming a blood magus is recorded in a set of tomes secured beneath a Blood of Vol
church in Karrnath.

Effigy Master
"Cannith may no longer be in the business of creating life, but their imitations of life have become increasingly convincing."
Constructs have always been the province of House Cannith, but the study of simulacra has traditionally taken a back
seat to the development of warforged and wondrous magical items. With the Treaty of Thronehold's ban on warforged
production, some artificers and wizards within House Cannith have chosen to focus on the creation of lifelike effigies. A
novelty item during the last war, these effigies have become increasingly popular as bodyguards and soldiers. Effigy
masters are few, but the revenue earned by their services means that even artificers with no blood ties to House Cannith
are welcomed to train as effigy masters.
Conversion: An artificer who has 10 ranks in Use Magic Device can meet the prerequisites for this class without having
simulacrum on his spell list. An artificer who becomes an effigy master adds Use Magic Device to the effigy master's list of
class skills. At every level after first, an effigy master gains additional infusions per day as if he had gained a level of
artificer.

Elemental Savant
"The Bronzehearts do not teach outsiders our ways... but you are clearly blessed by the Thunder Prince. We will reveal our
secrets if you swear to join our war against the Stormwalkers."
The dragon-worshipping barbarians of Seren produce an unusually large number of sorcerers. These sorcerers cultivate
powers related to their tribes' draconic founders, particularly focusing on destructive spells that mimic draconic breath
weapons. An elemental savant takes this to the next level, mastering one element at the expense of all others. Seren
elemental savants are reluctant to share their secrets with foreign spellcasters, and demand displays of loyalty from any
who wish to join their ranks.

Enlightened Fist
"Aureon teaches us that the mystic passes of spellcasting can be extrapolated to the entire body. With the right training, a
precise punch or kick can serve as a spell's somatic component."
Just as a Fist of il-Yannah combines martial discipline with psionic prowess, an enlightened fist blends monastic study
with spellcasting might. A half-dozen enlightened fists of Aureon exist in Khorvaire, and all are treated with the respect
normally reserved for ecclesiarchs of the Sovereign Host. Some spend their lives in quiet contemplation, studying lost magic
or draconic martial arts, while others serve as instructors for young monks. A few choose a much more dangerous path:
hunting down the enlightened fists of the Shadow.

Fatespinner
"I refuse to be a slave to the Prophecy. I choose to forge my own destiny."
The dragons of the Chamber tend to be young and impatient, eager to participate in the Prophecy rather than simply
observe it. Some take this approach even further, hoping to directly alter the course of fate. Such dragons become
fatespinners, manipulating providence as a bard might play a harp. Brash and impulsive, they are more than willing to
share their techniques with human agents of the Chamber, selecting mages with a penchant for divination and a flair for
games of chance.

Geometer
"I once knew a gnome who told me that a spell's power has more to do with the ink it's written in than the person casting
it. Aren't gnomes hilarious?"
Each dragonmarked House has its specialist spellcasters. Among the most remarkable are the geometers of House Sivis.
Like all gnomes, the members of House Sivis have an insatiable thirst for knowledge. They delight in studying sigils, arcane
marks, written language, and mathematics that bore members of other races. Combining these disciplines, they discovered
the power of spellglyphs. Most people aware of the Sivis geometers assume their magic simply supplements the House's
traditional businesses. The truth is more impressive: geometers have uncovered techniques for exploiting vulnerabilities in
the wards used to protect House Kundarak banks and holdings. They are willing to sell this information, but so far the
highest bidders have been the dwarves of House Kundarak.

Green Star Adept


"At first, the meteors were not recongizable as Siberys shards, covered as they were by a mysterious viridian stone. Now I
wonder if this ore is even more valuable than any dragonshard."
Deep in the jungles of Xen'drik, priceless dragonshards rain from the skies. Of these, perhaps one in a hundred is
covered in an unearthly green ore. Once refined, this green starmetal has arcane properties apparently derived from its
exposure to Siberys. Only one wizard is known to have studied this material extensively, and she disappeared over a
decade ago. Adventurers who find some of this strange metal and wish to explore its properties further must follow the trail
of clues left by that wizard, Eberron's only green star adept.

Initiate of the Sevenfold Veil


"We have watched them closely, Khaazak'tasha. I do not know what to make of their obsession with the constellation
Tiamat, but the members of the Sevenfold Guard have not wavered in their duties."
Long before men or elves walked Eberron, dragons liberated the world from the reign of fiends. Pivotal to these efforts
were seven elder wyrms, taught powerful secrets of abjuration by a couatl sage. Since the Age of Fiends ended, the dragons
of Argonnessen have maintained a Sevenfold Guard dedicated to the mysteries of a force they call "the Veil." Each member
is assigned to master one color of the veil. The colors assigned correspond to the dragon's type (with bronze, gold, black,
and silver dragons matched to orange, yellow, indigo, and violet, respectively). Only a handful of humanoid spellcasters
have the knowledge required to even begin studying the Veil, and none are deemed worthy by the dragons. It is always
possible, however, that a couatl exists who still possesses this knowledge and is willing to share it. 

Mage of the Arcane Order


"If you wish to challenge me, be aware that you oppose the will of Khorvaire's mightiest mages."
Several mage guilds exist in Khorvaire, from the Esoteric Order of Aureon to the Arcane Council of Aundair. Most,
though, are mere shadows of the magical fraternities that existed before the Last War. A mage of the arcane order gains
access to the order's spellpool, an arcane library that vastly increases a wizard's versatility. One of the deepest spellpools in
Eberron belongs to the Twelve, an alliance of wizards sponsored by the dragonmarked houses. In fact, the spellpool
contains spells more powerful than even the most experienced member of the Twelve should be able to cast. A mage of the
arcane order will have to contend with this mystery ...and with the more immediate threat of jealous rivals within the
Twelve.

Master Transmogrifist
"Personal transformation takes discipline and arcane talent, yes, but just as important is the ability to play a role, to believe
you are what you are not."
While few spellcasters have the experience and raw talent to become a master transmogrifist, there are many paths to
this prestige class. Aundairian sages have long studied the wildshaping druids of the Eldeen Reaches with great fascination,
and some have applied those principles to enhance their transmutation magic. In Droaam, apprentices to the Daughters of
Sora Kell are taught shapeshifting secrets to aid their infiltration of humanoid cities. Members of the Chamber can learn
polymorphing techniques from a silver dragon patron. Finally, an adventuring sorcerer or wizard could simply discover these
techniques herself through repeated use of related spells. In all these cases, master transmogrifists make exotic spies and
versatile warriors.

Mindbender
"The inscription on the temple's eastern wall is written in archaic Aereni. It describes a slave uprising, led by elven bards
whose songs were so compelling that they turned the giants against one another."
Like the master transmogrifist, the mindbender is a class found among multiple individuals and organizations in Eberron.
Mindbenders tend to be the heads of cults and cartels, leading others with a combination of natural charisma and
supernatural coercion. The Tyrants, a criminal network based in Sharn, is said to include several doppleganger enchanters
and sorcerers who have developed their natural telepathy into a powerful manipulative tool. The Aurum use mindbenders in
high places to keep money in the hands of the rich. The agents of the Dreaming Dark are the most insidious and widespread
members of this class, and their kalashtar opponents sometimes become psionic mindbenders.
Conversion: For Inspired mindbenders and their PC counterparts, use the psionic conversion suggestions provided in the
"Adaptation" section of the mindbender description.

Seeker of the Song


"My life would be complete if I could discover just one note of the song that guides the dance of the planes, the lullaby that
keeps Khyber asleep within Eberron, the requiem that began when Siberys was destroyed and scattered across the
heavens."
While bards are notorious dabblers, they all share a single passion: music that uplifts the soul and changes the world.
Within the Circle of Song, a few bards focus on music above all other trades. These Seekers of the Song are known only to
each other, and their precise numbers are a mystery even to those within the continent-spanning brotherhood of bards.
Their quest is to uncover the Music of Creation, the mysterious and inimitable notes that guided the birth of universe. Along
the way, they discover songs that affect objects and bodies as sublimely as they affect hearts and minds.

Sublime Chord
"We all know that music can be found among the stars, meter and pitch spelled out in the geometry of constellations. But
observe, if you will, the pattern made by overlaying those notes over our charts of Siberys. This is more than a code. It’s a
spellbook written across the sky.”
The gnomes of Zilargo prize knowledge above all else. The gnomes' greatest heroes have been bards, and the study of
music and lore is ingrained in Zil culture. Many Zilar wizards often have their first exposure to magic through bardic music,
a phenomenon that has resulted in deeper study of the relationships between the two. The sublime chords are true students
of esoterica: philosophy, astrology, music, and magic. They find thematic and mathematic connections between phenomena
that other scholars could never imagine, and use their cosmological insights to cast spells in unique ways. Few non-gnomes
have the tolerance for obscure studies required of a sublime chord, but the gnomes would welcome any sufficiently
experienced scholars at their annual gatherings in Korranberg.

Xen'drik Archanamach
"At night, the storm giants’ rumbling song can be heard halfway across the continent. The few words I can understand
speak of ancient heroes, of spells and swords that shook the very foundations of Eberron.”
During the height of civilization on Xen'drik, giants were the unquestioned rulers of the known world. Among their
greatest warriors were the archanamachs, eldritch giants who fought the armies of the dream plane with martial and
magical might. The archanamachs were among the first to fight during the Dal Quor incursion, and some of the last to fall.
Now, they are truly extinct and their methods have been lost for millennia. Like modern-day arcanists, however, the
archanamachs recorded their secrets in enchanted tomes. If such a spellbook still exists, it is either hidden deep within the
ruins of Xen’drik or kept in a fortified chamber in Dal Quor, waiting for a hero to turn its massive pages and imbibe its
secrets.
Conversion: Aside from changing the name of the Suel Archanamach prestige class, two modifications must be
observed. First, Giant replaces the Ancient Suloise language requirement. Second, the Grimoire Archanamacha is quite
literally a giant artifact. A house-sized tome, it requires magic to even move from its secret resting place.

Wayfarer Guide
"So if I don’t get you to Wroat by noon, certain war will engulf all of Khorvaire? Fine, that’s good for a ten percent
discount.”
Not to be confused with the Wayfinder Foundation, the Wayfarer Guides are a group of elite teleporters within House
Orien. They provide premium services to politicians, merchant princes, adventurers, and other dragonmarked nobles. While
most possess the greater Mark of Passage, a few are sorcerers or even wizards who hope to increase their standing in the
House. Only a handful of Wayfarer Guides exist, and most prefer to spend their days enjoying their wealth rather than
earning more. All are mercenary in nature, and expect prompt payment for their services. It’s possible that this avarice
could even prompt one of them to sell their secrets to someone outside of Orien.

Wild Mage
"This is what magic could be: raw and unrestrained. You cannot hope to control it, only to let it sweep you up in its random
majesty.”
On the Day of Mourning, the nation of Cyre was ravaged by a score of diverse catastrophes, only similar in the
magnitude of devastation they caused. Almost unnoticed among these was the sudden appearance of manifest zones to
Kythri, the plane of chaos. Indeed, such zones appeared throughout the known world on the Day of Mourning, and
expanded where they had been seen in the past. In these zones, magic is powerful but rebellious, defying expectations in
ways both impressive and dangerous. At least one archmage, widely believed a casualty of the Last War, has become
obsessed with manipulating the unpredictable forces of wild magic. Those who study the manifest zones have found that
they can not only harness the power of wild magic within areas connected to Kythri, but carry it into the rest of Eberron.

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