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Dokumen - Tips DD 4e Eberron Players Guide
Dokumen - Tips DD 4e Eberron Players Guide
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CONTENTS 2
L- L I F E I N E B E R R O N 6 Tieflings 40 Staffs 108
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t i INTRODUCTION
The cauldron of the thirteen d ragons boils
until one of the five beasts fighting over a single bone becomes a
thing of desolation.
p r o b l e m . T h e L a s t W a r t u r n e d o l d a l li e s i n t o b i t t e r
IN THE wa ke of a long and terrible war, a world
enemies and destroyed an entire nation, leaving ter
strugg les to find its destiny. W ill it des cen d onc e
rible scars behind. Crime and corruption lurk in the
mo re into brutal conflict and end in spe ctac ular
largest cities. You r character's allies might bec om e
annihilation, or will the world emerge at last into a
his or her en em ies in the blin k of an eye, and well-
new era of pea ce and prosperity?
kno wn agents of evil might provide assistance whe n
At this m om ent , a han dfu l of heroes—you and your
i t' s l e a s t e x p e c t e d . H i d d e n d r a g o n s s h a p e t h e c o u r s e
allies—migh t hold the fate of the world in their h an ds .
of history. Sinister fiends influe nce th e dre am s of the
This is a world whose destiny is hidden in the mys
unwary . A n arm y of horrors lingers just beyon d the
terious prophecies of dragons, tempe red by p owerful
magic, and forged in bloody warfare. e d g e o f r e a l it y , s tr u g g l i n g t o b r e a k t h r o u g h . N o t h i n g
is exactly what it seems.
3 . A world of magic. T h e s e t t i n g s u p p o s e s a w o r l d
TEN IMPORTANT FACTS that developed not through the advancement of
W ha t mak es the world of Ebe rron unique? Here are scienc e, but by the mas tery of ma gic. Magic allows
ten key pieces of inform ation about the world to bea r for conv enien ces and services und rea m ed o f in
in mind. traditional med ieval fantasy. Bo und elem enta l
1. If it exists in the D& D'"' world, then it has a place in creatu res power eleme ntal airships, rail transport,
Eberron. E b e r r o n is a l l a b o u t u s i n g t h e c o r e e l e m e n t s and high- speed o cea n vessels. A working class of
of the D & D w orld in new ways and interesting com min or mag es uses ritual magic to provide energy
binations, with some uniqu e elemen ts thrown in. and other necessities in towns and cities. Advances
I t 's st i l l a D & D s e t t i n g , s o a n y i n f o r m a t i o n f o r p la y in ma gic item creatio n have led to eve ryth ing from
e r s t h a t a p p e a r s in a n o t h e r D & D c o r e r u l e b o o k o r self-propelled farming implements to sentient, free-
s u p p l e m e n t — f r o m t h e c l a s s e s a n d r a c e s i n a Player's willed constructs.
Handbook"' t o t h e n e w p o w e r s a n d o t h e r f e a t u r e s i n a 4 . A world of adventure. F r o m t h e s t e a m i n g j u n g l e s
b o o k s u c h a s D i v i n e P o w e r "—should fit r ight in to your
1
o f A e r e n a l t o th e c o l o s s a l r u i n s o f X e n ' d r i k , f r o m
D u n g e o n M a s t e r ' s E B E R R O N c a m p a i g n . ( O f c o u r s e , the towering kee ps of Sh arn to the blasted hills and
your D M always has the final word about what p arts valleys of the D em on W aste s, Eb erron is a world of
of the D & D g am e are allowed and not allowed in the action and adventu re. Ad ventures can d raw your
campaign.) character and your allies from one exotic location
2. Tone an d a t ti tu d e . E b e r r o n t a k e s a l l t h e c i n e m a t i c to another across nations, continents, and the entire
action and swashbuckling adventure of traditional w o r l d . T h e q u e s t fo r t h e M i r r o r o f t h e S e v e n t h M o o n
D & D g a m e s a n d a d d s in a s t r o n g d o s e o f m y s t e r y a n d migh t take you from a hidden des ert shrine to a
scheming. In this campaign, stories don't always end ruined castle in the Shadow Marches and finally to a
well, and there isn't always a right answer to every dun geon below the Library of Korra nberg . Th roug h
I N T R O D U C T I O N
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C H A P T E R 1
W E L C O M E TO th e w o r l d of Eb erron Th is
b o o k is y o u r g u i d e to e x p l o r i n g e v e r y t h i n g E b e r r o n
h a s to o f f e r . T h e E B E R R O N ® c a m p a i g n s e t t i n g a b o u n d s
w i t h s i n i s t e r c o n s p i r a c i e s , a m y s t e r io u s P r o p h e c y ,
a n d c o n s t a n t o p p o r t u n i t y for e x p l o r a t io n an d a d v e n
t u r e . T h e s e t t i n g m i g h t b e d e s c r i b e d as f a n t a s y n o i r ,
c o m b i n i n g p u l p a c t i o n w i t h d a r k f a n t a s y for a u n i q u e
e x p e r i e n c e at the g a m e t a b l e .
I n t h i s b o o k y o u ' l l f i n d all the t o o l s to c u s t o m i z e
a c h a r a c t e r for the E b e r r o n w o r l d (or any D & D set (K>
t i n g ) . T he EBERRON P l a y e r 's G u i d e f e a t u r e s t h r e e r a c e s
e s s e n t i a l to the s e t t i n g : k a l a s h t a r , c h a n g e l i n g s , and
w a r f o r g e d . It a l s o i n t r o d u c e s th e a r t i f i c e r c l a s s and
p r o v i d e s o v e r tw o d o z e n new o p t i o n s fo r p a r a g o n
p a t h s an d e p i c d e s t i n i e s . Y o u ' l l f i n d f e a t s to c r e a t e
a d r a g o n m a r k e d c h a r a c t e r, as w e l l as all the b a c k
g r o u n d s , r i t u a l s , an d i t e m s y o u ' l l n e e d to c r e a t e a
c h a r a c t e r r e a d y to a d v e n t u r e in E b e r r o n . I f y o u are a
D u n g e o n M a s t e r i n t e r e s t e d in r u n n i n g a n E B E R R O N
c a m p a i g n , t he EBERRON Campaign Guide e x p l o r e s t h i s
s e t t i n g in e v e n g r e a t e r d e t a i l .
T h i s c h a p t e r i n c l u d e s t he f o ll o w i n g s e c t i o n s .
T h e W o r l d : A n i n t r o d u c t i o n to the p o l i t i c s and
g e o g r a p h y o f E b e r r o n , K h o r v a i r e ' s F i v e N a t i o n s , the
d i s t a n t c o n t i n e n t s o f S a r l o n a , A r g o n n e s s e n , and
X e n ' d r i k , and the o t h e r p l a n e s .
L i fe A c r o s s K h o r v a i r e : T h e q u a l i t i e s t h a t s h a p e
t h e p e o p l e o f K h o r v a i r e . Ho w f a i t h an d p o l i t i c s i n t e r
a c t to s h a p e th e e v e r y d a y l i v e s o f K h o r v a i r i a n s .
F a i t h s of E b e r r o n : E a c h o f t h e m a j o r r e l i g i o n s
a n d f i g u r e s r e v e r e d by E b e r r o n ' s i n h a b i t a n t s ,
i n c l u d i n g t h e d e i t i e s o f t h e S o v e r e i g n H o s t and the
D a r k Six.
T i m e a n d H i s t o r y : T h e a g e s an d e v e n t s t h a t h a v e
s h a p e d p r e s e n t - d a y E b e r r o n , and how p e o p l e in the
world track time.
M o v e r s a n d S h a k e r s : S o m e o f E b e r r o n ' s m o s t
powerful forces, including drago nm arked houses,
n o b l e f a m i l i e s , and the D r a c o n i c P r o p h e c y .
A d v e n t u r e s : T h e f u n d a m e n t a l s o f b e i n g an
a d v e n t u r e r in E b e r r o n : w h e r e you can go and how
t o ge t t h e r e .
C H A P T E R 1 | Li fe in Eberron
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C H A P T E R 1 I L i f e in Eberron
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M
l R
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T O
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i S
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C H A P T E R 1 I L i f e i n Eberron
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whispered conversations.
T h e n a t i o n s ' p o l i t i c a l l e a d e r s f o s te r th i s s e n s e o f EVERYDAY LITE
T he cor ners tone o f life on Khor vai re is the sm all
un eas e. None o f the kings or quee ns got wh at they
town : a dim but imp orta nt point of light in the
wan ted in the Last W ar. Nationa l pride is not nea rly
world's darkness. Most Khorvairians are farmers or
as strong a feeling as xenophobia, and although the
laborers, living in farmsteads and hamlets within a
nations work together to some degree, distrust among
couple o f m iles of a cen tral town . A larger settle me nt
their leaders is echoed by distrust among their citi
serves as a trading ne xus , to wh ich fa rm ers b ring
zenry. Each nation suspects the others of secretly
crops, livestock, wool, and similar goods. Crafters
stockpiling weapons, directing saboteurs, and com
from the town trade plows, leath er goods, imp orte d
miss ioning spies. T he gene ral atmo sph ere is not relie f
items, and similar objects or services in exchange
that the war is finally over. Khorvairians know that
for farm goods. Farmers, crafters, and laborers pay
although the surviving nations are now exhausted
taxes to a local lord, who lives nearby. The lord uses
from the brutality a nd the effort of the w ar, they will this tax money to raise an army, train a militia, or
soon leap back into the fight.
otherwise ensure that the people under his or her
protection are safe.
GOVERNMENT In truth, this system isn't perfect. Brigands-
Galifar was a hereditary, feudal monarchy, and most m a n y o f t h e m e x - s ol d i e rs fr o m th e L a s t W a r - p l a g u e
o f t h e n a t i o n s t h a t c a m e f r o m i t f o l lo w i ts e x a m p l e . the countrysid e. Mo nste rs roa m the vast distan ces
Kings and queens are supported by an array of betw een towns, occasionally attacking farm s an d
nobles—barons, earls, counts, and other landholders— trade routes. Corrupt nobles hoard their wealth and
who oversee local affairs. Peasants are taxed and let their people suffer.
exploited to varying degrees, depending upon the Rural life is simple and sometimes peaceful. Away
nation in which they live. f r o m t h e b u s t l e o f t h e c i ty , p e o p l e a r e m o r e c o n n e c t e d
Although nobles ostensibly rule the nations, other to the na tural world. T he ru ral population o f Khor
organizations wield comparable power in Khorvaire. vaire tends to distrust visitors and strangers. News
T he m ost impo rtan t of these groups are the twelve t r a v e l s sl o w l y , a n d r u r a l p e o p l e a r e o f t e n s u s p i c i o u s o f
V
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C H A P T E R 1 | L i f e in Eberron
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C H A P T E R 1 I L i f e in E b er r o n ^
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a p p o i n t m e n t s . She is Aureon's wife and counts com 4 Bri ng succo r to those who suffer.
m o n e r s , parents, and militia members among her 4 Bri ng the light of truth and goodne ss to dark an d
w o r s h i p e r s . She is usually depicted as a commoner of
any race, and sometimes as a copper dragon brooding evil places.
4 Brin g force of ar ms against all that is evil.
over a clutch of eggs.
Her tenets are:
D O L DOR N
4- Value your community and family above yourself.
Unaligned
Ensu re th at if you fall, they survive.
The god of courage and physical prowess, Dol Dorn
4 Mak e your hom e your haven. Wei ght y and stress also exemplifies duty and war. He urges all people to
ful affairs belong elsewhere, and violence in the be at their physical best. Soldiers, fighters, and war
home is unconscionable. lords are his primary worshipers, along with athletes
4 Help other membe rs of your comm uni ty with no and acrobats. Said to be the brother of Dol Arrah
thought of reco mpens e. Rewards come when they and the Mockery, texts depict Dol Dorn as a muscle-
are needed. bound human, dwarf, or half-ore, and occasionally as
a mighty silver dragon.
D O L A R R A H His commands are simple but strong:
Lawful Good 4 Shi rk your duty only if your char ges have bec om e
Dol Arrah is the shining goddess of honorable unworthy of it.
combat, selflessness, and sunlight. She brings light 4 Achieve and maint ain physical perfection.
to pierce the dark places and blades to pierce the
4 Test your physical powers in contests and in battle .
hearts of monsters. Legends say that Dol Dorn and
May the strongest prevail
the Mock ery are her brot hers. Paladins, warlords,
and good-aligned fighters revere her, as do diplomats,
who fight their battles with words instead of swords. K O L KORRAN
She appears in religious texts as a human or half-elf Unaligned
Kol Korran's likeness appears on coins throughout
knight alight with holy radiance, and sometimes as a the Five Nations, for he is the god of commerce and
red dragon atop a cloud.
wealth. In the postwar world, where trade is cautiously
Her teachings are:
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ice-blue gemstones. t h e S o v e r e i g n H o s t is g e n e r a l l y g o o d , t h e D a r k S i x a r e
by and large evil. W h er e the Sov ereign Ho st values
He teaches his worshipers to:
community and government, the Dark Six value
• A cqu ire wealth .
individuality and anarch y. Th e D ark Six are cru el,
• T r a v e l . N e w la n d s o f f e r n e w t r a d i n g p a r t n e r s t o passionate, brutal, and w ild.
cultivate and new resources to gather. Alth ough worsh ip of the D ark Six is not c om mo n,
• R e m e m b e r t h a t a c h a r m i n g s m i l e a n d a k i n d t h e p e o p l e o f K h o r v a i r e h a v e n ' t f o r g o t te n t h a t
word are often m or e powerf ul than a blade and a these deities have pow er over aspects o f the world.
strong arm. Although the average peasant reveres the Sovereign
Host, few people are so assured that they refuse to
o f f e r a p r a y e r to t h e D a r k S i x w h e n a p p r o p r i a t e .
O LLAD R A
Everyon e know s that the neigh bors do the sam e,
Good
T he god dess of luck and plenty, O lladra's na m e is a l t h o u g h n o n e e v e r s p e a k o f it .
W ith the excep tion of the mysteriou s Traveler,
a popular one. People toast her at parties and festi
the Dark Six are evil deities, and thus inappropriate
v a l s . G a m b l e r s , r o g u e s , b a r d s , a n d h e d o n i s t s p a y h e r
s o u r c e s o f v e n e r a t i o n f o r P C s . (A s d e s c r i b e d i n t h e
homage throughout the year. She is Onatar's wife
Player's Handbook, a c h a r a c t e r c a n w o r s h i p a n e v i l
a n d m o t h e r to t h e t w i n s K o l K o r r a n a n d t h e K e e p e r .
deity without sharing that alignment, but doing so is
I n i m a g e r y , s h e is a y o u n g h a l f l i n g , a n o ld f e m a l e
tricky.) For that reason, only the Traveler is discussed
hu ma n, and occasionally a black dragon .
below (the othe r mem ber s of the Six are describe d
Her tenets are:
brie fly at the en d of this se ction ).
• E a t , d r i n k , a n d b e m e r r y , f o r l i f e i s g o o d a n d l u c k
comes to those who need it.
TH E TRAVELER
• O l l a d r a fa v o r s t h e b o l d . F a s h i o n y o u r o w n d e s t i n y
Unaligned
to enjoy her favor. The great trickster, the Traveler is a deity of cunning,
• Fight against oppression. An y wh o woidd deny you deception, and change. The Traveler is a consum
your freedoms should feel Olladra's anger. mat e shape cha nge r and maste r of disguises, and thu s
the being's true natu re is unkn own —texts variously
ONATAR refer to the Traveler as "it" rather than "he" or "she."
Unaligned Many doppelgangers, shifters, lycanthropes, thieves,
O na tar is the god of forge and fire, of ind ustr y a nd and rogues revere the Traveler, as do a few artificers
craft. H is nam e is invoked in factories and sm ithies, who focus on the deity's innovation and cleverness.
and his symbol appears on forges throughout Khor T he Traveler is som etim es called the G iver of Gifts,
vaire. Dwarves in particular revere him, as do those but proverbs w arn t hat one m ust be w ary of its gifts.
who specialize in fiery magic—wizards and warlocks Osten sibly a m em be r of the D ark S ix, the Trav eler
seems to have no connection, familial or otherwise, to
o f t h e a p p r o p r i a t e b e n t . R e l i g i o u s t e x t s sa y h e i s h u s its fellows.
band to Olladra and father to Kol Korran and the
Keep er. In these same sources, he appears co mm on ly The Traveler's commandments must often be
as a dw ar f and o ccasi ona lly as a brass drag on. inferred, for its holy texts are few. Its tenets are:
H is com ma nd s are: • R e v e a l i n g y o u r t r u e s e l f i s w e a k n e s s . S h r o u d y o u r
• C r e a t e . T o c r a f t a n o b j e c t o r f o r g e a w e a p o n i s t o self in misd irec tio n an d disguise so that even you
create a tool that many workers can use. do not know w hat dwells in your core.
• W o r k . W o r k g iv e s m e a n i n g t o l i fe a n d s t r e n g t h t o • N o t h i n g i s p e r m a n e n t . E n s u r e th a t c h a n g e
communities. improves your lot and damages your enemies.
• R e s p e c t f i r e . I t i s a n i n v a l u a b l e t o o l a n d a p o w e r f u l • T h e b e s t w e a p o n s a r e c u n n i n g p l a n s a n d i n t r i c a t e
weapon. deceptions. Mortal minds are predictable and
easily manipulated.
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followers. • N oth ing is tru e today tha t wa sn't tru e in the past; it
T he Blo od of Vol's exho rtation s are simp le: just wears different trappings.
• B e l i e v e i n y o u r s e l f . A c o m m o n r e c i t a t i o n w h e n
faced with a challenge or event: "As the blood is THE UNDYING COURT
the power, and the blood flows through me, the
power is mine." Unaligned
Some Aereni elves revere dead ancestors, and some
revere ancestors who have eluded death's grasp.
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Long ago, the elves of A eren al discov ered the secret followers-if not as true history, then at least as a valu
o f e x t e n d i n g t h e i r l if e s p a n s . O n l y t h e w i s e s t m e m able allegory and the most accurate tale they have.
bers of their race received this treatme nt, an d th ese Three great dragons existed in the time before
deathless creatur es rule the elven hom elan d just as time: Siberys the Dragon Above, Eberron the Dragon A
they did mi llen nia ago. T he Un dying C ou rt cou nts Between, and Khyber the Dragon Below. Unable
all Aereni elves as its followers, as well as Valenar to coexist, the progenitor dragons fell to fighting.
and Khorvairian elves and half-elves. Its priests are Khyber tore Siberys apart after a great battle. Eber
clerics who dress in white and black; they wear death ron wrapped Khyber in sinuous coils and imprisoned
masks or paint or tattoo their faces with stylized skull the Drago n B elow. Th e pieces of the Drag on A bove
images. b e c a m e t h e R i n g o f S i b e ry s o v e r h e a d , E b e r r o n ' s b o d y
Th e Court's com ma nd s are ancient: formed the continents and oceans, and imprisoned
Khyber twisted into labyrinthine tunnels beneath
• O b e y t h e c o m m a n d s o f t h e U n d y i n g C o u r t a n d i ts
the earth.
seneschals.
T h e c r e a t i o n o f a l l t h a t is w a s c o m p l e t e d w h e n
• I m m o r t a l i t y i s w i t h i n r e a c h i f y o u p r o v e y o u r s e l f
dragon s arose from the rem ain s of Siberys, fiends
wo rthy o f the gift.
crawled from the depth s of Khy ber, and all other
• Th is world is but one stop on the soul's jo ur ne y living beings were born from Eberron's fertility.
toward perfection, and death is merely a passage.
TH E AGE OE GIANTS
E V I L D E I T I E S
Creatures and people who revere evil powers are likely No one knows exactly how many years passed, how
much life thrived, and how many cultures rose, fell,
to battle against the PCs, although a few might be an d we re forgotten before a civilizat ion of giants
occasional allies. W ith the exception of Kh yber cults, arose on the continent now called Xen'drik.
a l l t h e d e i t ie s b e l o w a r e m e m b e r s o f t h e D a r k S i x . The giants expanded their empire, enslaved races
Th e D evo urer is lord of deep waters, of ma elstro m o f s m a l l e r h u m a n o i d s a n d g a t h e r e d v a st k n o w l e d g e .
and reef. He represents nature's destructive power, T he g reatest legac y of the Ag e of Gia nts, howe ver, is
and his ch ief worsh ipers are sah uagin. the cyclopean stru ctures that dot Xen 'drik . Sch olars
T he F ur y is a deity of passion—fervor d riven to claim that such buildings could not have been raised
madness. without powerful magic—magic the giants must have
Th e Kee per is the ma ster of death an d decay. He learned from a mighty creature or creatures.
hungers for souls. T he giants ru led for tens of thou sand s of years.
Th e Mo cke ry is the god of treac hery an d brutal Scholars are not certain what brought about the
ity. E v il a ss a s s i n s a n d f i g h t e r s a r e a m o n g t h o s e w h o civilization's collapse, but rumors abound. Some say
revere him. the dragons destroyed it to protect the world. Others
The Shadow promotes dark magic and the corrup c l a i m t h a t t h e g i a n t s ' s l av e s r e b e l l e d a n d o v e r t h r e w
tion of nature. their maste rs. A few wh isper that horrific creatu res
Khyber cults are diverse groups who share an from another plane appeared in the world and
obsession with the vast underdark and the power said brought down the giant empire.
to stir in the body of the D rag on Belo w. W h a t e v e r X e n ' d r i k w a s l ik e in t h e t i m e o f t h e
g i a n t s , it is n o w a s t e a m i n g j u n g l e o f d i s e a s e , c a r
nivorou s plants, vicious beasts, sinister yuan-ti, an d
TIM E AN D HISTORY cruel drow. Various archeo logical expe ditions h ave
attemp ted to pene trate the jun gle, but few retu rn.
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As with the A ge of Gian ts, the en d of the Age of mysteries of Xen 'drik, S torm reach, was founded. F or
Monsters is shrouded in mystery. Some priests and hun dred s of years, peac e and prosp erity reigned .
p h i l o s o p h e r s s a y t h a t , b y t h e i r n a t u r e , s a v a ge o r e s a n d All ca m e to an end with the death o f Jarot, the
chaotic goblins could not live long in peace. These last king of Galifar. The h um an lan ds divided into
thinkers claim the monsters feuded and ripped their five feuding nations, and they turned on each other.
own empire apart. Other scholars point to an inva The war tore the continent apart and killed millions.
sion from creat ures from a no the r plan e as the cause So me sch olars see the Last W ar as the end of wha t
o f t h e D h a k a a n i E m p i r e ' s c o l la p s e . they call the Age of H um an s. In the after ma th, the
Ma ny histori ans view the Age of Mo nsters as a Five Nations remain, but they are exhausted and
dark time because monstrous races ruled the world. greatly dim inis hed . Mo nsters again stalk the wilder
O the r com me nta tors see the Age of Mo nsters as a ness between cities, people turn on each other, and
time that never achieved its potential, crushed before dark creatures stir in the shadows.
it could truly evolve. Goblins and ores look back on it
with longing. Many, especially among the hobgoblins, CALENDAR
seek to reclaim the empire's former glory.
Peo ple are conce rne d with the events of their own
Ru ins of the D ha kaa ni Em pire are some of the
era, marking time by reference to the recent past. Not
most prevalent throughout Khorva ire. D hak aan i
surprisingly, Khorvairians use a calendar devised in
relics are valuable-the goblins were fine crafters and
the early days of the Kin gdo m of Galifar. H un dred s
accomp lished magicians. T he mo re potent items are
of years ago, the drag onm arke d hou ses adopted this
ht hi ge ihrl yh ips rt oi zr ei cda bl ys img on infsi ct ra onuc se . r a c e s f o r t h e i r p o w e r a n d s y s t e m o f t i m e k e e p i n g , c l a i m i n g t h a t it w a s p a r t i a l l y
based on draconic m easur eme nts.
Years are numbered, with the founding of the
THE CURRENT AGE Kingd om o f Galifar markin g year 1. For 99 8 years,
A l t h o u g h l if e c o n t i n u e s t o t h r i v e o n S a r l o n a , since Galifar declared his kingdom, the years have
Xen'drik, Aerena l, and Argonnessen, the nature of bee n designated YK for the Year since the fo undin g
those places seems timeless, and little changes. In the of the Kin gd om o f Galifar. Years before that tim e are
C urre nt Age, the events of the greatest note occ urr ed marked with a minus sign. Thus, the year of King
on Khorvaire. Galifar's birth is kn ow n as - 4 5 Y K .
H un dre ds of years after the collapse of the D ha
kaan i Em pire, hu m an refugees from Sarlon a arrived
on Khorvaire's northeast coast, led by the famous D AYS A M D M O N T H S
explorer Lha zaar. Th e hu ma ns quickly pushed A day is 2 4 h o u r s l o n g . S e v e n days fill a week, and four
inland, seizing the land from monstrous inhabitants, w e e k s m a k e a m o n t h . A y ea r c o n t a i n s 1 2 m o n t h s , w h i c h
b o t h c i v i l i z ed a n d w i l d . T h e r e m n a n t s o f t h e D h a c o r r e s p o n d to t h e 12 m oons in the Ring of Siberys. Folk
kaani were in no position to resist the humans. lore and tradition associate the moons and months with
Fledgling human nations began to appear. In the twelve dragonmarks, as shown below.
c e n t r a l K h o r v a i r e , f iv e c o m m u n i t i e s a r o s e . S i n c e
that time, the cent ral areas of Kh orv aire an d the DAYS OF THE WEEK (FIRST TO LAST)
collective human civilization on those lands have Sul Mol Zol W ir Zor Far Sa r
become known as the Five Nations. Over the years,
MONTHS OF THE YEAR (FIRST TO LAST)
these nations built, farmed, traded, explored, quar
Associated
reled, and fought. Periodically, a great leader sought
Month Season Dragonmark
to unite the peoples under one banner, but all—even Zarantyr Mid-winter Storm
the migh ty Ka rrn , one of Eb erron's greatest conque r
Olarune Late win ter Sentinel
o r s — l a ck e d t h e c o m b i n a t i o n o f v i s i o n , f o r c e o f a r m s ,
Therendor Early spring H ealing
diplomacy, and luck needed to accomplish so monu
Eyre Mid-spring Making
men tal an und ertaking.
Dravago Late spring Handling
O ne thousand years ago, a ma le hum an nam ed
Nymm E a r ly s u m m e r H o s p i t al i ty
Galifar succeeded where so ma ny before him had
Lharvion Mid-summer Detection
failed. H e bo un d the hu m an pop ulation s into a great
Barrakas Late summer Finding
nation and na m ed it the Kin gd om o f Galifar. For
Rhaan Early autu mn Scrib ing
nearly a thousand years, the kingdom thrived, cre
Sypheros Mid-autumn Shadow
ating a golden age for Khorvairians. Arts, culture,
Aryth Late autum n Passage
s c h o l a r s h i p , a n d c iv i l i z a t i o n f l o u r i s h e d . T r a d e r o u t e s
Vult E a rl y w i n t e r W arding
\ crossed the land , sea, and air; great ur ba n cente rs
grew up across the continent; relations were estab
lished with Ae ren al; a gateway city to the riches and
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MOVERS AND SHA KE RS to crush competitors. Yet they are also patrons of the
arts, sponsors of schola rship and exp loration, a nd
innova tors that have enh an ce d the lives of nearly all
T he world is rife with adv entu re revolving a rou nd Khorvairians.
the struggles and desires of influe ntial peop le and H o u s e C a n n i t h : T h i s h o u s e w a s f o r m e d b y
organizations. For PCs, these powers can act as hu m an s bearing the Mar k of Ma king . Creators of the
patrons, opponents, adversaries, and sources of warforged, the airships (with House Lyrandar), and
information and equipment. In their dealings, the t h e l ig h t n i n g r a i l ( w i t h H o u s e O r i e n ) , t h e m e m b e r s
PCs will undoubtedly run across one or more of the of H ouse C ann ith are the greatest artificers and
following. . inventors in the world. In the wa ke of the Last W ar,
many artificers flocked to House Cannith, where
THE D R A C O N I C P R O P H E C Y they found work under Merrix d'Cannith. In his
service they created magic weapons and warforged
A lthough not a par ticula r organization or person ,
without regard for the risks inherent in making the
the Dra conic P rophe cy is once of the most power
tools of battle.
ful forces in the world. T he dragon s believe that
the Prophecy does more than change history-it is O rigina lly from Cy re, m uc h of the house's assets,
history. including its ancestral estates and its leader, were
Th e dragon s see signs of the Pro ph ecy every destroyed in the Mourning. The house still reels from
the blow, its leadership split and struggling for domi
where: in the clouds, in the patterns of mountain n a n c e . A f t e r th e T r e a t y o f T h r o n e h o l d , t h e w a r f o r g e d
r a n g e s , in t h e m e a n d e r i n g o f r i v e r s , a n d p a r t i c u
larly in the mysterious dragonmarks that appear on have been freed and House Cannith enjoined from
ma king m ore. Each faction of the crafting house
t h e s k in o f s o m e h u m a n o i d s . T h e w y r m s h a v e b e e n
strives to replace that asp ect of the house's busin ess
collecting, contemplating, and decoding elements of
with something similarly lucrative.
the Pr op he cy for m illen nia . So m e scho lars believe
that the dracon ic race knows no high er pu rpos e. H o u s e D e n e i t h : T h i s h o u s e is d o m i n a t e d b y
In their seclusion on A rgon ness en, the drag ons hu m an s with the Mark of Sen tinel. Its Blad em arks
observe the world and chronicle the evolution of Guild provided com pan ies of me rcen ary troops to
the Prophecy. all sides durin g the Last W ar. Today, mos t m em be rs
So me of the Prophecy 's most imp ortan t players of the house are veterans of the Last Wa r. W hi le
t h e n e e d f o r m e r c e n a r i e s h a s d i m i n i s h e d , it h a s n o t
are those wh o be ar drago nma rks— especia lly those
who realize their potential and reach out to claim disappeared. Furthermore, the dangerous postwar
world has meant booming business for Deneith's
their destiny. Such people are often adventurers,
D efen ders Guild, Khorvaire's prem ier bodygua rds.
for they are conce rned w ith achiev ing person al
p o w e r , m a x i m i z i n g t h e i r a b i li t i e s , a n d s e a r c h
ing for their destinies. The traditional goals of the
houses— acquiring wea lth or exp and ing a merca ntile RACES, DRA GO NM ARK S, AN D
e m p i r e — h o l d l it t l e i n t e r e s t f o r t h e s e i n d i v i d u a l s . DR AG ON MA RK ED HOUSES
Some dragons believe that the most powerful mor E ach d rag o n mark ten d s to ap p ear o n a sp ecific race. T h e
tals be co m e part of the Prop hecy . Player chara cters in list b elo w sh o ws wh ich d rag o n mark s are asso ciated with
the epic tier definitely fall into this category, and their p articu lar races, an d it id en tifies th e h o u se th at u su ally
epic destinies spe ak of their role in the Pro phec y. claims dragonmarked m em ber s of that race.
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am bitions o f their own , angling to topple kings a nd tal's nat ure . A irship s travel quickly, bypass difficult
take their crowns. terrain, need not follow rivers or roads, and are
im mu ne to man y of the mund ane dangers (bandits
TH E P L A N E S and monsters, for example) that plague other forms
of travel.
E b e r r o n i s c o n n e c t e d t o o t h e r w o r l d l y p l a n e s b y p or
t a l s , m a n i f e s t z o n e s , s p e l l s , a n d o t h e r a r c a n e m e a n s .
Even heroic tier adventurers can venture in the ELEMENTAL GALLEONS
A s w i t h t h e a i r s h ip , a c o n t a i n e d e l e m e n t a l p o w e r s
Shadowfell or the Feywild, while paragon and epic the elem ent al galleon. T he se ships ply the w aters
tier adventurers can battle the mighty inhabitants of
the Elem ental Ch aos or Xoriat. Th ese dime nsions are around Khorvaire and are mu ch more com mo n tha n
strange places where monsters hold sway and unfa other elemental vehicles. House Lyrandar in par
miliar forces are part of the land scape . Th ey have ticular ma kes extensive use of elem ental galleons,
their own dungeons, their own histories, and their employing the m to transport cargo and passengers
own opportunities for investigation and intrigue. The swiftly and safely. Mo st adven turers ag ree that
app eara nce o f such creatures is perhaps coinciden elemental galleons are the best way to travel from
t a l , b u t it m i g h t a l s o h i n t a t s o m e a l i e n i n t e l l i g e n c e Kh orva ire to Xen 'drik— the ride is fast, reliable, a nd
taking an interest in the world. In addition, manifest relatively cheap.
zones and the planes' tende ncy to wa x and wa ne can
m a k e a n y a d v e n t u r e r ic h w i t h e x t r a p l a n a r d a n g e r ELEMENTAL LAND CARTS
and imagery. A n elemental land cart resembles a norm al wagon,
but it is not hitched to any an im al. A captur ed earth
TRAVEL spirit powe rs the cart . T he cre ature p ropels the ca rt
at great speed s and a cross even the roug hest of ter
A dventu res usually involve travel. A he ro nee ds to
rain. Land carts can carry more passengers or cargo
hike to a remote dungeon, arrive in Xen'drik some
than can normal carts.
how, ride the lightning rail to the city in time to warn
the duke, or escape from the angry dragon as quickly
as possible. Eberron's technology allows for world LIGHTNING RAIL
travel much more readily than in most other settings, T he lightnin g rail is the m ost popu lar choice for
a n d t h e r e a r e n u m e r o u s w a y s to g e t f r o m o n e s p o t t o overland travel bet we en distant spots. H ouse O rien
another. maintains the rail tracks that cross Khorvaire.
Bound elementals propel lightning rail coaches at
great speed along lines of cond uctor stones, spitting
THE OLD-FASHIONED WAY
lightning a s they go. Ligh tning rail lines con ne ct all
Some people walk from one place to another. That's
o f K h o r v a i r e ' s m a j o r c i t i e s a n d i n c l u d e s t o p s at t h e
o k a y , b u t it ' s n o t p a r t i c u l a r l y f a s t . R i d i n g a n a n i m a l i s
larger towns.
also popular—in Eb erron, these beasts can be m un
dane creatures such as horses and donkeys, or more
esoteric creatures such as dinosaurs, griffons, and PORTALS
m a g e b r e d m o u n t s . H o u s e V a d a l is c a n b e c o n t a c t e d A dven turers on urgen t missio ns ca n take advan tage
for the loan or pur cha se of such crea tures . of the L inke d Porta l ritual to trans port them selves
A nim als pull wagons and carts as well, and the to one of dozen s of teleportation circles throug hout
caravan is a popular choice am ong me rchan ts. Khorva ire. H ouse O rien main tains most of these
Magebred animals and more exotic beasts can pull circles and gua rds them jealously. Use of these arc an e
vehicles faster and for a longer time th an their mu n addre sses is expe nsive. Most circles are located
dane counterparts. within stations that also provide accommodation,
S i m i l a r ly , m u n d a n e w a t e r v e s se l s a r e c o m m o n shops, and other services geared toward wealthy
across Kho rvair e. Barg es ply the rivers and ships travelers.
travel the seas. A ltho ug h not as fast or impres sive as O f c o u r s e , H o u s e O r i e n i s n 't t h e o n l y p o s s e s s o r o f
m ore arc an e vessels, they do the job for a fraction o f teleportation circles. M an y organizations— including
the cost. u n i v e r s it i e s , a r c a n e c o l l e c t iv e s , a n d ro y a l f a m i l i e s -
have their own circles, although they are unlikely
to pe rm it use of the circ les by outsiders. Pe rsistent
A I RS H I P S
rum ors also speak of teleportation circle s on other
O ne of the most advance d, mos t expensive, and
continents—Sarlona, Xen 'drik, Ae renal, and even
most prestigious ways to travel, an airship resembles
Argo nnessen— but the na ture o f thes e mystic sites is
an ocean goin g vessel that flies. A bo un d elem enta l
powers the ship, surrounding it in a distinctive ring known to few.
of fire, lightning , or air, dep end ing on the elem en-
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T H I S C H A P T E R i n t ro d u c e s t h r e e n e w r a c e s -
changelings, kalashtar, and warforged. Ch angelings
a p p e a r i n t h e Monster Manual" u n d e r t h e d o p p e l -
ganger entry, and warforged appear in that book as
well. The presentation in this book fleshes out these
races to m ak e them m ore suitable as player ch ara cte r
r a c e s . W h e n e v e r t h i s b o o k c o n t r a d i c t s t h e Monster
Manual, t h e i n f o r m a t i o n h e r e s u p e r s e d e s w h a t ' s p r e
sented there.
E b e r r o n i s h o m e t o a l l t h e r a c e s o f t h e DUNGEONS
& D R A G O N S g a m e , e l v e s a n d d w a r v e s , d r a g o n b o r n
and devas. Th is chapter des cribes the races from th e
P l a y e r s Handbook" a n d P l a y e r s Handbook 2, d e t a i l i n g
their cultures and their native lands within Eberron
as well as their relationship s to the pow erful dragon
marked houses of Khorvaire.
A player character in Eberron is more likely to
have an unusual race than are characters in other
s e t ti n g s . E b e r r o n a c c o m m o d a t e s p l a y er s w h o w a n t
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RACIAL TRAITS
A v e r a g e H e i g h t : 5 ' 7 ' - 6 ' 0 "
A v e r a g e W e i g h t : 1 2 0 - 1 6 0 l b .
L a n g u a g e s : C o m m o n
S k i l l B o n u s e s : +2 Bluff,+2 Insight
S h a p e c h a n g e r : You ar e a shapechanger ; you can alter
your appear ance. As such, you ar e subject to effects
and conditions that affect shapechanger s.
M e n t a l D e f e n s e : You have a +1 racial bon us to W ill.
C h a n g e S h a p e : You have the changeling disguise
power .
C h a n g e l i n g T r i c k : You have the changeling trick power .
ance of any Med ium hum anoid . You retain your statistics
in your new f o r m , and your clothing, armor, and posses
sions do not chang e. The new form lasts until you change
form again.
Any creature that attempts to see through your ruse
makes an Insight check oppo sed by your Bluff check, and
you gain a +5 bonus to your ch eck.
C h a n g e l i n g s a r e s h a p e c h a n g e r s , a p e o p le a b l e t o
assum e the features of other huma noids. Kno wn also
as dopp elgang ers, chan gelin gs' talents bre ed mistru st
and fear, leading many changelings to hide their true
nature from even their closest companions. Many
changelings seek only to avoid unwanted attention
and to find a place in the world.
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Play a change ling if you w a n t. .. grand civilizations and sweeping edifices devoted J
2
• t o e x c e l at d e c e p t i o n , m i s d i r e c t i o n , a n d t r i c k e r y . to their people, changelings are content to treat the
works of other races as their own . T hei r willing ness LL
• to fit in wh erev er you go.
t o i d e n t i f y w i t h a v a r i e t y o f s o c i e t a l s t r u c t u r e s i s v i ta l U
• t o b e a m e m b e r o f a r a c e t h a t fa v o r s t h e b a r d , to maintaining their false identities. For most change z
rogue, sorcerer, and warlock classes. lings, the arts, customs, and practices they uphold are <
more than tools to reinforce their identities. These z
PHYSICAL QUALITIES aspe cts of society and c ulture are a part of their
C hangelings wear m any mask s, concea ling their beliefs and values, jus t as they are for other m em be rs
of their adopted com mu nities.
t r u e i d e n t i t ie s b e h i n d f a l s e f a c e s . A s s h a p e c h a n g e r s ,
changelings can a ppear to be me mb ers of any
hum ano id race, playing the part of a dw ar 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 : A d a p t a b l e , c o m p e l
and a drago nbo rn the nex t. Th is propensity for dis l i n g , c u n n i n g , d e v i o u s , e v a s i v e , fu r t i v e , i n s i g h t f u l ,
guise leads people to distrust changelings, so most mysterious, prudent, sly, subtle
kee p their true nature hid den .
Although changelings can adopt any persona, M a l e a n d F e m a l e N a m e s : B i n , D o x , F i e , H a r s , J i n ,
m o s t r e ly o n a f e w e s t a b l i s h e d g u i s e s , e a c h w i t h Lam, Nit, Ot, Paik, Ruz, Sim, Toox, Yog
a developed history and a netw ork of friends and
acquaintances. These guises provide a changeling CHANGELING ADVENTURERS
w i t h b a c k u p i d e n t i ti e s s h o u ld o n e p e r s o n a b e c o m e Three sample changeling adventurers are described
c o m p r o m i s e d . A c h a n g e l i n g w h o t r a ve l s f r e q u e n t l y below.
mig ht cha nge iden tities from town to town, swapping Dox is a changeling bard who constantly tries to
gend ers, app eara nce s, and voices to blen d in within escap e the infam y of her people. She swaps p erson
each new community. alities and appearances like another person would
In true form, a changeling has a startling yet vague chan ge clothes. Dox sees herself as ma ny people.
a p p e a r a n c e . A c h a n g e l i n g ' s s k i n is u n i f o r m l y p a l e W h en she assum es one of her personas, she bec om es
with white or light gray tones. Its oversized eyes are that person until she's ready for a new identity. She
o f t e n s u n k e n i n d a r k r in g s , b e t w e e n w h i c h l i e s a u s e s h e r s h a p e c h a n g i n g t a l e n t s to a u g m e n t h e r p e r
subtle nose. Changelings are slender, bordering on f o r m a n c e s a s a b a r d , s w i t c h i n g h e r f o r m to m a t c h a
f r a i l . T h e i r h a i r t e n d s t o h a v e li g h t c o l o r i n g w i t h h i n t s character she presents in stories and songs.
o f b l u e , g r e e n , a n d e v e n p i n k ; p a l e s i l v e r i s t h e m o s t H ars is a cha nge ling rogu e, a traine d killer with an
common hair color, followed by platinum and blond. intellect as sha rp as the knives he wields. H e k eeps
Aside from the hair on their heads, changelings have his changeling nature a secret, using it as a hidden
little or no hair . w e a p o n t o t a k e e n e m i e s b y s u r p r i s e . W h e n h e s e t tl e s
C h a n g e l i n g s r e a c h m a t u r i t y at a b o u t f i f t e e n y e a r s on a guise, he rarely chang es it. H e keep s a facad e
of age, and they live abo ut as long as hu m an s do. for months or years, switching only when no one is
around or when it is absolutely necessary to discard
PLAYING A CHANGELING the identity.
Lacking a culture or a civilization to call their own, A un n is a cha nge ling a rtificer, a spy who works
cha nge lings adopt othe r races' societies. T he y seek for A unda ir's Royal Eyes. H e was raised to be co m e
out communities that have values and interests that a m e m b e r o f t h e R o y a l E y e s , i n s t i l l e d w i t h d e e p l oy
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 if neces sary. Cities also contain pe ople to o traction s that only interfere with com pleting a job .
interested in their own affairs to notice th e oddities of W h en A unn was sent to Xen 'drik on an expedition,
strangers. although, he became strangely drawn to one of his
Changelings are inoffensive and peaceful by c o m p a n i o n s , a p a l a d i n o f t h e S i lv e r F l a m e . W h e n
nature, and they have few concerns about political t h e e x p e d i t i o n c l a i m e d h e r li f e, A u n n f o u n d h i m s e l f
and social affairs. T heir me rcu rial natu re breeds dis in turmoil, questioning everything he learned in his
trust and suspicion in othe r races. Peo ple are intent childhood and training. Now adventuring with a new
on seeing the worst in changelings; they assume the group of com panion s, he again finds him self drifting
race uses its shapechanging ability for malicious away from the ideal of de tac hm ent he was taught,
ends. Some changelings do use their talents for evil, becoming increasingly concerned with his allies'
but such individuals exist in no greater numbers than goals and—to his horror—genuinely caring for them.
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RACIAL TRAITS
A v e r a g e H e i g h t : 5 ' 8"-6' 3 "
A v e r a g e W e i g h t : 1 3 0 - 2 2 0 l b .
A b i l i t y S c o r e s : + 2 W i s d o m , + 2 C h a r i s m a
S i z e : M e d i u m
S p e e d : 6 squar es
V i s i o n : Nor mal
L a n g u a g e s : C o m m o n , t e l e p a t h y 5 ( y o u c a n c o m m u
nicate with any other cr eatur e that has a language
and is within line of sight and within 5 squ ares of
you; this allows for two-way communication)
S k i l l B o n u s e s : +2 Insight, +2 to choic e of one othe r
D u a l S o u l : At the start of your turn, you can make a
saving thr ow against each effect cur r ently r ender ing
you dazed or dom ina ted. If you fail the saving throw ,
you do not make a saving thr ow against the effect
at the end of your turn.
B a s t i o n o f M e n t a l C l a r i t y : You have the bastion of
mental clarity power .
K a l a s h t a r l o o k s i m i l a r to h u m a n s , b u t t h e i r o u t w a r d
appearance masks an inner demeanor that is at once
serene and wild—cerebral and mad. T he kalash tar fled
D al Quor, the region of dre am s, eighteen c enturies
ago and came to Eberron. Today, they are strangers in
K h o r v a i r e , s e e k i n g re f u g e f r o m a g e n t s o f t h e D r e a m
ing D ark in temple-keeps in the mo unta ins of Ad ar.
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PHYSICAL QUALITIES K a l a s h t a r C h a r a c t e r i s t i c s : B a l a n c e d , c o m m a n d i n g ,
com passio nate, contem plative, disciplin ed, grace ful, ^
Kalashtar, which in Quori means "wandering
insightful, intellectual, spiritual, thoughtful
d r e a m s , " f i rs t c a m e t o E b e r r o n 1 , 8 0 0 y e a r s a g o . T h e y t/i
ca m e as a reneg ade group from D al Qu or that sought <
t o e s c a p e r e l ig i o u s a n d p h i l o s o p h i c a l p e r s e c u t i o n . M a l e N a m e s : H a l k h a d , H a v r a k h a d , K a n a t a s h , L a n a - -J
Agents of D al Quor kno wn as the D rea mi ng D ark melk, Lanharath, Malharath, Minharath, Nevitash,
hunted them until finally the group's leader, Taratai, Parm elk, Th akak had, Thinha rath
found an audaciou s way to esca pe D al Quor. She con
vinced Ada ran mo nk s to accept a perm ane nt fusion F e m a l e N a m e s : G a n i t a r i , K h a s h a n a , L a k a s h t a r i ,
Mevakri, Novakri, Panitari, Sorashana, Thakashtai,
of their ow n souls with those of the reneg ade quori.
Thatari
From that synthesis came kalashtar, and as a result,
kalashtar today look similar to the monks who served
as the first willing vessels.
KALASHTAR ADVENTURERS
T h e m o n a s t e r y w h e r e t h e si x ty - s e ve n h u m a n s Four sample kalashtar adventurers are des cribed
b e c a m e k a l a s h t a r w a s a p l a c e o f r e f u g e , so t h e below.
humans who lived there were diverse. Kalashtar have G a n i t a r i is a k a l a s h t a r w i z a r d k n o w n f o r h e r
t h u s r e t a i n e d a d i v e r si t y o f a p p e a r a n c e , p o s s e s s i n g t h e bright and capacious mind. She trains daily for war
sa m e variety of skin, hair, an d eye colors found am on g fare against the Dreaming Dark as well as the world's
h u m a n s . T h e y a r e u su a l l y s l i m m e r a n d t a l le r t h a n m o r e t a n g i b l e e v i ls . E n e m i e s o u t n u m b e r h e r p e o p l e ,
yet she believes a source of pow er mu st exist that can
humans, although short or stocky kalashtar exist. help her expunge corruption from the world. Per
K a l a s h t a r p h y s i c a l l y d e v e l o p at t h e s a m e r a t e a s
h u m a n s d o a n d h a v e s i m i l a r l if e s p a n s . A k a l a s h t a r haps the power lies within her and other brave souls
child pass es for hu m an at first glan ce, but a few m in willing to defy evil, or perhaps it is a long-forgotten
utes of obse rvation rev eals the key differen ce. All artifact dating back to the daw n of the world. W ha t
k a l a s h t a r h a v e a m a n n e r t h a t is g r a c e f u l , s e r e n e , a n d ever the case, she intends to find it.
serious be ca us e of the frag me nt of quori soul bo un d H alk ha d is a kala shtar cleric who grew up in the
within them. W hi le hu ma n child ren run, laugh, temp le-ke eps o f A dar. Early in life, he volun teered to
a n d p l ay , k a l a s h t a r c h i l d r e n e n g a g e in t h e s a m e b e c o m e a w a r r i o r - m i s s i o n a r y f o r t h e P a t h o f L ig h t
meditative exercises, martial training, and telepathic in Khorvaire. In his time away from Adar, he has
conversations as adult kalashtar. For a kalashtar, learned an important lesson: The best way to tend
growing up is a physical process, not a mental or to a person's spiritual needs is to seek out the root
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WARFORGED
Bui lt for a w a r t h a t h a s en d e d , s ea r c h i n g for purpose
RACIAL TRAITS
A v e r a g e H e i g h t : 6 ' 0 " - 6 ' 6 "
A v e r a g e W e i g h t : 2 7 0 - 3 0 0 l b .
A b i l i t y S c o r e s : +2 Strength, +2 Constitution
S i z e : Medium
S p e e d : 6 squares
V i s i o n : Normal
L a n g u a g e s : C o m m o n
S k i l l B o n u s : +2 Endurance, +2 Intimidate
L i vi ng C o n s t r u c t : 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.
U n s l e e p i n g 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 o f an extend ed rest. W hile in this state,
you are fully aware of your surroundings and notice
approaching enemies and other events as normal.
W a r f o r g e d R e s i l i e n c e : 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 1 0 .
W a r f o r g e d M i n d : You have a +1 racial bonus to your
Will.
W a r f o r g e d R e s o l v e : You have the warforged resolve
power.
C r e a t e d a s s o l d i e r s fo r t h e L a s t W a r , w a r f o r g e d a r e
artificial humanoids who are intelligent and self-
a w a r e . W i t h o u t a w a r t o f i g h t, f r e e d o f t h e i r c r e a t o r s ,
and with n o heritage or cultu re of their own , war
forged are searching for a place in the world.
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as any other hu ma noids . that requires his strength and skill. H e openly seek s
personal renown, which he believes also honors Dol
PLAYING A WARFORGED Dorn. Against his enemies, he is a fearless storm of
W arfor ged have a straightforward em otiona l range. s t e e l - a n e x p r e s s i o n o f w h a t h e b e l i e v e s is t h e w a r
Altho ugh they exper ience p ain, fear, hatred , and forged ideal.
ang er like other races, they are reserve d and p en Nu ll is a warfo rged w arlock w ith the star pact. I n
s iv e , h i d i n g e m o t i o n s b e h i n d e x p r e s s i o n l e s s m e t a l her hunger for individuality, she rejected warforged
faces. So m e warforged lack introspe ction and are a n d h u m a n n o r m s a n d c o m m u n e d w i t h u n fa t h o m
dangerously naive or emotionally stunted. Many able entities beyond the world. She has engraved her
warforged are the opposite, though. They question body and belongings with mystical and madden
the purpose of their existen ce and consider w heth er i n g s ig i l s , a n d s h e s a v o r s t h e f e a r h e r a p p e a r a n c e
or not they hav e souls. A few warforg ed develo p evokes in her enemies. Although gloomy, taciturn,
sophisticated philosophies about what they perceive and darkly candid, Null enjoys the grudging admira
a n d l e a r n . M a n y w a r f o r g e d f a ll i n w i t h h u m a n o i d s tion that heroics garner. Th us, she prefers to use her
of sim ilar mind sets, working passionately for an power to punish those whom she believes are evil.
orga niza tion or a religion. A wa rforg ed typica lly
forms a strong emotion al attac hm ent to a sma ll
group of comrades.
A warforged often has limite d expe rien ces in the
w o r l d , h a v i n g s p e n t i ts e x i s t e n c e a s s i g n e d t o o n e s p e
c i f i c d u ty . W a r f o r g e d e n j o y w o r k i n g , a n d m a n y c r e a t e
e n d l e s s l is t s o f g o a l s a n d c h o r e s . T h e y t a k e p r i d e i n
their job s, and they dislike idleness and failure m ore
tha n m ost races do. A warforged 's sensibilities give
it a single-minded efficiency with any task, particu
larly in com bat. W a r and military condition ing color
C H A P T E R 2 [ Races
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O TH ER COMMON RA CES
T h e r a c e s d e t a i l e d i n t h e Player's Handbook m a k e u p
DRAGONBORN
the majority of Eberr on's civilized hu m ano id popu
D ragon born stand betw een the realm s of mortals and
l a t i o n . T h e r a c e s f r o m Player's Handbook 2 are less
t h o s e o f t h e g r e a t d r a g o n s , at h o m e i n n e i t h e r .
numerous in the world, but they still play important
roles in Eberron's society and cultu re. T he inform a
tion presented here expands the material from both BACKGROUND AND HISTORY
books, describing how each race fits within the world D r a g o n b o r n o r i g i n a t e fr o m A r g o n n e s s e n . T a l e s
of Eberron. maintain that great dragonborn city-states exist in
Arg onnesse n's interior, war ring wit h one ano ther
DEVAS over territory over interpre tations o f the D rac on ic
P r o p h e c y , o r at t h e b e h e s t o f t h e i r d r a g o n o v e r l o r d s .
Spirits of a distant age, devas are rebo rn ag ain and
I n K h o r v a i r e , d r a g o n b o r n a r e s t r o n g ly a s s o c i a t e d
again into a world that has all but forgotten them.
w i t h Q ' b a r r a . L o n g ag o , d r a g o n b o r n i m m i g r a n t s
from A rgonn essen form ed an emp ire in the t hick
BACKGROUND AND HISTORY jung les of this region, conq uering or an nexin g
S t o r i e s t e l l h o w c o u a t l s , a n o b l e r a c e o f w i n g e d s e r lizardfolk and kobold lands. Th ey constructed huge
pents, arose from th e blood of Siberys and fought monuments, tamed the wild, and stood on the verge
against demons that sprang from the blood of Khyber. of beco mi ng o ne of Khorv aire's great powers. No ne
As the demons had rakshasa allies, the couatls too today can say wit h certain ty wh at ha pp ene d to the
had comrades in this fight. Devas, spirits of light e m p i r e . I t f e l l a s s w i f t l y a s i t r o s e , le a v i n g b e h i n d
born in mortal form, aided the couatls in their battle poc kets of civilized drag onb orn fighting for survival
against the dem on lords. D estin ed to be contin ually in a fierce jun gle . A ltho ugh th e em pir e is long gone,
r e b o r n i n t o t h e w o r l d , d e v a s p e r s i st in E b e r r o n e v e n drag on born m ain tain a link to the ir storied past
now wh en coua tls are all but extinc t and few crea t h r o u g h t h e i r fa i t h . T h e y w o r s h i p t h e D r a g o n S o v
tures rem em ber the devas' ancient purpo se. ereigns, the drac oni c incarn atio ns of the deities of
D evas cling to the virtuo us precep ts of their ances the Sovereign Host. Evil dragonborn, on the other
t o r s , b e l i e v i n g t h a t a n y o n e w h o d r i f t s i n t o e v i l i s hand, typically worship the Dragon Below. Although
rebo rn as a raksha sa. A few devas even assert th at dragon born do not directly worship dragon s, they
they are rakshasa spirits that have found redemption, resp ect the m as em issarie s of the gods, and they
although most devas doubt such claims. Devas, with deeply revere the three progenitor wyrms: Siberys,
their spiritual natu re an d hatre d of evil, often find Eberron, and Khyber. Dragonborn believe that the
kalashtar to be sympathetic allies. D r a c o n i c P r o p h e c y is t h e w a y t h e s e a n c i e n t s c o m
mu nic ate with the dragon s of today.
D EVA LAN D S
Devas have no hom eland and are rare in E berron . DRAGONBORN LANDS
A d e v a c a n g o h i s o r h e r e n t i r e l i fe w i t h o u t m e e t i n g A few dragonborn travel the world as adventurers or
ano ther deva. W h e n a deva dies and is rein carn ated , m e r c h a n t s , b u t m o s t o f K h o r v a i r e ' s d r a g o n b o r n s t il l
he or she appears in adult form, often hundreds of l i ve i n Q ' b a r r a . A f t e r c e n t u r i e s o f e k i n g o u t a l i v in g
miles from where he or she last lived and with only in the jungles, dragon born com mu nities in Q'barra
v a g u e r e c o l l e c t i o n s o f p a s t l iv e s . T h u s , i n s t e a d o f have begun to thrive, forming n ew governm ents and
developing their own communities, devas dwell amid t r a d i n g w i t h o u t s i d e r s . B y c o n t r a s t , a fe w d r a g o n
other races. Th ey often live am ong hu m an s and are born tribes have instead turned savage, dwelling in
drawn to areas where evil has a strong presence, such the wild alongside lizardfolk and troglodytes. These
as regions near the Mournland or along chasms to d r a g o n b o r n a r e a m e n a c e t o s e t t l e m e n t s in Q ' b a r r a
Khyber. There, they work to stem the flow of demons and to Q'barra's neighbors.
and aberrant creatures. A few dragonborn tribes dwell on Seren and other
i s l es a l o n g t h e c o a s t o f A r g o n n e s s e n . A l t h o u g h f e w
DRAGONMARKED HOUSES travelers ever see them, dragonborn city-states are
Dev as do not have a dragon mark ed hou se. O n the located in the contin ent's interior.
rare occasion when a deva does develop a dragon-
^ ma rk, it is usually one from a hu m an , elven, or half- DRAGONMARKED HOUSES
elven house. D ragon born do not have a drago nm arked hou se, and
dragonmarks are extremely rare among members of
t h e i r r a c e . A d r a g o n b o r n w h o d e v e lo p s a d r a g o n m a r k
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C H A P T E R 2 | R a c e s —
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since the D ay of Mo urn ing. It was the largest of the the races around them than with the elves of their
feyspires. ancient homelands.
• T a e r L i a n D o r e s h , t h e F o r t r e s s o f F a d i n g
D ream s, is in the Lhaza ar Principalities DRAGONMARKED HOUSES
• T a e r S y r a e n , t h e W i n t e r C i t a d e l , i s i n K a r r n a t h . For a time, Phiarlan was the only elven dragon
ma rke d house, but during the Last W ar, factio ns
DRAGONMARKED HOUSES within Ph iarlan formed a house called Th uran ni.
C entu ries ago, the elves of H ous e Ph iarla n discov T o d ay , P h i a r l a n a n d T h u r a n n i a r e f i er c e c o m p e t i t o r s .
ered the feyspire of Taer S yraen wh en it app eared in H i s t o r y te l l s o f a t h i r t e e n t h m a r k — t h e M a r k o f
K a r r n a t h . S i n c e t h e n , a c l a n o f d r a g o n m a r k e d e l ve s D e a t h — t h a t o n c e e x i s t e d a m o n g e l v e s. H o w e v e r , t h e
and eladrin has arisen within the feyspire. These mark was supposedly exterminated long ago.
elves and eladr in carry the Ma rk of Shad ow. Lo ng
separated from House Phiarlan, this clan is techni GNOMES
c a l l y s t il l p a r t o f t h e h o u s e , a l t h o u g h i t h a s o f f e r e d n o
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 combined with natural charisma
and innate mystical talent make gnomes a race to be
ELVES reckoned with.
T he elves of Eb erro n are a strange people, so me tim es
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D RA G O N M A RK E D H O U S E S
G n o m e s th a t b e a r t h e M a r k o f S c r i b i n g c o m p r i s e
H ouse Sivis. T he gno me s use the mark's powers to
help facilitate diplomacy, as a tool in the-transpor
tation of imp ortan t messages, and as a m ean s of
v e r i fy i n g i m p o r t a n t 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 Icehorn Mountains, where
they have infrequent contact with the people of the
forested lowlands. Some goliaths also dwell in the
peaks of the Ironroot and the Hoarfrost mo un tains
of the Mror H olds, wh ere they sometim es inter
D RA G O N M A RK E D H O U S E S
G o l i a t h s h a v e n o h o u s e o f t h e i r o w n , a n d a l t h o u g h i t 's
possible that a goliath might develop a d rago nm ark,
there are no records of such an occ urr enc e.
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HALF-ELVES HALFLINGS
In Eberron, half-elves live primarily on Khorvaire, A n o m a d i c p e o p l e o r i g i n a ll y f r o m e a s t e r n K h o r v a i r e ,
w h e r e t h e y o u t n u m b e r t h e e lv e s f r o m w h o m t h e y halflings have spread throughout the continent and
descend. Combining human flexibility and ambi have com e to occu py all nich es of society. Th ey claim
tion with elven wisdom and foresight, half-elves have few territories, and th ey are at ho me in most p laces.
capitalized o n their racial talents to affect history and A fter hu m an s, they are one of Eb erron's most ubiqu i
culture in ways far greater than their numbers would tous races.
seem to allow.
BACKGROUND AND HISTORY
BACKGROUND AND HISTORY H alflin gs began as a tribal people wh o dwelled in
Few living half-elves are the offspring of human t h e T a l e n t a P l a i n s . T h e r e , t h e y l i v ed u n d i s t u r b e d
and elf paren ts. Since elves first ca m e to Kh orva ire, by others for many generations. As their search for
half-elves have represe nted a distinct cu ltural grazing lands expanded, halflings encountered
group, and most are de scend ants o f early inter i n c r e a s i n g n u m b e r s o f h u m a n s , d w a r v e s , e lv e s ,
breeding. Half-elves originally hail from what today and other races. W h at began as trade soon be ca m e
is Val ena r, but they have since sp read acro ss th e exodu s as tribes of half ling s move d beyond the
continent, migrating with Khorvaire's human popu Talenta Plains, exploring the world with an innate
lations. H alf-elves never form ed their own nation. curiosity and an ability to assimilate into other cul
Instea d, m em be rs of the race have had formativ e t u r e s . T h e h a l f l i n g s ' n o m a d i c t r a d it i o n s m a d e t h e m
roles in hu m an na tions. Th ey have steered th e e x c e l l e n t c o u r i e r s a n d t ra v e l i n g m e r c h a n t s , a n d t h e i r
course of gov ernm ents, econo mi es, and wars, but p r a c t i c e s o f t r i b a l l o y a l ty m a d e t h e m t r u s t e d c o m
they have done so as individuals, organizations, or panio ns. However, the halflings' ignoran ce o f others'
guild s, nev er as a un ifie d society. laws an d their loose definitions of perso nal prop erty
H alf-elves share the religious beliefs of their com lured many into criminal activity.
munities and have no particular racial predilections. One can find halflings in all the same positions
Most worship the Sovereign Host or the Silver Flame, a n d in d u s t r i e s t h a t o n e w o u l d f i n d h u m a n s . W h e n
although exceptions exist across Khorvaire. the Kingd om o f Galifar claimed the Talenta P lains,
the halflings scarcely noticed, for their lifestyle
HALF-ELF LANDS changed only slightly throughout the years of Gali
H a l f - e l v e s l iv e t h r o u g h o u t K h o r v a i r e , p a r t i c u l a r l y f a r 's r u l e a n d t h e L a s t W a r .
Halfling religious beliefs have remained the same
wit hin the Five N ations. Kh orv aire con tains a few over the centuries, focusing on specific deities within
c o m m u n i t i e s t h a t p r e d o m i n a n t l y c o n s i s t o f h a lf - e lv e s ,
but such settlements are rare because half-elves the Sovereign Host, especially Balinor.
p r e f e r t o l iv e w i t h i n h u m a n - o c c u p i e d r e g i o n s .
HALFLING LANDS
DRAGONMARKED HOUSES H a l f l i n g t r i b e s s t il l r o a m t h e T a l e n t a P l a i n s , u s i n g t h e
The greatest tools with which half-elves have effected great reptiles of that land as mou nts, quarry, and herd
change in Khorvaire are their dragonmarked houses, stock. O ccasio nally the halflings assem ble at cam ps
H ouse Lyrand ar and H ouse Medan i. W ith the Ma rk o r c i t ie s f o r t r a d e a n d n e w s . A l t h o u g h a f e w h a l f
o f S t o r m s a n d i ts a i r s h i p s , H o u s e L y r a n d a r i s o n e o f ling tribes exist beyond the Talenta Plains, they are
the houses most vital to the functioning of civiliza typically nomadic and don't greatly resemble their
tion in Khorvaire. House Medani's Mark of Detection Talentan kin. Individual halflings, on the other hand,
m e a n s t h a t m a n y o f i ts m e m b e r s f i n d v o c a t io n s a s live within most cultures, occupying positions on vir
gathere rs and purveyors of valuable info rma tion . tually every tier of society.
DRAGONMARKED HOUSES
H alflin gs that be ar the M ark o f H ospitality are often
m e m b e r s o f H o u s e G h a l l a n d a . H a l f l i n g s th a t h a v e
the mark frequently manage inns and taverns. The
m ark ma kes the halflings a reliable source fro m
which to obtain food, water, and shelter. As a tradi
tionally nomadic race, halflings claim to understand
the impo rtance of occasional luxuries better th an
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HALF-ORCS HUMANS
Half-ores are uncommon, and they usually live in For good or ill, hu m an s are the dom ina nt race on
primitive communities and secluded regions. Such Khorvaire and the most numerous on Sarlona.
areas afford half-ores the opportunity to'be judged Adaptable and ambitious, humans have defined his
on merit rather than blood, which the inhabitants of tory in the recent age, and wherever Eberron's fate
more civilized places often regard as tainted. goes in the future, humanity will undoubtedly be the
guiding force.
C H A P T E R 2 I Races
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SHIFTERS TlEFLINGS
C a l l e d " w e r e t o u c h e d " b y m a n y , s h if t e r s a r e a m o n g W ith blo od tainted by the diabo lical pacts of their
Eberron's most distrusted and persecuted races. ancesto rs, tieflings rema in one of the mos t enig ma tic
People often hate and fear shifters for their bestial of the races of Eb erro n. So me hav e truly bro ken free
n a t u r e s , y e t s o m e s h i f t e r s a r e a b l e to f i n d a c c e p t a n c e o f t h e s h a c k l e s o f t h e i r h e r i t a g e a n d s e e k t o ri g h t t h e
w i t h i n g r o u p s o f o p e n - m i n d e d i n d i v i d u a l s. ancient wrongs that birthed them, while others con
tinue the schem es of their infern al an cestors.
assimilate into other communities, grant devotions to ling populations also survive in the Shadow Marches,
the Sovereign Host, particularly Balinor and Boldrei. Droaam, the Eldeen Reaches, and even rural parts of
Others worship the Traveler or the Dark 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 of any tiefling developing a drago nm ark.
Although a few shifter communities exist, the race
controls no large regions in Khorvaire. The largest
shifter population dwells in the Eldeen Reaches.
SUPPORTING CAST
O ther wi se, shifters reside in only the wildest regions Eb erro n boasts a variety of races beyond those
of hu m ano id nation s, eking out livings as hun ters and already described. Other races that might play a role
trappers o r working as guides, trackers , or scouts. in a cam pai gn are describe d her e.
In the ice-cov ered reache s of Sarlona's Ta sha na
Tund ra, ancestral ho me of Eberron's lycan thropes, GENASI
the shifters have carved out their own nations. These Genasi are extremely rare in Eberron, and although
thr ee natio ns are essentially groups of un ited trib es. theories regarding their origins abound, even the
The struggle to survive in that land has prevented g e n a s i c a n n o t s ay h o w t h e i r r a c e c a m e t o e x i s t . O n e
shifters from exercising any significant influence ru mo r has it that genasi were once exp lorers of
beyond its borders. another race—perhaps dwarves—who were caught in
a volca nic erup tion o f the Fist of O natar , in the Iro n-
DRAGONMARKED HOUSES root Mou nta ins. Th e force of the explosion , fueled by
Shifters have no dragon mark ed houses, and the d r a g o n s h a r d s d e e p b e n e a t h t h e la v a , c h a n g e d t h e s e
beings from what they once were into genasi. Other
a p p e a r a n c e o f d r a g o n m a r k s a m o n g t h e i r k i n d is r a r e . stories tell that genasi are origin ally inhabit ants o f the
Most shifters never mee t one of their kind w ho bea rs
a dragonmark. E l e m e n t a l C h a o s , d r a w n i n t o t h e w o r ld t h r o u g h t h e
violence of an elem enta l storm. So me arcan ists hold
C H A P T E R 2 I R a c e s
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that genasi are the creatio ns of the pow erful wizard s Although goblins might acknowledge the existence
of the A rcan e Co ngress, experim ental beings w ho of the gods, they do not worsh ip the m.
escaped from their exhibit in the Floating Towers of
Arcanix. There are also those who clainj that genasi KOBOLDS
are nothing more than random genetic mutations
Go blins have a milita nt and imperiou s nature; ores
a p p e a r i n g a m o n g t h e o f f s p ri n g o f h u m a n o i d s w h o practice savage and tribal ways. Kobolds, on the
h a v e h a d p r o l o n g e d e x p o s u r e to t h e m a l i g n i n f l u e n c e other hand, seem to have no particular way at all. As
of Khy ber. W ha tev er th eir origin, few genasi live in individuals, they have an array of motivations—greed,
Eberron. f a i t h , p a t r i o t i s m , h u n g e r— y e t n o s i n g u l a r c u l t u r a l
Alth ough ru mo rs speak of the existenc e of a genasi identity drives their race. Or at least, there isn't one
v i l l a g e in t h e w i l d s o f t h e E l d e e n R e a c h e s , g e n a s i t h a t t h e c i v i l i z ed h u m a n o i d s o f K h o r v a i r e h a v e b e e n
have no territories o f the ir ow n. Mo st dwell on the able to identify.
f r i n g e s o f h u m a n c o m m u n i t i e s , a v o i d in g t h e i r n e i g h Small kobold tribes live in most mountainous or
b o r s . T h e p e o p l e o f E b e r r o n a r e f a m i l i a r e n o u g h w i t h jungle regions, but few sizable populations exist. The
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 Droaam. Large kobold tribes are also prevalent in the
clearly unnatural beings. jungles of Q'barra and in the D em on W astes. Kobolds
com e into con flict with other races mo st freq uently
GNOLLS in the mou ntai ns o f Zilargo, wh ere they battle against
Alth oug h most of Eberro n's gnolls are the ravenou s, gnomes. Scholars believe that a large kobold popula
d e m o n - w o r s h i p i n g c r e a t u r e s o f c a m p f i r e s t o r ie s , a t i o n e x is t s o n t h e c o n t i n e n t o f A r g o n n e s s e n , b u t n o
small number have risen above their chaotic, bestial one can say for certain.
natu res. Ca lled the Znir Pact—n amed for the location
in Droaam where they abandoned their demonic MlNOTAURS
overlord—these gnolls banded together in a small but A f e w c l a n s o f m i n o t a u r s l i ve i n t h e w i l d e r r e g i o n s
remarkably stable gnoll nation. The group is strong of Kh orva ire, Sarlona, and Xen'd rik, but the g reater
enough to retain its independence, and the gnolls part of Eberron's mino taurs inhabit D roa am . T hey
e a r n h e a l t h y s u m s o f m o n e y s e r v i n g as m e r c e n a r i e s , a r e f o u n d w i t h i n m o s t o f t h a t r e g io n ' s m a j o r c o m
t r a c k e r s , a n d r a i d e r s fo r t h e w a r l o r d s o f D r o a a m o r mun ities. Th e minotaur warlord Rh esh T urakbar
anyone ou tside the border s of that nation who can also claims several territories in the region. Although
pay appropriately. Tura kbar's min otau rs are violent demon -wo rshipers,
T y p i c a l g n o l l s s t il l w o r s h i p t h e d e m o n k n o w n a s m a n y o f D r o a a m ' s o t h e r m i n o t a u r s h a v e p e r s o n a l i
t h e B e a s t o f B u t c h e r y . T h e s e g n o l l s m o s t l y l iv e i n t h e ties and beliefs more agreeable to other races. House
D em on W astes , althoug h sizable tribes also appea r T h a r a s h k a n d th e m i l i ti a s o f D r o a a m r e s p e c t m i n o
in the Eldeen Reaches, the Shadow Marches, and in t a u r s fo r t h e i r s t r e n g t h a n d t h e i r s e n s e o f h o n o r a n d
portions of D ro aa m not occupied by the Znir Pact use them as mercenaries.
gnolls.
ORCS
GOBLINS O n e o f t h e f i r st h u m a n o i d r a c e s to i n h a b i t K h o r v a i r e ,
B e f o r e t h e r is e o f h u m a n s o n K h o r v a i r e , g o b l i n t r i b e s orcs reside all across the we ster n ha lf of the conti
had established what was then the largest unified nent. They dwell on the outskirts of hu m an nations,
empire on Khorv aire. Disciplined hobgoblins ruled wi th the exce ptio n of a few that live in the ma jor
the D haka ani E mpire, breeding goblins and bugbears cities where they have been accepted. Most orcs live
a s s l av e s , l a b o r e r s , a n d w a r r i o r s . W e a k e n e d b y t h e in primitive tribes in the Eldeen R each es, the D em on
usu al infighting , the em pi re fell swiftly to the ad vanc W a s t e s , t h e S h a d o w M a r c h e s , D r o a a m , an d t h e w i l d s
ing wave of humanity. of the Mro r H olds.
T o d a y, g o b l i n t r i b e s — p a r t i c u l a rl y h o b g o b l i n s - W h e n m o s t o f K h o r v a i r e ' s p e o p l e t h i n k o f o r c s ,
rule the militan t nation of D argu un. Ma ny goblins they imag ine savage, barb arou s raiders, slaughtering
see D argu un as the D ha kaa ni Emp ire reborn . com mu nitie s in the na m es of evil deities. A nd indeed ,
Goblin, hobgoblin, and bugbear tribes exist in many many ore tribes fit that description. Others, however,
other regions, particularly in Droaam. Valenar con a r e d i s i n c l i n e d to m i n d l e s s v i o l e n c e . T h e G a t e k e e p e r
tain s a sm all popu lation o f hob gob lins that work as d r u i d i c t r a d i ti o n a r o s e a m o n g t h e o r c s o f E l d e e n , a n d
serfs or live in the impoverished outskirts of villages. orcs who dwell in or near human nations often make
Ru mo rs also tell of prim itive goblin tribes that d well concerted efforts to adopt more civilized lifestyles.
in Xen'drik.
Man y goblins work as merc enaries for hum an iHno u
thsee cTohma rma us hnki t ii en sc l oufd tehs e oSr hc sa dwoiw
t h iMn airt cs hreasn, kosr, c as nadn d
nations and the dragonmarked houses. humans live together.
C H A P T E R 2 | R a c e s
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C H A P T E R 3 | C l a s s e s
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" MUM
ARTIFICER
^^•BK^ K ft
" I see t h e secr et pat t er ns of ma gic, and t h r ough th e you are an explorer who found your knowledge in the
i t e m s I c a r r y , I c a n u s e t h a t m a g i c t o p r o t e ct y o u , forgotten places of the world. W ha te ve r the source of
h ea l y o u or mak e you ex p l o d e . your talents, a passion for the tech nic al com pon ents
of ma gic d rives you to per fect your art.
CLASS TRAITS W ith a band olier slung across your chest, you ca rry
R o l e : L eader. You chan nel arc ane p owe r into items that an arsenal of alchem ical compou nds, magic imple
em pow er your allies and hinder your enem ies. You m e n t s , m u n d a n e m a t e r i a l s , a n d to o l s . Y o u r w e a p o n s ,
lean toward controller as a secondary role. implements, and other gear are inscribed with runes
and m ystic patterns. You mi x reagents, drink p otions,
P o w e r S o u r c e : A rcane. The cryptic formulas of arcane
a n d c r a f t i t e m s . Y o u u s e y o u r k n o w l e dg e t o i n f u s e
magic and the complex recipes of alchemy appeal to
your self and your allies with a rcan e power. A nd one
you. You also know a great deal about magic items.
day, y o u r m a g i c a l s k i l l s w i l l c a r r y y o u i n t o l e g e n d.
Key Abilities: Intelligence, Constitution, Wisdom
C h a r a c t e r i s t i c s : 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
de a l m o de r a t e da m a g e , a n d y o u h a v e p o w e r s t h a t h e a l t h a t t h e Tr a v e l e r r e p r e s e n t s .
a n d a u g m e n t t h e a t t a c k s a n d t h e de f e n s e s o f y o u r c o m 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. t h e g n o m e s h i p w r i g h t s o f Z i l a rg o a n d t h e d w a r f s m i t h s
R e l i g i o n : A r t i f i c e r s f a v o r k n o w l e dg e o v e r f a i t h ; o n l y o f t h e M r o r H o l ds a m o n g t h e i r n u m b e r . S o m e t i m e s w a r
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.
C H A P T E R 3 [ C l a s s e s
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HEALING INFUSION
You can create healing infusions for later use. At the
end of an exte nded re st, you crea te two healing infu
sions that last until the end of your nex t ext end ed
rest. At 16th level, you instead cre ate th ree healing
infusions.
You deter mine the effect o f a healing infusion
at the time you use the power, not at the time you
creat e it. Wh e n you use a Heal ing Infu sion power,
you ex pend one of the infus ions you cre ate d d uring
your last extended rest. During a short rest, you or an
ally can spend a healing surge to replenish one of the
infusions expended.
Curative Admixture
You use the magic of your infusion to heal the wounds of your
target.
E n c o u n t e r ( S p e c i a l ) • A r c a n e , H e a l i n g
Mino r Act ion C l o s e b u r st 5
(1 0 a t 1 1 t h level, 15 at 21 st level)
Target: You or one ally in burst
Effect: The target regains hit points equa l t o its healing
surge value + your W is do m modifier, and you expend an
infusion crafted wit h you r H ealing Infusion class feature.
Level 6: Healing surge value + your Wi sd om modifier + 2.
Level 1 1 : H e a l i n g s u r ge v a l u e + y o u r W i s d o m m o d i f i er + 4.
Level 1 6 : H e a l i n g s ur g e va l u e + y o u r W i s d o m m o d i f ie r + 6.
Level 2 1 : H e a l i n g s ur g e v a l u e + y o u r W i s d o m m o d i f i er + 8.
Level 26: Healing surge value + your Wis do m modifier + 10 .
S p e c i a l : Y o u c a n u s e t w o H e a l i n g I n f u si o n p o w e r s per
encounter, but only one per round. A t 1 6 t h level, y ou 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.
E n c o u n t e r ( S p e c i a l) • A r c a n e
Min or Actio n C l o s e b u r st 5
(1 0 a t 11 t h level, 15 at 21 st level)
T a r g e t : Y o u or one ally in burst
Effect: The target gains a + 1 p o w e r b o n u s to AC until the
end of the encounter, and you expend a n infusion crafted
with your H ealing Infusion class feature. The target c an
e n d th e bonus as a free action to g a in t e m p o r a r y hit
points equal to its healing surge value + your Constitu
tion modifier.
Level 11 : T e m p o r a r y hit points equa l to the target's healing
surge value + twic e your C onstitution modifier.
Level 2 1 : T e m p o r a r y hit points eq ual 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 p er r o u n d . At 1 6 t h level, y o u can
use three Healing Infusion powers p er encounter, but
only one per round.
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RITUAL CASTING y o u r h i g h e s t a b i l i ty s c o r e , b e c a u s e i t d e t e r m i n e s t h e
You gain the Rit ual C aste r feat as a bo nu s feat, acc ura cy and pote ncy of your attack powers. Constitu
a l l o w i n g y o u t o u s e m a g i c a l r i t u a l s (s e e C h a p t e r tion helps augm ent your spells' dam age an d d efense
boosts, so it should be your second highest ability. A
1 0 o f t h e P l a y e r 's H a n d b o o k ) . Y o u o w n a r i t u a l b o o k ,
g o o d W i s d o m s c o r e c a n h e l p b o l st e r y o u r W i l l a n d
and it con tain s the following rituals that you hav e
support any powers you take outside your specialty.
mastered : Brew Potion, D isench ant Magic Item,
S u g g e s t e d F e a t : A l c h e m y
E n c h a n t M a g i c I t e m , a n d M a k e W h o l e . I n ad d i
S u g g e s t e d S k i l l s : A r c a n a , H e a l , H i s t o r y , P e r c e p
tion, you can use Dis enc han t Magic Item without
expending components. tion, Thievery
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
IMPLEMENT S A ND WEA PONS 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
A rtificers m ak e use of rods, staffs, and w and s to help S u g g e s t e d D a i l y P o w e r : icebound sigil
cha nne l and direct their spells. W h en you wield a
magic rod, a magic staff, or a magic wand, you can
ARTIFICERS AND SUMMONING
a d d it s e n h a n c e m e n t b o n u s to t h e a t t a c k r o l ls a n d
The artificer animates objects and creates constructs.
dam age rolls of artifice r powe rs and artificer parag on
M a n y o f t h e s e c r e a t i o n s f o ll o w t h e s a m e r u l e s a s
path powers that have the implem ent keyword. W ith
s u m m o n e d c r e a t u r e s . W h e n a n a rt i fi c e r a n i m a t e s
out an implement, you can still use these powers.
an object, he or she summons an elemental spirit
So m e artificer pow ers use a rang ed w eap on.
and binds it to that object. The binding process also
W h e n a n a r t i fi c e r m a k e s a n a t ta c k u s i n g a t h r o w n r e q u i r e s a b i t o f t h e a r t i f i c e r ' s o w n v i t a l i ty . I f t h e c o n
wea pon, that wea pon retu rns to the a rtificer as if it
s t r u c t is d e s t r o y e d b e f o r e t h e e n d o f t h e e n c o u n t e r
we re m ag ica l, even if it is not.
o r b e f o r e t h e a r t i f i c e r d i s m i s s e s i t, t h e d e s t r u c t i o n
takes a toll on the artificer. For this reason, an arti
CREA T ING A N A RT IFICER ficer's su m m on ing is limited in both du ration an d
Two artificer builds are presented here: the battle- frequency.
s m i t h a n d t h e t in k e r e r . T h e t i n k e r e r c r e a t e s a r c a n e
constructs, while the battlesmith infuses weapo ns SUMMONING
and a rm or with m agic. A ll artificers rely on Intel Powers that have the summoning keyword bring
ligence to create and control their spells. In addition, crea ture s from elsew here , often other planes, to serve
W i s d o m h e l p s y o u a n i m a t e c o n s t r u c t s , w h i l e C o n s t i you in a variety of ways.
tution focuses your magic in nonanimate items.
SUMMONED CREATURE
T I N K E RE R A RT I F I CE R A cr eatur e you summon uses these r ules, unless a
Using whatever materials are on han d, you em pow er power descr iption says other wise.
weapons and armors and even create allies. You
• A l li ed C r e a t u r e : W h e n y ou u s e a s u m m o n i n g
im bue ea ch of your creations with ma gic, elem enta l
power, you create a creature that is an ally to you
spirits, an d a spa rk o f life, giving it the p ow er to per and your allies. Th e p ower deter m ines wh er e the
form a specific task. Your attack powers are based on summoned creature appears.
I n t e l l i g e n c e , s o i t s h o u l d b e y o u r p r i m a r y a b i l i ty s c o r e .
• Y o u r D e f e n s e s : T h e s u m m o n e d c r e a t u r e ' s d e f e n s e s
Y o u r s e c o n d - b e s t a b i li t y s c o r e s h o u l d b e W i s d o m ,
equal yours when you summon it, not including any
which enhances the artifices and the constructs you
temp or ar y b onus es or penalties to your statistics.
create. Other artificer powers rely on Constitution, so
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• Commanding the Creature: The summoned crea Magic Weapo n Artificer Attac k 1
ture has no actions o f 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. Wh en At-Will • Arcane, Weapon
you command th e creatur e, the t wo of you share Standard Action Melee or Ranged weapon
knowledge but not senses. Target: O n e creature
As a minor action, you c an command the Attack: Intelligence + 1 vs. A C
Hit: 1 [W] + Intelligence modifier damage, and each ally
summoned creature to take one of the follow
ing actions, if it is physically capable of taking that adjacent to you gains a +1 power bonus t o atta ck rolls
and a bonus t o damage rolls equal t o your Constitution
action: crawl, esca pe, fly, open or close a door or a or your Wisdom modifier until t he e nd o f your next turn.
container, pick up or drop an item, run, stand up, Level 2 1 : 2[W] + Intelligence modifier d amage, and a +2
shift, squeeze, or walk. power bonus t o attack rolls.
The summoning power determines any
special commands you ca n give th e 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
m a n d . 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: O n e creature
• Attac ks 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. T he
an attack through th e creature, as specified in the next attack the target makes before t he end o f 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 da mage.
• 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
o t h e r w i s e , the summoned creature lasts until the
enemy.
end of the encounter and then disappears. As
At-Will • Arcane, Implement, Thunder
a minor action, you c an dismiss the summoned
Stan dard Acti on Close burst 10
cr eatur e.
Primary Target: You o r one ally in burst
Effect: The primary target gains a +1 power bonus to AC
A R T I F I C E R POWERS until t he end o f your next turn. Make an attack.
Secondary Target: O n e creature adjacent to the primary
You carry esoteric reagents and materials. If you
target in burst
don't have what you need, you transmute mundane Attack: Intelligence vs. Fortitude
materials into components. Each day, you craft, Hit: 1 d8 + Intelligence modifier thund er da mage, and you
i m b u e , and prepare t h e objects and co mpounds you push t he secondary target 1 square awa y from t he primary
need for your arcane powers, which a r e call ed sp ells. target.
Many artificers refer t o spells that instill magic in Level 27: 2d8 + I ntelligence modifier thunder damage.
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You direct a minute cube covered in runes into the fray. Al
though small, the cube contains a orce that bashes foes and bedient 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, Implemen t, Summoni ng
Target: O n e 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 t h e end o f your next t u r n , an y ally gains a +1 Any marked enemy that starts its turn adjacent to the
power bonus to AC while adjacent t o the target. servant takes damage equal t o your Wi sd om modifier.
You can give t he obedient servant the followin g special
commands.
pike Wire Artificer Attack 1
Standard Acti on: Melee 1 or Ranged 5; targets one
You throw a bundle o f 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: O n e creature damage, and t he target is marked until th e end o f your
Attack: Intelligence vs. Fortitude next turn.
Hit: 1 d8 + Intelligence modifier force damage. Until the
end of your next t u r n , an y attack deal s extra damage to
the target equal t o your Wis do m modifier. L E V E L 2 UTILITY S P E L L S
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Daily • Arcane
ightning Sphere Artificer Attack 3
Minor Action Ranged 5
The small metal ball you roll atyour enemies bursts apart in an
Target: You or one ally
Effect: The target gains 2 0 t emporary hi t points. As a
explosion of lightning.
minor acti on, the target can transfer a ny n umber o f these Encounter • Arcane, Implement, Lightning
temporary hit points to an ally with in 5 squares of him Stan dard Acti on Area burst 1 within 10 squares
or her. Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
1 Swift Mender Artificer Utility 2 Hit: 1 d8 + Intelligence modifier lightning damage, and
the target grants combat advantage until t he end o f your
You empower a tiny construct tc zoom to an ally's aid.
next turn.
Encounter • Arcane
Minor Action Ranged 5
epulsion 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.
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Effect: You and each ally adjacent to you d eal extra col d
damage equal to your Constitution modifier with weap on
or cold attacks until the end o f your next turn.
Standard Action Melee or Ranged weapon Channeling arcane energy into a cloud of dust, you create light
Target: One creature ning that ripples across your foes.
Attac k: Intelligence vs. A C Daily 4 Arcane, Implement, Lightning
Hit: 1 |W| + Intelligence modifier necrotic damage. Each Stan dard Acti on Close burst 3
ally within 5 squares of you who deals damage with a Target: Each enemy in burst
weapon attack before t he end of your next turn regains Attack: Intelligence vs. Reflex
hit points equal to 1 d6 + your Constitution modifier. A n Hit: 2d6 + Intelligence modifier lightning damage, and the
ally regains these h it points only once for each use of this target is dazed (save ends).
power. Each Fai led Sav ing Throw: The target takes 5 lightning
damage.
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You grant animation to a nimble construct. You direct a magical liquid under your allies'feet, causing them
Dail y 4- Arcan e, Impl ement , Su mmoni ng 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 i n burst
speed 8. The relentless harrier s attacks deal 1 d6 extra Effect: You slide each target 5 squares. Each target gains a
damage t o any creature granting combat advantage to it. +4 bonus to Reflex until th e end o f your next turn.
You can give the relentless harrier the foll owing special
commands.
Standard Acti on: Melee 1; targets one creature;
L E V E L 13 ENCOUNTER S P E L L S
Intelligence + 2 vs. AC; 1 d8 + Intelligence modifier
damage, and th e relentless harrier shifts 2 squares. Barbed Automaton Artificer Attack 1 3
Opportunity Attack: Melee 1 ; targets one creature; You hurl a small knot of barbed wire, which grows and springs
Intelligence + 2 vs. AC; 1 d8 + Intelligence modifier to life, attacking yo ur foes.
damage.
Encounter 4 Arcane, Conjuration, Implement
Standard Action Ranged 1 0
L E V E L 10 UTILITY S P E L L S 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 1 0
tomaton lasts until th e end of your next t u r n . An y enemy
A small metal sheaf unfolds into a medium-sized shield that that enters a space adjacent to the a utomaton o r starts
floats near an ally and blocks incoming attacks. its turn ther e is subject t o the following attack.
Daily 4 Arcane, Conjuration Attack: Intelligence vs. Reflex
Minor Action Ranged 5 Hit: 1 d8 + Intelligence modifier + Wi sd om modifier
golden aura that heals allies. or misses the primary target with a melee attack is sub
Daily 4 Arcane, Healing, Summoning ject t o the following attack.
Standard Action Ranged 5 Secondary Target: The attacking enemy
Effect: You create a Small heal ing figurine in an unoc Attack: Intelligence vs. Reflex
cupied square with in range. The heal ing figurine has Hit: 2d 1 0 + Intel ligen ce modifi er force damage.
speed 5. It has a +2 bonus to AC and t o 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 Wi sdo m
You infuse a weapon with magic, making it deliver a greater
modifier. In addition, three times before t he end of the
impact than its size suggests.
encounter, an ally adjacent t o the healing figurine can u se
a minor action to make a saving throw and t o regain hit Encounter 4 Arcane, Weapon
points as if he or she had spent a healing surge. You can Standard Action Melee or Ranged weapon
give the heal ing figurine t he following special command. Target: O n e creature
Minor Action: The healing figurine administers first a id Atta ck: Intelligence vs. A C
to a n ally adjacent t o it. The figurine uses your Heal skill Hit: 2[ W] + Intelligence modifier damage, and you push
for the check. the target a number o f squares equ al t o your Consti tu
tion modifier and knock it prone.
You imbue a weapon or an implement with a dose of luck and Positive Energy Infusion Artificer Attack 1 3
arcane energy. You channel arcane power into your enemy, using the creature
as a conduit for vitality.
Daily 4 Arcane
Minor Acti on Melee touch Encounter 4 Arcane, Healing, Weapon
Target: One wea pon o r implement Standard Action Melee or Ranged weapon
Effect: Until t he en d o f the encounter, an y attack that uses Target: O n e creature
the target gains a +1 power bonus to attack rolls and a Atta ck: Intelligence vs. A C
bonus to damage rolls equal t o your Constitution modi Hit: 2[W] + Intelligence modifier damage. Until the end
fier. As a minor action, th e target s wielder can end the of your next t u r n , an y ally who hits the target can spend
effect in order t o remove a n effect on h im or her that a a heali ng surge and regain additional h it points equal to
save can end. your Constitution modifier.
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D a i l y • A r c a n e , I m p l e m e n t , Z o n e
Protection from Elements Artificer Utility 1 6
Stand ard Actio n C l o s e b l as t 5
You direct a vibrant ray of protective energy at an ally, granting
T a r g e t : E a ch e n e m y in blast
resistance to that comrade and to those around him or her.
Attack: Intelligence vs. Reflex
H i t : 2d8 + Intelligence modifier damage, and ongoing 5 D a i l y • A r c a n e
damage (save ends). Minor Action R a n g e d 5
Effect: You create a zone of tiny m echanica l co ckroaches Target: On e ally
that lasts until the end of the encoun ter. A ny e n e m y w i t h i n E f f e c t : C h o o s e a d a m a g e t y p e : acid, cold, fire, lightning, or
the zone grants combat advantage. thunder. The target gains resist 1 5 to th a t d a m a g e t y p e
until the end of the encounter. I n a d d i t i o n , w h i l e y o u or
any ally is adjacent to the target, you or that ally gains
A r t i f i c e r A t t a c k 1 5
ightning Sigil resist 10 to t h e c h o s e n d a m a g e t y p e .
Pouring arcane power into a weapon or implement, you create a
crackling field that lashes at oes with tendrils of lightning.
Vorpal Edge Artificer Utility 1 6
D a i l y • A r c a n e , L i g h t n i n g
The deadly parts of the weapon you touch become suffused with
Minor Action Melee touch
magic, making them sharper and deadlier.
T a r g et : O n e w e a p o n o r i m p l e m e n t
Effect: Until the end of the en counter, any attack that uses D a i l y • A r c a n e
the target as a w e a p o n o r an im plem ent deals extra light Minor Action Melee touch
n i n g d a m a g e e q u a l to 5 + your Constitution modifier. T a r g e t : O n e m e l e e w e a p o n
A s a free action, the target's wield er can end the ef Effect: Until the end of the encounter, attacks w ith the
f e c t w h e n he or she hits a creature. That creature is t h e n target score critical hits on rolls of 1 8 or higher.
dazed (save ends).
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When your shot strikes a foe, the projectile spins like a top, bur Target: One weapon or implement
rowing into the creature. Effect: Until the end of the encounter, any attack that uses
the target as a weapon or an implement deals extra fire
Daily • Arcane, Weapon
damage equal to 1d8 + your Constitution modifier.
Standard Action Ranged weapon
As a free action, the target s wield er ca n end the ef
Target: One creature
fect when he or she hits a creature using the target in
Attac k: Intelligence vs. AC
order to ignite that creature wit h hellfire (save ends).
Hit: 3 |W] + Intelligence modifier dama ge, and the target
While affected by hellfire, the target takes 10 fire dam
takes ongoing 5 damage and grants combat advantage
age at the start of its turn. In addition, any enemy with in
(save ends both).
2 squares of the target at the start of its turn takes 10 fire
Aftereffect: The target takes ongoing 5 damage (save
damage.
ends). If the target drops to 0 hit points before the ongoing
damage ends, you choose an en emy wit hin 5 squares of
the target to take ongoing 5 damage (save ends).
M i s s : Half damage, and the target grants combat advan
tage (save ends).
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L E V E L 2 2 UTILITY S P E L L S
Immediate Interrupt: Wh en an ally with in 5 squares of You release a tiny construct, which flies into your foe with im
the diminutive bodyguard is hit by an attack , th e ally gains possible force before exploding with arcane energy.
a +4 bonus to all defenses against the triggering attack.
Encounter • Arcane, Force, Implement
Standard Action Ranged 1 0
Hero s Elixir Artificer Utility 2 2 Primary Target: O n e creature
Primary Attack: Intelligence vs. Fortitude
You transmute a small vial of water into a potent healing draft.
Hit: 1 d8 + Intelligence modifier force damage, and you
Daily • Arcane, Healing
push th e primary target 6 squares.
Minor Actio n Melee touch
Effect: Make a secondary attack that is an area b urst 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 o f 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 hi t points equal to his or her bloodied value.
the secondary target prone.
Target: Each enemy in burst age type: a cid, co ld, Are, force, lightning, or thunder. The
Atta ck: Intelligence vs. Reflex attack deals damage of this type t o the target. Until the
Hit: 3 d8 + Intelligence modifier acid damage. en d of your next t u r n , th e weapon attacks of each ally
Effect: Until t he end of your next t u r n , the ally in the attack s within 2 squares of you deal extra damage of the chosen
origin square gains resist 1 5 a cid, and an y creature that type equal to 1 d8 + your Con stitution modifier.
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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.
Encount er • Arc ane, Fire, Force, Thunder, W ea po n Daily • Arcane, Healing
Sta ndard Acti on Mel ee or Ranged weapon Minor Acti on Melee touch
Target: One creature Target: One weapon or i mplement
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 hi t up to three times, implement hits, one bloodied ally within 5 squares of
depending on which defenses are hit. the target s wield er regains hit points equal to 10 + your
Hit (F ortitude): 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 h ealing surge. In addition, the target of
your Constitution modifier. The target can t stand up from that attac k is stunned until th e end of its next turn.
prone until the en d of your next turn.
Hit ( Wi ll ): 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
Wisdom modifier until the end of your next turn.
round the creature and bite deep when it attacks or moves.
Daily • Arcane, Implement
L E V E L 2 5 DAILY SPELLS Stand ard Acti on Ranged 10
Second Failed Sa vin g Throw : The target takes ongoing 1 5 Sta ndard Acti on Area burst 3 within 20 squares
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, Secon dary 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
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Effect: The burst creates a zone of animate caltrops that Hit: 4d6 + Intelligence modifier damage, and the target is
lasts until t he end of your next turn . An y enemy within the blinded and slowed (save ends both).
zone grants combat advantage t o you and your allies. Any Each Failed Saving Throw: You slide t he target 1 square.
creature withi n t he zone a t the end of your next turn takes M i s s : Half damage, and th e target is blinde d (save ends).
fire damage equal to 2d1 0 + your Wi sd om modifier. Effect: Until t he end of the encounter, an y enemy that
attacks the ally who was in the attack s origin square is
blinded until th e end of your next turn.
Thunder-Shock Weapon Artificer Attack 2 7
The sigils etched onto your weapon steam with bitter cold. O n 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 attac k pow er does not
Daily • Arcane, Cold, Wea pon
count toward your use of that power. The simulacrum
Standard Actio n Melee or Ranged weapon
uses your attack bonus with t he power. It can use e ach
Target: O n e creature
encounter attack power only once for each use of this
Attac k: 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
Aftereff ect: The target is slowed and gains vulnerable 5 to
cannot use simulacrum. The simula crum s use of a daily
all damage (save ends both).
attack power does n ot count toward your use of that
M i s s : Half damage, and the target is slowe d 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 2 9 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 o r implement
Effect: Until t he end of the encounter, th e creature wield
ing the target gains a +3 pow er bonu s to s peed.
As a free action, the target s wielder can end t he effect
when he or she hits a creature using the target in order
to take a n extra standard action .
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Secret Recipe A l c h e m i s t S a v a n t U t i l i t y 1 2
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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
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CHAMELEON
"You can't solve every problem with a hammer...
P r e r e q u i s i t e : Changeling
choose one o f your all ies' class or parago n path You carefully study your ally's abilities, imitating even those
encounter attack powers of 11th level or lower. At that aren't part of his or her attack retinue.
t h e en d o f t h e short rest, you ca n swap the e ncou nte r Daily
attack power you gained with imitating strike for the Standard Action Personal
chosen attack power. The ally whose power you gain Requirement: You must use this power at the end of an
extended rest.
must be present during the entire short rest.
Effect: Until t he en d of your next extended rest, you can
use an ally s class or paragon path utility power of 12t h
CHAMELEON POWERS level or lower as if it were your paragon path utility pow
er. The ally whose power you gain must be present dur
ing the entire exten ded rest before you use this power.
Imitating Strike Chameleon Attack 1 1
You do not need to meet the normal prerequisites to use
You demonstrate your sklis of i m i c ry as you perfectly imitate
this power, but you must mee t any of its requirements.
your ally's atlark.
Daily
Deadly Duplication Chameleon Attack 20
Standard Action Personal
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 encou nter attack Standard Action Personal
power of 11 th level or lower as if it wer e 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 ent ire 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.
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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
ckinship
o m p a n ito
o nthe
s , although youasprobably
automatons you feelfeel as much
toward your
fellow adventurers. You might dote on your creatio ns,
lamenting when they become damaged, and even
avenging their destruction.
Outside of combat, harml ess clockwork creations
surround you. They twitter and buzz, fluttering near
y o u , keeping you company. Many are also helpers, Aid Artifice Clockwork Engineer Utility 1 2
and through their adroit appendages, you can con Your creations last longer than expected.
struct other minions more quickly. Encounter • Arcane, Healing
Imme diat e Inter rupt Close burst 10
Trigger: A creature you summoned with an artificer or
CLOCKWORK ENGINEER
clockwork engineer power takes damage
PATH FEATURES Target: The triggering summon ed 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 ) : Wh en you Effec t: 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 Act ion : Melee 1; targets one creature;
foe. Intelligence + 2 vs. AC; 2d1 0 + Intelligence modifier
damage , and the target is marked by the clockw ork
Encounter • Arcane, Implement, Zone
companion until the end of your next turn. If the target
Stan dard Act ion Area burst 2 within 10 squares
is already marked, the companion can deal 1 d8 extra
Effect: The burst creates a zone of miniature clockwo rk
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 + Intelligenc e modifier
turn within the zone is subject to an attack.
damage , and the target is marked by the clockwor k
Attack: Intelligence vs. Reflex
compan ion 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.
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EXORCIST OF THE ident ify the holin ess of you r cau se and the stature of
your position with in the C hu rch .
SILVER ELAME
"Filthy demon, I abjure you Leave this place and never EXORCIST OF THE SILVER FLAME
return "
PATH FEATURES
S i l v e r F l a m e A c t i o n ( 1 1 t h l e v e l ) : W h e n y o u
P r e r e q u i s i t e : A n y d i v i n e c l a s s , m u s t w o r s h i p t h e
spend an action point to take an extra action, your
Silver Flame
attacks deal 2d6 extra fire and radiant damage until
the en d of 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 y o u
tha n the C hu rch o f the Silver Flam e. 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 temp orar y hit points equal to your W isd om
lycanthropes, and undead. Foremost among the Silver modifier.
Flam e's divine servants are the exorcists of the Silver
S i lv e r E x o r c i s m ( 1 6 t h l e v e l ) : W h e n y o u a t t a c k a
Flame. These individuals travel the world, devoting
demon, a devil, a shapechanger, or an undead using a
t h e i r l i v e s t o d e e d s t h a t e x e m p l i f y t h e f a i t h 's p r e c e p t s . fire or radiant power, you can reroll any damage die
As an exor cist of th e Silver F lam e, you enjoy a roll of 1 or 2.
powerfu l con nect ion to the Silver Fl am e and have
b e c o m e a li v i n g v e s s e l f o r t h e p o w e r t h a t u n d e r p i n s
the Chu rch . T he Voice of the Fla me 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.
Y o u h a v e h a r d e n e d y o u r s e l f a g a i n s t t h e g r i sl y d e e d s Flame Exorcist of the Silver Flam e Attack 11
you mu st perform to elimin ate evil. You unleas h the of Censure
power of your faith upo n your enem ies, scorch ing You unleash a wave o f flames that incinerates th e unrighteous.
them with flames that purify the iniquitous and bol Encoun ter • Divine , Fire, Imple me nt, Radiant
ster the righteous. W he ne ve r you use your prayers, Stand ard Action C l o s e b l as t 3
a small silver flame appears above your head to Target: Each enemy in blast
Attack: Wisdom vs. Fortitude
Hit: 2d6 + W isd om modifier fire and radiant damage, an d
the target is blinded until the end of your next turn. If the
target is a dem on, a devil, a shapechanger, or an unde ad,
it takes 2d6 extra fire and radiant dam age and a penalty
to AC equal to your Charisma modifier until the end of
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Nature's Purge G a t e k e e p e r M y s t ag o g u e A t t a c k 2 0
Poisonous fumes spill out from your hands, flowing across foes
and scouring those that oppose the natural order.
D a i l y • P o i s o n , P r i m a l
Stan dard Actio n C l o s e b u r st 3
T a r g e t : E a c h e n e m y in burst
A t t a c k : S t r e n g t h or W i s d o m + 4 vs. Fortitude
Level 21: Strength or W i s d o m + 6 vs. Fortitude
H i t : 3d8 + Constitution modifier poison damage, and the
target is dazed and slo wed (save ends both). If the target
is an ab e r r a n t c r e a t u r e , t h e n w h e n e v e r it uses a psychic
attack before the end of the encounter, it takes ongoing
10 poison dam age (save ends).
M i s s : Half damage, and the target is dazed and slo wed until
the end of your next turn.
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LlG H T W ALKER
" W e walk in the light, hut when faced with only darkness,
we must carry that light with us."
P r e r e q u i s i t e : K a l a s h t a r , m u s t w o r s h i p t h e P a t h o f
Light
LIGHTWALKER PRAYERS
Call the Light Lightwalker Attack 20
Illuminate the Ad versary Lightw alker Attack 11 You draw streams of light rom nearby sources, using it to sear
the flesh of your en emies while healing an ally.
A golden beam of light shoots from your implement and strikes
your foe, which continues to emit sparks for several seconds. Daily • Divine, Healing, Implem ent, Radiant
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.
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SELF-FORGED B a t t l e f i s t ( 1 1 t h l e v e l ) : Y o u h a v e a b a t t l e f i s t ,
w h i c h r e p l a c e s y o u r h a n d . T h e b a t t l e f i s t is a m e l e e
"I improve myself by any means necessary."
wea pon w ith whic h you are proficient. It is a part of
the mace weapon group, deals ld 8 d ama ge, and has
P r e r e q u i s i t e : A n y r a c e e x c e p t w a r f o r g e d , m u s t b e
a +3 proficien cy bon us. You ca 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
W arforg ed are an intriguing race, and regard for as a we apo n. You can use the E nch ant M agic Item
them ranges from viewing them as property to ( P l a y e r s Handbook, p a g e 3 0 4 ) , D i s e n c h a n t M a g i c I t e m
accepting them as people. Most folks resent, distrust, ( P l a y e r s Handbook, p a g e 3 0 4 ) , a n d T r a n s f e r E n c h a n t
o r to l e r a t e w a r f o r g e d . Y o u t a k e a d i f f e r e n t v i e w : Y o u m e n t ( A d v e nt u re r 's V a ul t, p a g e 1 9 9 ) r i t u a l s o n t h e
w a n t to b e c o m e o n e . D u r i n g t h e L a s t W a r , a f e w battlefist. Using Disenchant Magic Item on the battle
ma ster m ak ers wh o work ed in the found ries that pro fist does not destroy it.
duced warforged be ca 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 l e v e l ) : T h e
were exem plars of perfection. Now renegades from
parts you graft onto your body make you more
their former employers, these individuals seek to
d u r a b l e . Y o u g a i n a +2 b o n u s t o s a v i n g t h r o w s a g a i n s t
i m p r o v e th e i r o w n f o r m s b y i n s t a l li n g m e c h a n i c a l ongoing damage.
a u g m e n t a t i o n s in t o t h e i r f l e s h .
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 ) : Yo u ca n
To become a self-forged, your first step is to install
attach and em bed com pone nts as if you were a war
a battlefist, a m ec ha niz ed steel appe nda ge th at f o rg e d (s e e " W a r f o r g e d C o m p o n e n t s , " p a g e 1 1 3 ) .
resem bles a gaun tlet with articula ted fingers. Th 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 yo u
battlefist replaces your hand, requiring you to sever
m ak e a dea th saving throw, you ca n take the better of
your own ap pend age to m ak e way for the new addi your die roll or 10.
tion. As a result, only the mo st ded icated o r m ad
artificers embark on this path.
S E L F - F O RG E D S P E L L S
S E L F - F O RG E D P A T H F E A T U RE S
Battlefist Sm ash Self-Forged Att ack 11
F o r t i f y i n g A c t i o n ( 1 1 t h l e v e l ) : W h e n y o u sp e n d
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.
pora ry hit points eq ua l to 5 + one -h alf you r level.
Encounter • Arcane, W ea po n
Standard Action Mele e weapon
Requirement: Your battlefist hand must be free.
Target: One creature
Attack: Intelligence vs. AC
Hit: 3 [W ] + Intelligence mod ifier damag e, and you push
the target a num ber of squares equal to your C onstitution
modifier. The target grants combat advan tage to you a nd
your allies until the start of your next turn.
surge value.
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WARFORGET) JUGGERNAUT
"Our of my way, flesh hags "
P r e r e q u i s i t e : W a r f o r g e d
Momentum
PATH FEATURES
To attack your chosen adversary, you hurtle across the battle
C h a r g i n g A c t i o n ( 1 1 t h l e v e l ) : W h e n y o u s p e n d
field, shrugging off attacks.
an action point to make a charge attack, you gain a
Encounter
+2 bonus to speed and to all defenses until the end
Minor Action Personal
of your nex t turn. In addition, you can tak e furth er Effect: Until th e end of your next turn, you ignore difficult
actions after the charge. terrain, can move through e nem y spaces, and gain a +2
C h a r g i n g S t r i k e ( 1 1 t h l e v e l ) : W h e n e v e r y o u power bonus to AC against opportunity attacks.
c h a r g e a t a r g e t a n d h i t i t, y o u r a t t a c k d e a l s l d 6
extra damage to the target and you push the target Crag of Steel Warfo rged Juggernaut Attack 20
1 square. In addition, you can shift 1 square into a You lock yourself into position, holding your ground with a de
square that the target vacated . T he extr a d am age fensive posture and a series of deadly attacks.
increases to 2d6 at 21st level. Daily • Stance, We ap on
C o n s t r u c t P e r f e c t i o n ( 1 6 t h l e v e l ) : Y o u g a i n a + 2 Minor Action Personal
b o n u s t o s a v in g th r o w s a n d E n d u r a n c e c h e c k s . Effect: U ntil the stance en ds, you gain resist 5 to all dam
U n s t o p p a b l e ( 1 6 t h l e v e l ) : W h e n y o u sp e n d a n age, and whenever this reduces an attack's damage to 0,
you also negate that attack's effect on you. Add itionally,
action point, you can make a saving throw.
until the stance ends, you can reduce th e distance you
are pulled, pushed , or slid by 5 squares, and any enem y
WARFORGED JUGGERNAUT POWERS that starts its turn adjacent to you takes 1 [ W ] d a m a g e
while you are able to make opportunity attacks.
Onslaught
You end your reckless charge with a brutal blow that throws
your enemy backward, rattling its nerves.
E n c o u n te r • W e a p o n
Standard Action Melee weapo n
T a r g e t : O n e c r e a tu r e
Atta ck: Strength vs. AC
Hit: 2 [W ] + Strength mod ifier dam age, and the target is
dazed un til the en d of your next turn.
S p e c i a l : W h e n ch arging, you can use this pow er in place of a
melee basic attack.
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D R A G O N M A R K E D P A R A G O N P A TH S
Ea ch of the following thirtee n p aragon p aths is asso
CANNITH MASTERMAKER
ciated with one of the thirteen drag onm arked houses.
Each paragon path has a dragonmark as a prereq PATH FEATURES
uisite. T he dra go nm ark ed feats app ear 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 el ): W h e n y o u
Item Resurgence C a n n i t h M a s t e r m a k e r U t i l i t y 1 2
You channel arcane energy into a nearby item, using your ar
cane reservoir of power to activate it.
Daily • Ar cane
Imm edia te Interrup t C l o s e b u r st 1 0
Trigger: An ally with in 1 0 squares of you uses a magic item
daily power
Targe t: The triggering ally
Effect: The target does not count th e triggering magic item
pow er toward his or her limit of magic item daily p owe r
uses.
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GHALLANDA
SANCTUARY GUARDIAN z
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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 y o u u s e
a healing power during a short or an extended rest,
"M y enemies are like gangrene on a wound that would
t h a t p o w e r r e s to r e s t h e m a x i m u m n u m b e r o f h i t
otherwise heal. And there's only one thing to do with
points possible.
gangrene-start cutting."
skills liberally to help heal people and the land. For Your dragonm ark glows a faint green. Sigils identical to the
y o u , e x p o s i n g a d e m o n i c c u l t a n d t h w a r t i n g f r o n t i er mark then appear over the heads of your friends.
banditry are just incisions and surgeries pe rform ed Daily • H ealing
on a larger scale. Mino r Actio n C l o s e b u r st 5
Target: You and each ally in burst
Effect: You lose one healing surge, and e ach target gains
JORASCO JADEHAND PATH FEATURES regeneration 5 un til the end of your next turn.
J a d e h a n d A c t i o n ( 1 1 t h l e v e l ) : W h e n y o u sp e n d Sustain Minor: The effect persists.
an action point to use a healing power, you restore
extra hit points equ al to your W isd om mo difier. Dawn Burst J o r a s co J a d e h a n d A t t a c k 2 0
I m p r o v e d R e c o v e r y ( 1 1 t h l e v e l ) : W h e n e v e r y ou The sun seems to flare from your dragon mark, flashing its light
grant an ally a saving throw, that ally can roll two on friend and foe alike.
dice and take the higher result. Daily • Healing, Implem ent, Radiant
Stand ard Actio n A r e a b u r st 2 w i t h i n 1 0 s q u a re s
Target: Each enemy in burst
Attack: Wisdom vs. Fortitude
H i t : 2 d 1 0 + W i s d o m m o d i f ie r r a d ia n t d a m a g e .
Effect: Each ally in the burst can spend a healing surge or
mak e a saving throw.
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You are p art of an un usu al group o f thieves. You are next turn.
a m em ber of H ouse Kundarak's Gho rad'din, who a re C a r e f u l T r a p - B r e a k e r ( 1 1 t h le v e l ) : Y o u g a i n a
charged with testing the house's wards and recover + 5 b o n u s t o T h i e v e r y c h e c k s t o d e l a y a t r a p , a n d y o u
ing property stolen by those brazen enough to break do not trigger a trap with a failed Thievery check.
into Ku nd arak vaults. You com bin e the magical prow M a s t e r B u r g l a r ( 1 6 t h l e v e l ) : W h e n e v e r y o u
ess of a spellcast er with t he ste alth o f a bur glar. As a m a k e a T h i e v e r y c h e c k , y o u ro l l t w o d i c e a n d t a k e
result, no barrier can stop you. the higher result.
House Kundarak uses the Ghorad'din only rarely,
and they answer only to Lord Morrikan, leader KUNDARAK GHORAD'DIN POWERS
of H ouse Kun darak. W h en a new high security
vault nee ds testing, the hou se assem bles a gro up o f
Befuddling Bypass Kundarak Ghora d'din Attack 11
Gh orad 'din to try to bre ak in and expo se wea kne sses
Empowered by your dragonmark, your shot befuddles your foe,
before any treasure is placed with in. Alth ough such allowing you to pass by i t before the creature realizes you are
pra ctice s hon e you r skills, you might pref er even gone.
g r e a t e r c h a l l e n g e s . T h e m o s t s k i ll e d G h o r a d ' d i n a r e E n c o u n te r • C h a r m , W e a p o n
assigned to recover stolen property from other gifted Standard Action Ranged weapon
t h i e v e s . W h i s p e r s a l so t e l l o f G h o r a d ' d i n w h o o p e r a t e T a r g e t : O n e c r e a tu r e
as assassins. Attack: Strength or Dexterity vs. Reflex
H i t : 2[ W ] + Strength or Dexterity mod ifier dam age, and
the target is immo bilized until the e nd of your next turn.
You can then m ove your speed. This movem ent does not
provoke opportunity attacks from the target.
to fade
You sta rtwalls
through of existence, gaining the ability to step
andoutobstacles.
Encounter
Minor Action Personal
Effect: You gain insubstantial and ph asing until the e nd of
your next turn.
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LYRANDAR WIND-RIDER
"Battling me is as futile as trying to strike the wind. And
if you try, you'll look just as foolish."
P r e r e q u i s i t e : M a r k o f S t o r m f e a t
LYRANDAR WIND-RIDER
PATH FEATURES
W i n d - R i d e r A c t i o n ( 1 1 t h l e v e l ) : W h e n y o u
spen d an actio n point to tak e an extra action , you
gain a fly spe ed equ al to you r speed (and ca n h over)
unt il th e end of you r nex t tu rn.
S t o r m A d e p t ( 1 1 t h l e v e l ) : Y o u g a i n a + 1 b o n u s
t o a t ta c k r o l l s a n d a b o n u s e q u a l t o y o u r C o n s t i t u t i o n
m o d i f i e r ( m i n i m u m 1 ) t o d a m a g e f r o m li g h t n i n g o r
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 p e r e n c o u n
ter , y o u c a n u s e t h e w i z a r d u t i l i t y p o w e r / e a t h e r / a l l
(Player's Handbook, p a g e 1 6 0 ) .
W ith 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 Im plem ent, Zone
Encounter 4 Implem ent Stand ard Ac tion A r e a b u r st 1 w i t h i n 1 0 s q u a re s
Stan dard Act ion A r e a b u r st 2 w i t h i n 1 0 s q u a re s Effect: Th e burst creates a zone of violent w ind that lasts
Target: Each creature in burst until the end of your next t u r n . As a move a ction, you can
mov e the zone 4 squares. Each creature that starts its
Attack: Charisma or Constitution vs. Fortitude
turn wit hin the zo ne is subject to the following attack.
H i t : 3d6 + Charisma or Constitution m odifier dam age,
and you push the target 2 squares away from the attack's Attack: Charisma or Constitution vs. Fortitude.
Hit: 3d 10 + Charisma or Constitution m odifier, and you
origin square. A target in the burst's origin square is
push the target 4 squares awa y from the burst's origin
knocked prone instead of pushed.
square.
Sustain Minor: The zone persists.
Zephyr Win gs Lyrandar Win d-R ider 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 eq ual to your speed until the
end of your next turn.
Sustain Minor: The effect persists.
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MEDANI TRUESEER M e d a n i T a r g e t i n g ( 1 6 t h l e v e l ) : Y o u r a t t a c k s
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.
P r e r e q u i s i t e : M a r k o f D e t e c t i o n f e a t
M ED AN I T R UESEER PO W ER S
H o u s e M e d a n i ' s a b i l i t y t o t r a i n t h e s e n s e s a n d t he /
Med ani True Strike Med ani Trueseer Attack 11
m
r i gi nodr os uos f tirtsa i m
n ienmg bceorms bi si nl ee sg ewn idt ahr yt h. eI np yo owuerr coafs ye ,o ut hr e Your Mark of Detection flares, sending out darts of energy to
hunt down hidden foes and reveal their locations.
drag onm ark to bring your pow ers of presc ience and
o b s e r v a t i o n t o s u p e r n a t u r a l l e v e l s. Y o u c a n r e v e a l Encounter
Standard Action Ranged 10
i n v i s i b le f o e s w i t h e a s e a n d t h r o w y o u r e n e m i e s
Effect: You can see invisible creatures within 10 squares of
from their feet by anticipating their movements. As a you and with in your line of sight until you hit or miss wit h
Medani trueseer, you think a step ahead of everyone this power.
e l s e . E v e n a d v e r s a r i e s t h a t t h i n k t h e y ' v e o u t s m a r t e d T a r g e t : O n e c r e a tu r e
you find themselves lured into traps that give you the A t t a c k : C h a r i sm a o r W i s d o m + 4 v s . R e fl e x . T h e a t t a ck
advantage. ignores any cover and an y con cealm ent if the target is
with in 1 0 squares of you.
H i t : 2 d 1 0 + C h a r is m a o r W i s d o m m o d i fi e r.
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 y o u sp e n d Meda ni Foretelling M e d a n i T r u e s e e r U t i l i t y 1 2
an action point to take an extra action, any enemy
The power of your dragonmark allows you to take a quick
you can see grants co mb at advantage to you until the glance into the future to help you decide what to do.
end o f your next turn .
Encounter
B l i n d l e s s S i g h t ( 1 1 t h l e v e l ) : Y o u c a n n o t b e Free Act ion Person al
b l i n d e d , a n d y o u g a i n a + 2 b o n u s to P e r c e p t i o n c h e c k s Effect: You roll a d2 0. If you attack during this t u r n , you
and initiative checks. can choose to use this roll as the first attack roll of the
attack.
CH A PT ER 3 | Classe s
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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.
P r e r e q u i s i t e : M a r k o f P a s s a g e f e a t
t i o n s or i n v e s t i g a t e d i s t u r b a n c e s in its tr a v e l n e t w o r k .
W i t h t h e i r s o p h i st i c a t e d d e m e a n o r , s w i f t b la d e s are
o f t e n u n d e r e s t i m a t e d by H o u s e O r i e n ' s e n e m i e s .
T h o s e wh o a t t r a c t the ire o f a n O r i e n s w i f t b l a d e
q u i c k l y l e a r n t h a t th e d u e l i s t s ar e m o r e t h a n c a s u a l
weaponmasters.
O RI E N S W I F T B L A D E P A T H F E A T U RE S
S w i f t b l a d e A c t i o n ( 1 1 t h l e v e l ) : W h e n you s p e n d
a n a c t i o n p o i n t , you ca n t e l e p o r t y o u r s p e e d as a
m o v e a c t i o n u n t i l the end o f y o u r n e x t t u r n .
V i g i l a n t S p r i n t e r ( 1 1 t h l e v e l ) : You do not g r a n t
c o m b a t a d v a n t a g e for r u n n i n g .
Flurry of Teleportation O r i e n S w i f t b l a d e A t t a c k 20
S w i f t F o o t ( 1 6 t h l e v e l ) : Yo u g a i n a +1 b o n u s to
Yo u blinkfrom place to place on the battlefield, stabbing a foe
s p e e d and a +1 b o n u s to AC and to R e f l e x a g a i n s t
before disappearing again.
opportunity attacks.
D a i l y • T e l e p o r t a t i o n , W e a p o n
Standard Action Melee weapon
ORIEN SWIFTBLADE POWERS P r i m a r y T a r g e t: O ne creature
P r i m a r y A t t a c k : S t r e n g t h or Intelligence vs. AC
H i t : 2[W] + Strength or Intelligence m odifier damage.
Shifting Charge O r i e n S w i f t b l a d e A t t a c k 11
E f f e c t : You t e l e p o r t 4 squares and th e n m a k e a secondary
Brandishing your weapon, you charge forward, dashing among
attack.
your enemies before they can react.
S e c o n d a r y T a r g e t: On e creature other than th e primary
E n c o u n t e r • W e a p o n target
Standard Action Melee weapon
Effect: Before th e attack, you shift your spee d. S e c o n d a r y A t t a c k : S t r e n g t h or Intelligence vs. AC
H i t : 1 [W] + Strength or Intelligence mod ifier damage.
T a r g e t : O ne creature Effect: You teleport 4 squares and t h e n m a k e a tertiary
A t t a c k : S t r e n g t h or Intelligence + 1 vs. AC attack.
H i t : 3[W] + Strength or Intelligence modifier damage. T e r t i a r y T a r g e t : O ne creature other than th e primary
and secondary targets
Orien Unbound O r i e n S w i f t b l a d e U t i l i t y 1 2 T e r t i a r y A t t a c k : S t r e n g t h or Intelligence vs. AC
H i t : 1 [W] + Strength or Intelligence m odifier damage.
Your Mark of Passage flares, and you teleport away from your
E f f e c t : You teleport 4 squares.
bonds.
E n c o u n t e r • T e l e p o r t a t i o n
Move Action Personal
Effect: You end any immobilized or marked effects on you.
You then teleport your speed.
C H A P T E R 3 | C l a s s e s
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<
Th e ent ert ainer s and artisa ns of House Phiarla n Disturbing Visions Phiarlan Phantasm ist Attack
employ a variet y of media an d tec hn ique s to expre ss Terrible illusions plague your enemies' minds, causing them to
flee in fright. 2
their art and distract their foes. Members of the
house who show a predisposition for illusion are E n c o u n t e r 4 F e a r, I l l u s i o n , I m p l e m e n t , P s y c h i c
Standard Action A r e a b u rs t 1 w i t h i n 10 squares
(
often trained as phantasmists. As a phantasmist, you
T a r g e t : E a c h e n e m y in burst
excel in evasion and deception. Your training has I
A t t a c k : I n t e ll i g e n c e or C h a r i s m a v s . W i l l
taught you how to bring your enemies' nightmares to
Z
H i t : 2d6 + Intelligence o r Charism a m odifier psychic Z
life. You can cl oak your se lf in shadows or tric k foes damage, and you slide the target 2 squares. In a d d i t i o n , Z
with illusory forms. W h e n you perf ect your art, you the target takes a -2 penalty to attack rolls until the end <
even gain the power to make an illusion into a deadly of your next turn.
G
reality.
Taunting Decoy P h i a r l a n P h a n t a s m i s t U t i l i t y 1 2
PHIARLAN PHANTASMIST An image of you appears near your enemy, drawing its attacks.
D a i l y 4 C o n j u r a t i o n , T e l e p o r t a t i o n
PATH FEATURES
Standard Action R a n g e d 1 0
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 he n yo u
Effect: You conjure a decoy of yourself in an u n o c c u p i e d
spend an action point to take an extra action, you or square with in range. The dec oy occupies 1 square, and it
one ally within 3 squ are s of you be co mes invisible lasts until the en d of your next t u r n . W h e n y o u c on j u re
until the start of your next turn . the decoy, it m a rk s o n e e n e m y w i t h i n 5 squares of it until
M i n d F i r e ( 1 1 t h l e v e l ) : Any ene my affecte d by
the end of your next t u r n . T h e d e c o y c a n b e a t t a c k e d ,
a n d w h e n t h e e n e m y m a r k e d b y the decoy hits it, the
one o f your c ha rm, fear, illus ion, or psychic powers
m a r k e n d s a n d t he decoy teleports 5 squares. As a m o v e
takes a -2 penalt y to saving thr ows aga inst that pow
action, you can move the decoy 3 squares.
er's effect.
Sustain Minor: The decoy persists, and it m a r k s o n e e n e m y
w i t h i n 5 squares of it.
Phantasmist Stalker P h i a r l a n P h a n t a s m i s t A t t a c k 2 0
You summon aferal, gangly creature of shadow and mist to do
your bidding.
D a i l y 4 I m p l e m e n t , P s yc h i c , S u m m o n i n g
Standard Action R a n g e d 10
E f f e c t : Y o u s u m m o n a M e d i u m p h a n t a s m i s t s ta l k er in an
unoccu pied square with in range. The stalker has speed
7. It h as a +4 b o n u s to AC an d to Reflex and a +5 bo nus
to saving throws against fear effects and ch arm effects.
W h e n e v e r t h e s t a l k e r h i t s a creature granting combat
a d v a n t a g e to it, that creature takes ongo ing 5 psychic
dam age (save ends). You can give the p hantasmist stalker
t h e f o l l o w i n g s p e c i al c o m m a n d s .
M i n o r A c t i o n : T h e p h a n t a s m i s t s t a lk e r m o v e s 7
squares. It has insubstantial wh ile m oving.
S t a n d a r d A c t i o n : C l o s e b l a s t 3 ; t a r ge t s e a c h c r e a t u re in
blast; Intelligence o r C h a r is m a v s . W i l l ; 1 d10 + Intelligence
or Charisma modifier psychic damage, and the target is
dazed (save ends).
S t a n d a r d A c t i o n : M e l e e 1 ; targets one creature;
Intelligence or Charisma vs. Reflex; 1d8 + Intelligence or
Charisma modifier psychic damage.
O p p o r t u n i t y A t t a c k : M e l e e 1 ; targets one creature;
Intelligence or Charisma vs. Reflex; 1 d 8 + Intelligence or
Charisma modifier psychic damage.
C H A P T E R 3 | C l a s s e s ^
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P r e r e q u i s i t e : M a r k o f S c r i b i n g f e a t , f l u e n t i n
Sivis T R UEN AM ER PO W ER S
Supernal
U t t e r a n c e o f M o c k e r y S i v i s True n a m e r A t t a c k 11
As a bearer o f the M ark 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.
n a t u r a l a f f i n i t y f or la n g u a g e . Y o u h a v e c h o s e n t o
f o c u s y o u r s k il l s o n m a s t e r i n g t h e s u b t l e i n t o n a t i o n s E n c o u n t e r 4- C h a r m , I m p l e m e n t
Standard Action Ranged 10
and prec ise rhyth ms o f the true langu age that gave
Target: One creature
birth to all others. Alth ough your vocab ulary is lim
A t t a c k : I n t e ll i g e n ce o r C h a r i sm a v s . W i l l
i t e d , y o u r w o r d s c a r r y p o t e n t m a g i c p o w e r — a p o w e r Hit: As a free action, the target makes a basic attack against
that can befuddle and enslave your enemies or bring itself and hits. If the target has multiple basic attacks, you
an onrushing mob to a halt. choose wh ich attack it uses.
spend an action point to take an extra action, you that repels your foes.
r e g a in t h e u s e o f C h a n n e l D i v i n i t y o r A r c a n e I m p l e Daily 4 C onjuration
Minor Action Ranged 20
ment Mastery.
Effect: You conjure a glowin g sigil in an unoccupied square
S u p e r n a l L i n g u i s t ( 1 1 t h l e v e l ) : Y o u r s t u d y o f
with in range. An y en em y with in 5 squares of the sigil
Su perna l has given you a greater unders tand ing of must spend 2 extra squares of movem ent for each space
t h e w o r l d . Y o u g a i n a + 2 b o n u s to k n o w l e d g e c h e c k s . it moves closer to the sigil.
W o r d o f L i f e ( 1 1 t h l e v e l) : I n c r e a s e y o u r h e a l i n g Sustain Minor: The sigil persists.
surge value by your Intelligence or Charisma modifier.
Utterance Sivis Truen ame r Attack 20
of Domination
You speak the true name of your enemy, giving you temporary
dominion over it.
Daily 4 Ch arm , Implem ent, Psychic
Standard Action Ranged 10
Target: One creature
A t t a c k : I n t e ll i g en c e o r C h a r is m a v s . W i l l
H i t : The target is dom inated (save ends).
Aftere ffect: The target takes 4d 10 + Intelligence or
Charisma modifier psychic damage.
M i s s : The target takes 2d 10 + Intelligence or Charisma
modifier psychic damag e and is dazed until the end of
your next turn.
C H A PT ER 3 | Classes
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THARASHK WAYFINDER
"There is only one way to escape my pursuit: through
death."
P r e r e q u i s i t e : R a n g e r , H u n t e r ' s Q u a r r y c l a s s f e a
ture, Mark o f Find ing feat
THARASHK WAYFINDER
PATH FEATURES
W a y f i n d e r A c t i o n ( 1 1 t h l e v el ) : W h e n y o u s p e nd
an action point to make an attack against an enemy
you've desig nate d as you r quarry , you can shift you r
speed after the attack roll.
Q u a r r y ' s A r r e s t ( 1 1 t h l e v e l) : W h e n y o u h i t a
creatu re designated as your quarry, you can choo se Distant Quarry T h a r a s h k W a y f i n d e r U t i l i t y 1 2
to forego your Hunter's Quarry damage in order to Your dragonmark pulses with energy as you identify a distant
i n s t e a d s l o w t h e c r e a t u r e a n d p r e v e n t it f r o m s h i f t i n g foe as your quarry.
Encounter
until the end of your next turn. D oing this ex pen ds
Mino r Action Personal
your Hun ter's Qua rry dam age until the start of 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 l e v e l ) : W h i l e a c re a
t u r e is d e s i g n a t e d a s y o u r q u a r r y , i t g r a n t s c o m b a t
Path of Destruction Tharashk Wayfin der 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
T H AR ASH K W AY FIN D ER PO W ER S assault.
Daily • W eap on
Path of Least T h a r as h k W a y f i n d e r A t t a c k 1 1 Standard Action Melee or Ranged weapon
Resistance P r i m a r y T a r g e t : O n e c r e a t u re
P r i m a r y A t t a c k : S t r e n g th v s . A C ( m e l e e ) o r D e x t e r it y v s . A C
The power of your dragonmark guides your strike, and its m agic (ranged)
lingers in the wound, weakening your foe's defenses.
H i t : 2 [ W ] + S t r e n g t h m o d i fi e r d a m a g e ( m e l e e ) o r 2 [ W ] +
E n c o u n t er • W e a p o n Dexterity m odifier damag e (ranged). Th e target gains v u l
Standard Action Melee or Ranged weapon nerable 1 to all damage until the end of the encounter.
T a r g e t : O n e c r e a t u re Effect: Shift 2 squares and m ake a secondary attack.
Attack: Strength vs. lowest of Fortitude, Reflex, or Will Secondary Target: One creature
(mele e) or Dexterity vs. lowest of Fortitude, Reflex, or W il l S e c o n d a r y A t t a c k : S t r e n g t h v s . A C ( m e l e e ) o r D e x t e r it y
(ranged) vs . AC (ranged)
H i t : 2 [ W ] + S t r e n g th m o d i f i e r d a m a g e ( m e l e e ) o r 2 [ W ] H i t : 2 [ W ] + S t r e n g th m o d i f i e r d a m a g e ( m e l e e ) o r 2 [ W ]
+ Dexterity modifier damage (ranged). Until the start + Dexterity mod ifier dam age (ranged). Th e second ary
of your next t u r n , the target takes a -2 penalty to the target gains vulnerab le 1 to all dam age until the end of
defense you hit. the encounter. If you hit the same creature with both the
primary and second ary attacks, it gains vulnerab le 2 to
all damage until the en d of the e ncounter.
C H A P T E R 3 | C la ss es J
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P r e r e q u i s i t e : M a r k o f S h a d o w f e a t , t r a i n e d in
Stealth THURANNI SHADOW KILLER
POWERS
Y o u ' r e a m o n g th e d e a d l i e s t a s s a s s i n s t h a t H o u s e
T h u r a n n i has to o f f e r . You are the s c o u r g e o f H o u s e escending T h u r a n n i S h a d o w K i l l e r A t t a c k 11
P h i a r l a n an d a n y o n e e l s e w ho has e n e m i e s w i th the Shadows
c o i n to a f f o r d y o u r s e r v i c e s . You k i l l s i l e n t l y , and Darkness explodes from your dagger and rises above your en
y o u ' r e a d e p t at i n f il t r a t in g e n e m y s t r o n g h o l d s . You emy before raining down ebon sheets that cling to the creature's
e l i m i n a t e t a r g e t s w i t h r u t h l e s s e f f i c i e n c y an d r e t u r n form.
to your house's com pou nds uns cathe d. Th ura nni E n c o u n t e r • W e a p o n
s h a d o w k i l l e r s ar e c a r e f u l to e n s u r e t h a t t h e i r d e e d s Standard Action Melee weapon
g o u n n o t i c e d by m o s t o f K h o r v a i r e ' s p o p u l a t i o n . T a r g e t : O ne creature
Attack: Dexterity vs. Reflex an d W i l l . Y ou m a k e on e attack
roll and c o m p a r e t he result against both defenses. The
THURANNI SHADOW KILLER target might be hit one or two t i m e s , d e p e n d i n g on w h i c h
defenses a re hit.
PATH FEATURES
S h a d o w - f a d e A c t i o n ( 1 1 t h l e v e l ) : W h e n you H i t ( R e f l e x ) : 1 [W] + Dexterity mo difier dam age, and the
target is slowe d until the en d of your next turn.
s p e n d an a c t i o n p o i n t to t a k e an e x t r a a c t i o n , you
H i t ( W i l l ) : 1 [W] + Dexterity m odifier damag e, and the target
b e c o m e i n v i s i b l e u n t i l the end o f y o u r n e x t t u r n . is blinded until th e end of your next turn.
T h u r a n n i S i l e n c e ( 1 1 t h l e v e l ) : A ny a l ly w i t h i n 3
s q u a r e s o f y o u who is not t r a i n e d in S t e a l t h g a i n s a +3 Shadowstep T h u r a n n i S h a d o w K i l l e r U t i l i t y 1 2
b o n u s to S t e a l th c h e c k s .
You point at a spot, and the light retreats from it. Then you dis
S h a d o w W o u n d ( 1 6 t h l e v e l ) : O n c e per r o u n d appear and step out of the shadows you ve created.
w h e n you hit an e n e m y g r a n t i n g c o m b a t a d v a n t a g e to
D a i l y • T e l e p o r t a t i o n , Z o n e
Stand ard Act ion A r e a b u r st 1 w i t h i n 10 squares
E f f e c t : The burst creates a zone of darkn ess that lasts until
th e end of your next turn. Th e zone blocks line of sight
for creatures without darkvision. You gain darkvision
until t he end of your next turn and teleport to the burst's
origin square.
S u s t a i n M i n o r : Th e darkvision an d the zone persist.
Spectral Garrote 11 u r a n n i S h a d o w K i l l e r A t t a c k 20
A translucent garrote formsbetween your hands as you snare a
foe to use as your shield.
D a i l y • R e l ia b l e , W e a p o n
Standard Action Melee 1
T a r g e t : O ne creature granting combat advantage to you
Attack: Dexterity vs. Reflex
H i t : 3d8 + Dexterity m odifier damage , and you grab the
target. Until th e grab end s, you have cover and can use
the following action.
Imme diate Interrupt Personal
Trigger: A n e n e m y m a k e s a m e l e e o r ranged attack roll
against yo u that targets AC or Reflex
Effect: The triggering attack targets the creature grabbed
by you.
S u s t a i n M i n o r : You sustain t he grab, and the target takes
2 d 8 + Dexterity m odifier damage.
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VADALIS GRIFFONMASTER
"look to the skies, my friends. There you'll find me."
P r e r e q u i s i t e : R a n g e r , B e a s t M a s t e r y c l a s s f e a t u r e
(see Martial P o w er , p a g e 3 8 ) , M a r k o f H a n d l i n g f e a t
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 l e v e l ) : W h e n y o u
spend an action point to make an attack, your Vadalis
bred griffon can take a standard action or a move
action aft er you r attack. If the griffon use s th e a ction
to attack, the attack deals ld 6 extra d am age.
V a d a l i s G r i f f o n ( 1 1 t h l e v e l ) : Y o u c a n s w a p y o u r
curr ent beast com pan ion 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 l e v e l ) : Y o u
have mastered and can perform the Co m mu ne w ith
Na ture and P han tom Steed rituals as if you had the
VADALIS BRED GRIFFON STATISTICS
Ritual Caster feat.
A b i l it y S c o r e s : Strength 20 , Con stitution 18 , Dexterity
1 6 , Intelligence 2, W isdom 12, Charisma 6
VADALIS GRIFFONMASTER EXPLOITS S i z e : Large
S p e e d : 6 squares, fly 8 squares
Griffon's Pu ll Vadalis Griffonmaster Attack 11 D e f e n s e s : 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.
H i t P o i n t s : 16 + 10 per level
Encounter • Beast, Martial, We ap on A t t a c k B o n u s : Level + 4
Stand ard Act ion M e l e e w e a p o n ( b e a st 2 )
D a m a g e : 2 d 6
P r i m a r y T a r g e t : O n e c r e a t u re
M e l e e B a s i c A t t a c k : C law; level + 3 vs. AC ; 2d6 +
P r i m a r y A t t a c k : B e a s t ' s a t t a c k b o n u s v s . R ef l ex
H i t : 1 [B] + beast's Strength m odifier dam age, and you Strength modifier damage.
slide the target 3 squares into a space adjacent to y our M o u n t : The Vadalis-bred griffon is a mount.
Vadalis-bred griffon beast comp anion. Ma ke a se condary C o o p e r a t i v e C h a r g e : W he n th e Vadalis-bred griffon's
attack that is a melee w eap on attack. rider charges, the griffon can make a claw attack as
S e c o n d a r y T a r g e t : O n e c r e a t u r e th a t w a s a p r i m a r y t a r g e t a free action in addition to its rider's charge attack.
S e c o n d a r y A t t a c k : S t r e n g th v s . A C . Y o u h a v e c o m b a t
T rain ed S k ills: Athletics, Endurance, Perception
advantage against the secondary target.
H i t : 1 [ W ] + S t r e n g th m o d i f ie r d a m a g e .
Level 2 1 : 2 [ W ] + S t r e n g t h m o d if i e r d a m a g e .
Snatching Assault Vadalis Griffonmaster Attack 20
Your griffon grabs your enemy in its talons and whisks it away.
Invigorating D ive V a d a l i s G r i f f o n m a s t e r U t i l i t y 1 2
Daily • Bea st, Mar tial
The rush of the wind and the anticipation of attacking your prey Standard Action M e l e e b e as t 1
give you and your griffon a surge of vigor. T a r g e t : O n e c r e a tu r e
Daily • B east, Hea ling, Martia l A t t a c k : B e a s t ' s at t a c k b o n u s v s . A C
Free Actio n Close burst 1 Hit : 2[B] + beast Strength's modifier dam age, and the
R e q u i r e m e n t : Y o u m u s t b e m o u n t e d o n a c re a t u r e t h a t is target is grabbed. Until the grab en ds, your Vadalis-bred
flying. griffon beast companion can move the target without
Trigger: You charge needing to make a Strength attack.
T a r g e t : Y o u a n d y o u r b e a st c o m p a n i o n M i s s : 2[B] + beast's Strength modifier dama ge.
Effect: Each target regains hit points equal to your healing Effect: After th e attack, your Vadalis-bred griffon beast
surge value. comp anion can move half its spee d.
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EP IC DE STIN IES ^
W h en you reach 2TsH evel, you can choose an epic
d e s t in y . Y o u c a n s e l e c t o n e o f t h e f o l l o w i n g E b e r r o n -
based ep ic destinies instead of an epic destiny fr om
ano ther sourc e. A lthou gh these epic destinies are
g r o u n d e d i n t h e E B E R R O N s e t t i n g , y o u c a n , w i t h y o u r
DM 's permission, choo se one of them for a ch aracter
from any cam pa ign setting.
CHAMPION OF PROPHECY
N o t h i n g 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 l e v e l
E v e r s i n c e y o u w e r e y o u n g , y o u 'v e h a d a n i n s t i n c t i v e
sense that you we re specia l. As you grew older an d
saw m ore o f the world, you learne d of the D raco nic
Prophecy, and you began to recognize that you have
som e part to play in it. Yo u realiz ed that the rea son
y o u f e lt s p e c i a l w a s b e c a u s e o f y o u r c o n n e c t i o n t o t h e
Prophecy.
You've discovered tangible, concrete indications
of your role in the Pro phe cy. Yo ur und erstan ding of
the Pro ph ecy migh t be subtle (a wh isper in your hea d
that imp arts prophetic guida nce at key jun ctu res in
C H AM PIO N O F PR O PH EC Y FEAT UR ES
y o u r life), o r i t m i g h t b e o v e r t ( a r e f e r e n c e t o y o u i n P r o p h e t i c B l e s s i n g ( 2 1 s t l e v e l ) : I n c r e a s e
ancient texts that concern the Prophecy). Perhaps y o u r S t r e n g t h , C o n s t i t u t i o n , o r D e x t e r i t y b y 2 , a n d
increase your Intelligence, Ch arism a, or W isdo m
drag ons p ay you a visit to tell you o f you r role in the b y 2 .
Prophecy.
Reg ardless o f the way in whic h you learn ed o f your U n s t o p p a b l e P r o p h e c y ( 2 1 s t l e v e l ) : W h e n e v e r
destiny, you have em bra ced it. You r trainin g has pre y o u f a i l a d e a t h s a v i n g t h r o w , y o u g a i n a + 2 b o n u s t o
pared you for the challenges you face, and woe betide attack rolls until the en d of the encou nter.
a n y o n e w h o s t a n d s i n y o u r w a y. Y o u a r e a n a g e n t o f C r i t i c a l J u n c t u r e ( 2 4 t h l e v e l) : W h e n e v e r y o u
fate, a representativ e o f proph ecy, and on e can no score a critical hit, you can spend a healing surge.
sooner hold you back tha n stop tim e from passing. P r o p h e t i c R e n e w a l ( 3 0 t h l e v e l ) : W h e n e v e r
you reach a milestone, you can regain the use of an
exp end ed daily attack pow er instead of gaining an
IMMORTALITY action point.
Your ascendancy to immortality is as much a collec
tive experience as an individual one.
A g e n t o f t h e P r o p h e c y : B o u n d t o t h e D r a c o n i c C H AM PIO N O F PR O PH EC Y PO W ER
Pro phe cy, you are a pivotal part in a narrative that
s t r e t c h e s f o r w a r d a n d b a c k w a r d . T h o s e w h o s t u dy rophetic C h a m p i o n o f P r o p h e c y U t i l it y 2 6
the Prophecy will know your name, and you will Certainty
inspire the actions of future ch am pio ns of prop hecy. Buoyed by a succession of victories, you unleash a potent attack.
You will mo ve forwar d the events of the D raco nic Encounter
Prophecy, and when the Prophecy reaches its conclu Minor Action Personal
sion, you will have been a tangible part of it. Effect: You gain a bonus to your next attack roll before the
end of your next turn. The bonus is equal to + 2 per mile
stone that you've reached since your last extended rest.
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DISPOSSESSED CHAMPION w a r f o r g e d , t i e f l in g s , o r a n y o t h e r d i s p o s s e s s e d g r o u p .
Y o u n e e d n o t y o u r s e l f b e a m e m b e r o f t h i s g r o u p . 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 p r og r e s s e s t h r o u g h t h e e p i c t i e r , s e e k
prosperity.
o p p o r t u n i t i e s t o h e l p y o u r p e o p l e a n d t o s t r e n g t h e n
t h e i r p r e s e n c e i n t h e w o r l d .
P r e r e q u i s i t e : 2 1 s t l e v e l
H e r o of P r o p h e c y : Y o u r c h o s e n p e o p l e h a v e
l o n g b e l i e v e d t h a t a h e r o w o u l d c o m e a n d l e a d t h e m
T h e L a s t W a r ' s s c a rs a r e f e l t d e e p l y . C i t i e s a n d
f r o m o b l i v i o n . F r a g m e n t s f r o m t h e D r a c o n i c 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 r a v a g e s o f t h e t e r r i b l e
c o n f li c t. K h o r v a i r e a n d i t s i n h a b i t a n t s b e a r v i s i b l e e c y a n d f r o m t h e v i s i o n s o f m y s t i c s p r e d i c t e d y o u r
c o m i n g . W h e n y o u a c ce p t e d t h e c h a m p i o n ' s m a n t l e ,
s i g n s 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 c l ea r , a n d y o u
p e o p l e s a r e st i l l 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 so u g h t 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 t o l e a d t h e s e
p e o p l e . Y o u r e f f o rt s 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 , t o 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 a g a i n s t y o u r p e o p le ' 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 s t r i f e 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 ' d e f ea t , 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
t o b e t h e i r c h a m p i o n , t o 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 s o u g h t . 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 a s
w o r l d t h a t h a s f o r g o t t e n o r d i s m i s s e d t h e m . a k i n g o r a q u e e n , o r p e r h a p s y o u w i l l i n s t e a d s i m p l y
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 fa t e 's p l a n for yo u a s c e n d i n to t h e i r c u l t u r a l c o n s c io u s n e s s a s a s a v i o r .
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 s t o r i e s a n d
m i s s i o n l a te . Y o u r d e s t i n y c o u l d b e t h e c u l m i n a t i o n o f s o n g s 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 s o m e t h i n g m o r e t h a n m o r t a l . T o y o u r p e o p l e , y o u
y o u r s e l f t o 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 e te r n a l s y m b o l o f h o p e a n d a p r o m i s e
c h a m p i o n o f a d i s p o ss e s s e d p e o p l e , a n d y o u i n t e n d t o o f a b e t t e r f u t u r e .
b r i n g h o p e t o 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 .
egendary D i s p o s s e s s e d C h a m p i o n U t i l i t y 2 6
Defense
Your selfless comm itment to your people is legendary.
D a i l y • S t a n c e
Minor Action Personal
Effect: Until the stance ends, any ally within 3 squares of
you gains resist 10 to all d a m a g e a n d is i m m u n e to fear
effects. In addition, until th e stance e nds, you c an us e a
m i n o r a c t i o n o n c e p er round to allow an ally within 3
squares of y o u m a k e a m e l e e or ranged basic attack as a
free action.
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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 y o u s p e n d
an action point to take an extra action, any noncon-
P r e r e q u i s i t e : 2 1 s t l e v e l
s t r u c t , n o n - u n d e a d e n e m y a d j a c e n t to y o u t a k e s a - 2
i
penalty to attack rolls and all defenses (save ends).
In the final years of the L ast W ar, proph ets 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 y o u f i r st
sa a syier
n gs uwl aarr ne evde not f tihma tp ewnoduilndg c dh oa no m
g e. tThhee yf a cdee socf r K
i bheodr be co m e bloodied during an encou nter, you gain on e
action point. You must spend this action point before
vaire a n d b r i n g r u i n a n d d e a t h t o t h e l a n d . T h e s e the en d of your nex t turn. Using this action poin t does
warnings culminated with the Day of Mourning, not count against your normal action point expen
and non e can no w deny the truth of these proph e diture during c om bat. In addition, if you spend the
cies. A few of Cyre's survivors re m em be r that th ese a c t i o n p o i n t to m a k e a n a t t a c k a g a i n s t a n u n d e a d o r
sam e mystics also spoke of salvation, of a perso n wh o aberrant creature, you gain a bonus to the attack rolls
would un do what had befall en C yre. Th is person, the and dam age rolls equ al to your Ch ari sm a mod ifier.
p r o p h e t s s a id , w o u l d h e a l t h e l a n d a n d p r e v e n t s i m i
lar catastroph es from ravaging the world. You ar e the
MOURNING SAVIOR POWER
mourning savior the foretellings predicted, chosen
by the Prophecy to stand fast against the threat of the
Cleansing Presence Mou rning Savior Utility 26
M ou rn lan d and stop its corru ption from spreading Even the terrible curse plaguing the Mournland can't withstand
farther across Khorvaire.
your purifying presence.
Daily • H ealing
IMMORTALITY Stand ard Act ion C l o s e b u r st 2 0
As a mourning savior, you face a daunting task. You Targe t: Each ally in burst
mu st shoulder the responsibility of restoring healt h Effect: Eac h target can spend a healing surge. An y h it
and vigor to the la nd an d of stoppin g the spre ad of an points in excess of the target's ma ximu m num ber of hit
inexplicable taint. points become temporary hit points.
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SUBLIME FLAME
You become one with the Silver Flame.
P r e r e q u i s i t e : 2 1 s t l e v e l , a n y d i v i n e c l a s s , m u s t
worsh ip the Silver Fla m e
IMMORTALITY
As a sublim e flam e, you can chan nel the p ower
of thos e w ho have com e before you. Eventua lly,
this power might lead you to merge with the Silver SUB LIM E FLAM E FEAT UR ES
F l a m e a n d b e c o m e a n i m m o r t a l e x t e n s i o n o f i ts 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 ) : A t t h e e n d o f
divine will. an exten ded rest, cho ose on e of your fire or radian t
J o i n i n g t h e F l a m e : Y o u h a v e s p e n t y o u r l i f e daily attack powers. You gain one extra use of the
combating corruption and evil in the name of the pow er until the end of your next exte nde d rest.
S i l v er F l a m e . Y o u h a v e e x p e r i e n c e d a n a w a k e n i n g A r g e n t V e s s e l ( 2 4 t h l e v e l) : T h e f i r s t t i m e y o u
of pu rpo se, and as you face your fina l enemy , the drop to 0 hit points or fewer after an extended rest,
l a s t v e s t ig e s o f d o u b t b u r n a w a y . W i t h y o u r u l t i m a t e e a c h e n e m y a d j a c e n t to y o u t a k e s 1 0 f i r e d a m a g e
victory, you feel a tug upon your soul that draws you and 10 radiant damage, and each ally adjacent to
towa rd T hr an e for one final pilgrimag e. Yo u cross you regain s 2 0 hit points . At the start of you r n ext
the countryside, returning to Flamekeep to enter the turn , you regain hit poin ts equ al to you r h ealin g
C ath edra l of the Silver Flam e. Th ere, you step into surge value.
the fire and under go a transf orm ation . T he argent W r a t h o f S i lv e r 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 you r m in d and you use a radiant attack pow er, the attack deals 2d 6
s o u l to j o i n w i t h t h e S i l v e r F l a m e . Y o u t a k e y o u r p l a c e
as part o f the ete rnal fires, lending your pow er, your extra fire' dam age. W he ne ve r you use a fire attack
power, the attack deals 2d6 extra radiant damage.
k n o w l e d g e , a n d y o u r f a i t h t o i ts h o l y p u r p o s e . A s p a r t
of the Fla me , you chann el strength into those wh o
SUBLIME FLAME POWER
come after you, working to attain the promise of para
dise in the world.
Silver Flame's Embrace Sublim e Flame Utility 26
You erupt into a column of living silver flame.
Daily • D ivine, Stance
Imm ediate Reaction Personal
Trigger: An e nem y bloodies you
Effect: Un til the stance en ds, you gain a +2 bonus to all de
fenses and to saving throws. In addition , until the stance
e n d s , w h e n e v e r a n e n e m y h i t s y o u w i t h a m e l e e a t t a ck ,
it must succeed on a saving throw or become blinded
until the start of its next turn.
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PLAYINGCHARACTER
A DRAGONMARKED
You can take a dragonmarked feat at initial character
ABERRANT DRAGONMARKS
creation or during chara cte r advan cement. In the latter A member of any race might develop an aberrant dragon
case, the mark spontaneously develops as a result of the mark. No matter who you are, such a mark brands you as
stresses and exposures of your adventures. Such mani an outsider. Since the W ar of th e Mark, only the twelv e
festations of the Draconic Prophecy are not unheard marks associated with the dragonmarked houses are
Dragonmarked feats should not be casually retrained should beware of those who might hate and hunt you
(see Player' s Handbook, page 2 8 ) . A PC's place in the Dra for that reason.
conic Prophecy is not abandoned or reassumed so easily. Despite the similar te rms used, aberrant dragonmarks
A DM would be well within his or her rights to re quire have no special connection to creatures of the aberrant
C H A P T E R 4 | C h a r a c t er O ptions
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C h a n n e l D i v i n i t y : Feat P ow er
Ancestral Guidance
B e n e f i t : W h e n e v e r y ou h i t a n e n e m y w i t h a d a i ly You call upon the ancestor spirits to guide your path.
Encounter • Divine
again st you unt il the e nd o f the en cou nter . T his Free Actio n Personal
Trigger: You m ake a skill check and dislike the result
Effec t: You gain a po wer bonus to the triggering roll equal
t o you r W i s d o m mod i fi er.
P r e r e q u i s i t e : Artificer
B e n e f i t : W h e n e v e r y o u u s e a n a r t i f i c e r p o w e r
ARAWAI'S ABUNDANCE [DIVINITY]
P r e r e q u i s i t e : Channel Divinity class feature,
targets a we apo n or an imp lem ent , the nex t
must worship Arawai
oll with that weapon or imp lem ent before the
B e n e f i t : Y o u g a i n t h e C h a n n e l D i v i n i t y p o w e r
f t h e e n c o u n t e r g a i n s a + 1 b o n u s .
Arawai s abundance.
C h a n n e l D i v i n i t y : Feat P ow er
P r e r e q u i s i t e : Elf, any arcane class, Aerenal
Arawai's Abu ndan ce
n e u t i l i t y p o w e r s , y o u l e a r n o n e e x t r a u t i l i ty Mino r Actio n C l o s e b u rs t 1 0
Target: One ally in burst
er of that level. In ot her wo rds, you kno w tw o
Effect: The target can spend a healing surge and gains a +2
n e u t i l it y p o w e r s o f e a c h l e v e l , o n e o f w h i c h y o u
power bonus to all defenses until the end of your next
given day. A fter an exte nd ed rest, turn.
ich a rca ne utility pow ers of each level
T his feat doesn 't cha ng e the
AUREON'S INSTRUCTION [DIVINITY]
m ber o f arc ane utility powers you can use eac h
P r e r e q u i s i t e : Channel Divinity class feature,
I f you have the Sp ellbo ok class featur e, the extr a
must worship Aureon
B e n e f i t : Y o u g a i n t h e C h a n n e l D i v i n i t y p o w e r
Aureon's instruction.
C h a n n e l D i v i n i t y : Feat P ow er
P r e r e q u i s i t e : E l f, A e r e n a l b a c k g r o u n d Aureon's Instruction
B e n e f i t : Y o u g a i n a + 1 f e a t b o n u s t o d a m a g e r o l l s
You tap into Aureon's vast wisdom to aid in your research and
ers. T he bon us increases to +2 at
understanding.
Encounter • Divine
In addition, when you spend an action point to
Free Action Persona l
Effect : Until the end of your next t u rn , w h e n y o u m a k e a
k n ow l ed g e or mon s t er k n ow l ed g e c h ec k y ou ma k e t w o
n. rolls and use th e higher result.
C h a n n e l D i v i n it y : B a l i n o r ' s P r e y Feat P ow er
CH AP TE R 4 | C h a r a c t er Op tions
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attack roll
Aerenal Arcanist Elf, arcane power source, Learn extra utility spells
Aerenal background
A e r e n a l H a l f- L if e E l f, A e r e n a l b a c k g r o u n d + 1 d a m a g e w i t h n e c r o t i c p o w e r , +1 a t t a c k w i t h a c t i o n p o i n t
w h e n u s i n g a n e c ro t i c p o w e r
Alchemist HHHHHHHHHHHH Y o u c a n c r a f t a l c h e m i c a l i t e m s o f y o u r l e v e l o r l o w e r
Ance stral Guid ance Cha nne l Divinity, mu st U s e C h a n n e l D i v i n i t y p o w e r a n c e s t r a l guidan ce
w o r s h i p S p i r i t s o f t h e P a s t
Arawai's Abund ance Channel Divinity, U s e C h a n n e l D i v i n i t y p o w e rA
rawai s a b u n d a n c e
must worship A rawa i
Aureon's Instruction Channel Divinity, U s e C h a n n e l D i v i n i t y p o w e r Aureon s nstruction
m u s t w o r s h i p D o l A r r a h
Boldrei's Shelter Cha nne l Divinity, Use Channel Divinity power Boldrei's shelter
mu st worsh ip Boldrei
Comp onent Modification Warforg ed W i t h w arfor ged resolv e p o w e r , e a c h c o m p o n e n t g r a n t s you
1 e x t r a t e m p o r a r y hi t p o i n t
Defensive Minion s Artificer + 2 to all d e f e n s e s of s u m m o n e d c r e a tu r e s
Eldeen Com panio n Shifter, Beast Maste ry B e a s t c o m p a n i o n g a i n s b e n e f i t f r o m y o u r s h if t e r r a c ia l p o w e r s
class feature
Forceful Defense Artificer +1 to a l l y ' s A C w h e n y o u hi t w i t h f o r c e p o w e r
Grou p Mind link Kalashtar A l l a l l ie s c an c o m m u n i c a t e t e l e p a t h i c a l l y
Immutab ility Improved Warfo rged G a i n + 2 to s av i n g t h r o w w h e n u s i n g w ar forged r esolve power
Resolve
Improved Warfo rged Resolve War forged G a i n 5 e xt r a t e m p o r a r y hi t p o i nt s w i t h arfor ged resolve power
Kol Korran's Boon Channel Divinity, U s e C h a n n e l D i v i n i t y p o w e r K o l or ran s boon
m u s t w o r s h i p Ko l K o r r a n
Light Within Channel Divinity, U s e C h a n n e l D i v i n i t y p o w e r l ight w i t h i n
m u s t w o r s h i p i f- Y an n ah
M a r k of D e t e c t i o n — R o l l t w o d 2 0 s o n P e r c e p t i o n c h e c k s , s e n s e m a g i c , p e r f o r m
certain rituals
M a r k of F i n d i n g — S h i f t w h e n e n e m y w h o g r a n t s c o m b a t a d v a n t a g e to you
s h i f t s , p e r f o r m c e r t a i n r i t u a l s
M a r k of H a n d l i n g — G a i n a c c e s s to the s p e c i a l a b i l i t i e s o f y o u r m o u n t , i m p r o v e
b e a s t c o m p a n i o n a b i l i t i e s , p e r f o r m c e r t a i n r i t u a ls
M a r k of H e a l i n g — G r a n t s a v i n g t h r o w to a l ly y o u h e a l , p e r f o r m r e s t o r a t io n
rituals
M a r k of H o s p i t a l i t y HHHHHHHHHHHi E n h a n c e d h e a l i n g p o w e r s , p e r f o r m c e r t a i n r i t u a ls
M a r k of M a k i n g — C r e a t e m a g i c i t e m s o f y o u r l e v e l + 2 or lo w e r , p e r f o r m c e r t a i n
rituals
M a r k of P a s s a g e — M o v e e x t r a s q u a r e w h e n s h i f t i n g o r t e l e p o r t i n g , p e r f o r m
certain rituals
M a r k of S c r i b i n g — G a i n a d d i t i o n a l l a n g u a g e s , + 2 to D i p l o m a c y c h e c k s , p e r f o r m
certain rituals
M a r k of S e n t i n e l — S h i f t b e f o r e or a f t e r u s i n g a n o p p o r t u n i t y a t t a c k , p e r f o r m
certain rituals
M a r k of S h a d o w — Rem ain hidden after missed attack, perform certain rituals
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COIMT.
Prerequisites Benefit
of S t o r m S l i d e t a rg e t s w i t h t h u n d e r o r li g h t n i n g p o w e r s , g a i n b o n u s to
fly speed, perform certa in rituals
of W a r d i n g I n c r e a s e a ll d e f e n s e b o n u s e s by 1, e n h a n c e d m a r k p e n a l t y ,
perform certain rituals
Artificer C r e a t e m a g i c i t e m s o f y o u r l e v e l + y o u r I n t e ll i g e n c e m o d i f i e r
or lower
Artificer C r e a t e a l c h e m i c a l i t e m s of y o u r l e v e l + 3 o r l o w e r
of D o l D o r n Channel Divinity, U s e C h a n n e l D i v i n i t y p o w e r m i ght of D o l D o r n
m u s t w o r s h i p D o l D o r n
Dwarf, Mror Holds +1 a t t a c k u s i n g a x e s a n d h a m m e r s b e f o r e y o u m o v e
background
tar's Gift Cha nnel Divinity, U s e C h a n n e l D i v i n i t y p o w e r Onatar s gif t
C H A P T E R 4 | C h a r a c t er Opt ions ^
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CH AP TE R 4 Character Options
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You can mak e alchem ical items every target while hidden, you
as thou gh you had the Alc he mis t feat remain hidden.
and were two levels higher. W h e n e v e r y ou m a k e a n a t ta c k
You can master and perform ritu and mis s every target w hile
als in the creation category and the invisible, you rem ain invisible.
M a k e W h o l e ( P H 3 0 9 ) ri t u a l a s i f y o u You can mas ter and p erform
had the Ritual Caster feat. rituals in the deception and scry
ing categories and the Kn oc k
MARK OF PASSAGE [DRAGONMARK] (PH 30 7) , Masking Shroud (page
B e n e f i t : W h e n e v e r o n e o f y o u r p o w e r s le t s y o u 1 1 8 ) , S e c r e t P a g e ( P H 3 1 1 ) , a n d S h a d o w W a l k ( P H
shift, you can s hift 1 extra sq uar e. 3 1 2 ) r i t u a l s as i f y o u h a d t h e R i t u a l C a s t e r f e a t .
W he ne ve r one of your
powers lets you teleport, you MARK OF STORM [DRAGONMARK]
can teleport 1 extra sq uare . B e n e f i t : W h e n e v e r y o u h i t a n e n e m y
You can mas ter and p erform with a thu nd er or lightning pow er,
r i t ua l s i n t he t r a vel ca t eg o r y a nd you can slide that enemy 1 square.
the Enhance Vessel (page 117), You gain a +1 bonus to speed
Fin d the Path (page 11 7), Pass- when flying.
wall (PH 310 ), Ph anto m Steed (PH You can master and per
3 1 0 ) , S t e e d S u m m o n s ( p a g e 1 1 9 ) , a n d W a t e r W a l k form the En dure Elem ents (PH
(PH 3 15 ) rituals as if you had the Ritu al Ca ster feat. 3 0 4 ) , E n h a n c e V e s s e l ( p a g e 1 1 7 ) ,
S u m m o n W i n d s (p a g e 1 1 9 ) , a n d
W ater W alk (PH 31 5) rituals as if you had
the Ritual Caster feat.
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attacks that don't target you Onatar's wisdom burns like a raging fire within you.
instead of the nor ma l -2 penalty. Encou nter • Div ine, Fire
You can master and perform Free Ac tio n Close burst 2
rituals in the warding category and Trigger. You miss an enemy with a melee or ranged attack
t h e F l u i d F u n d s (p a g e 1 1 8 ) , K n o c k ( P H Targe t: You or one ally in burst
Effect: Until th e end of your next t u r n , the target gains a
3 0 7 ) , a n d L e o m u n d ' s S e c r e t C h e s t ( P H 3 0 7 ) r i t u a l s
+2 bonus to W il l an d the target's attacks deal 2 extra fire
a s i f y o u h a d t h e R i t u a l C a s t e r f e a t.
damage.
Level 11 :5 extra fire dam age.
MASTER CRAETER Level 21 :1 0 extra fire damage.
P r e r e q u i s i t e : A r t i f i c e r
B e n e f i t : W h e n y o u u s e t h e E n c h a n t M a g i c I t e m POTENT RESTORABLES
ritual to create a magic item, you can create a magic P r e r e q u i s i t e : A r t i f i c e r
item o f your level + your Intellig ence mo difier or B e n e f i t : Y o u r h e a l i n g p o w e r s r e s t o r e 2 e x t r a h i t
lower. p o i n t s . T h e e x t r a h i t p o i n t s i n c r e a s e t o 3 at 6 t h l e v e l ,
to 4 a t 11 th level, to 5 at 16 th lev el, to 6 at 21 st leve l,
MASTER MIXER and to 7 at 26th level.
P r e r e q u i s i t e : A r t i f i c e r
B e n e f i t : Y o u c a n m a k e a l c h e m i c a l i t e m s o f y o u r QUORI SHIELD
level + 3 or lower. Yo u must have the corr ect form ula P r e r e q u i s i t e : K a l a s h t a r
and an appropriate skill. B e n e f i t : Y o u g a i n r e s i s t a n c e t o p s y c h i c d a m a g e
S p e c i a l : Y o u c a n t a k e t h i s f e a t i n s t e a d o f t h e equ al to 5 + on e- ha lf your level.
Ritu al Ca ster feat gra nted by you r class featu re.
SHAPESHIFTING CONTORTIONIST
MIGHT OF DOL DORN [DIVINITY] P r e r e q u i s i t e : D o p p e l g a n g e r
P r e r e q u i s i t e : C h a n n e l D i v i n i t y c l a s s f e a t u r e , B e n e f i t : Y o u c a n u s e t h e e s c a p e a c t i o n a s a m i n o r
must worship Dol D orn actio n instead o f a mo ve a ction .
B e n e f i t : Y o u g a i n t h e C h a n n e l D i v i n i t y p o w e r In addition, you do not grant combat advantage or
might of Dol Dorn. take a penalty to attack rolls while squeezing.
Level 21 : 1 5 tem porary hit points. Shie ld of the Silver Flam e
Those under the aegis of the Silver Flame have nothing to fear.
MROR STALWART Encounter • Divine
P r e r e q u i s i t e : D w a r f , M r o r H o l d s b a c k g r o u n d Min or Actio n C l o s e b u r st 3
B e n e f i t : A t t h e s t a r t o f y o u r t u r n , y o u g a i n a + 1 ( 5 a t 1 1 t h level, 7 at 21st level)
Targe t: You and each ally in burst
feat bon us to attack rolls using axes and ha m m ers
Effect: Each target can make a saving throw against a
until you move.
char m effect, a fear effect, or a psychic effect. A target
that saves gains temporary hit points equal to your
Charisma modifier.
CH AP TER 4 | C h a r a c t e r Options
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P r e r e q u i s i t e : C h a n n el D i v i n i t y cl a s s f ea t ur e,
t he S o v e r e i g n H o s t
UNDYING'S COMMAND [DIVINITY]
B e n e f i t : Y o u g a i n t h e C h a n n e l D i v i n i t y p o w e r so v P r e r e q u i s i t e : C h a n n e l D i v i n i t y c l a s s f e a tu r e ,
gn justic e. m u s t w o r s h i p t h e U n d y i n g C o u r t
B e n e f i t : Y o u g a i n t h e C h a n n e l D i v i n it y p o w e r
undying's command.
Channel Divinity: Sovereign Justice Feat P ow er
E n c o u n t e r • D i v i n e Undying's Command
Imm ediate Reaction C l o s e b u rs t 10 Undead pose little danger to those in service to the Undying
Trigger: A n en em y d a ma g es y ou Court.
T a r g et : On e a l ly in burst E n c o u n t e r • C h a r m , D i v i n e , I m p l e m e n t
Effect: The target gains 5 t e m p o r a r y hi t points. St a n d a r d A c t i on C l os e b l as t 3
Level 1 7 : 1 0 t e m p o r a r y hit points. (5 a t 1 1 t h level, 7 at 21st level)
L evel 2 7 : 1 5 t emp or a r y hit points. T a r g et : On e u n d ea d c r ea t u re i n blast
Attack: Wisd om vs. Will
Hit: The target is dom inated until the en d of your next turn.
P r e r e q u i s i t e : S h i f t e r
B e n e f i t : W h e n e v e r y ou us e y o u r s h i f t e r r a c i a l WARFORGED TACTICS
5 t e m p o r a r y hi t p o i n t s . T h e t e m p o P r e r e q u i s i t e : W a r f o r g e d
hit p o i n t s i n c r e a s e to 10 at 11th l evel an d 2 0 at B e n e f i t : Y o u g a i n a + 1 b o n u s to m e l e e a t t a c k r o l l s
a g a i n s t a n e n e m y t h a t is a d j a c e n t to an ally.
Prerequisites Benefit
A r t i f i c e r , h eali ng infusion T a r g e t a n d a l l y g a i n t e m p o r a r y hi t p oi n t s f r o m r es is t ive
c l a s s f ea t u r e f o r m u l a power
Kalashtar I n c r e a s e t e l e p a t h y r a n g e to 10
Immutability G a i n i mp r oved i mm u t a b i l i t y p ow er , +2 to s a v i n g t h r o w s
after using second wi nd
Kalashtar D e a l p s y c h i c d a m a g e w h e n y o u t a k e p s yc h i c d a m a g e , are
d a z e d , o r a r e d o m i n a t e d
C H A P T E R 4 | C h a r a c t er Opt ions
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E P IC T IE R F E A T S
Name Prerequisites Benefit
F l u id A n a t o m y Doppelganger C h a n c e t o c o n v e r t c r i t i c a l hit to r e g u l a r hit
Quori Desperation Kalashtar R e m a i n c o n s c i o u s for a r o u nd w h e n d y i n g
Reinforcing Healing Artificer +2 to all d e f e n s e s o f t a r g e t of y o u r h e a l i n g p o w e r s
Warforged Fortification Improved Immutability G a i n w a r f o r g ed f o r t i f i c a t i o n p o w e r
MULTICLASS FEAT
Name Prerequisites Benefit
S t u d e n t of A r t i f i c e I n t 13 G a i n t r a i n i n g i n A r c a n a , u s e h eal ing nfusion p o w e r , w i e l d
artificer implements
replenished.
I n a d d i t i o n , y o u c a n w i e l d a r t i f i c e r i m p l e m e n t s .
C H A P T E R 4 | C h a r a c t e r Options
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M a n y w h e e l s f e a t u r e s p i k e s o r b a r b s to p r o t e c t t h e
EQUIPMENT wielder's hand.
D o u b l e S c i m i t a r : T h e V a l e n a r e lv e s m a d e t h i s
wea pon fam ous . Th e double scimita r features a
A world littered with th e w rec ka ge o f fallen civili cu rvin g blade exten din g out from ea ch side of its
zations, Eberro n is ho me to the relics of vanished handle.
societies con su me d by war, corrup tion, and m agic.
D r o w L o n g K n i f e : T h i s b l a d e i s t h r e e - q u a r t e r s
Many such items are mere curiosities, antiquities to
t h e l e n g t h o f a l o n g s w o r d , a n d e n d s in a n o u t w a r d l y
be collec ted an d 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 them.
knife.
T a l e n t a B o o m e r a n g : T h e s e w e a p o n s a r e
WEAPONS com mo n am ong the halfling tribes of the Talenta
The following unusual armaments are employed by Pla ins. Simp le curved , polished sticks, a talenta bo o
the warriors of Eber ron's un iqu e cultu res. merang automatically return to a proficient wielder's
hand after a ranged attack with the weapon is
So m e of these weap ons 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 w e a p o n f r o m t h e T a l e n t a
A defensive weapon grants you a +1 bonus to AC Plains, the sharrash features a sicklelike blade at the
w h i l e y o u w i e l d it i n o n e h a n d a n d w i e l d a n o t h e r end of a pole.
melee wea pon in your other han d. W ielding mor e T a l e n t a T a n g a t : A n o t h e r w e a p o n f r o m t h e
than one defensive weapon does not increase this Talen ta Plains, this curv ed sword is mo un ted on a
bonus. To gain this benefit, you need not attack with short haft.
the defensive weapon, but you must be proficient X e n ' d r i k B o o m e r a n g : X e n ' d r i k d r o w u s e a
with it. three-pronged boomerang for hunting small game. It
C u t t i n g W h e e l : O r i g i n a t i n g f r o m t h e m y s automatically returns to a proficient wielder's hand
teriou s lands of Sa rlon a, the cut ting wh eel is a after a ranged attack with the weapon is resolved.
blad ed disk with a gu ard ed han dl e at one side. Z u l a a t : T h i s R i e d r a n w e a p o n f e a t u r e s a g l a i v e l i k e
blade at either end.
MELEE WEAPONS
T w o - H a n d ed
W ea po n P r of . Dam age Range Price We igh t Group Properties
Talenta sharrash* +3 1d8 30 gp 101b. He avy blade, polearm High crit
T h i s w e a p o n c a n b e w i e l d e d t w o - h a n d e d b y a s m a l l c h ar a c t er .
Double W ea p o n s
W ea po n P r of . Dam age Range Price We igh t Group Properties
Dou ble scimitar +2 1d6/1d6 4 0 gp 1 5 1 b. He av y blad e Defensive, high crit, off-hand
Zula at +2 2d4 /2d4 30 gp 12 lb. He avy blade, polearm D e f e n s i v e , o f f- h a n d
RANGED WEAPONS
CH AP TE R 4 | C h a r a ct e r Opt ions
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MUNDANE ITEMS a b o u t t h e t r a v e le r — p l a c e o f r e s i d e n c e , o c c u p a t i o n , a n d
destination. (Players may photocopy and customize
The following mundane items are generally available
the illustration o f the travel p apers.)
throughout the Five Nations and reflect some of the
social comp lexities of the tenuous p eace w on at the
end of the L ast W ar. D R AG O N M AR KED
A r c a n e S i g n e t R i n g : T h e s e g o l d e n o r s i l v e r r i n g s H O USE SER VI C ES
are created for m em ber s of the dragonm arked houses
Khorvaire's economy and prosperity would not
as a m ea ns o f identification. E ach ring con tains intri be w hat they are today without the services of the
c a t e p a t t e r n s t h a t b e c o m e v i si b l e o n l y w h e n w o r n b y
d r a g o n m a r k e d h o u s e s . W h a t f o ll o w s a r e a f e w o f t h e
t h e p e r s o n f o r w h o m it w a s c o n s t r u c t e d . services these pow erful institutions offer.
H u n t e r ' s K i t: T h i s b u n d l e c o n t a i n s b o t t l e s o f
various animal scents, a guide to edible flora, a small DRAGONMARKED HOUSE SERVICES
kni fe, snares , and o the r use ful tools. A hunter's kit Service Price
grants a +2 bonus to Nature checks made 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 t h e m i d d l e airship king dom to an adjacen t
and upper classes in the Five Nations carry iden k i n g d o m , u p t o 3 0 0 g p f o r
t i f i c a t i o n p a p e r s is s u e d b y t h e i r g o v e r n m e n t s a n d trips to other cont inents
notarized by House Sivis. Each set contains a descrip Hou se Lyrand ar elem enta l 10 gp to the closest port
tion of the hold er, a port rait, and o the r deta ils. o f c a l l , u p t o 1 5 0 g p f o r
(Players may photocopy and customize the illustra trips to other continents
tion of the identif ication pap ers.) Hou se Or ien coach/c aravan 1 gp per stop
I n q u i s i t i v e ' s K i t : T h i s g e a r i n c l u d e s s e v e r a l House Orien lightning rail 5 gp per rail stop
containers made from different materials, brushes, House Orien mail service 5 cp per mail stop
m un da ne dusts, tweez ers, picks, prob es, a m agnify ing Hou se Sivis messag e station 5 gp per page tran sm itted
glass, ink and quills, parchment, and a small journal. Hou se Sivis transla tion rituals 2 gp per page trans lated ;
An inquisitive's kit grants a +2 bonus to Perception Cost of comp onents plus
checks to search an area for something specific. 1 0 % o f m a r k e t pr i c e
L e t t e r o f M a r q u e : T h e k i n g o f B r e l a n d i s s u e s L e t S k y c o a c h , across city 1
gP
ters of Ma rqu e to groups exploring X en'd rik's ru ins.
T r a v e l e r s m a y v is i t a n d e x p l o r e t h e c o n t i n e n t f r e e l y , H o u s e C a n n i t h : T h i s d r a g o n m a r k e d h o u s e
but those who sell Xen'drik's treasures without the m ak es a great deal of profit throug h th e sale of both
proper doc um enta tion face fines, incarc eration , and magical and mundane goods in the marketplace.
f o r f e i tu r e i f c a u g h t . ( P l a y e r s m a y p h o t o c o p y a n d c u s House enclaves can provide access to crafters or ritu
tomiz e the illustration of the letter of ma rque .) als to repair dam age d or brok en objects .
S p e l l s h a r d : S p e l l s h a r d s a r e f r a g m e n t s o f c r y s t a l H o u s e J o r a s c o : F o r c r e a t u r e s b e a t e n b a d l y ,
that contain power and knowledge, usually of an afflicted with a disease, or even dead, a House
arca ne n ature . If your class would norm ally store its Jora sco enclav e is the equ al of any temp le whe n it
arcane powers in a spellbook, you can instead store comes to healing.
you r powers in a spe llsha rd if you possess o ne. H o u s e K u n d a r a k : T h i s h o u s e p r o v i d e s p r o t e c
All the enchantments and features avail tion of room s or objec ts. T he B an kin g Guild provides
able through a tome are also available throu gh a letters of credit, mone y-c han ging services, and vaults
spellsha rd. Mem be rs of any class can use a spellsha rd throughout the Five Nations.
in place o f a ritual boo k or a ritual scro ll. H o u s e L y r a n d a r : F a m e d f o r i t s f l y i n g v e s s e l s ,
T r a v e l P a p e r s : C r o s s i n g n a t i o n a l b o u n d a r i e s i s House Lyrandar offers passage on airships capable of
risky without a set of nota rize d travel papers . Like covering 2 0 m iles per hour. For a m ore mo des t price,
identification papers, they include pe rsonal details the house also offers passage by elemental galleons to
any port in K horv aire.
MUND ANE ITEMS H o u s e O r i e n : C o m m a n d i n g t r av e l b y l a n d , H o u s e
Item Price Weight
O rien oversees the lightning rail, elem enta l coa ches ,
Arcan e signet ring 15 0g p
- and the mail service that connects cities across cen
Hun ter's kit 50 gp 5 lb.
tral Khorvaire.
I d e n t i f i c a ti o n p a p e r s , s t a n d a r d 2gP HHHH H o u s e S i v i s : A H o u s e S i v i s m e s s a g e s t a t i o n c a n
Identification papers, wi th portrait 5gP transmit messages to any other message station
Inquisitive's kit 4 0 gp 4 lb.
on the continent in a moment's time. House Sivis's
Letter of marq ue 500 gp
- scribes also provide translation services and docu
Spellshard 10 0 gp 1/2 lb. ment authentication.
Trave ling pap ers 2 sp
CH AP TE R 4 | C h a r a c t er Op tions
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sudran evpebirj oabas been bti y nepsrwieb n chose oppn > by my hanb as w ctgei
2 9 W I Z A R D S T
OF H E C O A S T , LL PERMISSION GRA NTED TO P H O T O C O P Y P
FO R ERSONA
L U S E O N L Y .
C H A P T E R 4 |Character
Opti ons
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Each alchemical formula has a category that defines Heartflow 90 Nature, Thievery
the typ e of item it creat es. Inferno oil 20 0 Arca na, Natur e,
C u r a t i v e : T h e s e i t e m s a i d i n h e a l i n g o r i n o v e r Thievery
when shattered or broken. It often deals damage Tension wh eel 120 Arcana, Thievery
of a specific energy type, such as acid, cold, fire, or Tethercord 120 Arcan a, Natu re,
lightning. Thievery
O t h e r : S o m e i t e m s c r e a t e m i s c e l l a n e o u s e f f e c t s W ou nd patch 120 H e a l , N a t u r e
C H A P T E R 4 C h a r a c t er Opt ions
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ALCHEMIST'S S P A R K The mist clears out the underbrush, making your path easier to
travel.
L e v e l : 3
C a t e g o r y : Volatile Lv l 8 1 2 5 g p Lvl 23 17,000 gp
Lv l 1 3 6 5 0 g p Lvl 28 8 5 , 0 0 0 gp
T i m e : 30 minutes
Lv l 1 8 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
P o w e r ( C o n s u m a b le • P oi s on ) : Sta n d a r d A c t i on . M a k e
K e y S k i l l : Arca na or Thievery (no ch eck) an attack: Close blast 3; targets plants; +11 vs . Reflex;
1 d 4 p oi s on d a ma g e, a n d on g oi n g 5 poison dama ge (save
The ceramic container holding alchemist's spark has e n ds) . In addition, you rem ove a ny d ifficult terrain cre
two cha mber s. W h e n shat tered, the che micals vapor ated by flora such as foliage o r u n d er g r ow t h w i t h i n the
area of the attack.
ize and mix to create a bright discharge of lightning.
Level 13: Clos e blast 5 ; +16 vs. Reflex; 1 d 4 p oi s on d a ma g e,
and ongoing 5 poison damag e (save ends).
L e v e l 3+ Level 18: Clos e b last 5; +21 v s. Reflex; 2d4 poison dam age,
T h e 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; 2d 4 p oison dam age,
Lv l 3 30 gp Lvl 18 3,400 gp and ongoing 1 0 poison dam age (save ends).
Lv l 8 1 2 5 g p Lvl 23 17,000 gp Level 28 : Close b last 5; +31 vs. Reflex; 3d 4 p oison dam age,
Lv l 1 3 6 5 0 g p Lvl 28 8 5 , 0 0 0 gp and ongoing 1 0 poison dam age (save ends).
Alchemical Item
P o w e r ( C on s u ma b l e 4 - L i g h t n i n g ) : St a n d a r d A c t i on . M a k e CLOCKWORK BOMB
an attack: Area burst 1 within 10; targets each creature
L e v e l : 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 t o attac k rolls until the start of
your next turn. T i m e : 15 minutes
Level 8: +11 vs. Reflex; 2d6 lightning dam age a nd a -1 C o m p o n e n t C o s t : See below
penalty t o attac k rolls. M a r k e t P r i c e : 160 gp
Level 13: +16 vs. Reflex; 3d 6 lightning dama ge and a -1 K e y S k i l l : Arcana or Thievery (no check)
penalty t o attack rolls.
Level 18: +21 vs. Reflex; 4d 6 lightning damage and a -1
A clockwork bomb is a small box, about a foot on a
penalty t o attack rolls.
side, covered with springs, dials, gauges, and knobs.
Level 23: +26 vs. Reflex; 5d 6 lightning dama ge and a -1
p en a l t y t o attack rolls. It issues an unnerving ticking sound, and vibrates so
Level 28: +31 v s. Reflex; 6d6 lightning dam age a nd a -1 violently that it moves about. Wh e n the t imer goes
penalty t o attack rolls. off, the device explodes.
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w o r k b o m b 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 witho ut the target noticing, make a Thievery check against
off (6 rounds m aximum ). Each round, at the start of your the target's Perception check. A creature that con sumes
t u r n , m o v e t h e c l o c k w o r k b o m b o n e s q u a r e in a direction food or drink con taining he artflow is subject to an attack:
of your choosing and roll a d 6 . On a roll of 6, the bom b +6 vs. Fortitude; the target takes a -5 penalty to Insight
detonates p rematurely. If t h e c l o c k w o r k b o m b is hit by checks and a -2 penalty to Wi ll defense (save ends both).
an attack (the bomb has the sam e defenses a s its user), it Level 8: +11 vs. Fortitude.
a ls o e x p lo d e s . W h e n t h e b o m b d e t o n a t e s , m a k e an at Level 13: +16 vs. Fortitude.
tack: Area burst 1 c e n t e r e d on the bomb's space; targets Level 18: +19 vs. Fortitude.
each creature in burst; +7 vs. Reflex; 1 d l 0 fire dam age. Level 23: +26 vs. Fortitude.
S p e c i a l : O n c e t h e b o m b is set, it ca n b e disabled w ith a DC Level 28: +31 vs. Fortitude.
17 Thievery check.
Level 9: +12 vs. Reflex; 2d1 0 fire dam age; D C 19 Thievery.
Level 14: +17 vs. Reflex; 3d 10 fire dam age; DC 23 Th ievery.
INFERNO OIL
Level 19: +22 vs. Reflex; 4d1 2 fire dam age; DC 27 Thievery. L e v e l : 5
Level 24 : +27 vs. Reflex; 4d 1 2 fire damag e; D C 29 Thievery. C a t e g o r y : Oil
Level 29: +3 2 vs. Reflex; 5d 1 2 fire damag e; D C 33 Thievery. T i m e : 1 hour
C o m p o n e n t C o s t : See below
GRAYFLOWER PEREUME M a r k e t P r i c e : 20 0 gp
C a t e g o r y : Other
This volatile oil is highly combustible but burns
T i m e : 15 minutes
quickly. Inferno oil is usually kept in a dark glass vial
C o m p o n e n t C o s t : 20 0 gp
M a r k e t P r i c e : 80 0 gp
to blo ck light and prevent th e subs tan ce f rom igniting.
known to grow only in Q'barra's swamps. The gray- set your enemy ablaze when it's exposed to open flame.
flower's faint scent is enough to confound even the Lv l 5 50 g p Lvl 20 5,000 gp
food or drink.
W h e n you rub this thin oil on a blade d weapon, it
hones the edge to razor sharpness.
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C H A P T E R 4 | C h a r a c t er O ptions
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TETHERCORD
4 L e v e l : 3
a t e g o r y : O t h e r C a t e g o r y : O t h e r
1 hour T i m e : 1 h o u r
o m p o n e n t C o s t : S e e b e l o w C o m p o n e n t C o s t : S e e b e l o w
a r k e t P r i c e 1 2 0 g p M a r k e t P r i c e : 1 2 0 g p
e y S k i l l : A r c a n a o r N a t u r e ( n o c h e c k ) K e y S k i l l : A r c a n a , N a t u r e , o r T h i e v e r y ( n o c h e c k )
T h e t e t h e r c o r d is a s p r i n g l i k e d e v i c e w i t h t w o s m a l l
p i n g t h e m a n d s a f e ly b l e e d i n g t h e m . exploding packets filled with diluted sovereign glue.
This useful device keeps an enemy on a short leash.
Suppression C rystal L evel 4 +
The crystal diminishes th e lightning holt an d silences the Tethercord Level 3+
thunder. You fling th e device at the enemy; one side sticks to the creature
Lvl 4 4 0 gp Lvl 24 21,000 gp while the other bonds with the ground.
Lvl 14 80 0 gp Lvl 3 30 gp Lvl 18 3,400 g p
Alchemical Item Lvl 8 125 gp Lvl 23 17,000 gp
P o w e r ( C on s u m a b l e) : M i n o r A c t i on . Un t i l it t r ig g ers or L vl 1 3 65 0 gp L vl 2 8 85,00 0 gp
until the end of the en counter, you are protected by the Alchemical Item
suppression crystal. As an imm ediat e interrupt that oc P o w e r ( C o n s u m a b l e ) : S t a n d a r d A c t io n . M a k e a n a t ta c k :
curs automatically when you are first hit by a thunder or R a n g ed 5 / 1 0 ; +6 vs . R ef l ex ; t h e t a rg et c a n n ot move
a lightning attack, you gain resist 5 thund er an d resist 5 more than 3 squares from the space it occupies when it
lightning until the en d of your next t u rn . If this power is is hit (save ends).
used but the resistance is not triggered before the en d of Level 8: +11 vs. Reflex.
the enco unter, the crystal is still consum ed. Level 13 :+1 7 vs . Reflex.
Level 14: Gain resist 10 thu nde r and resist 10 lightning. Level 18 :+ 21 vs. Reflex.
Level 24 : Gain resist 15 thu nde r and resist 1 5 lightning. Level 23 : +26 vs . Reflex.
Level 28 :+ 31 vs. Reflex.
TE NS I ON WHE E L
L e v e l : 4 WOUNDPATCH
C a t e g o r y : O t h e r L e v e l : 3
T i m e : 1 h o u r C a t e g o r y : C u r a t i v e
C o m p o n e n t C o s t : S e e b e l o w T i m e : 1 h o u r
M a r k e t P r i c e : 1 2 0 g p C o m p o n e n t C o s t : S e e b e l o w
K e y S k i l l : A r c a n a o r T h i e v e r y ( n o c h e c k ) M a r k e t P r i c e : 1 2 0 g p
K e y S k i l l : H e a l or N a t u r e ( n o c h e c k )
This complex device sprouts cogs and levers, and
attac hes to a crossbow . W h e n activated , it incr eas es T he wou ndpa tch looks like a swatch of hu m an skin.
the bowstring's tension in order to fire the projectile O ne sticky side keeps it in place whe n applied to a n
with greater force. injured creature.
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HOLY SYMBOLS C O N T .
servant assumes the shape and appearance of the 17 O n a t a r ' s f o rg e +4 65,000
symbol of the religion the cha rac ter se rves. Sy mbols 17 S p i r i t r e l i q u a r y +4 65,000
of devotee s of the S ilver Fl ame are c overe d with a sil 18 B o n e s o f t h e T r a v e l e r +4 85,000
very color and gain stylized fire imagery, while those 18 B r i g h t j e w e l of il-Yannah +4 85,000
a blue and gold symbol known as the Octogram. The 18 H e a r t h of B o l d r e i +4 85,000
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Lv l 3 +1 6 8 0 gp Lvl 18 +4 8 5 , 0 0 0 gp Brandishing this orange and gray octogram.you shelter your
Lv l 8 +2 3,400 gp Lvl 23 +5 4 2 5 , 0 0 0 gp ally rom harm by scattering his enemies.
Lv l 13 +3 1 7,000 gp Lvl 28 +6 2,1 25,0 00 gp Lv l 8 +2 3,400 g p Lvl 23 +5 4 2 5 , 0 0 0 gp
Imp lem ent (Holy Symbol) Lv l 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
P r er e q u i s i t e: Y ou mu s t w or s h i p t h e P a t h of Light to use this Lv l 18 +4 8 5 , 0 0 0 gp
holy symbol. Implement (Holy Symbol)
E n h a n c e me n t : A t t a c k r oll s a n d d a ma g e r oll s P r er e q u i s i t e : Y ou mu s t w or s h i p Bo l d r ei o r the Sovereign
C r i t i c a l : +1d6 psychic and radiant damage p er plus Hos t to use this holy symbo l.
P o w e r ( D a i ly • P s y c h i c ) : Fr ee A c t i on . Trigger: You score a E n h a n c em en t : A t t a c k r oll s a n d d a ma g e r oll s
critical hit against an enem y w ith a divine radiant p owe r C r i t i c a l : +1 d 6 d a ma g e pe r plus
using this holy symb ol. Effect: That ene m y is stunned until P o w e r ( D a i l y • I m p l e m e n t ) : I m m e d i a t e R e a c ti o n . Trigger:
the e nd of your next turn. A n a l ly w i t h i n 10 squares of you that you ca n se e is hit by
an attack. Efject: Make a n attack: Area burst 1 c en t er ed
on the ally hit by the triggering attack; targets enem ies;
omino of Olladra L e v e l 10 +
W i s d om vs . For t it u d e; t h e t a r g et is p u s h ed a n u m b e r of
The numbers on this white and gray domino's face change ev
squares equal to t h e s y mb ol ' s en h a n c em en t b on u s a w a y
ery time you use a prayer, emphasizing your deity's capricious from the ally.
nature.
• •
Lv l 2 0 +4 1 2 5 , 0 0 0 gp
Imp lem ent (Holy Symbol)
P r er e q u i s i t e: Y ou mu s t w or s h i p Ol l a d ra or the Sovereign
•
H o s t to use this holy sym bol. H o l y sy m b o l
I* •
P o w e r ( D a i l y ) : I m m e d i a t e R e a c t i o n . Trigger: An ally within
your line of sight hits wit h a n a t t a c k . Effect: You roll a
d 2 0 . If your roll is higher than the d 2 0 roll of the trigger
ing ally's attack, that attack scores a critical hit. If your
•
• •
roll is lower than the d 20 roll of the triggering ally's at
tack, you take a -2 penalty t o attack rolls until the e nd of
your next turn.
H o l y sy m b o l
of Dol Dorn
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Holy symbol
of Onatar
or in a square adjacent to you gains a bonu s to its next Property: You gain an item bonus to saving throws against
dam age roll before the e nd of your next turn equ al to the cha rm effects and fear effects equal to this symbol's
s y m b o l ' s e nha nc e m e nt b o nus . enhancem ent bonus.
P o w e r ( D a i l y ) : M i no r A c t i o n. Y o u g a in a n i t e m b o nus t o
your next attack roll, skill check, ability che ck, or saving
Psalter of Aureon L e v e l 3-i
thr ow before the start of your next turn equa l to this
The open book depicted by your sy mbol reveals the world's se s y m b o l ' s e nha nc e m e nt b o nus .
crets to you.
Lvl 3 +1 68 0 gp Lvl 18 +4 85,0 00 gp
Lvl 8 +2 3,400 g p Lvl 23 +5 42 5,00 0 gp
Lvl 13 +3 1 7,000 g p Lvl 28 +6 2,125,000 gp
Implement (Holy Symbol)
P r e r e q ui s i t e : Y ou m us t w o r s hi p A ur e o n o r t he So v e r e i g n
Host to use this holy symbol.
E nh a nc e m e nt : A t t a c k r o ll s a nd d a m a g e r o ll s
C r i t i c a l : +1 d6 damage per plus
P r o p e r t y : Y o u g a i n a n i t e m b o nus t o k no w l e d g e c he c k s
e q ua l t o t his i t e m 's e nha n c e m e nt b o nus .
CH AP TE R 4 | C h a r a c t e r O pti ons ^»
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WANDS
This steel-shod staff is useful for staff wielders who prefer to get
Like other implements used by artificers, wands often
into the thick of battle.
serve a double purpose. A sturdy design allows the
Lv l 4 +1 840 gp Lv l 19 +4 1 0 5 , 0 0 0 gp
artificer to employ the wand as a tool, usually as a
Lv l 9 +2 4 , 2 0 0 gp Lv l 2 4 +5 5 2 5 , 0 0 0 gp
screw driver or a chise l. Suc h wands ar e mad e from a
Lv l 14 +3 2 1 , 0 0 0 gp Lv l 29 +6 2 , 6 2 5 , 0 0 0 gp
metal alloy, most commonly bronze.
Implement (Staff)
E n h a n c em en t : A t t a c k r oll s a n d d a ma g e r oll s
C r i t i c a l : +1 d 8 d a m a g e p er plus WANDS
P r o p e r t y : W h e n e v e r y o u m a k e a w e a p o n a t t a c k w i t h t h i s Lvl Name P r i c e (gp)
staff, you can score a critical hit on a roll of 1 9 -2 0 . 4 M a s t e r ' s w a n d o f s t a t ic s h o c k +1 840
P o w e r ( D a i l y ) : Fr e e A c t io n . Trigger: Y ou mi ss w i t h a mel ee 4 M a s t e r ' s w a n d of t h u n d e r i n g a r m o r +1 840
attac k us ing this staff. Effect: Reroll the attack roll and use
9 M a s t e r ' s w a n d of s t a t i c s h o c k +2 4,200
the second result, even if it is lowe r than the first.
9 M a s t e r ' s w a n d of t h u n d e r i n g a r m o r +2 4,200
13 P r e c i s e w a n d of r u n i c r e s i s t a n c e +3 17,000
taff of Artifice L e v e l 5
14 M a s t e r ' s w a n d of s t a t i c s h o c k + 3 21, 000
Mechanical parts swirl around the end of this segmented steel
14 M a s t e r ' s w a n d of t h u n d e r i n g a r m o r + 3 21,000
shaft. When you infuse an artifice with creation, the staff gives
18 K e e n b i t e w a n d +4 85,000
a slight hum.
18 P r e c i s e w a n d of r u n i c r e s i s t a n c e +4 85,000
Lvl 5 +1 1,000 gp Lv l 20 +4 1 2 5 , 0 0 0 gp
Lv l 10 +2 5,000 gp Lv l 2 5 +5 6 2 5 , 0 0 0 gp 19 M a s t e r ' s w a n d of s t a t ic s h o c k +4 105,000
Lv l 15 +3 2 5 , 0 0 0 gp Lv l 30 +6 3,125,000 gp 19 M a s t e r ' s w a n d of t h u n d e r i n g a r m o r +4 105,000
Implement (Staff) 23 K e e n b i t e w a n d +5 425,000
E n h a n c em en t : A t t a c k r oll s a n d d a ma g e r oll s 23 P r e c i s e w a n d of r u n i c r e s i s t a n c e +5 425,000
C r i t i c a l : +1 d 6 d a ma g e pe r plus 24 M a s t e r ' s w a n d of s t a t i c s h oc k +5 525,000
P o w e r ( A t - W i l l ) : F re e A c t i o n . Trigger. Y ou hi t a n en em y 24 M a s t e r ' s w a n d of t h u n d e r i n g a r m o r +5 525,000
w i t h a n imp lem ent pow er using this staff. Effect: Until
28 K e e n b i t e w a n d +6 2,125,000
the e nd of your next t u rn , c r ea t u r es s u mmon ed by your
28 P r e c is e w a n d of r u n i c r e s i s t a n c e +6 2,125,000
artificer powers gain a +2 bonus to attac k rolls and d am
age rolls. 29 M a s t e r 's w a n d of s t a t i c s h o c k +6 2,625,000
29 M a s t e r ' s w a n d o f t h u n d e r i n g a r m o r +6 2,625,000
Lv l 4 +1 8 4 0 g p Lvl 19 +4 1 0 5 , 0 0 0 gp
Lv l 9 +2 4 , 2 0 0 gp Lvl 24 +5 5 2 5 , 0 0 0 gp
Lv l 14 +3 2 1 , 0 0 0 gp Lvl 29 +6 2 , 6 2 5 , 0 0 0 gp
Implement (Wand)
E n h a n c em en t : A t t a c k r oll s a n d d a ma g e r oll s
C r i t i c a l : +1 d 8 d a m a g e p er plus
P r o p e r t y : W h e n y o u r static shock using this wa nd reduces
the damage its target would de a l, until the e nd of your
next turn a ll at t a c k s ma d e b y your allies adjace nt to
the target deal extra lightning damage equal t o your
Constitution modifier.
P o w e r ( E n c o u n te r • A r c a n e , L i g h t n i n g , I m p l e m e n t ) :
St a n d a r d A c t i on . As the a rtificer's static shock po we r
(page 47).
C H A P T E R 4 | C h a r a c t er Opt ions ^ j ^B f c
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This totem is carved with eyes big and small to remind you to be Lvl Name P r i c e (gp)
watchful against daelkyr aberrations. 1 E b e r r o n s h a r d o f a n i m o s i t y 360
d a m a g e f r o m p r i m a l i m p l e m e nt p o w e r s us i ng t hi s t o t e m . 8 K h y b e r s h a r d of li f e d r i n k i n g 3,400
Level 14: 2 extra dam age. 11 E b e r r o n s h a r d o f a n i m o s i t y 9,000
Level 24 : 5 extra d ama ge. 11 E b e r r o n s h a r d o f r u i n 9,000
P o w e r ( D a i l y ) : Fr e e A c t i o n . Trigger: Y o u hi t a n e ne m y w i t h 12 E b e r r o n s h a r d of l i g h t n i n g 13,00 0
a primal im plem ent p owe r using this tote m. Efject: The
12 K h y b e r s h a r d of t h e f i e r y d e p t h 13,000
e ne m y c a nno t us e t e l e p o r t a t i o n p o w e r s or be the target
12 S i b e r y s s h a r d o f m e r c i l e s s c o l d 13,00 0
of teleportation powers (save ends).
13 S i b e r y s s h a r d o f r a d i a n c e 17,000
13 S i b e r y s s h a r d o f t h e m a g e 17,000
Each o f the thr ee types of dragon shards is named Y o ur weapon cuts a bloody swathe through your Joes when pow
ered by this blood-red dragonshard.
according to their origin: Siberys dragonshards,
Khyber dragonshards, and Eberron dragonshards. Lvl 5 1,000 gp
Dragonshard Augment (Weapon)
Siber ys drag ons har ds swirl with veins of golden light.
P r o p e r t y : W h e n e v e r a n a tt a c k w i t h t h e a u g m e n t e d
Khyber dragonshards are midnight blue with oily
w e a p o n d e a l s o ng o i ng d a m a g e to a creature, increase t he
black veins. Eberron dragonshards, usually found o ng o i ng d a m a g e v a l ue by 2.
encased in geodes, are crimson with darker swirls.
Any cha ract er can affix a dragon shard augment
to a magic weapon or remove one already affixed,
during either a short or an extended rest. Most aug
ments provide a property, but some also grant access
to a power. A magic weapon can accept only one
dragonshard augment at a time.
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Lv l 1 2 1 3 , 0 0 0 gp
D r a g o n s h ar d A u g m e n t ( W e a p o n )
The shard glows with the light of Siberys.
P r o p e r t y : Y o u g a in a + 1 b o n u s to dam age rolls with light
n i n g at t a c k s t h a t u s e t h e a u g m e n t e d w e a p o n . Lvl 3 68 0 gp Lvl 23 4 2 5 , 0 0 0 gp
Level 12: +3 bonus. Lv l 1 3 17,000 gp
Level 22 : +5 bonus. D r a g o n s ha r d A u g m e n t ( W e a p o n )
P r o p e r t y : Y o u g a in a + 1 b o n u s to d a m a g e r o ll s w i t h radi
a n t a t t ac k s t h a t u s e t h e a u g m e n t e d w e a p o n .
Level 1 +
Level 13: +3 b onus.
Affixing this pulsing red stone to your weapon helps you smash Level 23: +5 b onus.
through any obstacle. P r o p e r t y : W h e n n o t a f fi xe d to a w e a p o n , t h is d r a g o n sh a r d
Lvl 1 3 6 0 g p Lvl 2 1 2 2 5 , 0 0 0 gp illuminates a 10-square radius with bright light.
Lvl 11 9,000 gp
D r a g o n s h a rd A u g m e n t ( W e a p o n ) Siberys Shard of the Mage Level 3+
P r o p e r t y : Y o u g a i n a + 1 b o n u s to dam age rolls wh en using This orange dragonsharc crystal enhances a weapon when it is
t h e a u g m e n t e d w e a p o n a g a i ns t a n o b j e c t .
used as an implement.
Level 1 1: +3 bonus.
Level 2 1 : +5 bonus. Lv l 3 6 8 0 g p Lvl 23 4 2 5 , 0 0 0 gp
Lv l 1 3 1 7 , 0 0 0 gp
D r a g o n s ha r d A u g m e n t ( W e a p o n )
•Nfflm« f M . B ,l « J r r J i f f g P r o p e r t y : Y o u g a in a +1 b o n u s to d a m a g e r o ll s w i t h i m p l e
When you affix this sinister deep blue dragonshard, your weap ment attacks that use the augm ented we apo n.
on blackens and exudes a deathly aura. Level 13: +3 b onus.
Lv l 8 3,400 gp Lvl 28 2 , 1 2 5 , 0 0 0 gp Level 23: +5 b onus.
Lv l 1 8 8 5 , 0 0 0 gp
D r a g o n s ha r d A u g m e n t ( W e a p o n )
P o w e r ( D a i l y ) : Fr e e A c t io n . Trigger: You score a critical hit
against a n ene my wi th the au gm ented we apo n. EJffect:
T h a t e n e m y g a i n s v u l n e r a b l e 5 necrotic (save ends).
Level 18: Vulne rable 10 necrotic (save ends).
Level 28: Vulnerab le 15 necrotic (save ends)
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CH AP TE R 4 i C h a r a c t er O ption s
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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.
Requirement: You must have the living construct racial trait light to a radius of 20 squares.
to use this item. Po we r (At- Wi ll): Free Action. The d elver's light sheds bright
E n h a n c e m e n t : AC light to a radius of 20 squares.
Property: You gain resist 1 to all dam age. P o w e r ( A t - W i l l ) : F r e e A c t i o n . T h e d e l v e r ' s li g ht s h e d s no
Level 14 or 19: Resist 2 to all dam age. light.
Level 24 or 29 : Resist 5 to all d a m a g e .
Disk of I Resistance L e v e l 4+
Armblade L e v e l 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.
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BANISH ILLUSIONS
W h a t was hidden is now revealed.
T h e w o r l d o f E b e r r o n is r i f e w i t h r i t u a l s . W h e t h e r
L ev el: 1 1
astonishing innovations developed by the Arcane
C o n g r e s s o r a n c i e n t c e r e m o n i e s ta u g h t b y t h e G r e a t C a t e g o r y : War ding
Druid Oalian, rituals are cornerstones of Eberron's T i m e : 1 hour
D u r a t i o n : 24 hours
societies. C o m p o n e n t C o s t : 720 gp
R IT U A L S B Y L E V E L M a r k e t P r i c e : 1,800 gp
Lvl Ritual K e y S k i l l I Key Skill: Arcana (no check)
1 Conceal Dragonm ark Arcana You w eave a ward against illusions in a close burst 4. Any
2 Fluid Funds Arc ana invisible creature within the area or that enters the area
3 Summ on Win ds Arcana or Nature becom es visible. In add ition, illusion pow ers take a -2
4 E a v e s d r o p p e r ' s F o il Arcan a penalty to attack rolls, and creatures in the ward ed area
6 Ances tral Wh isp ers Religion gain a +5 bonus to Insight che cks against illusions.
6 Find the Pat h Natu re
6 Steed Sum mo ns Arcana CONCEAL DRAGONMARK
7 Spirit Idol Heal
8 Inquisitive's Eyes Arc ana Before your eyes, the complex marking fades from view.
10 Enhance Vessel Arcana
10 Secure Shelter Arcana or Nature L e v e l : 1
11 B a n i s h I l lu s i o n s Arcan a
C a t e g o r y : Deception
12 Seeming Arcana
T i m e : 10 minutes
14 Masking Shroud Arcan a
D u r a t i o n : Until broken
16 F a n t a s t ic R e c u p e r a t i o n Hea l
C o m p o n e n t C o s t : 10 gp
20 Scry Trap Arcan a
M a r k e t P r i c e : 50 gp
Key Skill: Arcana
ANCESTRAL WHISPERS You con ceal a dragonmark on yourself or on an adjacent
You comm une with the ancestral spirits, seeking their willing target. Creatures that examine th e area wh ere the
wisdom and experience to aid your cause. mark is hidden are en titled to a P erception check against
your Arcana c heck result to notice the deception. W h e n
L ev el: 6 you use any pow ers or effects related to the dragonmark,
C a t e g o r y : Divination the e ffect is broken and the ritual ends.
T i m e : 1 hour
D u r a t i o n : 24 hours EAVESDROPPER'S FOIL
C o m p o n e n t C o s t : 140 gp
You broach the sensitive topic with confidence, for you are
M a r k e t P r i c e : 360 gp
certain that no one will overhear you.
Key Skill: Religion (no ch eck)
L ev el: 4
You invite the spirit of an ancestor to inhabit your body
C a t e g o r y : War ding
for a time. Choose one skill in which you are not trained.
T i m e : 10 minutes
For the ritual's duration, you are considered trained in
that skill. D u r a t i o n : 4 hours
C o m p o n e n t C o s t : 8 0 gp
The greater the hero w ho calls the spirits, the more
M a r k e t P r i c e : 175 gp
the spirits demand. The component cost of this ritual
Key Skill: Arcana (no check)
increases to 70 0 gp for an 11th-level caster, 3,600 gp for
a 16th level caster, 18,000 for a 21 st-level caster, an d
You w ard an area no m ore than a close burst 3 against
90 ,00 0 for a 26th-level caster.
eavesdropping. Each creature outside the area tha t
attempts to listen to communication within the area
takes a - 1 0 penalty to its Perception checks. The ward
moves w ith you for its duration.
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E NHANCE VE S S E L your allies gain the benefits of an exten ded rest withou t
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
L e ve l: 10 Greater heroes accrue greater fatigue and require
more effort to recuperate. At 21st level, this ritual costs
C a t e g o r y : Exploration
9,000 gp to perform. At 26th level, this ritual costs
T i m e : 1 hour
D u r a t i o n : 24 hours 45 ,000 gp to perform.
C o m p o n e n t C o s t : 4 0 0 gp
M a r k e t P r i c e : 1,000 gp FIND THE PATH
Key Skill: Arcana (no check) THE clouds, the trees, and even the grasses bend to show you
You b olster a vehicle with eldritch po wer. For the ritual's the way.
duration, the vehicle gains a +2 bonus to spe ed and to all
defenses. L e ve l: 6
C a t e g o r y : Exploration
FANTASTIC RECUPERATION T i m e : 1 hour
D u r a t i o n : 8 hours or until discharged
You wave away your companions' WEARINESS
C o m p o n e n t C o s t : 14 4 gp
M a r k e t P r i c e : 360 gp
L e ve l: 16
Key Skill: Nature (no check)
C a t e g o r y : Restoration
T i m e : 1 hour As p art of perform ing the ritual, you m ust nam e a destina
D u r a t i o n : Instantaneous tion you have visited at least once. For the duration of the
C o m p o n e n t C o s t : 3,600 gp ritual, you know in which direction your destination lies
M a r k e t P r i c e : 9,000 gp and you can travel 10 extra miles per day when heading
Key Skill: He al (no check) towa rd that de stination. This ritual is discharged w he n
you reach your destination.
You absorb th e fatigue that you and you r allies have suf
fered an d cast it away. At the en d of the ritual, you and
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LI
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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 r itual. Although thes e senso r s canno t p er ceive
you, they can perceive the results of your actions, such as
L ev el: 2 whe n you or your allies inter act with the envir onm ent,
fight enemies, and so on.
C a t e g o r y : Cr eation
T i m e : 1 minute
D u r a t i o n : I n s t a n t a n e o u s SCRY TRAP
C o m p o n e n t C o s t : 0 gp, plus a focus wor th 100 gp
M a r k e t P r i c e : 1 0 0 g p H e can try to look, but he's going to pay for it.
Key Skill: Ar cana (no check)
S p e c i a l R e q u i r e m e n t : You must have the Mar k of War d L e v e l : 2 0
ing feat to master and perform this ritual. C a t e g o r y : Scr ying and War ding
T i m e : 3 0 m i n u t e s
You dr op coins, gemstones, or other valuable items into
D u r a t i o n : 24 hours or until discharged
a specially prepared c offe r and close the lid. W he n you
C o m p o n e n t C o s t : 5 , 0 0 0 g p
open the lid, a quantity of coins appears in the box equal
M a r k e t P r i c e : 2 5 , 0 0 0 g p
to the value of the item s depo sited inside. W ith this ritual,
Key Skill: Ar cana
you can exchange a number of silver coins for a smaller
num ber of gold coins of equivalent value, excha nge a This ritual creates a ward around you that warns you
gemstone for its wor th in gold, or exchange an ar t object about scr ying in your ar ea. You be co m e automati
for coins. Magic items and mundane equipment ar e not cally aware of any scrying sensors that perceive you.
affected by this ritual. This awar e ness w akes you if you ar e asleep. W he n you
F o c u s : A coffer. become awar e 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 obser ve the cr eatur e that cr eated the
You close you r eyes to find your center. W hen you open
sensor , using your Ar cana c heck r esult to deter min e how
them, you see the crime scene in a new light.
long you can obser ve that cr eatur e.
L ev el: 8
Arcana Che ck Result Durat ion
C a t e g o r y : Divination
19 or lower 1 round
T i m e : 10 minutes
D u r a t i o n : In st an t an eo u s 20-24 2 rounds
25- 29 3 rounds
C o m p o n e n t C o s t : 125 gp
30 -3 9 4 rounds
M a r k e t P r i c e : 6 8 0 gp
4 0 or highe r 5 rounds
Key Skill: Ar cana
You cast your senses back thr ough time to obser ve your
SECU RE SHELT ER
current location as it was up to a number of hours ago no T h e terrain erupts in a flurry of activity as the land leaps
gr eater than your Ar cana check r esult. You can obser ve to your com mand, erecting a shelter for you and your
the sc ene as if you wer e the r e, although you canno t affect companions.
anything.
L ev el: 1 0
C a t e g o r y : Cr eation
MASKING SHROUD T i m e : 3 0 m i n u t e s
Those who watch from afar have a hard time sensing you. D u r a t i o n : 8 hour s
C o m p o n e n t C o s t : 2 0 0 g p
L ev el: 1 4 M a r k e t P r i c e : 1 , 0 0 0 g p
Key Skill: Ar cana or Natur e (no check)
C a t e g o r y : W a r d i n g
T i m e : 10 minutes
You cr eate a stur dy lodge lar ge enough to accommodate
D u r a t i o n : 1 day
eight Medium creatures. The ritual uses materials found
C o m p o n e n t C o s t : 8 4 0 gp
in the ar ea, so the lodge can be for me d of snow, stone,
M a r k e t P r i c e : 4 , 2 0 0 g p
woo d, or even sod . T he lodge enclos es a close bur st 4 in
Key Skill: Ar cana (no check)
size. T he interior is dry and clean and includes nine bun ks,
S p e c i a l R e q u i r e m e n t : You must have the Mar k of War d
a long table with stools, and a writing desk.
ing feat to m aste r and per form this ritual.
T he shelter is not heate d or cooled, but it is immun e to
fire and impervious to all damage. Access to its interior is
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by two shuttered windows, a single door, and a chimney. If the focus or cor pse is destro yed b efor e th e targe t is i/i
Furniture can be removed from the shelter, but it vanishes restore d to life, the soul is released and the ritual end s.
along with the lodge when the ritual's duration expires. F o c u s : A specially prepared phylactery.
L e v e l : 12 Level: 6
C a t e g o r y : D e c e p t i o n C a t e g o r y : Travel
T i m e : 10 minutes T i m e : 1 hour
D u r a t i o n : 4 hours (special) D u r a t i o n : Until discharged
C o m p o n e n t C o s t : 6 8 0 gp C o m p o n e n t C o s t : 75 gp
M a r k e t P r i c e : 1 , 7 0 0 g p M a r k e t P r i c e : 3 6 0 g p
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 m ount keyword. Th e creature must
assum e the app eara nce 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
app earan ce 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
mov es mo re than 5 squa res 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 answ ers.
is allowed a check the first time it sees you and each
tim e it intera cts with you or one of your allies. If the crea L e v e l : 3
ture touches you or an ally, it automatically realizes the
C a t e g o r y : Exploration
de c e p t i o n .
T i m e : 10 minutes
D u r a t i o n : 8 hours
SPIRIT IDOL C o m p o n e n t C o s t : 50 gp
A mote of light divides in two, each glowing speck settling M a r k e t P r i c e : 125 gp
on the eyes of the prepared corpse. W h e n t he magic hinds Key Skill: Arcana or Nature (no check)
itself to the dead flesh, it shields it from decay. You conjure a stiff bre eze and direc t it. You can in crea se 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
C a t e g o r y : Restoration as a free action.
T i m e : 1 hour
D u r a t i o n : Instantaneous (see text)
C o m p o n e n t C o s t : 150 gp, plus a focus worth 150 gp
M a r k e t P r i c e : 5 2 0 g p
Key Skill: Heal (no check)
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CH APT ER 5
G r e a t e r K h o r v a i r e : I n f o r m a t i o n a v a i l a b l e t o a n y
character from the Five Nations, followed by informa
tion specific to eac h region. T his section includ es an
o v e r v ie w o f m a j o r c o m m u n i t i e s a n d o t h e r g e o g r a p h i c
f e a t u r e s , a s w e l l a s i n f o r m a t i o n a b o u t e a c h r e g i o n 's
populations, culture, and religions.
B e y o n d K h o r v a i r e : I n f o r m a t i o n c o m m o n l y a v a i l
able to the inha bitan ts of regions outside Kho rva ire.
D r a g o n m a r k e d H o u s e s : E x a m p l e s o f c h a r a c t e r
backg round s for m em ber s of each of 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 : W a y s i n w h i c h a
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PEOPLE OE THE
T H E F I V E N A T I O N S
| FIVE NATIONS
M o s t o f t h e p o p u l a t i o n o f t h e F i v e N a t i o n s is h u m a n ,
Y e s , m u c h o f t h e c o n t i n e n t l i e s o u t s i d e t h e i r b o r f o r G a l i f a r w a s a h u m a n - d o m i n a t e d k i n g d o m . A t v a r
d e r s , a n d y e s , t h e s o - c a l l e d " F i v e " a r e i n f a c t , t o d a y , ious places in the Five Nations, half-elves, dwarves,
only four. Still, the re can be no argu me nt that th e gnomes, and halflings are also common. All the
Five N ations represent the heart of Kh orvair e, an d
perha ps of Eb erron . Th eir cultures and cus tom s oa nt hde rc hraanc ge es loi nf gKsh, ogrovbal ii nr es - as hn idf ttei er sf l ianngds —
o racpsp, eealra di nr i n
might differ, and their geography might vary widely smaller numbers, and nowhere in the Five Nations
from one to the next, but each o f the F ive Nation s is do they approach do min ance . Th eir realms are found
inextricably linked to the others by chains of com elsewhere, outside these "civilized" regions. Precisely
m erc e, of history, and of slow reco very fro m the how well the nonhuman races are accepted in the
Last W ar. Five Nations depends on the prevailing attitudes of a
nation or a community. Racial prejudice in the Five
COMMON KNOWLEDGE Nations isn't as common as cultural animosity; the
average hu m an is mo re accepting of a m em be r o f
T he Five N ations w ere once unite d as the K ing
another race from his own nation than he or she is of
dom o f Galifar, encom passing m ost of Khorv aire.
ano ther hum an from a different kingd om .
A fter the death o f Kin g Jaro t, however, the king s
and qu een s of the Five Nation s vied for control. Th e overw helm ing ma jority of the citizens of the
Th e result was the Last W ar, a devastatin g c on flict Five N ations gran t thei r devotion to the So vereig n
that raged for over a cen tur y and left no corn er of H ost, and worshipers o f the Silver Flam e ma ke up
the continent untouched. The destruction of Cyre the next most com m on faith. T he B lood of Vol has an
on the D ay of Mo ur nin g, followed by the Treaty of established following in Karrnath: Devotees of other
religions in the Five Nations are so scattered as to
Thronehold, finally put an end to the war and left
constitute only an insignificant minority.
Khorvaire divided into the various nations, king
dom s, and reg ions o f today. Yet few citizen s of the
Five Nations believe that the struggle is truly over, FIVE NATIONS
and each nation glares with suspicion and resent
ment at its neighbors.
ADVENTURERS
Today, as the kin gd om s of the Five N ation s strug Ma ny adven turers of the Five N ations are veterans
gle to rebuild, they are more interested in economic of the L ast W ar— if not as fron tline so ldiers th en as
recovery than in overt conflict. Nevertheless, a con infiltrators, saboteurs, sentries, mercenaries, or war
stant cold wa r of espionage, border sk irmish es, and profiteers such as thieves and smugglers. Although
economic manipulation exists between all four sur some adventurers have lofty and worthwhile goals,
viving nations, and cultural hatred and bigotry run others turn to adventuring out of avarice.
rampant. Fo r K in g and C ou nt ry : You adventure not on
your own be ha lf but in the na m e of your sovereign
(or, alternatively, your faith, your home city, your
drag onm arke d house, or some other organization of
CHARACTER BACKGROUNDS
Wh en y o u create a ch aracter fo r an EBERRON camp a ig n , y o u assoc iated w ith the dra gonm ark? Is he or she con
can en h an ce y o u r ch aracter with rich b ack g ro u n d d etails nected with a dragonmarked house?
fro m th e wo rld o f E b erro n . T h e in fo rmatio n in th is ch ap t er • O t h e r B a c k g r ou n d E l e m e n t s : W h a t o t h e r a s p e c t s o f h is
can h elp y o u sh ap e y o u r ch aracter's h isto ry , o u tlo o k , an d o r h er life mo st stron g ly in fluen ced y o u r ch arac ter? W as
asso ciatio n s. it race, o ccu p atio n , o r ev en ts fro m ch ild h o o d ? W as y o u r
A lth ou g h yo u can ch o o se as man y b ack g ro u nd elem en ts ch aracter mo st sh ap ed b y h is o r h er exp erien ces in th e
as y o u wish , mo st ch arac ter b ack g ro u n d s in co rp o rate th ree L a st W a r ?
categories. R eg ard less o f h o w man y b ack g ro u n d d etails y o u u se,
• R eg io n al: W h e re is y o u r ch a rac ter fro m? Is h e o r sh e wh en y o u create a ch aracter, y o u may (with y o u r DM's
an u rb an ite fro m S h arn , an acad emic fro m A u n d air, o r co n sen t) ch o o s e o n e o f th e fo llo win g b en efits:
a farmer from the Eldeen Reaches? • Gain a + 2 b o n u s to ch eck s with o n e o f th e skills asso ci
ated with y o u r b ack g ro u n d .
• Dragonmark: Does your chara cter have a dragonmark? • A d d o n e sk ill asso c iated with y o u r b ack g ro u n d to y o u r
If so , is it an ack n o w led g ed o r an ab e rra n t m ark ? Is
your cha rac ter's ra ce one of thos e mo st frequently class's skill list before choosing your trained skills.
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w h i c h yo u a r e a p a r t ) . Y o u a r e a l o ya l s e r v a n t , d o i n g u n s o l v e d w a r c r i m e s , u n e x p l a i n e d d i s a p p e a r a n c e s , ^
w h a t y ou ' r e to l d r e g a r d l e s s o f w h e t h e r y o u u n d e r and sightings of strange crea ture s that nobo dy ca n
stand the purpose. Perhaps you feel that you're a na m e. You have devoted yours elf to seek ing the
part of som ething larger and mor e importa nt than answ ers to one or mor e of these myste ries, perhaps so <a
-
yourself, or you migh t just be w orking for w hoev er that just ice m ight be done , perh aps for fam e, or per
pays the best. Either way, the choices you make aren't h a p s j u s t o u t o f s i m p l e c u r i o s i t y.
necessarily your own.
Rolevlaying Ti p s : Y o u s p e a k o ft e n a n d fe r v e n t l y o f Rolevlaying Ti p s : N o t h i n g gr a b s yo u r a t t e n t i o n l i ke [™
a good mystery. You probably have one or two spe
t h e k i n g o r t h e f a i t h yo u s e r v e (u n l e s s , o f c o u r s e , yo u r cific questions you want answered, and it is to these 3-
service is secret). You und erta ke the adv enture s an d ma tters that you devote most of your attention. H ow
t h e t a s k s t h a t y o u a r e to l d to , a n d y o u p u r s u e e n d e a v ever, you treat any lingering m ystery as a ch alleng e
ors that benefit your patron, even when you are not you can scarcely resist.
c o m m a n d e d t o d o so . V e n g e a n c e f o r P a s t W r o n g s : Y o u s e e k r e t r i b u
tion for wrong s comm itted du ring the Last W ar. T his
EYES, WH ISPERS , AND DAGGERS reck onin g mig ht be broad , such as a hatre d of a par
Two kingdoms in the Five Nations maintain national ticular nation for their actions against your own, or
intelligence and espionage services: Aundair com som ethin g far m ore spe cific, such as the destru ction
mands the Royal Eyes, and Breland operates the of your hom eto wn by a par ticu lar milita ry leader. You
King's Citadel. Karrnath lacks such an organization, have devoted you rself to reveng e, consta ntly seek ing a
m ea ns by wh ich you ca n thw art the objectives of 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
de s t r o y i t .
Kaius Ill-are equally effective. These two organiza
tions are perfect resources for adventurers who seek Rolevlaying Tins: Y o u a r e g r i m a n d d r i v e n , u n w i l l
to serve their homelands. ing to deviate from th e path o f ven gea nce . You g row
enra ged if anyon e sings the praises of your enem y.
R e l u c t a n t A d v e n t u r e r : Y o u ' r e a n a d v e n t u r e r You prefer adventures that bring you nearer to your
by necessity, not by choice. Having grown up with g o a l a n d a l l o w y o u t o pi t y o u r s e l f a g a i n s t y o u r e n e m y
the violence of the Last Wa r, you kn ow no thing but or his or her minions, but when you lack such oppor
tunities, you underta ke other adventures, ho ning
combat; your skills lend themselves to adventure
and w ar, and to nothin g else. You delve in a ncie nt yo u r p o w e r s fo r t h e da y o f fin al c o n fr o n t a t i o n .
ruins purely for profit, and you'll undertake whatever
tasks offer the right mix o f risk and re wa rd. You d on't A U NDA IR
neces sarily lack a mor al code ; you just haven't found Aundair is two nations in one. Pastoral villages and
a higher cause to which to devote your war-shaped farm land s line its bord ers or cluster aroun d the
talents. keep s of the region's feudal lords. T he p eople he re are
Rolevlaying Ti p s : Y o u a r e p r a gm a t i c a n d l i t t l e simp le, even rustic. T he nation's great cities, howev er,
imp resses you. Outw ardly, you scoff at passionate are alive with commerce and bustle with a crowd
a d v e n t u r e r s w h o f i g h t f or a g r e a t c a u s e , b u t i n w a r d l y , nearly as cosm opo litan as that of Sh arn . T he house s
you wish you felt the same sense of purpose. of gov ernm ent and institutions of high er lea rnin g
U n c o v e r i n g t h e T r u t h : M a n y q u e s t i o n s r e m a i n nearly burst with the learned, the scholarly, and the
una nsw ered from the days of the Last W ar. T he magically inclined. Yet whether one is listening to
l a r ge s t b y fa r i s t h e d e a t h o f C yr e o n t h e D a y o f scholars or farme rs, mages or laborers, A und airians
M o u r n i n g . W h a t h a p p e n e d ? W h o w a s r e s p on s i bl e ? spea k of their nation w ith pride. T hey are u nified in
C an it oc cu r again? Ot her my steries rema in as well:
THRONEHOLD
Thronehold was the home of Galifar's kings for centuries, during the years Thronehold was abandoned. Although
but it wa s aband one d at the start of the Last Wa r. No the Five Nations retu rned t o the island, the city rema ins
gov ern m ent holds th e castle, and n o lord rules the island neutral ground, and the criminal element continues to
o n w h i c h i t s t a n d s . I ts s o l e o c c u p a n t s a r e t h e T h r o n e thrive. As a character from Throneport, you might be a
Wardens, House Deneith soldiers charged with protect repr esen tative o f on e of the n ations wh o is hoping o ne
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 cas tle. Or you might instead be a me m be r of the
town that arose during the old kingdom's height. unlawful el em en t- a n exile or a criminal who is trying
Throneport contains a high population of criminals, t o t h w a r t a t t e m p t s b y t h e F i ve N a t i o n s t o b r i n g o r d e r t o
exiles, mercenaries, and other scum that settled there the city.
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tures in Fairhaven. Its towers, minarets, and walled other nations, but Aundairians are inclined to focus
keeps host the royal family, as well as the various their efforts toward rebuilding and restoring their
courts and the garrison of the Knig hts A rca ne . nation. The queen's efforts at expanding Aundair's
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w a r . T o d a y , it i s p r i m a r i l y a m i l i t a r y o u t p o s t . T h e
B RE L I S H A D V E N T U RE RS
s u r r o u n d i n g r e g i o n r e m a i n s u n s t a b l e b e c a u s e o f i ts
Bre lish adven turers most often focus their attentions
l o c a t i o n a lo n g t h e A u n d a i r b o r d e r a n d n e a r t h e B l a c k
on the nation's borde rs, since m ost of the inte rior is
Pit and the Greenhaunt Forest, both rampant with
relatively safe. Breland can be the stepping stone to
monsters.
greater adventures, however, thanks to Sharn and to
T h e K i n g ' s F o r e s t : T h i s w o o d e d r e g i o n i s a p r e
Breland 's proximity to mo re dang erous regions.
serve that can be legally hunted only at the express
invitation of the king. A lthoug h patrolled by Knig ht
R ang ers, the forest is also a hotbed of outlaws, brig BRELAND ASSOCIATED SKILLS
If you ar e fr om B r eland, you can cho ose Dip lomacy
ands, and poachers.
or Insight as your associated skill.
M o r g r a v e U n i v e r s i t y : L o c a t e d i n S h a r n ,
Morgrave is the most famous—or, in some circles,
D e f e n d e r o f C i v il i z a t i on : D r o a a m , D a r g u u n , t h e
infamou s—institution of high er learning in Kho r
Eldee n Reach es, and the Mo urnla nd stand beyond
vaire. A lthoug h not as resp ecte d as universities s uch
Breland's borders. Perhaps no other civilized region
a s W y n a r n , i t i s w e l l k n o w n f o r i ts e a s y a d m i s s i o n s
is surrounded by so much savagery, mystery, and
policies and for its roug h-an d-tu mb le app roach to
danger. A n enorm ous nu m ber of Brelish a dventurers
research.
focus on this particular fact, devoting themselves to
N e w C y r e : A f t e r t h e M o u r n i n g , K i n g B o r a n e l
studying and fighting one or mor e of these thr eats to
granted this territory to Cyran refugees and allows
Brelish security.
them to live and govern themselves as they see fit.
O r c b o n e a n d S t e r n g a t e : T h e s e f o r t r e s s e s s t a n d a t Rolevlaying T i p s: Y o u f o c u s o n a d v e n t u r e s n e a r
Bre land 's borde rs, particularly if they allow you to
the forefront of Bre land 's defenses, gua rding against
improve Breland's defenses or weaken its enemies.
attack from Droaam and Darguun, respectively.
You might have a problem working with goblins, orcs,
S h a r n : S e e t h e f o l l o w i n g s e c t i o n f o r i n f o r m a t i o n
and other creatures you consider e nem ies.
about Sharn.
H a r d b o i l e d H e r o : Y o u ' v e s e e n a l l s i d e s o f c i v i l i z a
W r o a t : B r e l a n d ' s c a p i t a l c i t y r i s e s o n b o t h s i d e s
tion, from th e stylish to the see dy. You mig ht d islike
o f t h e H o w l i n g R i v e r . T h i s c i t y is t h e c e n t e r o f H o u s e
t h e d a r k e r a s p e c t s o f s o c i e t y , b u t y o u 'r e i n t i m a t e l y
Med ani's power as well as of Breland 's g overnm ent.
familiar with them. You know the worst that people
I n a d d i t i o n t o B r o k e n b l a d e C a s t l e , W r o a t is h o m e
have to offer, and you've done terrible deeds to sur
to the obsidian tower that is the headquarters of the
v i v e . Y e t y o u h o p e , e v e n t u a l l y , to p r o v e y o u r s e l f b e t t e r
King's Citadel and to the great Parliament Hall in
than the shadows through which you walk.
whic h the governm ent d eliberates.
Rolevlaying T i p s : Y o u ' v e d o n e a l o t y o u ' r e n o t p r o u d
of, and you're willing to do it again, although, even if
PEOPLE OE BRELAND you don't admit it to yourself, you'd rather not have
A f t e r h u m a n s , g n o m e s m a k e u p t h e l a r g e st p r o p o r
t o . Y o u h e l p o t h e r s p r i m a r i l y f o r m o n e y o r o t h e r g a i n ,
tion of Bre land's population , espe cially in W ro at a nd
but in your heart of hearts, you also do it for a shot at
the various communities along the Zilargo border.
redemption.
H alf-elves, elves, and dw arves app ear in reas ona ble
numbers, and other races—including changelings,
the various goblins of D arg uun , and the oc casio nal
SHA RN
eladrin—live in Breland as well. A lthough part of the nation of B relan d, Sha rn is a
As in Aundair, Breland's population is devoted society in its own right. People and cultures of nearly
largely to the Sovereign Host, with a significant every imaginable sort are brought together there. They
minority worshiping the Silver Flame. Brelish aren't talk, they do business, they travel together, they pass
especially devout; they prefer to put their faith in one another on the street, and the result is a true melt
themselves, their neighbors, and their g overnm ent ing pot, perhaps the only one in all the Five Nations.
rather than in deities. In the major cities, cults of M e m b e r s o f m o n s t r o u s o r d is f a v o re d r a c e s w h o
o t h e r f a it h s — p a r t ic u l a r ly t h e B l o o d o f V o l - c a n b e aren't welcomed in Sham's towers can find a place in
found. the shadows deep beneath the lofty spires and float
Br elan d's urba n population lacks a unif ied style ing towers th at give the C ity of To wers its title.
of dress or decoration , instead foc using largely on
utilitarian garments or on whatever foreign fashions COMMON KNOWLEDGE
strike their fancy. In some cases, this variety of per S h a r n i s n' t j u s t t h e c u l t u r a l c e n t e r o f K h o r v a i r e , i t' s
sonal display seems like a deliberate effort, as though also the economic one-at least as far as its citizens
» k Brelan d's aristocrats are dem ons trating that their are con cer ned . "I f it can b e bought, it ca n be boug ht
fashions cannot be restricted any more than their h e r e " i s a c o m m o n s a y i n g a m o n g t h e c i ty ' s m a r k e t s .
other personal freedoms can be. Goods and services are available in Sharn from
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determined to investigate all the numerous cata staples it requires, but its population barely survives.
comb s, hidden cha mb ers, lost com mu nities, an d A growing nu m be r of nobles, genera ls, and w arlords
sub terra nea n ruins on whic h the City of Tow ers was see the arm y as a viabl e solution to this prob lem , an d
bu ilt-p artly for the fam e and fortu ne,'bf course, i n s i s t t h a t K a r r n a t h c a n t a k e w h a t it n e e d s f r o m i ts
but also because you cannot help but wonder what neighbors. So far, cooler heads have prevailed.
threats might lurk, unseen and ready to strike, Unlike people elsewhere, Karrns aren't horrified
beneath this wondrous city. a t t h e n o t i o n o f u n d e a t h , d u e to t h e l a r g e n u m b e r s o f
Rolevlaying Tips: Y o u p r e f e r t o s t a y c l o s e t o h o m e , undead that served—and still serve—in the Karrnathi
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t h e b r i dg e w a s de s t r o y e d du r i n g t h e w a r . To da y , t h e D e f e n d e r o f G o o d w i l l : O f a l l t h e Fi v e N a t i o n s , i /i
c i ty is k n o w n p r i m a r i l y f or t h e R e k k e n m a r k A c a d e m y . K a r r n a t h i s t h e m o s t d i s t r u s t e d by t h e o t h e r s , w i t h ^
I t w a s o n c e t h e m o s t p r e s t i g io u s m i l i t a r y a c a d e m y i n good reason. Ka rrn ath mak es use of und ead on the —
t h e n a t i o n , a n d a l t h o u g h i t w a s f o r c e d t o c l o s e du r i n g battle field, boast s a high pro porti on o f lords an d
the war, the academy has recently reopened its doors, generals trying to talk their king into a new war,
bringing some economic life back to the city. allows the ma cab re Blood of Vol to flourish with in w
S e n t i n e l T o w e r : A g r e a t f o r t r e s s i n t h e h e a r t i t s b o r d e r s , a n d st i l l a s s o c i a t e s w i t h t h e E m e r a l d
of Karrlakton, S entinel Tower is a House D eneit h Claw. You're det erm ined to help your nation main
enclave and the hom e to De neith's Sentinel Ma rshals. tain the peace by doing what you can to counter
T a e r S y r a e n : T h e W i n t e r C i t a d e l is a n e l a d r i n such negative perceptions. You engage in selfless
stronghold, a city of need le-thin spires and web-w ork a c t s f o r t h e b e n e f i t o f o t h e r s , l e t t i n g a l l k n o w t h a t
b r i dg e s ; a s t e e p w a l l o f i c e s u r r o u n d s i t . E v e r y n i g h t , Kar rna th ca n produce h eroes as well as villains.
e l a dr i n k n i g h t s r i de f o r t h , s p r e a di n g f r o s t t h r o u g h o u t You battle undead, work to thwart the ambitions of
t h e s u r r o u n di n g t e r r i t o r y . K i n g K a i u s i s s a i d t o b e o n warmongers, and stand against the endeavors of the
the verge of declarin g Taer Sy raen a threat to Ka rrna th Emerald Claw.
a n d u n l e a s h i n g h i s f u l l m i l i t a r y m i g h t a g a i n s t i t , du e t o Rolevlaying Ti p s : Y o u s p e a k f r e q u e n t l y o f t h e g l o
the refusal of the eladr in to accept amb assado rs. r i e s o f K a r r n a t h - n o t j u s t i ts a c c o m p l i s h m e n t s b u t
T h e Z i g g u r a t o f t h e T w e l v e : A g r e a t f l o a t i n g a l s o t h e m o r e p o s i t i v e a s p e c t s o f i ts c u l t u r e a n d t h e
f o r t r e s s t h a t c a s t s it s s h a d o w o v e r W o l l v e r n P a r k i n advantag es to all if the oth er nations wo uld ally with
K o r t h , t h e Z i g g u r a t is t h e h e a d q u a r t e r s o f t h e T w e l v e , i t . Y o u g r o w p e r s o n a l l y a n g r y , e v e n o f f e n d e d, a t e v i l s
an arca ne organiza tion founded by the dragon c o m m i t t e d b y K a r r n s o r i n d i v i d u a ls a s s o c i a t e d w i t h
ma rke d house s durin g the early days of the Kin gd om them, and you take whatever steps you can to counter
of Galifar. these acts.
S e e k e r o f L o s t G l o r y : Y o u ' r e d e t e r m i n e d t o
PEOPLE OE KARRNATH r e s t o r e K a r r n a t h t o it s r i g h t f u l p l a c e a s t h e p r e
T he people of Ka rrn ath ar e a discipline d p eople em ine nt nation of Kh orva ire. You mig ht do this by
a c c u s t o m e d t o m i l i t a r y l aw . A f t e r h u m a n s , w h o m a k e seeking magic relics, supplies, and resources for the
up over ha lf the popu lation, dwar ves constitute the gover nme nt's use, or you might be mor e direct, seek
s e c o n d la r g e s t g r o u p i n K a r r n a t h , u n s u r p r i s i n g g i v e n ing to instigate a new wa r where Kar rnat h's milit ary
t h e n a t i o n 's p r o x i m i t y to t h e M r o r H o l d s . H a l f l i n g s , strength might prove dominant.
often from the Talenta Plains, are the next most Rolevlaying Tips: E v e r y t h i n g y o u do i s f o r t h e g l o r y
c o m m o n , f o ll o w e d b y h a l f - e l v e s a n d e l v e s. I n p u r s u i t of Ka rrna th. You take offense when any one speak s
of Ka rrna th's efforts to improv e its milit ary m ight, it i ll o f y o u r h o m e l a n d , a n d y o u v i e w e v e r y a d v e n t u r e
has begun to accept dragonborn warriors immigrat in term s of wha t sort of bene fit it can provide your
ing from Q'b arr a. nation.
For a tim e, the B lood o f Vol was the govern men t-
supp orted state religion of Ka rrn ath . Th ose days have TH E MOURNLAND (CYRE)
ended under Kaius III, but the faith is still practiced Cyre is no mor e. Th e P urple Jewel o f Galifar's C rown,
commonly throughout the nation. Most of Khorvaire's the most beautiful and artistically advanced of the
citizens devote themselves to the Sovereign Host, and Five Nations, ceased to exist on the Day of Mourning.
a sizable minority worships the Dark Six. Fou r years ago, with out warn ing an d without expla
Karrns favor dark clothing, crisp lines, and military
dress; formal wear among civilians closely resembles nation, foul gray mists swept out from the nation's
center, leaving behi nd a brok en, twisted land of
official uniforms. Bright colors are considered appro horro rs. T hat the fear inspire d by the Mo urn ing led,
p r i a t e o n l y f o r c h i l dr e n , a n d w e a r i n g s u c h c o l o r s t o a eventually, to the Treaty of Th ron eho ld a nd the end of
formal function is a minor faux pas. the L ast W a r is of little solace to Cy re's survivors, w ho
struggle today to make their way through a world that
KARRN ADVENTURERS fears and distrusts them.
Individuals with combat-appropriate skil ls-m arti al, N o P C s li v e i n t h e M o u r n l a n d . T h e a s s o c i a t e d
arc an e, or otherwise— have few choic es in Ka rrn ath . skills are available to PCs who were born in Cyre
Th ey becom e adventurers or serve in the K arrna thi before the D ay of M our nin g and who have struggled
military. Som etim es, they do both. to survive elsewhere in the following years.
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from d oing so by her amb itiou s siblings. Fo r a hun T hr an e, and C yra n soldiers, as well as Zil, Valenar,
dred years, Cy rans viewed the Last W ar as a person al a n d D a r g u u n m e r c e n a r i e s . T h e m i s t s a t t h e f o r e f ro n t
affront, a wa r against the m as a nation. Losing bot h of the M ou rni ng swept over the battle here, and to
C y r e a n d Q u e e n D a n n e l to t h e M o u r n i n g w a s a t h i s d ay , t h e b o d i e s , w e a p o n s , a n d w a r m a c h i n e s t h a t
doubly heavy blow, and survivors still harbor grudges lie where they fell show no sign of decay.
against all the other Five Nations. T h e G l a s s P l a t e a u : T h i s e n o r m o u s s t r e t c h o f
D urin g its heyday, Cy re was a land of plenty, with land ar oun d the de ad city of M ak ing is glass that h as
lush farm lan ds, thriving cities, traditions o f art, an d me lted into jagg ed protrusio ns and dizzying, impo s
e l e g a n t st y l e s . A s t h e p r i m a r y b a t t l e g r o u n d o f m u c h sible shapes.
of the L ast W ar, howev er, it was dying by inche s even M e t r o l : T h e f or m er c a p i t a l o f C y r e s i t s o n t h e
before the D ay of Mo urn ing. Its outlying settleme nts ba nk s of the C yre R iver, and it is said to be a study in
were all but razed, and its cities were filled with the contradictions. Even though many wards lie in ruins,
hopeless, the homeless, and the destitute. others appear untouched—except for the dead-gray
m i s t s a n d t h e a b s e n c e o f a n y li v i n g c r e a t u r e s . R e p o r t s
REGIONAL FEATURES c l a i m t h a t t h e r o y a l p a l a c e o f V e r m i s h a r d , t h e l i g h t
T h e M o u r n l a n d o f t o d a y is a b l a s t e d , t w i s t e d w a s t e ning rail station, and the Sovereign Host's Cathedral
land. Th e dead-gray mists that cho ke the land are still stand today.
poisonous to mind, body, and soul, and the beasts T r o n i s h : F o r m e r l y a m a j o r s t o p a l o n g t h e l i g h t
that dwell within are foul abominations. n i n g r a i l , T r o n i s h i s n o w a ci t y r u l e d b y a b e r r a n t
E s t o n : T h e M o u r n i n g g r i e v o u s l y d a m a g e d t h i s beasts that are rumored to take their orders from a
m i n i n g t o w n — o n c e t h e f or me r c e n t e r o f H o u s e mon strosity dwelling deep within Lake Cyre.
C a n n i t h — w h e n m a n y o f t h e s u r r o u n d i n g h i l l si d e s
collapsed into the mine shafts. It is a common desti SUR VIVO R S O E C Y R E
nation for treasure hunters since the warehouses are Humans, half-elves, and halflings are common sur
said to hold lost Cannith creations. vivors of the M ou rnin g, along with the occa sion al
T h e F i e l d o f R u i n s : T h e s i t e o f t h e l a s t m a j o r m i l s h i f t e r o r c h a n g e l i n g . M o s t p e o p l e o f C y r e f ol lo w ed
itary eng agem ent o f the Last W ar, the Field of Ruin s the S overeign H ost, wh ich is true o f mo st survivors,
is the fin al resting place o f thou sand s of Br elish, but some have turned away from the religion, or else
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P C S A N D GOBLIN TRIBES
Gobl i n, hobgobl i n, and bugb ear PC s from D arguun shoul d Dhakaani t ri bes are current l y spl i t by i nt erneci ne st ri fe.
determine which of the various clans and factions they They look down on other goblins and consider them
c o m e f ro m . T h e t h r e e f a c t i o n s p r e s e n t e d h e r e a r e t h e s e l v e s t h e t r u e p r e s e r v e r s o f a n o b l e p a s t . A D h a k a a n i
pri m ary power groups of Darguun, but pl ayers are free t o PC m i ght be a nobl e cont endi ng for t he l eadershi p of her
di scuss wi t h t hei r DM t he possibi li t y of pl ayi ng a m em be r peopl e, an advent urer seeki ng anci ent rel i cs t o ai d t he
of a different tribe. st ruggl e, or a see ker of lost sym bol s of gobl i n cul t ure t ha t
Ghaal 'dar: Current l y t he nat i on's dom i nant power, t he coul d be used t o uni t e t he squabbl i ng cl ans.
vari ous Ghaal 'dar t ri bes have t he l east focus on speci fi c M a r g u u l : B u g b e a r s c a n b e f ull m e m b e r s o f t h e M a r -
goal s and t radi t i ons and, t hus, t he great est personal free guul tribes, and they possess a violent streak to make
d o m f o r m e m b e r s . A P C m i g h t b e a n h o n o r a b l e w a r r i o r e v e n o t h e r D a r g u u l s t a k e n o t i c e . A Marguul PC m i ght be
t ryi ng t o m ake am ends for hi s peopl e's bet rayal of Cyre, a s l a v e r (i f t h e c a m p a i g n a l l o w s f o r s u c h o c c u p a t i o n s ) , a
a protege of Lhesh Haruuc seeking to prove her w orth, b u g b e a r o r o t h e r g o b li n s e e k i n g t o p r o v e h e r w o r t h a n d
or a m ercenary out t o m ake a l i vi ng am i d a peopl e she adva nce throug h the cut-thro at ranks of the tribe, or an
doesn't understand. escaped sl ave t ryi ng t o st ay one st ep ahead of hi s form er
The Hei rs of Dhakaan: Hi ghl y di sci pl i ned and devot ed masters.
to the restoration o f the an cien t goblin empir e, the
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ancient stone structures and canvas shantytowns has been as mercenaries, and although Darguun's
built on the ruins of a Cyran trade center, Rh ukaa n betrayal of Cyre has destroyed what little trust the
Draal is a hotbed of violence and intrigue. Rep goblins might have enjoyed, others still find them
rese ntat ives of the various goblin cl ans , as well as useful soldiers. You work privately or through the aus
cri mina l fugitives from othe r nations, conduct busi pices of House Deneith or House Tharashk; in either
ness in the shadow of Haruuc's palace, the 1 0 0 - f o o t case, you go where you're told and fight for whom
tower of crimson gran ite cal led Khaa r Mbar'os t, or you're told—as long as the price is right.
the Red House. Rolevlaying Tips: You don't have a mor al ag end a
Shae Joridal: A city of emerald spires, this eladrin per se, but you might cling to your own code of honor.
citadel remains under constant siege by the region's You j us t want to fight or advent ure as you're paid to
goblin tribes. Great magic has allowed the eladrin to d o . You know that outsiders don't trus t goblin mer
survive thus far, but Lhesh Haruuc continues to mar cenaries, so you make every effort to abide by your
shal forces to wipe out the eladrin resistance. contracts, knowing that even one change of heart
Volaar Draal: An all but impenet rabl e Dha kaan i could ruin your ch anc es of ever being hire d ag ain.
city built into the s ide of a moun ta in and winding Escape d Slave : You managed to escape your
through its heart, Volaar Draal is the greatest source oppressive Darguul masters, and now you seek to
of Dhakaani weapons. Its vaults are said to hold lore make your way in the world while avoiding capture
and magic dating back to the Age of Demons. and punishment. You might adventure to make a
W y v e r n s k u l l : On e of the few goblin ports , living on the run, or you might be looking for a way
Wyver nsku ll is a maj or hub of the Da rgu un slave to achieve revenge or arrange the liberation of loved
trade. ones back home.
Rolevlaying Tips: You fea r ca ptur e far mor e th an
Goblins and hobgoblins make up the greater portion with your enslavers. That resistance doesn't have to
of Darguun's population; although bugbears hold a include all Darguun goblins-you might be a goblin
great deal of power, they are not especially numerous. yourself—and it doesn't mean you object to slavery as
Slaves—mostly humans, kobolds, and the occasional an institution (although you might). You're just deter
gnome—round out the populace. A few members mined that it will never again happen to you.
of thes e races remain free, eithe r thr ough having P e a c e - S e e k e r : You recognize that Darguun must
made themselves useful or by winning their freedom find a way to live alongside the other nations, even
through skill at arms. Darguuls particularly despise if the majority of Darguuls do not. The hatred that
elves due to various grudges against Valenar, and humans and other races feel for goblins will one day
most consider orcs to be savages. turn to violence, and though you know your people
No common faith unites Darguuls. Many goblins, are the greatest warriors in the world, you also know
including Lhesh Haruuc, worship a pantheon consist that you could not stand against all of Khorvaire's
ing of several Sovereign Host deities; others worship inhabitants . Although you do not turn away from who
the Dark Six, particularly the Shadow and the Mock and what you are, you do what you can to prove to the
ery. Most Dhakaani goblins acknowledge no god at other nations that Darguun need not be an enemy.
DARGUUN ASSOCIATED SKILLS where monsters roam and barb arian tribes eke out
If you are from Darguun, you can cho ose Athletics or an existence amid the horrors, is the loudest echo of
Endurance as your associated skill. the Age of Demons, a land that hasn't fully recovered
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COMMON KNOWLEDGE
T he m ajority of creatures native to the D em on
<
W astes are monsters, lesser dem ons and fiends who :
have slipped free from Khyber or monstrous human R
oids who would slaughter strangers rather than speak C
t o t h e m . H u m a n a n d o re b a r b a r i a n c l a n s — c a l l e d I
\:£
REGIONAL FEATURES
T h e D e m o n W a s t e s c o n s i s ts o f a g g e d m o u n t a i n s a n d
foothills, cracked and blasted badlands, and shat
tered deserts. Volcanoes belch toxic smoke into the
a i r , a n d p o r t i o n s o f t h e l a n d a r e p o i s o n o u s .
A s h t a k a l a : A g r ea t b r a s s a n d b a s a lt m e t r o p o l is
s u r r o u n d e d b y a p e r m a n e n t , f le s h - r i p p i n g s a n d
storm , A shta kala is said to be a city of de m on s and
r a ks h a s a s l e ft o v e r fr o m a p r i o r a ge . It i s a b a s t i o n o f
evil and vio lence, one of the worst places Kh orv aire
has to offer.
Blood Crescent: This small community is an
outpost of H ouse Th ara shk , 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 t h e f e w s u r v i v in g n a t i v e
communities in the Demon Wastes, Festering Holt is
a common way station for adventurers seeking Ash
takala or other infamous (and supposedly wealthy)
p l a c e s o f a d v e n t u r e . T h e p e o p l e h e r e a r e s l i g h tl y
more civilized than 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 L a b y r i n t h is a t w o - h u n d r e d -
mile ma ze of broke n chasm s, rocky outcroppings,
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home to an imprisoned fiend that attracts all manner Wastes—you know better than your companions.
of dem ons a nd savage cultists. Although you disparage their poor decisions, you
never hesitate to help your allies out of a ja m . E ven
PEOPLE OF THE DEMON WASTES thou gh you scoff at their ignora nce and foolishness in
Tribes of humans, orcs, half-ores, tieflings, kobolds, com ing here, you also ad mi re their coura ge and en vy
and gnolls wan der the Dem on W astes, con sum ing t h e i r l iv e s b e y o n d t h e W a s t e s .
anything they enc oun ter-in clud ing one another. S u r v i v o r : Y o u d o n ' t c a r e a b o u t t h w a r t i n g e v i l
Demons stalk the badlands as well, and even the o r p r o t e c t i n g t h e w o r l d , y o u ' r e j u s t h a p p y to h a v e
mos t fearsom e of tribes kn ow to give these ho rrors a survived the D em on W aste s. You mig ht be as
wide berth. adv entu rous as any one else, but you're sea rch ing for
M o s t o f t h e C a r r i o n T r i b e s w o r s h i p a t r i b a l s p i r it ; more tools and powers to aid in your tribe's or fam
ma ny of these are fiendish po wers from the Age of i l y 's s u r v i v a l , n o t a d v e n t u r i n g o u t o f a n y d e s i r e t o
Demons. Even tribes that do not engage in evil activi see justic e d one.
t i e s s t il l p r a c t i c e s p i r it w o r s h i p a n d r e m a i n i g n o r a n t Rolevlaying T i p s : Y o u p r e f e r t o a v o i d c o n f l i c t w h e n
o f t h e r e l i g io n s o f K h o r v a i r e . T h e G h a a s h ' k a l a w o r possible, but wh en you mu st fight, you strike hard
ship a variant of the Silver Flam e kno wn as the Kalok and fast, without mercy or remorse. You undertake
S h a s h . T h e f o u r c l a n s o f t h e G h a a s h ' k a l a a r e t h e Ja a - adventures only when you think the rewards out
weigh the risks.
sakah, the Kastar, the Maruk, and the Vaanka.
W A S T E S A D V E N T U RE RS D
D r oRa aO
mAis A
a lM
and of mo nsters, c r e a t u r e s t h a t— t o t h e
Survival is an adven ture in the D em on W aste s. Still, a
rare few devote them selves to a greate r p urpo se. outside eye-make even the goblin tribes of Darguun
l o o k c i v i li z e d . T h e m o u n t a i n p a s s e s o f D r o a a m t e e m
DEMON WASTES ASSOCIATED SKILLS with giants and gargoyles, and the forests are thick
If you ar e fr om the D em on W ast es, you can cho ose with trolls and orcs more savage than the fiercest
Endurance or Religion as your associated skill. tribes of the Eldee n R each es.
Yet the region conta ins mor e tha n rando m hor
G u a r d i a n o f t h e G a t e s : P e r h a p s y o u c a n n o t rors. Ru led by the m ysterious D augh ters of Sora K ell,
destroy the evil that ravages the D em on W aste s, but D r o a a m g r o w s ev e r m o r e d i s c i p li n e d , ev e r m o r e
you are not going to permit it to spread to the rest of s t r u c t u r e d - a n d t h e p e o p l e o f K h o r v a i r e g r o w e v er
Kh orva ire. You might be one of the Gh aas h'k ala , a more frightened.
m e m b e r o f a C a r r i o n T r i b e , o r a n o u t s i d e r w h o d is
covered the evil here and chose to stay to combat it. COMMON KNOWLEDGE
W h a t e v e r t h e c a s e , y o u p a t ro l t h e p a s s a g e w a y s o f t h e Th e Treaty of Th roneho ld does not recognize D roa am
Labyrinth, the Shadowcrags or Icehorn Mountains, as a nation. But its rulers, the Daughters of Sora
or one o f the ot her rou tes out of this hell on E be rro n. Kell—a covey of hags—g overn it as one . A de cad e ago,
None shall pass your vigil. D ro aa m was a region in anarch y, its mo nstrou s tribes
R o l e p l ay i n ^ T i ps : T r y t o c o n v i n c e o u t s i d e r s t o a v o i d and people warring against one another. Today, a
t h e D e m o n W a s t e s . A l l o w n o t h i n g t o p a s s ou t o f t h e nu m be r of regional warlords, including the med usa
W ast es, unle ss you are ce rta in it is not evil. You are S h e s h k a ( th e Q u e e n o f S t o n e ) a n d t h e o n i m a g e D r u l
grim an d determ ined ; you kno w you'll eventually Kan tar, rule regions of D roa am , and all swea r fealty
face de ath or worse at the han ds o f the evil you fight, to the Daughters. The nation functions, roughly but
but eac h day you can put that off is one m ore d ay th e effectively, as a cohesive whole despite the violence,
people beyond the mountains need not fear. c h a o s , a n d b l o o d s h e d t h a t is s t i ll t h e n o r m w i t h i n
O u t l a n d G u i d e : D e s p i t e t h e h a z a r d s t h a t y o u individual territories.
h a v e s p e n t a l if e t i m e a v o i d i n g o r d e f e a t i n g , p e o p l e For years, Breland cla ime d the region now
s t i l l c o m e to t h e W a s t e s f r o m o u t s i d e , s e a r c h i n g called Dr oa am , but few hu m an s ever attempted to
for gold or glory. You're hap py to acc om pa ny the m , establish co lonies the re; it is the a bod e of mon ster s.
doing your best to guide them around the dangers, or Droaamish mercenaries were effective during the
at least show ing these ignora nt outland ers how bes t Last W ar , and fear of their strength— and the hop e
to battle them. You might be a guide for payment, or that the Droaamites might prove valuable allies
y o u m i g h t s e e i t a s a m i n o r w a y y o u c a n f ig h t b a c k should war come again—has prevented the Five
again st the evils of your land , facing the m alongside Nations from moving against them. This has not
people with powers and resources your fellow tribe calm ed public nervousness at having monsters on
members lack. Breland's borders, or halted those monsters' occa
Rolevlaying T i p s: Y o u g i v e a d v i c e a n d d i r e c t i o n sional raids into civilized lands.
c o n s t a n t l y a n d a s s u m e th a t— a t l e a s t i n t h e D e m o n
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cal streng th of the o ther na tives. and adven turing in the na m e of one of D roaa m's lead
Z n i r : T h e D r o a a m i s h g n o l l t r i b e s m e e t i n ers. You might follow a regional warlord, or you could
Znir—one of the prim ary gnoll com m uniti es in serve one of the D aug hters; you mi gh t be a wa rrior,
D r o a a m — o n c e a y e a r to h o n o r t h e i r a n c e s t o r s a n d a spy in the service of So ra Katra's gro win g cri m ina l
r e n e w t h e i r p a c t t o a v o id t h e d e m o n i c i n f l u e n c e s t h a t em pire, or a hunter of ancien t m agic.
rule the gno lls of other land s. Rolevlaying Ti p s : Y o u ' r e s t i l l a d j u s t i n g t o t h e i d e a
that life in Dr oa am can hav e a larger purp ose . You're
PEOPLE OE DROAAM un sha kab ly loyal to wh atev er pow er you serve, even
Th e inhabitants of D roa am are mostly monsters: w h e n y o u d o n 't e n t ir e l y u n d e r s t a n d w h y s o m e t h i n g i s
Gnolls, orcs, and goblins make up the greater portion bein g aske d of you.
of the population. S hifters and doppelgan gers are I n n e r B e a s t : Y o u h a v e a m o n s t r o u s s i d e . Y o u
not unco m m on , and trolls, ogres, primitive g iants, adv enture be ca use it gives you the cha nc e to kill
h a r p i e s , g a r g o y le s , m i n o t a u r s , a n d e v e n m o r e e x o t i c monsters and take treasure; you don't care all that
b e a s ts — a s w e l l a s sm a l l p o p u l a t i o n s o f h u m a n s a n d much about who or what you're killing.
tieflings—are found in reasonable numbers as well. Rolevlaying T i p s: Y o u s n a r l a n d g r o w l a l o t . V i o l e n c e
A populace this diverse has no single, defining style; i s y o u r f i r st r e c o u r s e . T h e o n l y r e a s o n y o u h o l d y o u r
the citizens of D ro aa m dress in whatev er finery an d s e l f i n c h e c k i s t o s t a y o n yo u r a l l i e s ' go o d s i de s .
C H A P T E R 5 ] W o r l d of E b er r o n
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B o r d e r D e f e n d e r : T h e D e m o n W a s t e s , t h e COMMON KNOWLEDGE
S h a d o w M a r c h e s , D r o a a m , a n d — o f c o u rs e — A u n d a i r, T he Lh aza ar Princip alities are not a fully unified
with its lingering rese ntm ent o f your freed om , sur nation but are in stead a series of territories, eac h
round your borders. You are determined to see the ruled by a so-called sea princ e. T he region rem aine d
Eldeen Reaches remain free and (relatively) safe. And l a r g e ly u n t o u c h e d d u r i n g t h e L a s t W a r . I n d i v i d u a l
if that req uires bloo dsh ed at the bor ders , so be it. sea princes allied with various nations, but the vio
Rolevlaying T i p s : Y o u m i s t r u s t a ll o f E l d e e n ' s n e i g h lence rarely reached them directly, and this status
bors, convinced that each has ulterior designs on made the Principalities a favored haven for outlaws
you r newly freed land . You do not automa tically h ate and dese rters. T he Pr incip alities struggle to be
everyone who comes from these areas, but you do not accepted as legitimate trading partners today because
they have been unsuccessful in shaking their ram
easily accept their presence. You avoid adventures
bunctious and violent reputation and in driving the
that take you too far from home unless you have
pirates from their midst.
reason to thin k that you ca n use the exp erie nce and
treasures you find to further your own cause. L a w s a n d s t a t u te s v a r y d r a m a t i c a l l y b e t w e e n
evils such as aberrant creatures and demons. You'll th em all, but the Prin cipa lities' m ajor sites and fea
fight any evil you com e a cross, but you're truly d riven tures include the following.
when those forces are clearly aberrant. D r e a d h o l d : T h e m o s t i n f a m o u s p r i s o n i n a l l o f
V e n g e a n c e - S e e k e r : T h e h o r r o r s o f p a s t a g e s Khorvaire, Dreadhold contains criminals from across
e m e r g e d f r o m t h e w o o d t o sl a y y o u r f a m i l y o n t h e i r t h e F i v e N a t i o n s . I t s t a n d s o n a t i n y is l a n d j u s t b e y o n d
f a r m . A n a n c e s t o r o f y o u r s w a s s l a in d u r i n g t h e S i l v e r the tip of Cape Far.
Flam e's purge of lycanthro pes mor e than 15 0 years T h e G r a y T i d e : A r o l l i n g g r a y m i s t c l o a k s t h e
a g o . T h e d r u i d i c C h i l d r e n o f W i n t e r c a u s e d a f a m i n e waters surrou ndi ng the Isle of La stpoint. T his h aze
that nearly wiped out your hom etow n. You were a loyal clings to wo od , flesh, and sail, and it chills the bo ne
s o l di e r du r i n g t h e wa r a n d a r e s t i l l b i t t e r a b o u t b e i n g and shivers the soul. N o one has ever explored the
aban don ed by Aun dair. A ny one of these scenario s, or c e n t e r o f t h e m i s t s , b u t tr a v e l e r s w h o p a s s n e a r i t
som ethin g entirely different, has driven you to seek report strange noises and vile, stench-laden winds.
vengeance against those who have caused you harm. T h e P i r a te E x c h a n g e : D e s p i t e t h e n a m e , t h e
Rolevlaying Ti p s : N o t e v e r y a dv e n t u r e h a s t o r e v o l v e Pirate Exchange is no criminal gathering; it is the
arou nd the object of your vendetta, bec au se e ach largest legitimate market in this region of Khorvaire.
ne w skill you gain is one m ore step toward t he final Located in Regalport, it is the best place to purchase
confrontation. You're not shy about expressing your any local good imaginable, as well as wonders from
hatred, however, and you take every opportunity to Sarlona and even Argonnessen.
hurt or impede your foe. P o r t K r e z : O n e o f t h e t r u e p i r a t e h a v e n s o f t h e
Principalities, violent and vice-riddled Port Krez sits
THE LHA ZA A R on the oute rm ost edge o f the reg ion, staring out over
the empty sea. Pirate fleets launch their attacks from
PR INC IPA LITIES here, knowing that no outside law can touch them.
L h a z a a r i s e i t h e r a w r e t c h e d n a t i o n o f p i r a t e s , ou t P o r t V e r g e : T h e s e a t o f p o w e r f o r o n e o f t h e s e a
laws, murderers, and brawlers, or the home of the p r i n c e s , P o r t V e r g e is n o t y et a m a j o r t r a d i n g c e n t e r .
world's best mariners and richest seagoing mer But Port Verge is on the br ink o f be co m ing a p ow er
chants, depending on who you ask—or, for that matter, to rival R egalp ort; N obles and m erc han ts are pour ing
w h e r e y o u ' re s t a n d i n g . C o n s i s t i n g o f a t i n y s t r ip o f more money into the Port, and its ambitious prince
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c o n t i n u e s to m a k e d e a l s w i t h H o u s e L y r a n d a r ( w h i c h m i g h t n o t h a v e a l l t h e c o m f o r t s o f h o m e , b u t it i s a t
hopes to cut into House Thuranni's dominance in the least relatively civilized, and you are certain you'll
region). see your enemies coming before they spot you. And
R e g a l p o r t : T h e c a p i t a l o f t h e L h a z a a r P r i n c i p a l i i f w o r s t c o m e s t o w o r s t , i t' s e a s y e n o u g h t o h o p a s h i p
t i e s ( i n s o m u c h a s it s i n h a b i t a n t s a c k n o w l e d g e o n e ) and start running again.
and home to High Prince Ryger, Regalport is every Roleplaying T i p s : Y o u n e v e r l e t d o w n y o u r g u a r d .
thing a rich and relatively law-abiding seaport should You might be mostly safe from the hunters who
b e . T h e c o u r t s a r e f a i r , t h e w a t c h i s m o r e o r l e s s seek you, but "mostly" finds a lot of peop le han ged .
honest, and pirates find it easier to bother other cities. Enough criminals and pirates dwell here that the
T e m p e s t I s l e : A m o u n t a i n o u s i s la n d c o v e r e d i n knife in your gut might not even belong to your old
perpetual storms, Tempest Isle is said to hold the enemies. You adventure to earn coin but try to keep a
h i d d e n t r e a s u r e s o f w h o l e g e n e r a t i o n s o f p i r a t e s . S t il l , low profile.
given that no one knows what causes the storms and H i g h - S e a s C o r s a i r : Y o u ' r e n o t c o m f o r t a b l e u n l e s s
that few wh o go there ever return , not man y adven you can feel the deck of a ship movin g ben eath your
turers are inclined to search for those treasu res. feet and taste the salt in the breeze. You might be
an unscrupulous pirate, out for profit, or you could
be a hero of the seas, tracking do wn cr im ina ls and
PEO PLE O E T H E
protecting merchants and passenger ships from sea
LHAZAAR PRINCIPALITIES mo nsters and oth er pirates. You might even be a n
T h e h u m a n m a j o r i t y o f L h a z a a r is j o i n e d b y a explorer, seeing what strange lands and stranger
s u b s t a n t i a l p o p u l a t i o n o f g n o m e s , h a l f- e l v e s , a n d d o p peoples exist beyond the horizon.
p e l g a n g e r s . S m a l l e r b u t s t i l l n o t a b l e n u m b e r s o f e l v e s ,
R o l e p l ay i n g T ip s : Y o u c h o o s e a d v e n t u r e s t h a t t a k e
dwarves, halflin gs, and drago nbor n rou nd out the
you out to, or at least near, the sea. You speak of the
populace, standing out but fully accepted for the vari
ocean at every opportunity and regale your allies
ous strengths and skills they have to offer.
wit h tall tales of you r adven tures on the hig h sea s.
T h e s t y le s o f t h e L h a z a a r P r i n c i p a l i t i e s v a r y f r o m
You might also curse frequently and use colloquial
isle to isle, but they tend toward the stereotypical
isms such as "matey" and "ahoy."
"mariner" look. Long coats and plumed hats are
A s p i r i n g U n i f i e r : Y o u s u p p o r t t h e e f f o r t s o f o n e
favored, as are loose pants and tunics for ease of
o f t h e s e a p r i n c e s to t a k e p o w e r f r o m H i g h P r i n c e
mobility; the rich wear high boots, and the working
Ryger and trans form L haz aar into a unifie d n ation.
class tend toward simple sandals or bare feet. Bright
You know it'll be difficult, but you truly believe
or rich colors are in style, partly to show that one
that life here would be better and more stable—and
can afford the dyes and partly because they show up crim ina ls and pirates more easily rooted out—under a
b e t t e r t h a n d a r k c o l o r s i f o n e f a ll s o v e r b o a r d .
single authority.
Most Lhazaarites have little time for religion. Reli
R o l e p l a yi n g T i p s : Y o u t o u t t h e v i r t u e s o f l a w a n d
g i o u s f o ll o w e r s t e n d t o w a r d w o r s h i p o f t h e S o v e r e i g n
order, even when doing so makes you unpopular.
Host, particularly Kol Korran, with the occasional
Y o u r e f f o r ts a r e f o c u s e d o n t h e e v i l s w i t h i n L h a z a a r ,
prayer to propitiate the Devourer thrown in for
including criminal organizations and pirate groups.
g o o d m e a s u r e . A r a r e f e w w o r s h i p t h e B l o o d o f V ol,
although th e majority of Lh azaarites fear that faith
and its stran ge p racti ces. TH E M R O R H O L D S
A nces tral ho m e to all of Khorv aire's dwarves, the
LHAZAAR ADVENTURERS M ro r Hold s are located in a rugg ed frontier region of
L h a z a a r i s a h a v e n f o r f u g i ti v e s a n d c r i m i n a l s f l e e r o c k y p l a i n s a n d cr a g g y m o u n t a i n s . H e r e , d w a r v e n
i n g f r o m o t h e r j u r i s d i c t i o n s . I t i s a r e la t i v e l y l a w l e s s clans com pete to min e the rich veins of ore and for
region where the brave and the skilled can make the mo ney and trade of the continent's n ations.
a h e f t y a m o u n t o f c o i n , so i t c o m e s a s n o s u r p r i s e
that Lhazaar both draws and creates its fair share of COMMON KNOWLEDGE
adventurers. The Mror Holds is not a single nation but a confeder
ation of dw arven clan s. Ga lifar conqu ered the Mr or
LHAZAAR PRINCIPALITIES ASSOCIATED SKILLS H olds nearly a tho usan d years ago, a victory partly
If you are from the Lhazaar Principalities, you can due to the clan s' ceaseless int ern ecin e wars, an d
choose Athletics or Thievery as your associated skill. the dwarves declared their independence during
t h e L a s t W a r . T h e c l a n s st i ll c o m p e t e a n d e n g a g e i n
F u g i t i v e o n t h e R u n : You ha ve fle d your feuds, but these conflicts now take the form of politi
hom elan d and are one step ahead o f the law (or an cal machinations and economic struggles, rather
influential temple, dragonmarked house, or other than open war.
power that holds a grudge against you). Lhazaar
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The Iron Council, a body consisting of representa H um an s and gno me s account for a significant minor
t iv e s o f e v e r y c l a n e x c e p t H o u s e K u n d a r a k ( w h i c h i ty : m e r c h a n t s a n d m i n e r s w h o c a m e h e r e s e e k i n g
rem ain s neutral), governs the M ror H olds. T he o p p o r t u n i t y a n d w e r e a l l o w e d t o s ta y u n d e r t h e a u s <
council's prim ary purp ose is to me diate disputes and pices of one of the clans. The infam ous Jhor ash'ta r
>
make decisions that affect all clans equally. Other ore tribes lurk in the wilds and the un m ap pe d cav Z
than these issues, however, the clans govern them erns. T heir ha tred o f dw arves has grown to a burn ing Z.
selves, making alliances with outside nations, selling h a t r e d f o r a ll h u m a n o i d s o t h e r t h a n o r c s .
;::
the finest ores available on Khorvaire, and (through Dwarven styles dominate the region, including
House Kundarak) providing banking services. intricate knot-work designs and straight, sharp edges <C
on bo th decora tion and clothing. W or k outfits are U J
ZL
RE GI ONAL FE ATURE S simple tun ics wi th heavy leggings and boots, w ith n o
Z
T he Ironro ot M oun tains are the source of Mror's rich real attention given to color or fashion. The rich, how
ores; a specific clan claims each vein. Mines literally ever, dress in dee p-h ued ro bes and cloa ks, and large
honeycomb the mountains, and the slopes are dotted gem s are favored as the cen terp ieces o f jew elry .
with cities, fortresses, and c am ps . T he So vereign H ost is the ma in religion regu larly
F e r r o u s H o u s e : T h e m e e t i n g h a l l o f t h e I r o n practiced w ithin the Mr or H olds; a few dwarves also
Co unc il with in the capital of Kr ona Pea k, F errous p r a y t o t h e D a r k S ix — t o a p p e a s e m o r e t h a n t o h o n o r
H ous e is a cen ter of pow er and controversy. Th e h all them.
stands on Clan Mr ora non lan ds, just below the clan
estate, causing other clans to feel C lan M rora non MRORI AN ADVE NTURE RS
is symbolically asserting authority over the entire T h e g r e a t m a r t i a l t r a d i t io n o f t h e d w a r v e s , c o m b i n e d
nation. with the cla n struggles and gre at riche s of the region,
T h e F i s t o f O n a t a r : T h i s a c t i v e v o l c a n o i n t h e s p a w n a n y n u m b e r o f a d v e n t u r e s o m e fo lk s.
southern reache s of the Iron root Mo unt ains is a holy
s i te t o f o l l o w e r s o f t h e S o v e r e i g n H o s t , p a r t i c u l a r l y MROR HOLDS ASSOCIATED SKILLS
Onatar. If you are from th e Mror H olds, you can cho ose Dun-
T h e G o r a d r a G a p : A g a s h i n t h e e a r t h o v e r a geoneering or Endurance as your associated skill.
hun dred miles long, this horrid chasm is hom e to
m o n s t r o u s b e a s t s . L e g e n d c l a i m s t h a t it l e a d s t o D e e p S e n t i n e l : T h e m i n e s o f t h e c l a n s , a n d t h e
Khyber.
K o r u n d a ' s G a t e : T h e h o m e o f H o u s e K u n d a r a k , vt eam
u lptst i na ng dp sr ei zc eu rfoe r haolll dmi nagns noefr Ho of ut hs ei e vKeusn, dr aa irdaekr,s ,a raen da
Korund a's Gate was once one of the greatest m inin g m o n s t e r s . S o m e o n e m u s t s ta n d b e t w e e n t h e m i n e r s
and political powers in the region. The House has and the beasts of the Und erda rk that creep from
s i n c e s t e p p e d o u t o f p o l i t i c s ( o f f ic i a l ly ) a n d l e a s e s below, and someone must ensure that Kundarak's
min ing rites to other clans. Man y of the Korund a's reputation for absolute impregnability remains intact.
Gate min es have be en transform ed into the fam ous That someone is you.
K u n d a r a k v a u lt s , w h e r e t r e a s u r e s a n d f u n d s f r o m Rolevlaying Tins: Y o u n e e d n o t a c t a s a p a s s i v e
across the continent are stored under great security— guard, waiting for trouble to come to you, although
fo r a fe e , o f c o u r s e . you do stand vigil when the need arises. Instead, you
K r o n a P e a k : C l a n M r o r a n o n ' s a n c e s t r a l h o m e are active in protecting your fellows from various
has—with that clan's rise in wea lth and p ow er - threats, such as crim ina l conspiracies against the
be com e the seat of gove rnm ent for the entire H olds. vaults or monsters hunting vulnerable miners.
The city is also the region's greatest trading hub H i r e d H a n d : T h e c l a n s s t i l l c o m p e t e w i t h o n e
because it sits on the major trading route to the west. another, and when economic and political maneuver
O f a l l t h e c i t i e s o f t h e M r o r H o l d s , it i s h e r e t h a t o n e ing won't do the trick, espionage and sabotage are the
can find the greatest nu m ber o f races other tha n o r d e r o f t h e d a y . S i n c e t h e c l a n s c a n n o t a f f o r d to b e
dwa rves, or operatives of dra gon m arke d houses other linked to such activities directly lest they risk a return
than H ouse Kund arak. to the days of ope n conf lict, they hire outsiders—other
N o l d r u n t h r o n e : An empty ghost town, Nol- d w a r v e s a n d e v e n m e m b e r s o f o t h e r r a ce s — t o d o t h e i r
drunth rone was the hom e of Clan N oldrun, which dirty work.
disappeared five centuries ago. Efforts to learn what Rolevlaying T i p s: Y o u ' r e s o m e t h i n g o f a m e r c e n a r y ,
happened to them, or to retake the city, have all met but that doesn't mean 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
PEO PLE OE THE MR OR HOLDS people, but you're no hired assassin.
T he dw arven clans of the Mro r Holds mak e up over W e a l t h : B e t w e e n t h e r i c h v e i n s o f o r e a n d t h e
ha lf of the pop ulation o f this rich min ing region. Kundarak vaults, the Mror Holds probably contain
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REGIONAL FEATURES
Q'BARRA Q'barra is lush and incredibly dangerous. It is a land
A wild land of un tam ed frontiers extends beyond the of th ick forests, ju ng le foliage, rich soil, and m ur ky
Endworld Mountains. Here, fugitives from the Last s w a m p s - a l l o f w h i c h s w a r m w i t h li f e, p a r t i c u l a r l y
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THE TALENTA PLAINS overnight, ripple in the breeze for a few days, and
then vanish as swiftly as they appeared.
A n e n o r m o u s s t r e t c h o f p r i s t i n e g r a s s l a n d s a n d r o ll
ing hills that fade slowly into the w astes of the Bla de
Desert, the Talenta Plains remain largely untouched
P E OP L E OE THE TAL E NTA P L AI NS
b y t h e s p r e a d o f c iv i l i z a ti o n . A l t h o u g h m i l i t a r y t r a i n s Th e Talenta tribes are all halflings, and although
and the lightning rail wend their way across the halflings dwell elsewhere on the continent, the
grasses, the bu lk of the na tion rem ain s as it wa s sin ce grea ter portion o f th em live her e, jus t as their ance s
before the emp ire of Galifar was b orn. tors have done for millennia. Humans, changelings,
a n d d w a r v e s c o m p r i s e t h e m a j o r i t y o f T a l e n t a 's
nonhalfling population, found primarily in Gather
COMMON KNOWL E DGE hold and the Karrn garrisons.
A l t h o u g h r e c o g n i z e d a s a so v e r e i g n n a t i o n b y t h e
Halfling tribes make no concerted effort at unified
Treaty of Th roneh old, the Talenta Plain s lack any
s t y le s o f d r e s s , c u i s i n e , o r a d o r n m e n t , b u t t h e l i f e s t y l e
sort of traditio nal govern ing body. T he h alflin gs of
of the plain s tend s to m ak e th em loo k alike. Trib e
the reg ion live as they hav e for thousa nd s o f years—in
m e m b e r s p r e f e r o u t fi t s m a d e o f f u r s a n d l e a t h e r s ,
s m a l l n o m a d i c c l a n s , tr a v e l i n g a b o u t t h e g r a s s l a n d s
with a thick ness and deg ree of rugged ness depen dent
as they hunt, gather, trade, and occasionally skirmish
entirely on the season and the tribe's territory. Deco
with one another. A chieftain called a lath, who is
ration tends to tak e the form of sm all, m ultico lored
e l e c t e d b y e v e r y a d u lt m e m b e r o f t h e f a m i l y , l e a d s
e a c h t r i b e . O t h e r t h a n t h e l a th , a d u l t m e m b e r s o f a beads, intricate knots, and dyed furs.
Tribes combine animal spirit and ancestor worship
tribe are considered equals.
w i t h a r e v e r e n c e f or B a l i n o r o f t h e S o v e r e i g n H o s t i n
T h e t r i b e s w a n d e r f ix ed r a n g e s , s e t t l i n g o n o c c a
his aspec t of god of bea sts an d the hu nt.
s i o n in t e n t v i l l a g e s f o r a f e w w e e k s b e f o r e m o v i n g o n .
Ea ch o f the clans keep s herds of dinosaurs as m oun ts,
beasts of burd en, and food anim als. The bond
TALENTAN ADVENTURERS
T he lives of all m em be rs o f the Talen ta tribes are
betw een a halfling and her dinosaur mo unt or com
adventurous in some ways. They rarely sleep in the
panion is a sacred one, and the tribesfolk consider the
same spot for more than a few nights, they hunt for
dino saurs invaluab le par ts of the ir fam ilies.
survival, and they protect their families against pred
ators, but som e natives tak e up a m ore delibera tely
RE
W i t GI
h t hONAL
e e x c e p t iFE
o n ATURE
o f G a t h e rS
hold, the Ta lenta P lains adventuresome existence.
boast no permanent settlements. Halfling tribal
T AL E N T A P L AI N S AS S O C I AT E D S KI L L S
v i l la g e s m o v e w i t h t h e s e a s o n s o r w i t h w a n d e r i n g
If you are from the Talenta Plains, you can cho ose
game, and although treaty permits Karrnath to keep
A thletics or End urance as your associated skill.
fortresses along the borders, even those settlements
move at least once every few years.
G h a l l a n d a G u a r d i a n : K n o w n f o r c o m f o r t , h o s p i
T h e B o n e y a r d : T h e h a l f l i n g s c o n s i d e r t h i s r e g i o n
tality, and elegance, House Ghallanda is considered
of the B lade D esert to be cur sed, and they prevent
one of the least m artial o f the drag onm arke d houses.
all entities that are not draconic from entering. The
Y e t s o m e o n e h a s t o d o th e j o b o f g u a r d i n g G h a l l a n -
region is replete with d ragon bo nes , juttin g like dying
dan institutions and ensuring that merchants deliver
trees from the desolate earth.
G a t h e r h o l d : B u i l t a l o n g t h e c o a s t o f L a k e C y r e , promised goods, inns and taverns remain peaceful,
and carnivals and parties reach their destinations. As
Gatherhold is the largest Talenta community, but
a Talenta halfling, you feel obligated to House Ghal
its population is modest at best. The Tribal Council
l a n d a ( w h e t h e r o r n o t y o u ' re a m e m b e r ) , a n d y o u t a k e
m eet s at least thr ee tim es a yea r to dec ide m atters
it upo n you rsel f to do what you can to ke ep its peop le
that affect all Talentan clans, and during these times
and places safe.
the city's population swells to several thousand. Gath
e r h o l d is a l s o t h e h e a r t o f H o u s e G h a l l a n d a , w h i c h Rolevlaying Tips: Y o u t h i n k s o m e o f t h e l u x u r i e s
keeps several hundred members here even between that so-called civilized folk enjoy are silly, making
t h e m s o ft . T h a t s a i d , y o u f u l ly u n d e r s t a n d h o w i m p o r
council gatherings.
tant their patronage is to H ouse Ghallanda —an d, in
K r e z e n t : P e r h a p s t h e o n l y s u r v i v i n g s t r u c t u r e
t u r n , t o t h e e c o n o m y o f G a t h e rh o l d — s o y o u k e e p y o u r
on the face of Eb erro n constr ucted by the ancient
couatls, Krezent has since been claimed and occu opinions to yourself. You're quick to resort to violence
to protect your charges, which ca n som etim es cause
pied by a tribe o f yua n-ti.
problems when you react more seriously to an insult
T h e W a n d e r i n g I n n : A n e n o r m o u s t r a v e l i n g
than society's rules normally suggest.
fair and market, the W an de rin g Inn is H ouse Ghal-
H u n t e r a n d T h e n S o m e : T a l e n t a tr i b e s f o l k h u n t
landa's m ea ns o f provid ing services and new s to the
for the sak e of their tr ib es -t o ob tain food, fur, tools,
roving halfling tribes. Its brightly hued tents appear
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other inhabitants worship, as long as they're quiet you to remove great treasures from across the border.
about it. You m ight restrict you rself to military ca sualties, or in
a d a r k e r c a m p a i g n , y o u m i g h t b e w i l l i n g t o s h e d c i v i l
VAL E NAR ADVE NTURE RS i a n b l o o d i n o r d e r t o so w c o n f l i c t .
Just abo ut all Va lena r elves are soldiers of som e sort P e a s a n t H e r o : Y o u r e l v e n l o r d s t h i n k t h a t y o u r
or another. The question is not what sorts of adventur p e o p l e a r e g o o d o n l y f o r f a r m i n g a n d m a n u a l l a b o r,
ers does Valenar produce, but what sort stands out? but you intend to teach them otherwise. You lived in
V a l e n a r b u t w e r e n o t a n e l f, so y o u r o p p o r t u n i t i e s f o r
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and alchemical, and Zilargo boasts perhaps the great mo st who dwell here develop som ethin g o f a taste for
est intelligence and spy network in Eberron. Even secrets and manipulations. Gnomish styles favor long
though other nations could probably conquer Zilargo, coats or cloaks and heavy boots, all in bright colors
t h e c o s t i n i n f o r m a t i o n s p r e a d t o i ts e n e m i e s a n d that would be considered garish in other cultures.
arcane secrets lost would far outweigh any benefit. Zilargo has no predominant religion; the people of
G n o m e a l c h e m i c a l c r e a t io n s , m a g i c i t e m s , a n d this nation are free to worsh ip wha tever pan the ons
elemental-bound vessels are in demand across Khor they prefer. M em be rs of all ma jor faiths—including
vaire. Unofficially, gno me s and Zil organ izations also t h e B l o o d o f V o l, t h e D a r k S i x , a n d K h y b e r c u l t s -
make money by providing intelligence gathering ser practice without persecution (as long as they don't
vices to outside powers. disturb the peace).
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TH E FROST EELL
The Frostfell stretches across Eberron's northern
reac hes a nd is a land of blind ing snow, creak ing gla
ciers, and jagg ed pea ks. W ith its anc ient treasu res
a n d u n t o u c h e d l a n d s , t h e F r o s t f e l l b e c k o n s to a d v e n
t u r e r s a n d e x p l o r e r s l ik e a g l e a m i n g , u n c u t j e w e l .
For all the attem pted ex pedition s to the Frostfell,
KHYBER
It is a rea lm w ithout hop e, without sanity, without
l ig h t— b u t n o t w i t h o u t l i f e . E n d l e s s d a r k n e s s , c r u s h i n g
rock, winding corridors, and sunless seas fill the vast-
ness beneath the surface of Eb erron. This rea lm is
Khyber, the Dragon Below, an Underdark world that
l u r k l ik e s a r a v e n o u s m a w b e n e a t h t h e f e e t o f s u r f a c e
dwellers.
Khy ber is a realm of nightm are. De mo ns that
s t a l k e d E b e r r o n a t h o u s a n d g e n e r a t i o n s a g o li e
to raid passing ships. Mo st Seren ba rba rian s a re imprisoned within its depths, and beings of madness
human, but a few dragonborn tribes exist as well. s l i t h e r t h r o u g h i ts t w i s t e d p a s s a g e w a y s . F o u l s p a w n
Mos t dra gon born believe that A rgon ness en is their and other aberrant creatures lurk in Khyber, orches
ancestral home , but the dragonborn of Q'ba rra ca m e trating plans to un leas h destruction and m ad nes s
to Khorvaire so long ago that they have no better upon Eberron.
knowledge of Arg onnessen than any one else. The passageways to Khyber are few, although
rum ors a nd an cient texts tell of gaping pits on the
ARGONNESSEN ASSOCIATED SKILLS face of Eberron that lead into its depths. Despite
If you ar e fr om A r gonnessen , you can c hoo se Athlet Khyber's horrors, many surface dwellers have an
ics or Arcana as your associated skill. unhealthy fascination with the denizens of the
Dragon Below. Khyber cultists grant their devo
tion and their sanity to the foul beings that dwell in
the Und erd ark, hatch ing vile plots to em pow er th e
objec ts of their worship throu gh sa crifices of blood;
they even conspire to loose these creatures upon
Eberron's other inh abitants.
A few individuals brave Khyber's depths in search
of fortu ne or to des troy the evil tha t dwells th ere .
Tre asure hunte rs seek valuable midnig ht blue and
o i l y b l a c k K h y b e r d r a g o n s h a r d s , o b t a i n a b l e o n l y in
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that can haul cargos or entire ships up to the city O nly a sma ll nu m be r of settlem ents established
from the water below. b y f o r e ig n e r s h a v e s u r v i v e d o n X e n ' d r i k . M o s t a r e
tiny frontier towns, maintained by a rich patron or a
PEO PLE O E SAR LO N A dragon marke d house. Th e famous port of Stor mre ach
In Riedra, hu m ans and the Inspired are the do min ant is the only one of th em tha t has ma nag ed to bec om e a
r a c e . S a r l o n a i s b e l i e v e d t o b e t h e b i r t h p l a c e o f h u m a n full-fledged city.
ity. N o n h u m a n s — s u c h a s s h i f t er s , c h a n g e l i n g s , a n d t h e
occasional goliath and ogre—dwell in the region but XEN'DRIK ASSOCIATED SKILL
a r e s ec o n d - c l a s s c i t i z e n s . M e m b e r s o f n o n h u m a n r a c e s If you are from Xen'drik, you can ch oo se N ature as
often jo in the milit ary beca use su ch service is one of your associated skill.
the few ways for them to obtain respect or position in
R ied ran society. A dar also consists largely of hum an s, STORMREACH
although its society is not as racially divided as is Rie A n oasis of civilization before on e reach es the w ilds,
dr a's. A d a r ' s p o p u l a t i o n i n c l u d e s t h e s a m e r a c e s a s S t o r m r e a c h i s k n o w n a s t h e G a t e w a y to X e n ' d r i k . It
Riedra's, along with a sizable population of kalashtar, is the sta rting po int for nearly all exploratio n into th e
wh o hide from the agents of the Insp ired. Continent of Mysteries.
T h e P a t h o f I n s p i r a t i o n i s t h e o n l y f a it h p e r m i t t e d S t o r m r e a c h ' s p o p u l a t i o n is a n e c l e c t i c m i x o f
i n R i e d r a . P r a c t i c e o f o t h e r r e l i g i o n s is a c r i m i n a l races, with styles and fashions from across the world.
offense. In Adar, the most common faiths are the N a t i v e s o f X e n ' d r i k p r e f e r v a r i o u s f o r m s o f sp i r i t o r
Path of Light and an old form of worsh ip of the Sover ancestor worship, wherea s immigra nts from K hor
eign Host. vaire continu e their worship of the S overeign H ost,
the S ilver Fl am e, or occasion ally the B lood of Vol.
SARLONA ASSOCIATED SKILLS A com mu nit y of som e sort has existed in S torm
If you are from Sarlona, you can ch oos e D iplomacy r e a c h ' s l o c a t io n s i n c e t i m e i m m e m o r i a l . T h e c u r r e n t
or Endurance as your associated skill. city was constru cted un der the aegis of the Kin gdom
of Ga lifar and the drag onm arked houses after they
XEN'DRIK managed to clear out a pirate sanctuary, which in
turn was built on ancient giant ruins that still pro
South of Kho rvaire, beyond the Thu nde r Sea,
trude from the city's foundation. Buildings of wood
Xe n'd rik rises from the waves, bec kon ing to sage
and stone that would seem at home in any city on
and explorer, merchant and adventurer. Deep in
Khorvaire stand beside ancient monoliths and repur-
jcuyncgl ol epse tahni crku iwn ist hf r of omu lt hc er eeam
t upr ei rse, tohfeg iiavnyt-sc osvt eilrl esdt a n d , posed pyramids. The city is divided into districts and
ward s, each w ith a un ique c ultu re and story.
their great secrets waiting to be revealed and their
All thirteen dragonmarked houses have enclaves
fabulous magical treasure s waiting to be un eart hed .
here , hoping to take advantage o f any discoveries
Vast deserts stretch out like cupped hands to catch
made within the depths of Xen'drik.
the dragonshards that fall to Eberron from the Ring
of Siberys, and great mo un tain s hide win ding tun
nels and vast chasms that shelter the tribes of the STORMREAC H: THE GATEWA Y TO XEN'DRIK
scorpion-worshiping drow. P o p u l a t i o n : App roximately 1 1, 00 0. No single race
Cartographers take incredible risks to create holds a clear majority here; humans, dwarves, half
accurate map s of Xen 'drik, but no mod ern explorer lings, elves, half-elves, and change lings walk side by
has successfully mapp ed the heart of the C ontin ent side with half-giants, goliaths, ogres, drow, and thri-
kreen, a humanoid insectlike race.
of Mysteries. Giants, the desce nda nts of anc ient G o v e r n m e n t : T he Storm Lords, a council m ade
empires, make their homes across the continent,
worship ing strange, arca ne po wers or violent prim al up of representatives of Sto rmreach 's five founding
s p i r i t s. R e l i c s a n d r u i n s o f a p a s t d e m o n i c a g e o c c a families, govern the city with substantial advice from
sionally birth h orrors far worse than giants. the dragonmarked houses.
Yet for all its dangers, Xen'drik attracts the inter D e f e n s e : The Stormreach Guard officially keeps
est of ma ny of Kho rvaire's inhabita nts, particula rly the peace. Many members are ruffians and former
the dragonmarked houses. Many of Eberron's criminals, and corruption runs rampant throughout
people—including elves and warforged—can trace the organization, making the Guard far better at
their lineage to this forgotten land, and they seek to defending the city from outside threats than at keep
fill in the gaps of the ir ow n history. T h e rich es of the ing the p eac e within. T he Iron Wa tch , an elite unit
giants' empire wait for explorers, as do the vast fields of warf orged , and the Inquisitives, private de tect ive s
of drago nshard s. T he jun gle land s are verdant, and if licensed by the Finders Guild or House T harash k, are
they could be tamed, they would offer grand opportu better at stopping crime.
nities for farm ing and settleme nt.
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D R A G O N M A R K E D H O U SE S B A C K G R O U N D S
In Eberron, a character's dragonmark (or lack of one) would you characterize your relationship with your
is at least as important as the nation in which he or commanding officer?
s h e d w e l l s . ( S e e p a g e 2 1 f o r a t a b l e o f w h i c h r a c e s
each d rag onm ark is most closely associated w ith.)
ASSOCIATED SKILLS
If you are a Deneith mercenary, you can choose His
HOUSE CANNITH tory or Intimidate as your associated skill.
C a n n i t h I n v e n t o r : Y o u c a n ' t h e l p t h i n k i n g u p
new inventions—whether they're mechanical, magi D e n e i t h B o d y g u a r d : A m e m b e r o f H o u s e
c a l , o r a s t r a n g e m i x o f t h e t w o . W h a t ' s t h e c l e v e r Deneith's Defenders Guild, you gave up a life among
invention or tech niq ue tha t got you noticed with in the Blad emar ks to guard an importa nt personage,
the House? Do you have a rival who claimed credit such as a noble, a gene ral, or the scion of an oth er
f o r o n e o f y o u r i de a s ? A n d w h a t g r e a t i n v e n t i o n i s i n drag onma rked house. W h o m have you guarded ,
your head right now, awaiting the right rare materials and did you ever com e und er attack? W er e you on
or powerful magic to make it a reality? f r i e n d l y t e r m s w i t h a n y o n e yo u g u a r d e d ? W h a t
events did you witness while acting as a bodyguard-
ASSOCIATED SKILL including embarrassing, criminal, traitorous, or
If you are a Cann ith inventor, you can ch oo se Ar cana other wise sinister deed s that only the bodyg uard's
as your associated skill. code o f silence preve nts you from revealing?
C a n n i t h T i n k e r : Y o u s e r v e d a s t i n t w i t h C a n - ASSOCIATED SKILLS
nith's Tinkers Guild, traveling from town to town If you are a Deneith bodyguard, you can choose
a n d e a r n i n g c o i n f or H o u s e C a n n i t h b y f i x i n g c o u n t Insight or Perceptio n as your associated skill.
l e ss b r o k e n i t e m s . W h a t s t r a n g e c o m m u n i t i e s d i d
y o u v i s i t ? D i d y o u e n j o y l i f e o n t h e r o a d, o r w e r e y o u M a r s h a l ' s D e p u t y : A s a S e n t i n e l M a r s h a l , y o u
b u c k i n g f or a d i f f e r e n t p o s t w i t h i n t h e H o u s e ? A n d rode the trails with the best House Deneith has
given that the Ti nke rs Guild is less hier arch ical tha n to offer, learning what you could while helping to
the rest of the H ouse, did you find the egalita rian apprehend Khorvaire's most dangerous criminals.
natu re of the Tink ers liberating or frustrating? W h a t f u g it i v e s a n d w a r c r i m i n a l s h a v e y o u b r o u g h t
to justice—an d did any escape you? D o any c onvic ted
ASSOCIATED SKILLS c r i m i n a l s h a v e v en g e f u l f a m i l i e s o r g a n g s ? W h i c h
If you are a Ca nnith tinker, you can c ho ose Stre et Sen tinel Mar sha l did you serve und er? W h y aren 't
wise or Thievery as your associated skill. y o u s t i l l h i s o r h e r de p u t y ?
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G h a l l a n d a D a w n - B u i l d e r : Y o u w e r e p a r t o f F o l l o w e r o f S a h e m i : S a h e m i t h e E m i s s a r y i s a
Chervina the Architect's Dawn-Builder retinue, con H o u s e J o r a s c o h a l f l i n g w h o c a m e b a c k to t h e H o u s e
structing new House Ghallanda enclaves far from after a sojourn in the Eldeen Re ache s, con tendin g
civilization. W h at en claves bear the sweat of your that the Ma rk of H ealin g could be used not jus t to
brow, and wh at dangers did you face wh ile ma king hea l peo ple but to he al the land—sp ecifically, th e
them? Did you interact with Chervina personally, and M o u r n l a n d . Y o u w e r e o n e o f h i s fi r s t r e c r u i t s , a n d
did you believe that she was guided by prophecy—or you learn ed the ways of the druids and sh am an s of
touched by madness? the Reaches. How did Sah emi recruit you? W ha t
part of his message reson ated with you? Do you
ASSOCIATED SKILLS still believ e in S ah em i's crusa de to he al the land ,
If you are a Ghallanda D awn-Bu ilder, you can cho ose or have you become disillusioned along the way?
Diplomacy or History as your associated skill. Have you been inside the Mournland and seen it
firsthand?
W a n d e r i n g I n n T r a v e l er : Y o u s p e n t m u c h o f
your adolescence in the halflings' ancestral home ASSOCIATED SKILLS
l a n d , t h e T a l e n t a P l a i n s . Y o u t r a v e l e d a s p a r t o f a If you are a follow er of Sahem i, you can c ho ose Heal
massive Ghallanda caravan, offering a comfortable or Nature as your associated skill.
respite to the no ma dic tribes of the plains. W h y aren't
y o u s t il l t h e r e ? W h a t g r e a t s i g h t s d i d y o u s e e o n t h e HOUSE KUNDARAK
plains (th ink esp ecia lly of events or places that no one I r o n G a t e k e e p e r : T h e I r o n G a t e , p a r t o f t h e
in Ghallanda's urban enclaves would believe)? W ard ing Gu ild, is a select group o f dw arf guard s w ho
supplement House Kundarak's magic wards, traps,
ASSOCIATED SKILLS a n d d e f e n s e s . W h a t w e r e y ou a s s i g n e d to g u a r d , a n d
If you are a W and ering Inn traveler, you can ch oo se wha t happe ned to the unlu cky thieves wh o tested
Endurance or Streetwise as your associated skill. House Kundarak's defenses? Did you have a hand in
the creation or ma inte na nce o f the magic traps? A nd
HOUSE JORASCO are you aw are of any flaws in the H ouse's prote ctive
J o r a s c o M e d i c : H o u s e J o r a s c o s o l d i t s s e r v i c e s t o schemes?
all the majo r com batan ts in the Last W ar, and you
tended to wounded soldiers in the aftermath of major ASSOCIATED SKILLS
battles. In wha t battles wer e you a medic , and h ow If you are an Iron Gate keep er, you can ch oo se
close were you to the a ctual fighting? W er e you ever Arcana or Thievery as your associated skill.
tempted to take part in the battle?
G h o r a d ' d i n R e c r u i t : Y o u r e c e i v e d e x t e n s i v e
ASSOCIATED SKILL trainin g in the arts of stealth and subterfuge from the
If you are a Jor asco me dic, you can ch oo se Heal as Ghorad'din, a secretive order that answers only to Lord
your associated skill. Morrikan d'Kundarak. You left your training before
a t t a i n i n g fu l l m e m b e r s h i p i n th i s s h a d o w y g r o u p : W h y
J o r a s c o I n v e s t i g a t o r : Y o u h a v e a k e e n i n t e r e s t d i d y o u l ea v e ? W h a t d r e w y o u t o t h e G h o r a d ' d i n i n t h e
in rare poisons, exotic diseases, and mysterious ail first place-or did they seek you out? Can you still count
men ts that have no kno wn cau se. In the comp any of on the aid of the G hor ad'di n? O r do you fear they'll try
m o r e e x p e r i e n c e d h e a l e r s , y o u h a v e tr a v e l e d a c r o s s to knife you in the shadows someday?
K h o r v a i r e l o o k i n g fo r r a r e h e r b s o r m a g i c a l r e a g e n t s
t h a t w o u l d s o lv e t h e m y s t e r y o f t h e s e a i l m e n t s a n d ASSOCIATED SKILLS
ma ke healing possible. W h at are the nam es of the If you are a Gho rad'din recruit, you can ch oo se Bluff
poisons, disease outbreaks, or epidemics you've dealt or Stealth as your associated skill.
with, and where did they take place? Is there a mys
terious ailment that has vexed your every effort? And K o r u n d a V a u l t - K e e p e r : Y o u s p e n t y o u r y o u t h
have you ever been afflicted with the same condition guarding the countless underground vaults below
you're trying to cure? K o r u n d a G a t e , t h e l a r g es t e n c l a v e o f H o u s e K u n
d a r a k . M a n y o f t h e v a u l ts c o n t a i n s p e c t a c u l a r b u t
ASSOCIATED SKILLS m u n d a n e t r e a s u r e : p i l es o f g o l d , p l a t i n u m , g e m s , a n d
If you are a Jo ras co inv estigator, you can c ho os e Heal jewelry. Other vaults contain powerful weapons and
or Insight as your associated skill. armor— either legacies of bygone ages or exam ples of
the best in mo dern dwarven craftsmanship . W h at
wonders did you see in the chambers you guarded?
Did you ever have to deal with thieves or raiders?
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ASSOCIATED SKILLS
If you are a Korunda vault-keeper, you can choose
Dungeoneering or History as your associated skill.
HOUS E L YRANDAR
L y r a n d a r A i r s h i p S a i l o r: Y o u a r e a t h o m e o n
the d eck of an airship, traversing the skies of Eb er
ron. You have flown throug h massive thund erstorm s
a n d fo u g h t o f f e v e r y t h i n g f r o m h u n g r y w y v e r n s t o
m urd erou s sky pirates. W h a t strings did you pull to
receive such a plum assig nm ent? W h y did you leave
the airs hip for the life of an adven turer?
ASSOCIATED SKILLS
you
If are a Lyrandar airship sailor, you ca n choose
Athle tics or Perception as your associated skill.
L y r a n d a r R a i n c a l l e r : Y o u t r a v e l e d w i t h a c r e w
of rainca llers, perf orm ing weather- imp roving ritu
als for landed nobles, arm ies, and gove rnm ents
with the coin to afford House Lyrandar's services.
W h a t p l a c e s h a v e y o u v i s it e d w h i l e p e r f o r m i n g y o u r
d u t i e s ? W e r e y o u e v e r c l o s e to t h e a c t i o n d u r i n g t h e
Last Wa r?
ASSOCIATED SKILLS
If you are a Lyrandar raincaller, you can cho ose Ath
letics or Nature as your associated skill.
L y r a n d a r P r i v a t e e r : Y o u s e r v e d o n H o u s e L y r a n
dar's elemental galleons, keeping shipping routes
safe from piracy and mo nster attacks. W h at w as your
s p e c i f i c r a n k a n d d u t y a b o a r d y o u r s h i p : l o o k o u t , c a t
a p u l t o p e r a t o r, b o a r d i n g m a r i n e , o r n a vi g a t or ? W a s
your ship ever capsized, or were you marooned on an
island or confron ted with mutiny? W h at Kho rvairian
p o r t s o f c a l l d id y o u l o o k f o r w a r d t o - o r d r e a d ? ASSOCIATED SKILLS
If you are a me mber of the Thousand Yard Stare, you
ASSOCIATED SKILLS can choose Endurance or Perception as your associ
If you are a Lyrandar privateer, you ca n choose A cro ated skill.
batics or Athletics as your associated skill.
B a s i l i s k ' s G a z e : T a l d o r d ' M e d a n i g a v e y o u
m enta l train ing in prep aratio n for join ing the B asi
HOUS E ME DANI
l i s k 's G a z e , a H o u s e M e d a n i g r o u p t h a t h u n t s d o w n
T h o u s a n d Y a r d S t a r e : Y o u ' v e b e e n w h e r e f e w
war criminals. The Basilisk's Gaze gave you esoteric
peop le dare go: inside the Mo ur nla nd . A s part of a
training in observation and reason, but what was the
heavily armed, mounted column, you patrolled the
actual training like? How did you wind up learning
per iph ery of wh at was once C yre, trying to ensu re
from Tald or in the first place? An d wh y did you sus
that the Thrane and Brelish communities to the pend your training?
w e s t s t a y e d sa f e . W h a t m a d e y o u s e e k o u t s u c h a
post? W h at was your relationship with C ha nn ara
d'Medan i, head of the Thousand Yard S tare? W ha t ASSOCIATED SKILLS
< was the worst incid ent you ever saw on patrol? If you are a m emb er of the Basilisk s Gaze, you can
choose Arcan a or Perce ption as your associated skill.
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P h i a r l a n A r c h i v i s t : T h e h e a d q u a r t er s o f H o u s e
H O USE O R IEN
P h i a r l a n ' s D e m e s n e o f M e m o r y i n F a i rh a v e n h a s a
O r i e n C o u r i e r : Y o u t o o k p a r t i n d e l i v e r i n g
library conta ining m uc h of the intelligence that the
time-sensitive or high-risk parcels for House Orien,
H o u s e o b t a i n e d d u r i n g t h e L a s t W a r . Y o u r j o b w a s to
including diplomatic packets, rare magic items, and
catalog, collate, and an alyze all the informa tion found
sealed containers about which no questions were
i n v a r i o u s s o u r c e s : t a t te r e d t o m e s , p r e c i s e m i l i t a r y
asked. W h at places did you go, and h ow did you
orders, or hastily scribbled notes inked in a spy's own
travel there: a fast horse or griffon, a lightning rail,
blood. W ha t was the most incendiary information
or a teleportation portal? Did you ever fail to make you saw wh ile researc hing in the Tower of Mem ory,
a d el i v e ry , o r f i n d y o u r s e l f u n a b l e t o b e c a u s e s o m e
and under what conditions would you reveal it?
thing sinister hap pen ed to the recipient?
W h at w as the key piece of inform ation that you were
unable to find for your masters? Might a more direct
ASSOCIATED SKILLS
approach obtain the missing secret?
If you are an O rien courier, you can cho ose Acro batics
or Stealth as your associated skill.
ASSOCIATED SKILLS
If you are a Phiarlan archivist, you can ch oose Arcana
O r i e n S m u g g l e r : Y o u w o r k i n t h e p a r t o f t h e h o u s e
or History as your associated skill.
that doesn't officially exist—those who use the Mark
of Passage to pass throu gh bord ers without attracting
l e g a l e n t a n g l e m e n t s . W h a t g o o d s d id y o u s m u g g l e , a n d H O USE SIVIS
w h a t w a s t h e m o s t c o m m o n o r i g in a n d d e s t i n a t io n ? P r o p h e c y S a g e : H o u s e S i v i s t r i e s t o k e e p t r a c k
D i d y o u e lu d e b o r d e r p a t r o l s , p a y o f f g u a r d s , b e f u d d l e of the D raco nic P roph ecy, and you were part of
t h e m w i t h c h a r m m a g i c , o r s li p d i s g u i s e d g o o d s r i g h t t h a t e f f o r t . Y o u t o o k p a r t in d i p l o m a t i c m i s s i o n s
und er their noses? W er e you ever caugh t? to speak with dragons, and you studied historical
reco rds and myst ical texts to lea rn what the fu ture
ASSOCIATED SKILLS might hold. W er e you interested in what the P roph
ecy means for the world, for House Sivis, or for you
If you are an Orien smuggler, you can ch oo se Bluff or
personally? W er e you part of any significant dis
Stealth as your associated skill.
coveries? D o feel the Dr aco nic P rop hecy is affected
by the actions of a few key drag onm arke d p eo p le -
C a r a v a n S c o u t : Y o u ' r e a c c u s t o m e d t o s c o u t i n g o u t
including you?
a h e a d o f e v e r y o n e e l s e , m a k i n g s u r e t h e r o a d i s sa f e
C H A P T E R 5 W orld of E b er r o n
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C H A P T E R 5 I W o r l d of E b er r o n
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8/11/2019 D&D 4E Eberron Player's Guide
C u l t u r a l A s s i m i l a t o r ( C h a n g e l i n g ) : Li ke mo s t
ASSOCIATED SKILLS
c h a n g e l i n g s , y o u ' ve s p e n t y o u r t i m e d w e l l i n g a m o n g
If you are mist-to uched , you can choo se Endu rance
the m em be rs of the othe r races. You've paid m ore
or Intimidate as your associated skill.
a t t e n t i o n t h a n m o s t , h o w e v e r , o r p e r h a p s y o u ' re a b n o r
ma lly fascinated by other peoples. W ha tev er the case,
R e f u g e e : Y o u r h o m e i s g o n e , d e s t r o y e d i n t h e L a s t
you've become skilled at interacting with them.
W ar, or perh aps an nex ed by a nation whos e oversight
you refuse to accept. (Cyre is one example, and plenty
o f o t h e r s e x i st , f r o m T h r a n e - c l a i m e d T h a l i o s t t o t h e ASSOCIATED SKILLS
h u n d r e d s o f n a m e l e s s h a m l e t s d e v a s t a te d b y t h e If you are a change ling cultural assimilator, you can
war.) You have tu rne d to a life of wa nde ring. B ut are choose Diplomacy or Insight as your associated skill.
you searching for a new home, or for a way to rebuild
o r r e c l a i m y o u r o ld o n e ? D o y o u a d v e n t u r e b e c a u s e N a t u r a l C h a m e l e o n ( C h a n g e l i n g ) : D u r i n g y o u r
t h e r e ' s n o t h i n g e l s e l e ft fo r yo u ? youth, you were forced to hide rather than rely on
your ability to change shape, and you adapted accord
i n g ly . W a s y o u r f a m i l y a t w a r w i t h o t h e r c h a n g e l i n g s ?
ASSOCIATED SKILLS
D id you or a relative ma ke a n ene m y of a caster or
If you are a refugee, you can cho ose End urance or
crea ture capa ble of seeing throug h your disguise? D id
Stre etw ise a s your associated skill.
others of your own f am ily torm ent you? A nd do any of
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