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8/11/2019 D&D 4E Eberron Player's Guide

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8/11/2019 D&D 4E Eberron Player's Guide

  CONTENTS  2
L- L I F E   I N  E B E R R O N   6 Tieflings 40 Staffs 108

The Wor ld 8 Supporting Cast 40 Wands 109


Totems 110
Khorvaire 8 3:   C L A S S E S   42
Beyond Khorvaire 10 Dragonsha rd Augm ents 111
Artificer 44 Warf orge d Components 113
The Planes 10
Artificer Class Features 44 Rituals 116
Life Across.  Khorvair e 12
Implements and Wea pon s 46 Ancestral Whi sper s 116
Government 12
Creating an Artificer 46 Bani sh Illusions 116
Everyday Life 12
Artificer Powers 47 Conceal Dragonmark 116
Money 13
Paragon Paths 58 Eavesdro pper s Foil 116
Adventurers 13
Alchemist Savant 58 Enha nce Vessel 117
Languages 13
Battl e Engineer 59 Fantasti c Recup erat ion 117
Naming Conventions 14
Chameleon 60 Find the Pat h 117
Faiths of Eberron 14
Clockwork Engineer 61 Fluid Funds 118
The Sovereign Host 14
Exorcist of the Silv er Flame 62 Inquisitive s Eyes 118
The Dark Six 17
Gatekeeper Mystagogue 63 Masking Shroud 118
The Silv er Flame 18
The Bloo d of Vol 18 Lightwalker 64 Scry Trap 118
Self-Forged 65 Secur e Shel ter 118
The Pat h of Light 18
Warf orged Juggernaut 66 Seeming 119
The Spiri ts of the Past 18
Dragonmarked Paragon Paths 67 Spir it Idol 119
The Undying Court 18
Cannith Mastermaker 67 Stee d Summo ns 119
Evil Deit ies 19
Denei th Protector 68 Summon Win ds 119
Time and Histo ry 19
Ghallanda Sanctuary
The Da wn of Time 19
Guardian 69 5:  W O R L D   O F  E B E R R O N   120
The Age of Gian ts 19
Jorasco Jadeh and 70 The Five Natio ns 122
The Age of Monsters 19
Kundarak Ghorad din 71 Common Knowledge 122
The Curr ent Age 20
Lyrandar Wind-Rider 72 Peopl e of the Five Nation s 122
Calendar 20
Medan i Trueseer 73 Five Nations Adventurers 122
Movers and Shakers 21
Orien Swiftbl ade 74 Aundair 123
The Draconic Prophecy 21
Phiarlan Phantasmist 75 Breland 125
The Dragonmarked Houses 21 Sivis Truenamer 76 Sharn 126
Royal Families 23
Tharashk Wayf inde r 77 Karrnath 128
Universities 23
Thuranni Shadow Killer 78 The Mourn land (Cyre) 129
Adventures 24
Vadalis Griffonmaster 79 Thrane 131
Dungeons 24
Epic Destinies 80 Greater Khorvair e 133
Investigation 24
Champion of Prophecy 80 Darguun 133
Intrigue 24
Dispossessed Champ ion 81 The Demon Was tes 134
The Planes 25
Mourning Savior 82 Droaam 136
Travel 25
Sublime Flame 83 The Eldeen Reaches 138

Z.  R A C E S   26 The Lhazaar Principalities 139


4 :  C H A R A C T E R O P T I O N S  84 The Mror Holds 140
Changeling 28
Feats 86 Q barra  142
Kalashtar 30
Dragonmarked Feats 86 The Shadow Marches 143
Warforged 32
Other Common Races 34 Heroic Tier Feats 86 TheTal enta Plains 145
Paragon Tier Feats 93 Valenar 146
Devas 34
Epic Tier Feats 94 Zilargo 147
Dragonborn 34
Multiclass Feat 94 Beyond Khorvair e 149
Dwarves 35
Equipment 95 Aerenal 149
Eladrin 35
Weapons 95 Argonnessen 149
Elves 36
Mundane Items 96 The Frostfell 150
Gnomes 36
Dragonmarked House Khyber 150
Goliaths 37
Services 96 Sarlona 151
Half-Elves 38
Alchemy 98 Xen drik 152
Halflings 38
Alchemica l Items 98 Dragonmarked Houses
Half-Ores 39
Magic Items 104 Backgrounds 153
Humans 39
Holy Symbols 104 Other Backgrounds 158
Shifters 40
Rods 108

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8/11/2019 D&D 4E Eberron Player's Guide

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.

Desolation spreads over that land like wildfire, like plague,


and Eberron bears the scar of it for thirteen cycles of the
Battleground.

Life ceases   within its  bounds,


and ash covers the earth.

-The Draconic P rophecy

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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t h e   use of m a g i c a l t r a n s p o r t a t i o n , y o u r h e r o e s   can 9 .  Dragonmark dynasties.  T h e  g r e a t d r a g o n m a r k e d


r e a c h   a w i d e r r a n g e o f e n v i r o n m e n t s d u r i n g  an f a m i l i e s   are the  b a r o n s  of i n d u s t r y  an d  c o m m e r c e
a d v e n t u r e ,   an d  t h u s d e a l w i t h   a d i v e r s e a s s o r t m e n t o f t h r o u g h o u t K h o r v a i r e   an d  b e y o n d . T h e i r i n f l u e n c e
m o n s t e r s   an d  c h a l l e n g e s . t r a n s c e n d s p o l i t i c a l b o u n d a r i e s ,   an d t h e y r e m a i n e d
a .   Th e Last  War has ended-sort  of. T h e  L a s t War , m o s t l y n e u t r a l d u r i n g   th e  L a s t  W a r. Th e  h e a d s o f
w h i c h p l u n g e d   th e  c o n t i n e n t  o f K h o r v a i r e i n t o c i v i l e a c h h o u s e ,  not t e c h n i c a l l y c i t i z e n s   o f a n y n a t i o n ,
w a r m o r e t h a n   a c e n t u r y  ago, e n d e d w i t h  the  s i g n i n g live   in s p l e n d o r w i t h i n t h e i r e n c l a v e s   an d  e m p o r i 
o f t h e T r e a t y o f T h r o n e h o l d   and the  e s t a b l i s h m e n t o f um s located througho ut Kho rvaire. Th ese dy nastic
t w e l v e r e c o g n i z e d n a t i o n s o c c u p y i n g w h a t   wa s  o n c e h o u s e s o f c o m m e r c e d e r i v e t h e i r p o w e r fr o m   the
t h e k i n g d o m   o f G a l i f a r .  At  l e a s t o v e r t l y ,  th e  p e a c e  has d r a g o n m a r k s — u n i q u e , h e r e d i t a r y a r c a n e s ig i ls — t ha t
h e l d f o r j u s t o v e r   a y e a r  as the  c a m p a i g n b e g i n s .  The m a n i f e s t   on  c e r t a i n i n d i v i d u a l s w i t h i n  the  f a m i l y ,
c o n f l i c t s ,   th e  a n g e r , and the  b i t t e r p a i n o f t h e l o n g g r a n t i n g t h e m l i m i t e d   bu t v e r y u s e f u l m a g i c a l
w a r r e m a i n , h o w e v e r , a nd the new n a t i o n s s e e k e v e r y a b i l i t i e s a s s o c i a t e d w i t h   the  t r a d e g u i l d s   th e  f a m i l y
a d v a n t a g e   as  t h e y p r e p a r e  for the  n e x t  wa r t h a t t h e y c o n t r o l s . D r a g o n m a r k s   ar e  s a i d  to b e th e  P r o p h e c y
b e l i e v e w i l l i n e v i t a b l y e v e n t u a l l y b r e a k   out on the w r i t t e n  on  m o r t a l f l e sh — a s u p p o s i t i o n t h a t i n c e n s e s
continent. the dragons.
6 .  Th e Draconic Prophecy.  T h e  d r a g o n s , l o n g - l i v e d 10.  Dragonshards.  A n c i e n t l e g e n d s  an d  c r e a t i o n
a n d p a t i e n t   in all  t h i n g s , s e e k m e a n i n g   in th e  p a t  m y t h s d e s c r i b e E b e r r o n   as a w o r l d   in t h r e e p a r t s :
t e r n s f o u n d   in the  w o r l d   and the  h e a v e n s . T h e s e t h e r i n g a b o v e ,   t he  s u b t e r r a n e a n r e a l m b e lo w ,  and

p a t t e r n s p l a y   out in th e  P r o p h e c y ,  a  r e c o r d o f t h i n g s t h e l a n d b e t w e e n . E a c h   o f t h e s e w o r l d s e c t i o n s is


t o c o m e t h a t   ha s  b e e n e m e r g i n g s i n c e   th e c r e a t i o n  o f t i e d   to a g r e a t d r a g o n   of l e g e n d — S i b e r y s , K h y b e r ,
t h e w o r l d . T h e  D r a c o n i c P r o p h e c y   is as c o m p l e x  and a n d E b e r r o n , r e s p e c t i v e l y . E a c h s e c t i o n   o f t h e w o r l d
u n f a t h o m a b l e   as the  d r a g o n s t h e m s e l v e s .  It h i n t s at p r o d u c e s d r a g o n s h a r d s , s t o n e s   a n d  cr y s t a l s i m b u e d
e v e n t s   of d o o m   an d  d r e a d   as o f t e n  as it h e l p s p u s h   the w i t h a r c a n e p o w e r . W i t h   the aid of  d r a g o n s h a r d s ,
w o r l d t o w a r d e x a l t e d e v e n t s .  I t s e e m s  to  p o i n t t o w a r d dragonmarks become more powerful, elementals
t r a n s f o r m a t i o n r a t h e r t h a n d e s t r u c t i o n ,  but to  m o s t a r e c o n t r o l l e d   a nd  h a r n e s s e d ,  a nd  m a g i c i t e m s  o f
p e o p l e ,  the  P r o p h e c y r e m a i n s  as  a l i e n   as the  d r a g o n s a l l s o r t s   a re  c r a f t e d   an d  s h a p e d . T h e s e s h a r d s , h o w 
themselves. e v e r ,   ar e  r a r e  a nd  d i f f i c u l t  t o c o m e  by, m a k i n g t h e m
7. Th e Five Nations.  T h e  h u m a n - d o m i n a t e d c i vi l iz a  e x p e n s i v e   an d  o f t e n  the  g o a l s o f g r e a t q u e s t s  and
t i o n s   on  the  c o n t i n e n t  of  K h o r v a i r e t r a c e   a l i n e a g e t o adventures.
t h e a n c i e n t k i n g d o m   o f  G a l i f a r , w h i c h   wa s m a d e up
o f f iv e d i s t i n c t r e g i o n s ,  or  n a t i o n s . T h e s e w e r e  Aun- How  TO USE  THIS BOOK
d a i r , B r e l a n d , C y r e , K a r r n a t h ,   an d  T h r a n e . F o u r o f
T h i s b o o k   is d e s i g n e d   to h e l p   yo u c r e a t e c h a r a c 
t h e s e n a t i o n s s u r v i v e   to the p r e s e n t day as  i n d e p e n 
ters in the  D U N G E O N S   &  D R A G O N S ®   game using the
d e n t c o u n t r i e s ; C y r e   wa s  d e s t ro y e d b e f o r e  the  s t a r t o f
u n i q u e f l a v o r   a nd  d e t a i l s  o f t h e  E B E R R O N  s e t t i n g .  The
t h e c a m p a i g n .  T h e  d e v a s t a t e d t e r r i t o r y  it o n c e o c c u 
EBERRO N  Player's  G u i d e u s e s   the  c o r e r u l e s  an d  g a m e
p i e d  is now k n o w n   as the  M o u r n la n d . A  c o m m o n
m e c h a n i c s o f  D U N G E O N S   &  D R A G O N S .  YO U ca n u se
o a t h   or  e x c l a m a t i o n a m o n g   the  p e o p l e  o f  K h o r v a i r e
a c h a r a c t e r f r o m a n o t h e r   D &D  c a m p a i g n s e t t i n g in
is   By the  F i v e N a t i o n s , " o r s o m e v e r s i o n t h e r e o f .  The
E b e r r o n w i t h ou t   an y  m o d i f i c a t i o n s . You can  c r e a t e  a
F i v e N a t i o n s r e f e r s  to the  a n c i e n t k i n g d o m   o f  G a l i f a r
c h a r a c t e r   wh o  c o u l d   b e f o u n d o n l y  in E b e r r o n , u s i n g
a n d e v o k e s   a l e g e n d a r y t i m e o f p e a c e   an d  p r o s p e r i t y .
t h e   ne w r a c e s , c l a s s e s , b a c k g r o u n d s ,  an d  f e a t s f o u n d
8 .  A world of intrigue.  Th e war is o v e r , and the
i n t h i s b o o k .   Or you can  m a k e  a h e r o   wh o  c o m b i n e s
n a t i o n s   o f K h o r v a i r e  now try to b u i l d   a ne w age o f e l e m e n t s f r o m m o r e t h a n   on e  s e t t i n g .  T h e  EBERRON
p e a c e   an d  p r o s p e r i t y . A n c i e n t t h r e a t s l i n g e r , h o w e v e r ,
Player's  G u i de o f f e r s   you a w e a l t h   of i n f o r m a t i o n  t o
a n d   the  w o r ld d e s p e r a t e l y n e e d s h e r o e s   to t a k e  up the
h e l p   yo u d e s i g n  a c h a r a c t e r r e a d y  to  t a k e  on t h i s
c a u s e . N a t i o n s c o m p e t e   on  m a n y l e v e l s — e c o n o m i c
c o m p l e x w o r l d o f w o n d e r s , t e r r o r s ,  an d  a d v e n t u r e s .
m i g h t , p o l i t i ca l i n f l u e n c e , t e r r it o r y , m a g i c a l p o w e r -
e a c h l o o k i n g   to  m a i n t a i n  or i m p r o v e  its  c u r r e n t s t a t u s
b y   an y  m e a n s s h o r t o f a l l - o u t w a r . E s p i o n a g e   an d  s a b 
o t a g e s e r v i c e s c r e a t e   big b u s i n e s s  in c e r t a i n c i r c l e s .
T h e d r a g o n m a r k e d h o u s e s , t e m p l e s b o t h p u r e   and
corrupt, cri m e lords, m on ste r gangs, psion ic spies,
a r c a n e u n i v e r s i t i e s , r o y a l o r d e r s   o f k n i g h t s  an d  w i z 
ards, secret societies, sinister master min ds, dragons,
a n d   a m u l t i tu d e   of o r g a n i z a t i o n s  an d  f a c t i o n s j o c k e y
f o r p o s i t i o n   in th e  a f t e r g l o w   o f t h e L a s t  W a r.  E b e r r o n
t e e m s w i t h c o n f l i c t   an d  i n t r i g u e .

INT RODU CTIO 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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Karrnath, theocratic Thrane, and cosmopolitan


T H E  W O R L D Bre land. Thes e four kingdoms, together with a dead
nation once called Cy re, occupy central Khorva ire.
In addition to bein g hom e to hu m an s, the nations a re
Eb erron is a world divided into thr ee pa rts. Leg ends
me lting pots of other cu ltures. Dw arve s, elves, half-
tell of thre e great progenitor drago ns that cre ated
l i n g s ,  d r a g o n b o r n , h a l f - e l v e s , a n d l e s s c o m m o n r a c e s
t h e w o r l d a n d n o w f o r m i ts t h r e e s e g m e n t s : S i b e r y s
m ak e their hom es in the towns and cities of the cen
the Dragon A bove, Khy ber the Dragon Below, and
Eberron the Dragon Between. These legends have tral nations. W arforged are a particularly c om mo n
sight—House Cannith's humans fashioned this race in
made their mark on philosophy, religion, and folklore
their arcane creation forges.
across the world-every culture has its own version of
T h e d o o m e d n a t i o n o f C y r e is n o w t h e M o u r n l a n d ,
the three creator dragons.
a desolate, hau nted re alm w here gray mists suck the
T h e p r o g e n i t o r d r a g o n s c o r r e s p o n d t o t h e w o r l d 's
life from travelers. Fe w ca n survive its hard ships, b ut
physical structur e. T he Rin g of Sibery s, wh ich app ear
the treas ures o f a fallen nation tempt so me to try their
as a ribbon of glea min g drago nsha rds, surroun ds th e
luck. T he only crea ture s here are treasu re hu nters,
world and shin es like a gold ba nd a cross the n ight
travelers, and those beings that do not possess a life
sky. O n clea r days, it shi m m ers with a faint golden
force on wh ich the land ca n prey: warforge d, und ead ,
h a z e . T w e l v e m o o n s g l i t te r l i k e g e m s i n i t s c e l e s t i a l
and stranger crea tures.
setting. T he n eares t moo ns look like gold coins in the
Au ndair, Breland , Cy re, Karrn ath, and Th ran e
night sky, wh ile the farth est se em on ly slightly larger
than the brightest stars. were called the Five Nations in the distant past, and
the n am e is still us ed desp ite the loss of one o f the ir
K h y b e r , t h e D r a g o n B e l o w , is t h e c a v e r n o u s
num ber. Th ese nations once formed the corn erstone
u n d e r d a r k b e n e a t h t h e w o r ld ' s s u r f a c e . L a b y r i n t h i n e
of the great Kingd om o f Galifar. On ly a few h um an
passages snake through the depths and open into
lands fall outside the Five N ations. T hes e cou ntries
vaults of every shape a nd size. In man y places, the
include the Lhazaar Principalities in the northeast,
Elemental Chaos spills into the caverns of Khyber,
tropical Q'barra in the southeast, and the wild Eldeen
crea ting areas where fire, m ag m a, or lightning
Reaches in the west.
stream forth—and where demons emerge to wreak
H om eland s of other races are also found in Khor
havoc on the world.
vaire. T he dw arves' ancestra l hom e is the Mr or
T h e D r a g o n B e t w e e n i s t h e w o r ld o f E b e r r o n —
Holds, nea r Kar rnat h in the northea st. N oma dic
vast oce ans and six great continents, mou nta ins and
halflings travel across the Talenta Plains in the east.
dese rts, a patchwork o f fields and forests, sw am ps Elves from the island con tinen t of A eren al h ave
and tund ra, and muc h m ore. E ber ron is a world of
estab lished a land called Valen ar in Khorva ire's
extrem es: Fantastic natural beauty mingles w ith
southeast. Com mu nities of ores and half-ores are
t e r r i b l e c o r r u p t i o n a n d d a r k n e s s . T h e w o r l d ' s  m a j 
concentrated in the swampy Shadow Marches to the
esties include mountainous ice floes looming over
far west. Gnomes call southern Zilargo their home
the freezing waters of the Bitter Sea, spe ctac ula r
land, and tieflings long ago found refuge in western
bluewood trees forming natural cathedrals in the
Khorv aire wh en they fled the ruin of their ancien t
hea rt of the Towering W oo d, and islands like mag
kingdom, Ohr Kaluun.
nificent scu lptures in the Straits of Sha rgon . At the
Shifters roam the wild forests across the continent.
o p p o s i te e x t r e m e , c o r r u p t i o n s e e p s f r o m t h e R e a l m
Dragonborn enclaves in the east recall the great
of Ma dne ss and spread s throu gh a sicke ned forest,
em pire of their anc ient past. Ela drin have long visited
t h e d e s o l a t e s o i l o f t h e L a b y r i n t h r e j e c t s a l l l if e a n d
K h o r v a i r e f r o m t h e i r h o m e s in t h e F e y w i l d , b u t m a n y
grow th, and the blighted earth o f the Mo urn lan d lies fey are now trapped in the world, and one of their
desolate in the wake of catastrophe.
cities has sha red the d evastating fate of the Mo urn
land. Even the monstrous races—medusas, ogres, and
KHORVAIRE the lik e- cla im D roa am as their own nation in Khor
Six con tine nts su ppo rt the vast diversity of life on vaire, although the continent's other countries refuse
Eb erro n. O ne o f these, Khor vaire, is the hea rt of the t o a c k n o w l e d g e i t s s o v e re i g n t y .
world, at least as far as hu m an s are con cern ed . O n
this continent, the last and greatest of the hu m an
em pires grew and thrived befor e the Last W a r tore it
asunder. Most player characters are from Khorvaire,
since me m bers of most of the races of Eb erron c an be
found there.
Humanity's great nations were once one, then
f i ve , a n d n o w f o u r : s c h o l a r l y A u n d a i r , m i l i t a r i s t i c
[

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B EY OND K HORV A IRE TH E   P L A N E S


A lthough Kho rvaire is the cen ter of the world to The legendary dragons correspond to the three layers
many people, five other continents stretch across of the un iverse. The A stral Se a, or Se a of Siberys, lies
Eberron. above the world. It is home to immortal angels and
A e r e n a l :  J u s t s o u t h e a s t o f K h o r v a i r e l i e s t h e devils, and perhaps even to deities. Legends say that
great island of A erena l, the ancie nt hom e of the elf the S ea of Siberys is divided into realm s, mu ch like
race. T he Aere ni have preserved their traditions t h e w o r l d b e l o w , a n d t h a t b e a u t i f u l , a g e l e ss c r e a t u r e s
unchanged through millennia, guided by their inhabit its brea thtak ing cities.
und ead ance stors. To outsiders, the elves of this T he C oils of E ber ron is the world mos t crea tures
a n c i e n t i s la n d k i n g d o m s e e m l ik e s in i s t e r n e c r o m a n  know, including Khorvaire, Xen'drik, and the other
cers or death cultists, but their reverence for the dead contin ents. T he Coils also em bra ce the Shad owfell
does not ma ke t he m evil. Even so, the land o f Ae r (D olurrh), the Feyw ild (Thela nis), and D al Quor, the
enal holds abundant dangers alongside its plentiful enigmatic Region of Dreams.
opportunities. Finally, the Elem enta l Cha os, or the Ch aos of
X e n ' d r i k :  T o K h o r v a i r e ' s s o u t h s t r e t c h e s t h e v a s t Khyb er, is the neth er region that forms the founda
wildern ess of Xe n'd rik, once ho me to a fallen e mp ire t i on o f e x i s t e n c e - t h e w o r l d b e l o w . T h i s t o r m e n t e d
of giants. Ruins o f this emp ire ar e buried in the con reality is home to demons, devils, and worse. These
tinent's endless jung les. Every expedition that return s creatures struggle to break free from Khyber and into
from the wilds of Xe n'd rik bea rs new relics and the C oils of Eb erron , in order to prey upon vulne rable
mys teries. W ith s team ing equato rial jung les, a vast mortal bodies and minds.
desert, and a frozen wasteland to its distant south, Some believe that there is a fourth layer of the
Xe n'd rik is a treas ure trove waiting to be plund ered. universe, or perh aps a layer bey ond the universe .
At least, that's how adventurers view it. To the native Scholars call this plane Xoriat, the Realm of Mad
yuan- ti and drow, the jung les and ru ins are h om e, ness. Brave souls shudder at the m entio n of the
and they fight to defend them. creatu res said to dwell there. A lthoug h m ost of what
A r g o n n e s s e n :  E a s t o f X e n ' d r i k , b e y o n d A e r e n a l , i s k n o w n a b o u t X o r i a t is a p o c r y p h a l , t h e e x i s t e n c e o f
is the hom elan d of the dragons, A rgon ness en. F ew t h e R e a l m o f M a d n e s s a n d i ts i n f l u e n c e o n E b e r r o n i s
nondragons travel to the continent's interior, but undeniable.
reports sp eak of drag onb orn city-states, ruled by A l t h o u g h t h e p l a n e s t o u c h o n f e w p e o p l e s ' li v e s ,
dragon king s. T he d ragons are devoted to the study they have an important impact on Eberron. Like the
of their ancie nt Prop hecy, whic h they see revealed in mo ons or the tides, the influe nce o f the planes wa nes
the mov em ent of the moo ns and stars, m ark s written and waxes. Sometimes they are distant (or remote)
on the earth, and in the strange designs that appear from Eberron, and their influence is small; other
on the skin of som e of Khorv aire's hum ano ids. T hes e times they are near (or coterminous), and their pull is
designs are the dragonmarks, and many scholars s t r o n g . W h e n a p l a n e i s a t i t s c l o s e s t , E b e r r o n f e e l s i ts
view them as symbols o f pow er and destiny. e f f e c t s . W h e n D o l u r r h i s c o t e r m i n o u s , fo r e x a m p l e ,
T h e F r o s t f e l l :  N o r t h o f K h o r v a i r e i s t h e f r o z e n t h e s h a d o w s o f E b e r r o n a r e d e e p e r , t h e n i g h t s l o n g e r,
was te of the Fros tfell, the sou rce of bru tal w inte r and the darkness more dangerous.
storm s and the hom e of terrifying mo nster s of ice an d E v e n w h e n t h e p l a n e s m o v e a w ay , t h e i r i n f l u e n c e
destruction. Only two expeditions from Khorvaire bleeds into the world at certain key locations. These
have successfully braved the Frostfell's unrelenting spots, called m anife st zones, are strange an d other
cold, and neither has reported any redeeming feature w o r l d l y a r e a s . S o m e a r e v e r d a n t r e a l m s o f l i fe a n d
of this ba rre n la nd. twilight, som e are landsca pes of twisted trees a nd
S a r l o n a :  S a r l o n a i s K h o r v a i r e ' s n e i g h b o r t o b o t h monstrous abominations, and others evince subtler
east and west. T he vast em pire o f Ri edra dom inates c h a n g e s . W h a t e v e r t h e s p e c if i c c o n s e q u e n c e s , t h e
Sarlona. Its ruler-deities are the mysterious Inspired; pow er of the pl ane s is grea t.
its liaisons and diplomats can be found in every major
Kho rvairia n population center. T he other regions of
Sarlona—Adar, Syrkarn, and the Tashana Tundra—are
defined by their relationship to Riedra and exist in
its shadow. Occasionally, Adaran travelers come to
Khorvaire, so its culture—although it is exotic and ill-
understood—is not un kn ow n on that co ntinent.

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LIFE AC RO SS KHO RVAIRE


A lmo st four years ago, the peop le of Kho rvaire took
HHBra
drago nm arked house s. Ea ch of these ex tended
the first dras tic steps to pull them selv es out of a dev fam ilies dom inate s a part icula r aspec t of trade, be it
astating, century-long co nflic t called the Last W ar. transp ortation, weapon ry, or healing . W ith potent,
I n i ts a f t e r m a t h , t h e g r e a t K i n g d o m o f G a l i f a r w a s h e r e d i t a r y m a g i c at t h e i r c o m m a n d a n d s c o r e s o f
no m ore . In Galifar's place were a han dfu l of smaller, cousins an d vassals, cen tral mem be rs of the dragon 
depleted nations nursing long-standing grudges and marked houses wield power akin to that of high
d e e p w o u n d s . T h e L a s t W a r a n d , to a l e s s e r e x t e n t , nobility. T he ho uses' bar ons possess political an d
the me m ory o f Galifar's golden age defin e how th e m erca ntile clout akin to that of qu een s and kings. Th e
people of Kh orva ire thin k and act. houses' influen ce stretches across Khorv aire. B reland
Kh orva ire is a disparate land . How ever, m uc h of might be able to survive without a king, but the face
i t w a s o n c e a s i n g l e k i n g d o m , a n d t h u s it s n a t i o n s of Kho rvaire would chan ge d ramatically if House
s h a r e a n u m b e r o f s i m i l a r i t ie s . T h e L a s t W a r a n d t h e Lyrandar were leaderless.
destru ction of C yre left people with a dee p c yn icism T w o o r g a n i z e d r e l i g i o n s a ls o m a i n t a i n g r e a t
and sm oldering distrust. A feeling of doo m lies heav power in Khorvaire: the Sovereign Host and the
i ly o n t h e l a n d . M a n y p e o p l e s e e t h e r a v a g i n g o f C y r e Silver Flame. In these uncertain, postwar times,
as the ha rbing er of an even greater apoca lyptic event. t h e p o w e r o f r e l i g i o n is g r o w i n g . S c a r e d p e o p l e
M an y specu late that if C yre could fall, the n all of turn to spiritual authority for com fort. A lthou gh the
K h o r v a i r e i s a t r i s k o f b e c o m i n g a l i f e l e ss g r a y l a n d  doc trine s of bot h the So vereign H ost and the Silver
scap e where only ghosts wa lk. F l a m e p r o m o t e v i rt u e a n d o rd e r , h i g h - r a n k i n g m e m 
These dark thoughts are pervasive and profound. bers of thes e faiths som etim es abu se their status.
Some people remain optimistic despite the hard Although respected, religious officials usually don't
t i m e s ( c i ti n g t h e T r e a t y o f T h r o n e h o l d a s e v i d e n c e wield as m uc h power as their noble or me rca ntil e
that the nation s ca n work together), but, for m ost counte rparts. T he S overeign Host has no distinct
K h o r v a i r i a n s , t r u s t is d e a d . T h e a v e r a g e p e r s o n hie rarc hy throug h wh ich to wield authority, and th e
suspe cts his neigh bor of som ething . H is neighbo r, C h u r c h o f t h e S i lv e r F l a m e h a s l i m i t e d i n f l u e n c e
i n t u r n , s u s p e c t s t h e s a m e o f h i m , a n d g o i n g to t h e outside Thrane.
market is an experience rife with cold glances and

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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anyth ing that hap pen s mo re than a dozen m iles away.


M any still feel the p ain of the L ast W a r and its after
ADVENTURERS
math—cousins dead, fathers disappeared, and siblings Ad venturers break rules and defy stereotypes.
gone to work in the big cities. Although they are not common, most people in
Kho rvaire kn ow what adventurers are, and have
Just as farm s surroun d a town , town s su rroun d
rom antic notions about what they do. Be com ing an
a city-although usually the city is miles away and
a d v e n t u r e r — a n d s u r v iv i n g — i s a g o o d w a y t o b e c o m e
travelers must spen d a day or m ore to traverse the
rich, see interesting places, and gain everlasting fame.
distan ce (if they travel by conven tiona l m ean s).
A lthou gh Kh orva ire's cities are few, they are vital. N e w s p a m p h l e t s s u c h a s t h e  Korranberg Chronicle
encourage this notion, because the public loves great
Th ese poin ts of light are beac on s of bo th civilization
adventure tales. Such stories are even better when
a n d d e p r a v i t y , o f s c h o l a r s h i p a n d c o r r u p t i o n , o f o rg a 
they're true. Ad ventu rers whos e stories end badly are
nization and filth. Cities are far m or e c osm opo litan
rarely featured, and novice do-gooders who disap
tha n the country side. Individuals of all races and
pear in the wild on a first outing are rarely discussed.
backgrounds come together in the great metropolises
A dven turin g is the epito me o f a high-risk, high-
ot Sh arn an d Fla m ekee p, sharing food, living space,
reward career.
and rumors.
Few adventurers travel alone. They know that
City residents are more comfortable with diver-
there is safety in numbers, that five heads are
sit}* a n d m o r e w a r y o f t h e w i l d e r n e s s t h a n a r e r u r a l
b e t t e r t h a n o n e , a n d t h a t a g r o u p is m o r e t h a n t h e
p e o p l e . T h e y a l s o h a v e m o r e o p p o r t u n i t i e s to i m p r o v e
s u m o f i ts p a r t s . M a n y a d v e n t u r i n g p a r t i e s w o r k a s
their econ om ic mean s. M em ber s of the middle an d freelancers, going wherever their noses (and more
upper classes are found more often in cities than in
arca ne senses) point. O thers accept the patronage of
the country.
wealthy individuals, governments, or organizations.
Urban dwellers have access to resources that
Th ese patrons supply adventu rers with missions and
c o u n t r y f o lk g e n e r a l l y l a c k . M a g i c i s c o m m o n -
reward s and serve as sources of inform ation and
residents of cities regula rly enjoy min or spells a nd
intrigue. Th ese relationships work best wh en the
e n c h a n t e d i t e m s t h a t i m p r o v e t h e i r li v e s . A l s o , t h e
adventurers and their patrons share common inter
rem nan ts of Galifar's educa tional system are intact
ests. A party fascinated by Xen'drik's mysteries, for
in most of Kh orv aire's cities; pub lic edu catio n is
e x a m p l e , w o u l d d o w e l l to c o n s i d e r p a t r o n a g e f r o m
f re e ( s u p p o r t e d b y t a x e s ) f o r a l l w h o c a r e t o t a k e
Morgrave University.
advan tage o f it. H igh er edu catio n is available at a few
univ ersities that teach sub jects such as histo ry an d
geography, as well as more esoteric topics such as
magic and monster lore.
LANGUAGES
A cross Kh orva ire, peop le of all races sp eak
C o m m o n . A s t h e o ff i c ia l la n g u a g e o f t h e K i n g d o m
MONEY o f G a l i f a r , it b e c a m e n e a r l y u n i v e r s a l o n t h e c o n t i 
nent. No nh um an races such as elves and dw arves
M o s t  r u r a l f o l k a r e f a r m e r s o r l a b o r e r s , a n d t h e y
have their own languages, but those tongues are not
ma ke up the majority of Khorv aire's pop ulation.
as well kn ow n.
Indeed, six out of every ten Kho rvairian s are me m
The languages in Eberron are the same as those
bers of the lower class. A rural Kh orv airia n wou ld
p r e s e n t e d o n p a g e 2 5 o f t h e  Player's Handbook®,  w i t h
rarely have mor e tha n a hand ful o f silver pieces at
a few exceptions. Ores speak Goblin (not Giant) from
o n e  t i m e , a n d m i g h t o n l y w i t h d i f f i c u l t y f i n d a f e w
t h e i r da y s a s m e m b e r s o f t h e D h a k a a n i E m p i r e , a n d
dozen gold pieces in an emergency.
Th ree out of every ten Khorv airians are m em ber s drow speak Giant (not Elven) due to their long tenure
as slaves of the gian ts. In ad dition, thre e ne w lan
of the middle class. Th ey are merc ha nts , artisan s,
guages appear in Eberron.
skilled professionals, minor nobles, members of the
Argon is an altered form of C om m on spoken by
clergy, professors, or heroic tier adventurers. Each
numerous barbarians, especially those in and around
might have several hundred gold pieces within easy
the northern islands and shores of Argonnessen.
access, an d could gather a coup le of tho usa nd or m ore
Qu ori is an ancien t, my stical langu age spok en
if necessary . T he majo rity of the m iddle class resides
primarily among the most learned and important of
in cities, but a few mem bers— skilled ar tisan s, m ino r
Sarlona's kala shta r and In spire d.
lords, and retired adv ent ur ers- live in the cou ntry.
Riedran is spoken by the Sarlonan lower classes.
O n e i n t e n K h o r v a i r i a n s b e l o n g s to t h e u p p e r
Its script is an antiquated form of C om m on called
class, including high nobles, ranking clergy, masters
Old Co mm on. Although both Riedran and C om mo n
o f  t h e d r a g o n m a r k e d h o u s e s , a n d a d v e n t u r e r s in t h e
paragon an d epic tiers. Th ese individ uals can easily evolved from the same root language, they are dif
ferent enough that speakers cannot understand each
o b t a i n t h o u s a n d s o f g o l d p i e c e s t o s u p p o r t t h e i r l i f e
other.
s t y l es , a n d c a n a c c e s s e v e n g r e a t e r w e a l t h i f n e e d b e .

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place great importance on nature, fertility, or the BALINOR


weather. Iconography usually depicts her as a half- Unaligned
elf female, some time s as a hu ma n or a halflin g, a nd Balinor rules the beasts, the hunt, and the cycle
occasion ally as a bron ze dragon. of life. H e teache s respec t for wild an im als and
Her tenets are simple and few: nature: O ne should take- carefu lly— only what one
• B e fruitfu l and multiply. needs from the wild to improve civilization. That
• C eleb rate life, esp ecia lly ne w life. A you ng sapling t h e i n t e l l i g e n t r a c e s s la y a n d e a t a n i m a l s i s p a r t o f
is a beau tifu l creation , and ch ild ren ar e the w orld's the natu ral cycle. Th at an occa sion al hun ter falls to
greatest blessing. a rampaging boar or angry bear is also part of the
cycle. Bro ther to both Araw ai and the D evourer,
• Never turn your bac k on a child or youn g cre atur e
Balinor counts rangers, druids, and hunters of all
in need.
types among his followers. In images, he appears as
a crude but good-natured human or half-ore, and
AlIREON som etim es as a green dragon.
Unaligned H i s c o m m a n d s a r e s t r a i g h t fo r w a r d :
A ureon is the god of know ledge, arca ne lore, and
ma gic. He also values ord er and law. H e is O na- •  T a k e w h a t y o u n e e d f r o m n a t u r e , b u t r e s p e c t i ts
power.
tar's brother and Boldrei's husband, and bears a
mysterious conn ectio n to the Shadow . Mo st arc ane • C o u r a g e i n v i t e s l u c k . N e v e r f l i n c h in t h e f a c e o f
spellcasters call him their patron, as do sages, librar d a n g e r , b u t d o n 't c o u r t it u n p r e p a r e d .
i a n s ,  s c r i b e s , p r o f e s s o r s , a n d s t u d e n t s . I n r e l i g i o u s • C h a n g e i s c o n s t a n t . T h e o n l y c e r t a i n t y in l i f e i s
t e x t s ,  h e a p p e a r s a s a h u m a n o r g n o m e w i z a r d , a n d , death. Death is not to be feared, but celebrated as
on rare occasi on , as a gran d blue d ragon . part of the natu ral cycle.
He urges his followers to:
• Re spec t and acqu ire know ledge, especially knowl BOLDREI
edge that was onc e lost. Kn ow ledg e is the mo st Good
powerful force on Eberron. In some ways representative o f the So vereign Ho st

•  V a l u e r e a s o n a n d s o u n d t h o u g h t o v e r e m o t i o n a n d as a who le, Boldrei's areas of influ ence a re co mm u


rash action. nity and the safety and com fort of hea rth a nd ho m e.
H e r n a m e is i n v o k e d a t w e d d i n g s a n d g o v e r n m e n t
•  E d u c a t e y o u r s el f , y o u r c h i l d r e n , a n d y o u r a l l i e s .

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THE PANTHEONS AND DEITIES OF EBERRON


F a i t h ,  Panth eon, or Deity Alig nment Areas of Influence
The Sovere ign Host Good All the wor ld, focused prima rily on aspects of civilized life
•  Ara wa i Good Agriculture, fertility, the wilderness as natural resources
4-Aureon Unaligned Knowl edge, law, arcane lore and magic
•  Balinor Unal igne d Beas ts, the hunt, the cycle of life

•  Boldrei   IHHHi Good


Community, home, hearth   flHHHHHHHHHHIHHHHHHl
Light (physical and metaphorical, the goodness of the soul), honor,
4- Dol Arra h Lawful good
selflessness, military strategy, war
•  Dol Dorn Unaligned Courage, duty, physical prowess, soldiers and warriors, war
•  Kol Korr an Unaligned Wea lth , tra de, commerce
Good Fortune, luck, success
•  Olladra   f — 1
4  Onatar Unali gned Forges, crafts, industry, fire
The Dark Six Evil All the worl d, especially the primal wilderness and nature s destructive
forces
•  The Devourer Chaotic evil Storm, flood, famine, other aspects of nature s wrath; also, the sea
•  The Fury Chaotic evil Wrath, passion, vengeance
•  The Keeper Evil Gluttony, greed, necromancy
• The Mocke ry Evil Violenc e, betrayal, dishonorable victory, love of carnage, wa r
•  The Shadow Chaotic evil Ambition, dark magic, corruption
•  The Traveler Unaligned Change, cunning, innovation, deception
The Silver Flame Lawful good Prot ecti on, generosity, destru ction of evil and the unnat ural
The Blood of Vol Unaligned Divin e power of the blood, immortality, undeath
The Path of Light Lawful good Light, progress, self-improvement, free dom
Elf Religion Unal igne d The elf people and society
•  The Undy ing Court Unaligned Immor talit y, elven society, history
•  The Spiri ts of the Past Unal igne d Glor y, elven history and heroes
Khyb er Cults Chaotic evil Madness, destruction, aberrant creatures, darkness

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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emerging and expanding, his following is on the


r i s e .  M e r c h a n t s , tr a d e r s , a n d t h i e v e s a r e h i s p r i m a r y
TH E   D A R K S I X
Vassals, but anyone who has money, or wants more, Evil
C o m p l e m e n t i n g t h e S o v e r e i g n H o s t a n d it s f o c u s o n
p a y s h i m h o m a g e . R e l i g i o u s t e x t s s ay h e . a n d h i s t w i n
b r o t h e r t h e K e e p e r a r e t h e so n s o f O l l a d r a a n d t h e l i g h t o f c i v i l i z a t io n , t h e D a r k S i x r e p r e s e n t t h e
Onatar. These same books depict him as a plump, dark ness of the wilds. Th e two panth eon s were o nce
com bin ed, but a great schi sm separated them . Th e
c h e e r f u l h u m a n o r d w a r f i n f in e c l o t h e s . A f e w a n c i e n t
depictions show him as a white dragon atop a bed of D a r k S i x n o w o p p o s e t h e H o s t o n a ll f r o n t s . W h e r e

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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THE SILVER FLAME •  W o r k t o i m p r o v e y o u r s e l f a n d y o u r c a p a c i t i e s . A


c o m p l e t e u n d e r s t a n d i n g o f t h e d i v i n i ty w i t h i n
Lawful Good
opens the door to immortality.
Sec on d only to the So vereign H ost in pop ularity an d
prominence, the Silver Flame espouses purity, stead •  M e e t w i t h o t h e r m e m b e r s o f t h e B l o o d o f V o l t o
f a s t n e s s , c h a r i t y , a n d , a b o v e a l l, t h e d e s t r u c t i o n o f share in the pow er of each other's blood.
evil. As su ch, paladin s are its mo st fervent wo rship
e r s ,  b u t c r u s a d e r s f r o m a l l w a l k s o f l i f e l o o k t o t h e THE PATH OE LIGHT
Flame for guidance. Lawful Good
The Silver Flame is an abstraction, not a deity. It Rare in Khorvaire but prevalent among Adar's
represen ts pow erful forces of good and self-sacrifice k a l a s h t a r ( p a g e 3 0 ) , t h e P a t h o f L i g h t is e q u a l p a r t s
that keep evil locked away. In ages long past, a female philosophy and religion. Its adherents don't wor
h u m a n n a m e d T i ra M i r o n t r a n s c e n d e d h e r h u m a n  ship a deity, but instea d reco gn ize a un ive rsal fo rce
i ty t o b e c o m e t h e i m m o r t a l V o i ce o f t h e F l a m e . S h e o f p o s i t i v e e n e r g y t h e y c a l l   il-Yannah,  " t h e G r e a t
s e rv e s as t h e i n t e r m e d i a r y b e t w e e n t h e s a c r e d F l a m e L i g h t . " F o l l o w e r s o f t h e P a t h o f L i g h t s t r i v e fo r p h y s i 
and the vast majo rity of mo rtals wh o haven't atta ined c a l a n d m e n t a l p e r f e c t i o n th r o u g h m e d i t a t i o n a n d
the purity necessary to com mu nica te directly with communion with this Great Light. Such perfection
the divine force. is nec essar y, for follow ers of th e Pa th o f Ligh t ex pe ct
T h e C h u r c h o f t h e S i lv e r F l a m e i s m u c h m o r e to do battle with evil forces—especially the sinister
organ ized th an the hier arch y of the Sovereign H ost. Dreaming Dark.
T h e C h u r c h h a s a d e f i n i t e c h a i n o f c o m m a n d , a n d it s T he ce ntral teachin gs of the P ath of Light are:
m em be rs aren't afraid to wield their power in secu lar
•  S e e k e x c e l l e n c e i n b o t h m i n d a n d b o d y , f o r a g r e a t
affairs. Fl am eke ep, in T hr an e, is the Ch urc h's cap ital
war against the dark is brewing.
a n d h o m e t o i ts l e a d e r , t h e K e e p e r o f t h e F l a m e .
Th e teach ings of the Silver Fl am e (and its Chu rch ) 4-  D o n o t l o o k t o d e i t i e s f o r d i v i n i t y . D i v i n i t y is

are: with in the grasp o f mo rtals if they but touch the


Great Light.
•  D e s t r o y e v i l i n a l l i t s f o r m s . U n d e a d a r e p a r t i c u 
l a r ly a b h o r r e n t t o t h e S i l v e r F l a m e . •  U s e y o u r h o n e d s k i ll s t o d i s c o v e r a n d v a n q u i s h
evil beings.
• Brin g relie f to those who suffer.
• Pro tect those wh o cann ot protect themselves.
Offer aid to those who can.
THE SPIRITS OE THE PAST
Unaligned
M a n y e l v es o f A e r e n a l , i n p a r t i c u l a r t h e V a l e n a r ,
THE BLOOD OE VOL revere their ancesto rs. Th is practice stops short of
Unaligned wo rship , but the spirits of the pa st rep rese nt glori
T he fa ithful of the B lood o f Vol are captivated by ous deeds an d the rich h istory of the elven race.
t h e l i te r a l a n d f ig u r a t i v e m e a n i n g o f b l o o d a n d o f Even elves who follow other religions often maintain
heredity, seeing blood as a source of pow er and divin shrines to great ancestors. Elves who venerate the
i ty . T h e y f o c u s t h e i r e n e r g y o n s e l f - i m p r o v e m e n t , Spirits of the Pa st devote them selves to emu lating
shunn ing higher forces. W orship ers believe in the patro n spirits. Su ch elves have a ma rtial bent—they
pow er of wh at is physical an d present, an d focus o n are often rangers, fighters, or warlo rds. Pa rticularly
the affairs o f day-to-d ay life, not on an illu sory o th devout warriors sometimes attain the title Keeper of
erworldly pow er. Blo od is the divinity within , th e the Past; they are often bards or clerics.
sou rce o f life, an d, if one's faith is strong an d one's Although each practitioner honors an ancestor in
abilities mastered, the only true path to immortality. his or he r ow n way, follow ers of the S pirits of the Pa st
A dhe rents o f the B lood of Vol are often distrusted share some common principles:
b y m e m b e r s o f o t h e r f a i th s b e c a u s e o f r u m o r s t h a t
• R em em be r the great deeds and people of the past,
the Bloo d of Vol worsh ips the un dea d. W idel y mis
and try to emulate a nd even to surpass the m .
und erstoo d, the teachin gs of the religion are dar k
an d driven, but not evil. T he s am e ca n be said of its 4-  L o o k t o h i s t o r y a n d t r a d i t i o n f o r s t r e n g t h .

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.

E b e r r o n i s a n o l d w o r l d . T h r o u g h o u t i ts l e n g t h y h i s  R eal eviden ce of the giant emp ire is sparse, an d


scholars are hun gry for mo re informa tion. Beca use of
tory, empires have risen from the dust of previous
t h i s ,  X e n ' d r i k ' s n a m e h a s b e c o m e s y n o n y m o u s w i t h
centu ries, thrived for a tim e, and then fallen into
adven ture: It holds great dangers, great reward s, great
ruin. This rubble still dots the wilderness (and even
mysteries, and the chance to find places, objects, and
some civilized areas), resting unexp lored for millen 
creatures unseen for millennia.
n i a .  T r e a s u r e , m y s t e r i e s , a n d t h e a n s w e r s t o a g e - o l d
questions might be hidden in the thick shadows.
TH E   AGE OE MONSTERS
TH E   DAWN OE TIME I n t h e w a k e o f t h e g i a n t s ' f a ll , t h e i r s l a v e s w e r e f r e e d .
T he elves hid in the ruin s of Xen 'drik , or disapp eared
Different cultures and races have various ideas
into the jun gles o f A eren al. More active were the gob
about the world's origin, but one particular tale has
achieved widespread acceptance. Priests and phi lins and the ores. Lead by the Dhakaani goblins, they
built an emp ire on the contin ent of Kh orvair e that
losop hers of vari ed beliefs teach th is story to thei r
lasted for thousan ds o f years.

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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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in key goods and services, and they do not hesitate

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.

Dragonmark Race House


T HE DRA GONMA RK ED Mark of De tec tion Half-Elf Med an i
HOUSES Mark of Finding Hum an and Half-Ore Thar ashk
The thirteen dragonmarked houses collectively wield Mark o f Han d lin g Hu m an Vadalis
power on a continental scale; they are arguably the Mark of Healing Halfling Jor as co
greatest power brokers in Eberron. Membership in a Mark of Hospitality Halfling Gha llanda
house is hereditary, and each bloodline has a particu Mark o f Mak in g Hu m an C an n ith
l a r m a r k a s s o c i a t e d w i t h it . T h e s e m a r k s g r a n t t h e i r Mark o f P assag e Hu m an Orien
bea rers a distinct comp etitive advantage in certa in Mark o f S crib in g Gn o m e Sivls
aspects of trade and com m erc e. Since the ma rks first Mark of Sentinel Human Deneith
started appe aring on the skin of hum ano ids thou Mark o f S h ad o w Elf Phiarlan
sands of years ago, the drag onm ark ed ho uses ha ve Mark o f S h ad o w Elf Thuranni
consolidated their power and built eno rmo us com  Mark o f S to rm Half-Elf L y ran d ar
mercial enterprises. Th ey now have near mono polies Mark o f War d in g Dwa rf Kundarak

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F i n a l l y , j u s t a s it d i d b e f o r e t h e L a s t W a r b r o k e o u t , H ouse Ku ndara k pursues thieves who abscond with


House Deneith provides the Sentinel Marshals h o u s e p r o p e r t y is b o t h q u i n t e s s e n t i a l l y d w a r v e n a n d
respon sible for chas ing down crim ina ls wh o flee a dem onstra tion o f stubb ornn ess that beggars the
across national borders to escape justice. imagination.
H o u s e D e n e i t h is t h e m o s t m i l i t a r i l y p o w e r f u l H o u s e L y r a n d a r :  T h i s h o u s e ' s h a l f - e l v e s c a r r y
drag onm arked house. Alth oug h historically neutral, the Ma rk of Sto rm, wh ich allows th em great influ
the house ha s the m ean s to take advantage o f the cu r enc e over air and sea trade. Ma ster o f the win ds and
r e n t c h a o s . S o m e m e m b e r s o f t h e h o u s e f e e l it i s t i m e rain, this house possesses the greatest concentra
for Deneith to unite the quarreling nations of Khor tion of the m agn ificen t airships that sail the skies o f
vaire into a ne w kingd om . Khorvaire. These ships traverse Khorvaire, taking
H o u s e G h a l l a n d a :  T h i s h o u s e i s r u l e d b y h a l f valuable goods and wealthy passengers from place
lings with th e Ma rk of H ospitality, wh o take a broad to place. Ev en so, the ho use ea rn s most o f its reven ue
view of the ma nda te that comes with the ma rk. T he from its elementally augmented sea galleons and its
house ma intai ns and licenses inns , restauran ts, and ability to magically improve the weather—an ability
similar establishments throughout the continent, that both farmers and generals are willing to pay
running both roadside inns on the frontier and dearly for.
self-sufficien t enclav es in m ajor cities. W ith secret H o u s e M e d a n i :  T h i s h o u s e i s o n e o f t h e m o r e
agents, deserters, fugitives, renegades, war crimi mysterious of the dragon mar ked ho uses. Th e house
n a l s ,  a n d m y s t e r i o u s s t r a n g e r s o f a l l s o r t s c r o w d i n g is com po sed of half-elves with the Ma rk of Det ectio n
the streets, House Ghallanda provides a safe haven who take great pride in their mental and magical
for cland estine m eetings and a jum pin g-o ff point for training. They hire out as specialists in every
thrilli ng escap es from the pursuers waiting just out thing from poison detection to perso nal securi ty
side a Ghallanda enclave's walls. to old-fashioned inqu isitive work . A lthou gh they
If the way to a person 's he art is ind eed thro ug h aren't spies, H ous e Meda ni's m em be rs are adept at
his stomach, then House Ghallanda holds the c a t c h i n g s p i e s — a f i e l d j u s t a s i m p o r t a n t n o w a s it
h e a r t s o f a l l in K h o r v a i r e . I ts l a r g e s t b a s e o f o p e r a  was during the war. At times, this specialty draws
t i o n s is t h e c i t y o f G a t h e r h o l d , t h e o n l y p e r m a n e n t the m into conflict with H ouse Phiarlan and H ouse
settlem ent am id the no ma dic ha lflings of the Tal- Thuranni—two houses whose members travel widely
enta Plains. and gain access to important places, allowing them
H o u s e J o r a s c o :  T h i s h o u s e i s e s p e c i a l l y p o p u l a r access to details unavailable to others.
amo ng adventurers because its mo st valued me m ber s H o u s e O r i e n :  T h i s h o u s e d o m i n a t e s t r a n s p o r t a 
bear the Mark of H ealing. Th e Last W ar m ean t thou tion, especially on land. Its hu m an m em be rs b ear
sands of battlefield wo und s and periodic epidem ics the M ark of Passage. High-value goods and w ealthy
of disease, and that in turn mea nt boom ing busin ess passengers with cause to travel quickly board the
for this halfling house. Its medics were officially non- w a r - d a m a g e d l i g h t n i n g r a il n e t w o r k , w h i l e m o r e
com batan ts hired by the arm ies of the Five N ations m u n d a n e g o o d s a n d l e ss w e a l t h y t r a v e l e r s ri d e i n
during the war, but Hou se Jora sco healers quick ly Orien's horse-drawn caravans. Powers over teleporta-
b e c a m e a c c u s t o m e d to w o r k i n g a m i d t h e d a n g e r s tion allow the house to transport important people
of the front lines. Recen tly, some me m be rs of H ouse and objects instantaneously—for a price, of course.
Jorasco have sought training among druids and sha Th eir dragon marks also help H ouse Orien's mem bers
mans, responding to a call to heal the land broken by with the house's most notorious not-quite-secret:
the Last W ar and the Day of Mo urn ing. smuggling.
H ouse Joras co ma inta ins hospitals and clin ics H o u s e P h i a r l a n :  T h i s h o u s e i s d o m i n a t e d b y

across Kh orv aire that use alchemy, herb alism , an d e l v e s a n d e l a d r i n , a n d i ts m e m b e r s a r e k n o w n a c r o s s


healing talents (both magical and mundane) to cure Khorvaire as superlative musicians, dancers, and
disease and knit wounds. enter taine rs. Th eir concer ts and exhibitions are the
H o u s e K u n d a r a k :  T h i s h o u s e i s r e s p o n s i b l e f o r highlight o f the social season for ma ny n obles of the
m u c h o f m o d e r n c o m m e r c e . I t s d w a r f e l it e s b e a r t h e F i v e N a t i o n s . T h e b e s t o f t h e b e s t— t h o s e m e m b e r s
Ma rk of W ard ing , wh ich helps secure items, papers, with the Ma rk of Shadow —can be found in perfor
and m on ey deposited in their fortresslike facilities. mance halls and manors all across the continent.
D e e p l y e n m e s h e d i n t h e w o rl d o f f i n a n c e , K u n d a r a k Th eir m arks allow them to create illusions that excite
institutions are the bankers and moneylenders of awe and wonder in their audiences.
Kh orv aire. In this role, they provide loans and letters Given their extensive travels and association
of credit and serve as mo ney chan gers. w i t h c i t i z e n s h i g h a n d l ow , H o u s e P h i a r l a n ' s m e m 
Although the house possesses vast wealth, it has ber s lear n mu ch that is hid den to oth ers. T he y are
othe r treasures wit hin its vaults, includ ing som e of great storytellers and potential sources of fascinat
the most powerful magic items ever fashioned by ing infor mat ion. Th e house has a turbu lent h istory;
^ d w a r f a r t i s a n s . T h e s i n g l e - m i n d e d z e a l w i t h w h i c h

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a faction o f it bro ke aw ay during the L ast W a r to n a t i o n s in t o a s c e n d a n c y t h r o u g h c a r e f u l p o l i t ic a l


form Ho use Thu rann i. dealings, espionage, sabotage, posturing, and any
H o u s e S i v i s :  T h i s h o u s e i s h e a v i l y i n v e s t e d i n t h e other tactics they can devise.
l i n e s o f c o m m u n i c a t i o n a c r o s s K h o r v a i r e . It s g n o m e s A u n d a i r :  Q u e e n A u r a l a ir ' W y n a r n r u l es A u n d a i r
possess the M ark of Scribin g. T he y opera te trad itional from h er capital of Fairh aven . She is kn ow n as a cun
post offices, a m agic al messa ge service, and spea king ning leader and a cha rm ing diplomat.
stones that allow conve rsations betw een sp eak ers ha lf B r e l a n d :  K i n g B o r a n e l i r ' W y n a r n o f B r e l a n d i s
a w o r l d a p a r t . A l t h o u g h i t' s r a r e l y t h e s t u f f o f a d v e n  g e t t i n g o n i n y e a r s . A l t h o u g h h e i s n o t a i l in g , m a n y
tures, Ho use Sivis also has a mo nop oly on the n otary Brelish ha ve begu n to worry abo ut their nation's
and accounting business and extensive clout in the future. Boranel's heirs are unpopular, or at least
legal system. If you are a rreste d for a cri m e you didn't unimp ressive. T he king's throne is in W roat.
co m m it (or even one you did), a H ouse Sivis barris ter C y r e :  M u c h o f C y r e ' s r u l i n g f a m i l y w a s d e s t r o y e d
i s o n e o f t h e b e s t w a y s to s p e n d t h e g o l d y o u e a r n e d on the Da y of Mou rning. The m ost powerful rem ain
adventuring. House Sivis is famous for its impartiality ing member, and the de facto king in exile, is
a n d i ts c o m p l i c a t e d b u r e a u c r a c y . O a r g e v i r ' W y n a r n . H e is b a s e d i n t h e to w n o f N e w
H o u s e T h a r a s h k :  T h i s h o u s e c o n s i s t s o f h u m a n s C y r e , w h i c h B r e l a n d g r a c i o u s l y p r o v i d e d f or C y r a n
and half-ores with the M ark of Findin g. T he ma jority refugees.
of this house's busin ess is extra cting a nd proces sing K a r r n a t h :  K a i u s I I I m a i n t a i n s K a r r n a t h b y
dragonshards for myriad magical uses. It entered the m e a n s o f a t ra d i t i o n a l m i l i t a r y d i c t a t o r s h i p . A g r e a t
me rcen ary business in the waning days of the Last prop one nt of the cu rre nt peac e, he seek s to stabilize
W ar, using mon strous shock troops from D roa am , his nation, rebuild infrastructu re, and otherw ise
and it also has a steady demand for its inquisitives, m a k e K a r r n a t h a p r o g r e s s iv e k i n g d o m . H e r u l e s
who specialize in locating stolen goods and missing from Korth.
persons. T h r a n e :  T h e C h u r c h o f t h e S i l v er F l a m e g o v e r n s
H o u s e T h u r a n n i :   T h i s h o u s e s p li t f r o m H o u s e Thrane, and its Keeper, eleven-year-old Jaela Daran,
Phiarlan 26 years ago, after a series of assassina resides in Fla me kee p. M em ber s of Th rane's royal
t i o n p lo t s c o n v e r g e d i n t o a f r a t r i c i d a l b l o o d b a t h . family, led by Queen D iani ir'W yna rn, serve primar
There's no love lost between the rival houses today. ily as figureheads.
H o u s e T h u r a n n i i s s t r o n g e s t in n o r t h e r n a n d e a s t 
ern Khorva ire, althoug h it rem ain s m uc h sm aller U NIV ERSIT IES
than H ouse Phiarlan. Also ma nifesting the M ark
The Five Nations boast several institutions of higher
o f S h a d o w , i ts e n t e r t a i n e r s a r e d a r k e r , m o r e a u d a  education. Perhaps the most well known are the
cious, and mo re iconoclastic . T hey com pete directly
Lib rary of Ko rran ber g in Zilargo and Morgrave U ni
with H ouse P hiarla n, offering similar, if less
v e r s i ty i n S h a r n , B r e l a n d . T h e s e u n i v e r s i t i e s , a n d
refined, services.
s i m i l a r f a c i li t i e s i n A u n d a i r a n d e l s e w h e r e , w i e l d
H o u s e V a d a l i s :  M e m b e r s o f t h i s h o u s e b e a r t h e
significant clout through their scattered alumni, their
M a r k o f H a n d l i n g , w h i c h g r a n t s t h e m g r e a t f a c i li t y
eno rmo us endo wm ents, and their knowledgeab le
i n th e b r e e d i n g a n d t r a i n i n g o f a n i m a l s . A l t h o u g h
f a c u l t ie s a n d a d m i n i s t r a t o r s . A m o n g a d v e n t u r e r s , t h e
famous for their magebred horses and the griffons
colleges are known to be eager recipients of informa
used by mo st arm ies in the latter days of the Last
tion, relics, or dusty old artifacts. The universities
W a r , H o u s e V a d a l i s e x p e r i m e n t s w i t h b o t h t r a d i
regularly finance treasure-hunting expeditions, par
tional anim als and cap tured m onsters. Recently it has
ticularly to mysterious Xen'drik. In addition, each
beg un to turn the pow er of its m ark tow ard the cu lti
facility ma inta ins at least one teleporta tion circ le for
vation of rare her bs and o ther plants. use with the Linked Portal ritual.
T he L ibrary of Korran berg has eight associated
ROYAL FAMILIES colleges. It is pre stig iou s-n ob les from b oth royal
Galifa r ir'W yn ar n united the Five N ations into one and dragonmarked families come here to study. It is
k i n g d o m a n d e s t a b l is h e d a h e r e d i t a r y m o n a r c h y . also famou s as the largest repository of kno wled ge in
His sons and daughters and their descendants ruled Khorvaire.
i n t e r c o n n e c t e d b u t d i s t in c t a r e a s o f t h e k i n g d o m . Morgrave University doesn't possess the prestige
W h e n G a l i f a r s p li n t e r e d , t h e r eg e n t s d e c l a r e d of othe r universities. Ins tead , it boas ts an outsta ndin g
them selve s kings and que ens of wha tever lands they collectio n of anc ient treasu res and relics. T he institu
governed and began separate royal lines. tion's expeditions are often glorified treasure hunts.
A lthough ea ch dynasty suffered significantly Still, its scholars and professors are learned and
during th e war years, the royal families o f the Five ardent, and the university mak es a good reso urce for
Nations rem ain som e of the most influen tial indi adve nturers of the heroic tier who mig ht not be able
viduals in Khorvaire. They attempt to maneuver their to catch the attention of the oth er u niversities.

C II A I' I E R I  Li fe in   Ebe rron

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o f t h e s e c o u l d s u p p l y   t he  s e t t i n g   for a n e x c i t i n g   and


dangerous dungeon.
(VENTURES
B e n e a t h   t h e  S t r e e t s :  T he u r b a n n a t u r e o f E b e r 
r o n ' s c i t i e s m a k e s t h e m g o o d s p o t s   for  a d v e n t u r e s
A d v e n t u r e s a b o u n d   in E b e r ro n . W h a t e v e r   a  p a r t y ' s f o c u s e d   on i n t r i g u e  and i n v e s t i g a t i o n ,  bu t  d u n g e o n s
l e v e l   or a r e a o f i n t e r e s t , t h e r e   ar e  c o u n t l e s s p l a c e s  to a p p e a r   in c i t i e s j u s t  as  t h e y   do in th e  w i l d . T h e s e
e x p l o r e  and w a y s to get  t h e r e . d u n g e o n s  can be  f o u n d   in tu n n e l s b e n e a t h   t he  city,
i n s e w e r s y s t e m s c o - o p t e d   by w e r e r a t s  or  s t r e e t g a n g s ,

DUNGEONS i n   t he  r u i n s  of o l d e r c i v i l i z a ti o n s t h a t h o n e y c o m b   the


c i ty ' s f o u n d a t i o n ,  and in e v e n d e e p e r t u n n e l s f r o m
S n e a k i n g t h r o u g h a n c i e n t r u i n s , i n f i l tr a t i n g e n e m y
w h i c h m o n s t r o u s f o e s a t t e m p t   to i n f i l t r a t e  t he  city.
s t r o n g h o l d s ,   an d d e l v i n g i n t o p e r i l o u s c a v e r n s  ar e  sta
T h o s e p u r s u i n g c l a n d e s t i n e s c h e m e s   in a c i t y o f t e n
ples of the   D U N G E O N S   &  D R A G O N S   g a m e , a n d E b e r r o n
h o l e   up b e l o w   t he  s t r e e t s  an d  b u i l d i n g s .
h a s p l e n t y o f u n d e r g r o u n d l o c a l e s  to  e x p l o r e . M a n y
c a v e r n s   are  t i e d  to the  w o r l d ' s r i c h h i s t o r y ,  and  r u i n s T h e U n d e r d a r k :   T h e  t u n n e l s o f K h y b e r o f f e r
c a n o f t e n   be  t r a c e d b a c k   to v a r i o u s c u l t u r e s . p l e n t y   o f a d v e n t u r e  for t h o s e b r a v e   o r f o o l i s h e n o u g h
P r e h i s t o r y :  A few s i t e s d a t e f r o m   a t i m e b e f o r e t o t a c k l e t h e m .   I n t h i s s u b t e r r a n e a n h e l l , a b e r r a t i o n s
l u r k   and d e m o n s d r e a m o f b r e a k i n g f r e e . T h e  E l e 
t h e  Age of G i a n t s . S o m e s c h o l a r s c l a i m t h a t   an Age o f
mental Chaos bleeds into caverns, creating strange
D e m o n s e x i s t e d   at t h i s t i m e ; w h a t e v e r t h e i r o r i g i n s ,
a r e a s w h e r e p h y s i c a l l a w s   ar e  b e n t  or  b r o k e n .
a   fe w r e m n a n t s o f t h i s age lie  b u r i e d t h r o u g h o u t

t h e w o r l d . M o s t   can be  f o u n d   in the  D e m o n W a s t e s,


i n K h o r v a i r e ' s n o r t h w e s t , w i t h   a fe w in  O J b a r r a , INVESTIGATION
X e n ' d r i k ,  an d  o t h e r p l a c e s f o r g o t t e n   for  m i l l e n n i a . E b e r r o n   is s o m e t i m e s d e s c r i b e d   as f a n t a s y n o i r , and
T h e   Age of G i a n t s :  T h e  g i a n t s ' e m p i r e l e f t a n i n v e s t i g a t i v e a d v e n t u r e   is one  o f t h e b e s t w a y s  to
n u m e r o u s r u i n s . T h e s e p l a c e s  ar e  o f g r e a t m y s t e r y e x p e r i e n c e t h i s a s p e c t o f t h e s e t t in g . A l t h o u g h p a r t s
a n d g r e a t s i z e ;   a n a d v e n t u r e r ' s f o o t s t e p s r i n g h o l  o f E b e r r o n   ar e  c i v i l i z e d , c i v i l i z a t i o n b r e e d s its own
l o w l y  i n t h e i r v a s t g r a n i t e h a l l s . M o s t s u c h r u i n s  are b r a n d o f b r u t a l i t y . M y s t e r i e s m u s t   be  s o l v e d , s t o l e n
in Xen 'drik, surrou nded by jungles teem ing with g o o d s m u s t   be  r e t u r n e d ,  an d  m u r d e r e r s m u s t  be
i n s e c t s , i l l n e s s ,   and  p r e d a t o r y b e a s t s . S c h o l a r s   are punished.
f a s c i n a t e d   by the Age of G i a n t s ,  an d  u n i v e r s i t i e s r e g u  I n v e s t i g a t i o n s o f t e n t a k e p l a c e   in c i t i e s , o r at
l a r l y s p o n s o r e x p e d i t i o n s   to the  l o s t c o n t i n e n t . M o r e l e a s t b e g i n t h e r e .  A s e a r c h  for  c l u e s  ca n  l e a d c h a r 
t h a n   a fe w e x p e d i t i o n s n e v e r r e t u r n . a c t e r s a c r o s s   t he n a t i o n ,  t he  c o n t i n e n t , or the  w o r l d ,
T h e   Age of M o n s t e r s :  T he  D h a k a a n i E m p i r e r o s e d e p e n d i n g   on the  m y s t e r y 's s c o p e . H e r o i c t i e r a d v e n 
a n d f e l l in the Age o f M o n s t e r s , le a v i n g g o b l i n r u i n s t u r e r s m i g h t  try to  d e t e r m i n e  why the  l o c a l g a n g s
throughout Khorvaire. These locations possess relics have become more violent; paragon tier adventurers
o f m u c h i n t e r e s t   to  c o l l e c t o r s  an d  a r c h i v i s t s , p a r  m i g h t u n r a v e l   a  m u l t i n a t i o n a l p l o t  to  a s s a s s i n a t e  the
t i c u l a rl y a m o n g   t he  m o n s t r o u s r a c e s . C e r t a i n m a g i c K e e p e r o f t h e S i l v e r F l a m e ;   and e p i c t i e r a d v e n t u r 
i t e m s o f g r e a t p o w e r   ar e  m e n t i o n e d   in D h a k a a n i h is  ers mig ht piece togeth er aspects of the D raco nic
t o r i e s ,  and  m o r e t h a n   one has b e e n r e c o v e r e d   in the P r o p h e c y   to d e t e r m i n e  how to p r e v e n t  yet  a n o t h e r
c u r r e n t  age. R u i n s  o f s t r u c t u r e s b u i l t by the  e l v e s o f extraplanar invasion.
Valenar also date from this time period.
T h e C u r r e n t   A g e : A g r e a t n u m b e r o f r u i n s
w e r e c r e a t e d  by the  L a s t W a r .  T he M o u r n l an d  i s
INTRIGUE
t h e m o s t o b v i o u s s o u r c e o f t r e a s u r e   and  d u n g e o n s , S o m e   say th e  L a s t W a r is o v e r , b ut m o s t p e o p l e
b u t f o r t r e s s e s , s t r o n g h o l d s ,   and t o w n s  al l a c r o s s  the b e l i e v e t h a t t h i s p e a c e   is o n l y   a t e m p o r a r y s t a l e m a t e .
c o n t i n e n t  now lie v a c a n t (or, at l e a s t , v a c a t e d   by  t h e i r T h e r e m a i n i n g n a t i o n s  o f K h o r v a i r e d o n ' t t r u s t e a c h
original own ers). M an y locales that were once points o t h e r ; t h e y p l o t a g a i n s t e a c h o t h e r , s e n d s p i e s and
o f l i g h t are now p a r t o f t h e d a r k n e s s .   I n s o m e w a y s , s a b o t e u r s a c r o s s b o r d e r s ,   and s l o w l y r e b u i l d a r m i e s
t h a t m a k e s t h e m e v e n m o r e f r i g h te n i n g — t h e y  are a n d a r s e n a l s .  On top o f t h i s s c h e m i n g , f o r c e s w i t h i n
sym bol ic of civilization 's collapse. e a c h g o v e r n m e n t   and o r g a n i z a t i o n p l o t  to  w r e s t
I s o la t e d D u n g e o n s :   N u m e r o u s d u n g e o n s a c r o s s p o w e r   fo r t h e m s e l v e s .
E b e r r o n b e a r   no  r e l a t i o n   to  h i s t o r i c a l e v e n t s . T h e y , T h e p o l i t ic a l c l i m a t e   in E b e r r o n   is  t e n s e  and  i n t r i 
a n d   t he  a d v e n t u r e s t h a t o c c u r w i t h i n t h e m , s t e m c a t e .  It o f f er s n u m e r o u s o p p o r t u n i t i e s   for  a d v e n t u r e r s
f r o m i s o l a t e d i n c i d e n t s .  A m y s t e r i o u s f o r c e w i p e d w h o   are i n t e r e s t e d   in s u c h a f f a i r s . C h a r a c t e r s m i g h t
o u t  th e  d w a r v e s o f o n e f o r t r e s s d e e p   in t he  I r o n - b e l i a i s o n s b e t w e e n n a t i o n s , s i l v e r - t o n g u e d s p i e s  in
ifek r o o t M o u n t a i n s ;   a  s a n d - c o v e r e d l a b y r i n t h   is all  t h a t e n e m y c o u r t s , e s p i o n a g e s p e c i a l i s t s   wh o s n e a k a b o u t
r e m a i n s  o f s o m e f o r g o t t e n d e s e r t c u l t u r e ;  a  d e e p i n   th e  s h a d o w s ,  or d e s p e r a t e p e a c e m a k e r s   wh o  s e e k
f o r es t r e c l a i m e d   an odd  s e t t l e m e n t o f r i t u a l i s t s . Any to quell imm in en t hostilities. T he y mig ht also have

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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-

C H A P T E R   1 |L  i f e   in   Eberron

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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

to play gnolls, goblins, min otau rs, ores, and similarly


m o n s t r o u s r a c e s . T h e  Monster Manual  a n d   D & D
I n s id e r h a v e r u l e s f o r p l a y i n g t h e s e r a c e s i f y o u r D M
a l l o w s it . T h e f i n a l s e c t i o n o f t h i s c h a p t e r d e s c r i b e s
the roles that these races play with in Eb erron .
The new races presented in this chapter use the
s a m e f o r m a t a s t h o s e i n t h e   Player's Handbook.  W h e n
you create a cha racte r, you can cho ose on e of these
r a c e s i n s t e a d o f a r a c e f r o m t h e P l a y e r s  Handbook  o r
P l a y e r s  Handbook 2.
C h a n g e l i n g s  are subtle, clever sh ape cha nge rs
that can disguise themselves as mem ber s of other

races. So me time s called doppelgangers, chang elings


p l a y a p r o m i n e n t p a r t in e s p i o n a g e a n d p o l i t i c a l
intrigue.
K a l a s h t a r  h a v e a l i e n m i n d s s e a m l e s s l y m e r g e d
with hum an flesh and spirits. T hey are mystics from
the distant contine nt of Sarlo na, and they are d evoted
to fighting the evils that threaten Eberron.
W a r f o r g e d  a r e c o n s t r u c t s c r e a t e d t o s e r v e a s s o l 
diers in the Last W ar. The T reaty of Th roneh old freed
the warforged from House Cannith's control, and
since then, many warforged find themselves adrift,
searching for meaning and identity in a world no
longer at war.

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Anyone, a nywhere, hidden in plain sight

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 .

A b i l i t y S c o r e s :   +2 Dexter ity or Intelligence, +2


Char isma
S i z e :  Medium
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
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 .

Changeling Disguise Change ling Racial Powe r


You alter your form to look like another person.
At-W ill • Po lymorp h
Minor Action Personal
Effect: You alter your physical form to take on the appear

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.

Changeling Trick t hangeling  Ra<  i.il Power


Your  feint tricks a foe into giving you an advantage.
Encounter
Minor Action Melee 1
Target: One creature
Effect: You make a Bluff check op posed by the target's
passive Insight. If your ch eck succeeds, you gain co mba t
advantage against the target until the end of your next
turn.

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.

among other races.


In a way, changelings are parasitic in their rela
tionships with other races. R ath er tha n c onstru cting

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R e f u g ees from the realm o f d r e a m s   w h o s e  m i n d s are


as sharp as their sw ords

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 .

Bastion of Mental C larity Kalashtar Racial Power


Yo u  erect a psychic  shield to   protect your mind from assault, and

you ward your allies as well.


Encounter
Imm edia te Interrupt C l o s e b u r st 5
Trigger: An en em y hits or misses you wit h an attack against
your Will
Target: You and e ach ally in burst
Effect: Each target gains a +4 pow er bonus to Wi ll until
the en d of your next  turn.

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.

Play a kalashtar if you w a n t. ..


•  t o p l a y a w i s e a n d c o n t e m p l a t i v e c h a r a c t e r w h o i s
capable of m om enta ry mad ness.
• to be a strang er in a strange land, wh ere ev ery
place you visit is full of wonder.
• t o b e a f u g i ti v e o n t h e r u n f r o m e n e m i e s t h a t c o u l d
be anyone, anywhere.
•  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 ,
cleric, paladin, and warlock classes.

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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

emotional one. of his or her crisis. H alk ha d ha s discovered that t he


core me ssag e of if Yannah resonates even am ong non-
kalash tar. A s he travels throu ghou t Khor vaire , he
PLAYING A KALASHTAR
prea che s the P ath o f Light's virtues to any who listen.
Most kalash tar rem ain in the temp le-kee ps of Ad ar,
Kanatash is a kalashtar rogue. His parents, sib
so any kala shtar traveling arou nd Kho rva ire prob
lings, and the other me m be rs of his sm all k alash tar
ably has a goo d reaso n for doing so. A ka las hta r
c o m m u n i t y w e r e w i p e d o u t b y a g e n ts o f t h e D r e a m 
migh t be driven by a desire to bre ak the R ied ran
ing D ark when h e was young. Kan atash esc aped only
siege of A dar, or cou ld be on the run f rom the
because he was weeding the fields in a distant valley
Dreaming Dark.
as pun ishm ent for sneaking away from the com
The typical kalashtar is contemplative and serene.
m u n i t y to s p y o n h u m a n t r a v e l e r s n e a r b y . K a n a t a s h
They are compassionate and friendly, but in a cere
join ed a group of adve nturers and has so far m an ag ed
b r a l w a y . P e r h a p s d u e to t h e t u r m o i l w i t h i n t h e i r
c o n j o i n e d s o u l s , k a l a s h t a r k e e p a ti g h t r e i n o n t h e i r t o s ta y o n e s t e p a h e a d o f t h e D r e a m i n g D a r k . S o m e
day he plans to find a way to return to Adar to see if
emotions. A kalashtar dem onstrates cam arad erie
anyone from his line remains.
with a wr y grin and an offh and r em ark rathe r tha n
Khashana is a kalashtar avenger who spends
with a backs lap or a ribald jok e.
every spare moment in the relentless pursuit of
T he frag me nt of quori soul in a kala shta r re calls
physical perfection through deep meditation,
the escap e from Dal Quor. Ka lash tar on the run from
calisthenic s, and repeated com bat drills. In this
t h e D r e a m i n g D a r k a r e w a r y , a l t h o u g h t h e y st i ll
i n c a r n a t i o n , s h e b e l i e v e s , l if e i s a s e r i e s o f t e s t s , e a c h
try to maintain polite and kind behavior. Kalashtar
m o r e d e m a n d i n g t h a n th e la s t . K h a s h a n a is n 't m u c h
struggle to integrate the thoug hts and sensibilities
of a conversationalist—she's too focus ed to waste tim e
o f t h e i r h u m a n h a l v e s w i t h t h e s t ra n g e , i n t a n g i b l e
on idle pleasantries—but if you wan t to talk abou t
m em orie s of their quori souls. Kala shtar flirt with
end uran ce training techn ique s or the wea knes ses
m a d n e s s . O c c a s i o n a l l y , a k a l a s h t a r 's s e r e n e c o u n t e 
nance drops to reveal crazed and baffling behavior of Karterris's double-dagger defense, Kha sha na will
talk your ear off.
t h a t is i n a p p r o p r i a t e o r e v e n d a n g e r o u s .

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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.

Warforged Resolve Warforged Racial Power


It's  difficult to takeyou down, even whenyo u'refaltering.
Encounter • Healing
Minor Action Personal
Effect: You gain a numbe r of temp orary hit points equal
to 3 + one-half your level and can m ake a saving thro w
against one effect on you that deals ongoing dam age. If
you are blo odied, you also regain hit points equal to 3 +
one-half your   level.

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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Play a warforged if you w a n t. .. w a r f o r g e d b e h a v i o r . W a r f o r g e d i n tu i t i v e l y u n d e r 


•  t o b e s t r o n g , t o u g h , a n d b u i l t f o r b a t t l e . s t a n d d u ty , c o n f l i c t , t h e c h a i n o f c o m m a n d , a n d o t h e r ^
elem ents o f wa r and soldierly life.
• t o b e a c r e a t u r e s e a r c h i n g fo r t h e m e a n i n g o f y o u r
B e c a u s e m o s t w a r f o r g e d h a v e b o d i e s t h a t r e s e m b l e  0
existence.
m a l e s , t h e y i d e n t i f y t h e m s e l v e s a s m a l e s a n d p r e f e r t o   jjjj
• to be a m em be r of a rac e that favors the fighter, be calle d "h e" rathe r tha n "it." So m e warforge d adopt <
barba rian, warden, and paladin classes. fem ale na m es, thoug h. Most warforg ed have simp le ^
n a m e s r e l a t e d t o t h e i r j o b s , a b i l i t ie s , o r m i l i t a r y
positions. W arfo rge d often accep t the na m es or the
PHYSICAL QUALITIES n i c k n a m e s t h a t t h e i r c o m r a d e s g i ve t h e m , a l t h o u g h
W a r f o r g e d a r e b u l k y h u m a n o i d s c o v e r e d in p l a te s
of me tal an d stone. A skeleton o f thes e ma terials some search long for particular names that define
them . Man y simply take name s com mo n w ithin
supports woody fiber bundles that comprise a war-
another race, especially those of hum ans .
f o rg e d 's m u s c u l a r s y s t e m . W a r f o r g e d b o d i e s h a v e
a n i n t e r n a l n e t w o r k o f t u b e s f il l e d w i t h a b l o o d l i k e
fluid that nourishes and lubricates their systems. W a r f o r g e d C h a r a c t e r i s t i c s :  A g g r e s s i v e , a l e r t ,
Their powerful arms end in hands that each have two brave, curious, forthright, industrious, loyal, methodi
fingers and one th um b, and ea ch of their feet has tw o cal, naive, practic al, reserved, simple
broad toes.
Warforged heads have simple humanlike features. W a r f o r g e d N a m e s :  A z m , B o o k , B u l w a r k , C a r t ,
T hey have heavy brows, hing ed toothless jaw s, and no Cutter, Falchion, Graven, Ham m er, Mark, M org,
noses. A warforged's eyes some tim es glow wh en he or N a m e l e s s , P i e r c e , P i o u s , R e l i c , R u n e , S t e e p le , T h r e e ,
she experiences certain intense em otions. T he fore Titan , Unsu ng, Victor, W atch er, Zealot
hea d of eac h warforged bea rs a uniq ue run e called a
ghulra. These ghulra help give warforged a sense of WARFORGED ADVENTURERS
individuality. Two sample warforged adventurers are d escribed
W arfo rge d possess an artificial and relatively below.
sexless shape. T hey don't repro duc e like oth er Th und erstruck is a warforged cleric of Do l D orn.
humanoids. A warforged can modify its body, adding He sees warforged as Dol Dorn's chosen people, and
and rem oving lim bs as necess ary. A warfo rged feels he believes th at his race exists to bring glory to them 
pain only from real injury. These physical modifica selves and to the god o f battle. W ith this philosophy,
tions allow warforged to vary in appearance as much T h u n d e r s t r u c k w i l l in g l y t a k e s u p a n y j u s t c a u s e

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

C H A P T E R  2 |  R a c e s

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is pro bab ly the only such in divid ual in the world . So


rare are the marks that it isn't clear whether dragon
ELA DRIN
b o r n w o u l d r e g a r d a m a r k a s a si g n o f h o n o r o r M a n y n a t iv e s o f E b e r r o n b e l i e v e e l a d r i n a r e n e w 
abomination. comers to the world, but the race has in fact been
arou nd since the birth o f the world. Elad rin often
appear uncomfortable in Eberron owing to the hor
DWARVES rors Eb erro n has recen tly underg one— horrors that
T he dw arven clan s mig ht not be the most powerfu l or have rippled out to the eladrin and the Feywild.

historically celebrated of Eb erron's nations , but they


are the richest. The dwarves boast that the one who
BACKGROUND AND HISTORY
really rules a king dom is not the one on the thro ne
T he seven shin ing cities of the elad rin are called the
but the one"who keeps the kingdom's purse.
feyspires, and they have been appearing on Eber
ron since the Ag e of Gian ts. At certain conju nction s
BACKGROUND AND HISTORY between the Feywild and Eberron, the gleaming
Long before the rise of Galifar, bar ba ric dwa rven towers of the feyspires would ap pear, allowing the
clan s dwelt in the Frostfell. T he d warve s believe tha t eladrin within to em erge and expe rien ce the world.
their people traveled south from this frigid land in S o m e t i m e s , a f e w e l a d r i n w o u l d s ta y , s u c c u m b i n g t o
searc h of a more hospitable h om e. Stories tell how t h e b e a u t y o f a p l a c e o r t h e c h a r m o f i ts p e o p l e . A t
t h e y re a c h e d t h e m o u n t a i n s o f n o r t h e a s t e r n K h o r  othe r times , leaving the feyspires was not a choice ,
vaire and there began mining great riches. such as when giants conquered Shae Tirias Tolai, the
Th e dwarves' mo unta in hom e ran with blood City of Silver and B one . Th at feyspire appeare d in the
for centu ries as clan s battled one an other. O nly wilds of Xe n'd rik, and giants seized the op portu nity
when Galifar imposed peace upon the lands did to attack an d take the pop ulation of Sh ae Tirias T olai
the clans learn the value of coop eration. A lthoug h i n t o ca p t i v i ty . T h e r a c e o f e l v e s d e s c e n d e d f r o m t h e s e
a n c i e n t g r u d g e s a n d e n m i t i e s r e m a i n , to d a y t h e y a r e displaced eladrin.
expressed through economic policies and occasional Eladrin have had little historical or social impact
espionage and sabotage rather than overt war. on Eberron. Before the war, when the feyspires
Dwarves are loyal to their families and clans. They appeared in Ebe rron, their inhabitants would em erge
exercise inf lue nce over the rest of Kh orva ire throug h to trade with nearby settlements. This casual relation
their wealth and the banking policies of House ship with the world might have continued had the
Kundarak. Nearly all dwarves worship the Sover feyspires not been present in Eberron on the Day of
eign Host, particularly Dol Arrah, Kol Korran, and M o u r n i n g . O n t h a t da y , t h e f e y s p i r e s w e r e s e v e r e d
Onatar. from the Feywild, bec om ing pe rm ane nt parts of the
landscape of Eb erron. The displaced eladrin are no w
D W A RV E N L A N D S a d j u s t i n g to t h e i r n e w c i r c u m s t a n c e s o r a r e s e a r c h i n g
Dwarves now live all across Khorvaire as well as in despera tely for a way bac k to the Fey wild.
Rie dra on the contin ent of Sarlon a, but their ances Most eladrin worship their ancestors, although
tral hom eland is the Mro r Holds. Th ere, the dw arven som e gran t devotions to select deities of the Sovereig n
clans mine the seemingly endless veins of precious Host, particula rly A ure on and O lladra. A rare few
metals and gems found in the Ironroot Mountains. who are bitter about their exile in Eberron are drawn
The Mror Holds is not exactly a kingdom, but is t o t h e B l o o d o f V ol.
instead mo re a cong lome rate of clan s run by dw arf
lords with the input of H ous e Ku nd ara k. ELADRIN LANDS
A lthoug h a few com m uni ties o f eladrin are native to
DRAGONMARKED HOUSES Eberron, most who live the world are inhabitants or
Most dwarves who have dragon mark s are m em bers form er inhabitants of the feyspires. T he na m es a nd
of H ouse Kund arak. House Kund arak began as Clan loca tions o f the fey spires are as follows:
Ku nda rak, one of the powe rful dwarve n families. It • P y l a s P y r i a l , t h e G a t e o fJ o y , i s i n Z i l a r g o .
is the undisp uted m aste r of ban kin g, loans, and secu •  S h a e J o r i d a l , t h e C i t y o f E m e r a l d L i g h t s , i s i n
rity in Khorvaire. The house is peerless in its ability D a r g u u n , w h e r e t h e g o b l i n s k e e p it u n d e r s i e g e .
to influen ce the econom y of Khorva ire. Me mb ers of • S h a e L o r a l y n d a r , t h e C i t y o f R o s e a n d T h o r n , is
Hou se Kundar ak carry the Mark of W ardin g, w hich i n t h e T w i l ig h t D e m e s n e o f t h e E l d e e n R e a c h e s .
enables them to protect their own wealth as well as •  S h a e T i r i a s T o l a i , t h e C i t y o f S i l v e r a n d B o n e , i s
the riches of others who have com m issio ned their in Xe n'd rik; this hau nted ru in has stood em pty sin ce
s e r v i c e s . H o u s e K u n d a r a k k e e p s h e a v i ly g u a r d e d it was pillaged du ring the Ag e of Gian ts.

vaults deep within the Ironroot Mountains. •  S h a e l a s T i r a l e t h , t h e C o u r t o f t h e S i l v e r T r e e ,


traditionally appea red in Cy re but has not be en seen

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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

seeming as alien to humans as do ores or goblins.


T h e el v e s w h o d w e l l a m o n g h u m a n s a r e a p p r o a c h 
BACKGROUND AND HISTORY
Gnomes originally came from the Feywild, but
able and have world views that match those of their no one know s w he n or how . W h a t is clear is that
neigh bors. T he elves of A eren al and Valen ar are gnomes arrived in the world in numbers far greater
aloof, thou gh, unw illing to con cern them selves w ith th an did the eladrin . Gn om es have spread across the
the affa irs of the ra ces that they regard as petty a nd world, but they have gathered in a few distinct com
short-sighted. m u n i t i e s , t h e g r e a te s t o f w h i c h i s Z i l a r g o . G n o m e s
are gregarious and friendly, but they are also fasci
BACKGROUND AND HISTORY nated by decep tion an d intrigue. A gno me is happie st
E l v e s o r i g i n a l ly c a m e f r o m X e n ' d r i k . T h e y d e s c e n d e d wh en he or she is un ear thi ng a neighbor's secrets or
from th e eladrin of the feyspire city of Shae Tirias engaging in subterfuge, even when the only result
Tolai. M illen nia ago, the giants of Xe n'd rik sa cked the m i g h t b e a s li g h t i n c r e a s e i n t h e v a l u e o f h i s o r h e r
city and enslaved its eladrin inhabitants. The eladrin property. Some gnomes think bigger, engaging in
toiled in slavery for yea rs befo re even tua lly reb ellin g espionage and conspiracy that can topple govern
and fleeing Xe n'd rik. Ge nera tion s of isolation from me nts. W h en gnom es find trouble, they usually try
the Feywild fundamentally changed them, though. to talk or trick their w ay out of it. Ab ove all, gno m es
The eladrin became what the inhabitants of Eberron are a social people.
n o w c a l l e l v e s. T h e r e f u g e e s c o l o n i z e d t h e s m a l l c o n  Gnomes share no common faith; almost every reli
tinent of Aeren al, wh ere most have rem ained . S ome gion of Eber ron counts gnom es amo ng its ranks.
departed Aerenal to settle on Khorvaire before the
rise of Galifar, and mo re elves ca m e to Kh orv aire as GNOME LANDS
m e r c e n a r i e s d u r i n g t h e L a s t W a r u n d e r t h e l e ad e r  Z i l a r g o is t h e l a n d o f g n o m e s . O r i g i n a l l y i n h a b i t a n t s
ship of H igh Kin g Vadallia. Th ese elves now inha bit o f t h e F e y w i l d , m a n y g n o m e s i m m i g r a t e d t o Z i l a rg o
Valenar. t h r o u g h t h e f e y s p i re s o f t h e e l a d r i n . W h e n t h e f ey 
W i t h f e w e x c e p t i o n s , e l v es w o r s h i p t h e i r a n c e s  spires failed to return to the Feywild, most gnomes
tors in the form of the Un dyin g C ou rt or the Spirits stranded in Eb erron joine d their kin in Zilargo.
of the Pa st. Some gnomes still live in the feyspires, as well.
W he th er living in Zilargo or in a feyspire, thoug h,
ELVEN LANDS g n o m e s v a l u e t h e i r k i n a n d u s u a l l y li v e w i t h m e m 
M a n y o f K h o r v a i r e ' s e l v e s d w e l l in t h e n a t i o n o f V a l e  b e r s o f t h e i r e x t e n d e d f a m i l y. G n o m e b l o o d l i n e s
n a r , a l t h o u g h t h e m a j o r i t y o f e l v es i n E b e r r o n r e m a i n are often intertw ined thro ugh a network of shared
in A eren al. Alth oug h these elves are willing to trade secrets and favors.
and interact with outsiders, neither community wel
com es visitors.
Elves represent a significant minority in many
n a t i o n s . T h e s e e l v es o ft e n h a v e m o r e i n c o m m o n w i t h

C H A P T E R  2  I  R a c e s

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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.

BACKGROUND AND HISTORY


T he race o f goliaths originated in Xen'd rik but left
that continent in large numbers with the rise of
giants. Th ose that rema ined w ere enslaved like
the elves, but they proved to be poor slaves—they
w e a k e n e d i n c a p t i v it y , f a i l e d to r e p r o d u c e , a n d d i e d
q u i c k l y . A s a r es u l t , f e w g o l i a t h s r e m a i n i n X e n ' d r i k .
Although they are far-flung, goliaths have never
had sufficient population or drive to establish nations
or empires. They exist today as they have for centu
r i e s ,   m a i n t a i n i n g t h e i r t r a d i t i o n a l w a y s o f l i fe i n h i g h
mountain ranges on the fringes of civilization.
In keeping with their scattered communities,
goliaths have diverse religious traditions. Some tribes
r e v e r e B a l i n o r , t h e g od o f t h e h u n t , a l t h o u g h t h e y
often call him Banor the Bowhunter. In the moun
t a i n s o f t h e E l d e e n R e a c h e s , m a n y g o l ia t h s f o l l o w
the prim al traditions of druid ic sects, particular ly
the Wa rden s of the W oo d and the Ash boun d. A few
tribes preserve serpen t cult traditions derived f rom
a reverence for the couatls that imprisoned demons;
the beliefs of the se goliaths are thu s related to the
faith of the Silver F lam e.

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

act with dwarves. Goliath tribes are also found in


Syrkarn, the Tashana Tundra on the continent of
Sarlo na, and the mo un tain s of the F rostfell.

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

anyo ne. H alflin gs are also kn ow n for the M ark


of H ealing, which earn s them th e respect of most
Khorvairians.

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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.

BACKGROUND AND HISTORY


Like most hybrid races, half-ores have one of two BACKGROUND AND HISTORY
types of origins. Som e half-ores are the offspring o f Humanity first arose on Sarlona. History fails to
ore and hum an parents. Although such com min gling r e c o u n t w h i c h o f t h e c o n t i n e n t ' s m a n y d i s a s t e r s f i r st
i s u n c o m m o n a n d s o m e t i m e s t a b o o , i t o c c u r s f r e inspired humans to leave, but leave they did, setting
quently in the wilder reache s of the contin ent. O ther out in prim itive ships. T he earliest explor ers cro ssed
half-ores are the result of interbr eeding tha t o ccu rred the S ea of Ra ge, arriving in wh at are now the L haz-
generation s ago. Su ch half-ores often form their ow n aar Principalities and Q'barra. Later expeditions
tribes and c om mu nities. traveled east across the Barren Sea, landing in the
The first half-ores appeared shortly after human D em on W astes, the Eldeen Rea ches, and the Shadow
im mig ran ts from Sarlo na landed in weste rn an d M arch es. Few of those colonies survived.
nor thw estern Kho rvaire , wh ere ores were alread y O nc e it established a foothold in K horv aire,
l i v in g . A l i t t l e - k n o w n l e g e n d c l a i m s t h a t t h e G a t e  humanity could not be stopped. Ragged bands of
keep er druids arran ged pairings of hu m an s and ores explorers and pilgrims advanced across the conti
to dete rm ine i f the offspring wou ld prove superior to nent, and settlements emerg ed. To wn s be ca m e cities
the constituent races, and thus be qualified to carry and cities formed nations before finally coalescing
on druidic traditions. Half-ores never spread through into the K ingd om o f Galifar. T he kin gdo m lasted for
out Khorvaire to the extent that half-elves did due to centu ries until finally the Last W ar ca m e, crippling
their lower numbers and to social prejudices against hu ma nity w ith over a cent ury of wa rfare. Today,
them . To this day, m em ber s of ma ny races regard h u m a n s s t i ll c o n t r o l m o s t o f K h o r v a i r e , a l t h o u g h t h e
half-ores and ores in the sam e w ay -a s mor e bea st peace between their nations is tenuous.
than person.
Lik e half-elve s, half- ores follow wh atev er religio n H UM AN LAN D S
is dom inan t in their region. In the Sh adow Ma rch es, H um ans claim most of Khorvaire. H um an popula
t h e y m i g h t f o l lo w t h e d r u i d i c f a i t h o f t h e G a t e k e e p e r s tions dominate the Five Nations and the Lhazaar
or be part of a Khy ber cult. Principalities. Many human communities also thrive
in Q'barra, portions of the Eldee n Reac hes , and t he
HALF-ORC LANDS S h a d o w M a r c h e s . S a r l o n a , h u m a n i t y ' s b i r th p l a c e , i s
Half-ores live primarily in western Khorvaire, mostly no longer governed by humans since the rise of the
in tribes in the Shadow Marches. They also appear I n s p i r e d o f R i e d r a . N o n e t h e l e s s , h u m a n s s ti l l m a k e
in the Eldeen Reaches, in Droaam, and sporadically up the m ajority of the pop ulation. Most of K horva ire's
in the De m on W aste s. H alf-ores do not represen t the humans care little about Sarlona or the other conti
dominant race in any region; ores or humans out nents, and few even know that Sarlona is the land of
number them. their forebears.
A portion of the half-ore popu lation in D argu un

is enslaved. These slaves are descendants of half-ores


that hobgoblins bred in an effort to produce more DRAGONMARKED HOUSES
Humans bear more dragonmarks than any other
efficient soldiers. r a c e ,  a l t h o u g h n o o n e k n o w s w h y . P e r h a p s i t i s
becau se hum ans are someh ow importan t to the Dra
DRAGONMARKED HOUSES con ic Prop hecy, or ma ybe it is simply becaus e there
Half-ores would be easily dismissed were it not for are mo re of them . T he hum an drago nm arked h ouses
House Tharashk. Although humans comprise most of a n d t h e i r a s s o c i a te d d r a g o n m a r k s i n c l u d e H o u s e
the house, Tharashk also boasts many half-ores, a few C ann ith with the Mark of Mak ing, House O rien w ith
of wh om have developed the M ark of Findin g. T he t h e M a r k o f P a s s a g e , H o u s e D e n e i t h w i t h th e M a r k
house even counts full-blooded ores among its ranks. of Sen tinel, and Hou se Vadalis with the Mar k o f
Handling. House Tharashk has the Mark of Finding
and includes both humans and half-ores.

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.

BACKGROUND AND HISTORY


Shifters descended from the intermingling of humans BACKGROUND AND HISTORY
and lycanthropes. No one knows when they originally Mo st of Ebe rron's tieflings arose from the corru pted
app eared , for at first, they were mi stak en for lycan bloodlines of the Sarlo nan nation of O hr Kaluu n.
thropes in hu m an or hybrid form. Only when the A culture steeped in arcane lore and obsessed with
race grew mo re num erous did other races recognize eldritch kno wledg e, man y of its leading citizens
them as a distinct people. e n t e r e d i n t o p a c t s w i t h d e v i l s . W h a t t h e y s o u g h t—
Re cogn ition of the race did not includ e a ccep tanc e, know ledge, power, and imm ortality—was secon dary
t h o u g h . O t h e r r a c e s a r e u n c o m f o r t a b l e a r o u n d s h if t to any consequ ences their descend ants might face.
ers due to their predatory natures and vaguely bestial W h en th e Inspired sought to wipe out unauth orized
appearance. Many believe that shifters are essentially m a g i c f r o m S a r l o n a , O h r K a l u u n f e l l, b u t n o t b e f o r e
t h e s a m e a s l y c a n t h r o p e s . I n f a c t, t h e C h u r c h o f t h e many tieflings fled to other lands.
Silver Flame's war against lycanthropes resulted Some tieflings follow in the traditions of their
in the death o f m an y shifters as well as actu al ancesto rs and worship devils, wh ile others join
lycanthropes. Kh ybe r cults or pay hom age to the D ark S ix. Th ose
Tr eatm ent of shifters dep ends largely on w here tieflings who rebel against their past often revere the
t h e y a r e l o c a t e d . A m o n g u r b a n p o p u l a t i o n s , s h if t  Sovereign Host or the Silver Flame, or follow various
ers mig ht be acce pted as jus t mo re exotic travelers druidic traditions.
passing through. Should shifters appear in larger
nu mb ers, however, a com mu nity's citizens migh t TIEFLING LANDS
b e c o m e su s p i c i o u s . I n r u r a l e n v i r o n m e n t s , s h i f t e r s Many tieflings who fled Ohr Kaluun went to Khor
are rarely tolerated. vaire. T he largest populatio n o f tieflings foun ded the
A few shifters, particularly those attempting to V e n o m o u s D e m e s n e i n t h e D e m o n W a s t e s , b u t ti ef 

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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E B E R R O N I S  a world of mag ic and w onder,


of intrigue an d suspen se, of pulp adventu re and noir
mystery. Its heroes are a diverse lot, tied to the des
tiny and the p roph ecy of the world. Each of the races,
the parag on pa ths, and the classes of the P layers
Handbook and Player's   Handbook 2  h a s a p l a c e w i t h i n
the world of Eb erro n. Eac h has the potential to create

a hero or a villain to adv anc e the story of the w orld.


T h e   EBERRON  P l a y e rs G u id e e x p a n d s t h e n u m b e r o f
classes and paragon paths available to characters.
This chapter includes the following sections.
A r t i f i c e r :  A r c a n e l e a d e r s w h o i m b u e m a g i c i n t o
weapons, armor, and constructs. Artificers are mas
ters of both alchem ical compo unds and mu nda ne
t o o l s ,   u s i n g r o d s , s t a f f s, a n d w a n d s t o e n h a n c e t h e i r
abilities. They excel at concocting infusions to bolster
t h e i r a l l i e s. A r t i f i c e r s ' m e c h a n i c a l c o n s t r u c t s , a n i 
mate d with elem enta l force or arca ne co mp oun ds,
dart across the battlefield at their masters' direction.
P a r a g o n P a t h s :  A h o s t o f a d v a n c e m e n t o p t i o n s
for characters. The options for artificers include the
battlefield engineer and the clockwork engineer. New
racial paragon paths are also introduced: Change
lings migh t choo se the cha me leo n paragon path,
kalash tar m ight pursue the way of the lightwalker,
and warforged could follow the warforged juggernaut
path. D rag on ma rked he roes can find a paragon path
associated with each of the thirte en drag onm arke d
houses; other options for other races and classes have
been designed with the themes and flavor of Eberron
in mind.
E p i c D e s t i n i e s :  N e w d e s t i n i e s h a v e b e e n c r e 
ated for those characters who reach world-shifting
e p i c l e v e ls : a c h a m p i o n o f p r o p h e c y l e a r n s h i s o r
her imp orta nce in the grand scope of the D raco nic
Prophecy; the dispossessed champion leads those
abandoned by history to a better future; the mourn
i n g s a v io r s a c r i f i c e s h i m - o r h e r s e l f i n o r d e r t o h e a l
the land; and a sublime flame combats evil on the
p a t h t o a f in a l j o i n i n g w i t h t h e S i l v e r F l a m e .

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

A r m o r P r o f i c i e n c i e s :  Cloth, leather A RT IFICER CLA SS FEA T U RES


W e a p o n P r o f i c i e n c i e s :  Simple melee, simple ranged Artificers have the following class features.
I m p l e m e n t s :   Rods, staffs, wands
B o n u s t o D e f e n s e : +1 Fortitude,+1 Will
A RCA N E   E M P O W E R M E N T
Y o u r s t u dy o f m a g i c h a s g i v e n y o u t h e a b i l i t y t o
Hit Points at   1 s t  L e v e l :  12 + Constitution score
manip ulate the arcan e energy contained within
Hit Points per Level Gained:   5
i t e m s . Y o u b e g i n e a c h da y w i t h t h e a b i l i t y t o
H e a l i n g S u r g e s p e r D a y :   6 + Constitution modifier
em pow er a ma gic item, and you gain one ad ditional
Trained Skills:  Arcana. From the class skills list below,
arcane empowerment for each milestone you reach.
choose four more trained skills at 1st level.
Y o u m u s t s p e n d a s h o r t r e s t w i t h a n i t e m i n o r de r t o
Class Skills: Arcana   (Int),  Diplomacy (Cha), Dun-
e m p o w e r i t. Y o u c a n e m p o w e r a n i t e m i n t w o w a y s .
geoneering (Wis), Heal (Wis), History   (Int),
I m p a r t E n e r g y :  Y o u r e c h a r g e t h e d a i l y p o w e r o f a
Perception (W is), Thievery (De x)
m a g i c i t e m . A n i t e m c a n b e r e c h a r g e d o n l y o n c e  j >er
day in this way.
C l a s s F e a t u r e s :  A r c a n e E m p o w e r m e n t , A r c a n e R e j u  A u g m e n t E n e r g y :  Y o u i n f u s e a w e a p o n o r a n
venation, Healing Infusion, Ritual Casting
imp lem ent with a reservoir of energy that lasts
u n t i l t h e e n d o f y o u r n e x t e x t e n de d r e s t o r u n t i l i t
A rtificers treat maste ry of ma gic like a tec hni cal skill.
is exp end ed. T he wield er of the imp lem ent or the
They see patterns in energy and matter, and they
weapon can use a free action after making an attack
u n d e r s t a n d h o w to m a n i p u l a t e t h e f l o w o f m a g i c i n
roll to expe nd th e reservo ir of ene rgy to gain a +2
and around objects and creatures. Artificers chan
b o n u s to t h a t a t t a c k r o l l . A n i m p l e m e n t o r a w e a p o n
nel energy into items using magical components,
can be augmented only once per day in this way.
d i a g r a m s , a n d c o m p l e x c h a i n s o f s i g il s . T h e i r s k i l l s l e t
them assemble a magic device for any situation.
A s a n a r t i f i c e r , y o u m i g h t b e a f o r m a l s t u de n t o f ARCANE   REJUVENATION
magic who became interested in artifacts and arcane Before combat, an artificer spends time infusing
items. Alternatively, you could be a tink erer who his or he r allies' ma gic item s wi th curativ e energ y.
devised magic tools in a musty basement. Or perhaps W h e n e v e r o n e o f t h e a r t i f i c e r ' s a ll i e s u s e s a m a g i c

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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item's daily power, that ally absorbs the energy and


gains temporary hit points equal to one-half your
level + your Intelligence modifier.

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.

Healing Infusion: Artificer Feature

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.

Healing Infusion: Artificer Feature

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

that should be your third highest ability score. •  H i t P o i n t s :   T h e s u m m o n e d c r e a t u r e 's m a x i m u m


Suggested F e a t :  A l c h e m y hit points equal your bloodied value. W he n the
Suggested 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  summoned creature drops to 0 hit points, it is
tion, Thievery des troy ed, and you lose a healing surge. If you have
Suggested A t - W i l l P o w e r s :   magic weapon, thun no healing surges left, you instead take damage
dering armor equa l to half your bloodied value.
Suggested E n c o u n t e r P o w e r :   spike wire •  N o H e a l i n g S u r g e s :  T h e s u m m o n e d c r e a t u r e l a c k s
Suggested D a i l y P o w e r :   obedient servant healing surges, but if  a  power allows it to spend a
healing surge, you can spend a healing surge for it.
BATTLESMITH ARTIFICER T h e s u m m o n e d c r e a t u r e th e n g a i n s t h e b e n e f i t o f
You weave strands of ma gic and thread t he m into the healing surge, instead of your gaining it.
items and allies. W ith these infusions, we apon s •  S p e e d :  T h e s u m m o n i n g p o w e r d e t e r m i n e s t h e
become stronger, armor becomes tougher, and allies summoned creature's speed.
b e c o m e m o r e d u r a b l e . Y o u s h o u ld m a k e I n t e l li g e n c e

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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.

the creature do not include temporary bonuses or


penalties t o your statis tics. Thundering Armor  Artificer Atta ck   1

•  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.

objects  as "infusions. "


L E V E L   1 ENCOUNTER SPELLS
L E V E L   1 AT- WIL L SPELLS
Burning Weapons  Artificer Attack   1
Aggravating Force  Artificer Attack   1 Flames dance across the weapons that you and your comrades
wield.
When your  infused weapon  strikes an enemy, the weapon un
leashes a force that rattles the  foe. Encounter  •   Arcane, Fire, Weapon
Standar d Action Melee   or  Ranged weapon
At-Will  •   Arcane, Force, Weapon
Target:  O n e  creature
Standard Action Melee   or  Ranged weapon
Attack: Intelligence vs. A C
Target: One creature
Hit:  1  [W ] + Intelligence modifier fire damage. Unti l  the
Attack: Intelligence vs. A C
end  o f  your next turn, you and  a ny  ally with in   2  squares
Hit: 1   [W] + Intelligence modifier force damage, and  the
of you deals extra fire damage equal  t o  your Constitution
next ally t o   attack the target before  t he  end  o f  your next
modifier with weapon  or  fire at tacks.
turn gains a   +2 power bonus   to the  attack roll.
Level 2 1 :  2[W]   + Intelligence modifier damage.

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Scouring  Weapon Artificer Attack  1 Life-Tapping  Darts Artificer Attack  1


You infuse your  weapon with acid, momentarily corroding vour You launch  magical darts at an ally and a oe. The dart that
opponent's defenses. strikes the oe transfers vitality to your comrade in a golden
Encounter  •   A c i d ,  Arcane, Weapon flash.
Standard Action Melee   or   Ranged weapon Daily  •   Arcane, Implement
Target: One creature Standard Action Ranged 1 0
Attack: Intelligence vs. A C Target: One creature
Hit: 2[W] + Intelligence modifier acid damage, and  the Attack: Intelligence vs. Reflex
target takes a  -2 penalty  to AC  until  t h e  end  of  your next Hit: 2d10 + Intelligence modifier damage, and one ally
turn. within  10  squares  of  you gains   10  t emporary   hit  points.
M i s s :  Half damage, and one ally within   10  squares  of  you
gains  5 temporary   hi t  points.
hielding  Cube Artificer Attack  1

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

L E V E L   1 D AILY SPELL S Arcane Springboard Artificer Utility  2

Infusing a small square of prepared cloth with arcane energy,


you create a bouncy surface that launches any who step on it.
austic Rampart Artificer Attack  1
Daily  •   Arcane, Conjuration
You spill some liquid and infuse it with energy, creating a defen
Standard Action Ranged 1 0
sive wall of acidic fumes.
Effect: You conjure a n  arcane springboard  i n a  square   w i t h 
Daily  •   A c i d , Arcane, Conjuration, Implement in range. The springboard lasts until  t h e  end  o f  your next
Standard Action Area wall  5 within   1 0  squares t u r n . You  or any  ally who enters  t h e  square can jump  a
Effect: You conjure a  wall   of  acidic fumes. The wall can  be number o f  squares equal  to  your Wi sd om modifier.  The
up to 2  squares high and must rest on  a  solid surface,  and distance jumped does n ot   count toward  a  character s
it lasts until t h e  end of your next  t u r n . The wall   is  difficult movement. A  character can benefit from this conjura
terrain, and  it s  squares are lightly obscured.  An y  creature tion s effect only once per   turn.
that starts its turn within the wall  o r  a djacent  to it  takes Sustain Minor: The conjuration persists.
acid damage equal t o  1 d6 + your Intel ligen ce modifier.
Sustai n Min or: The wall persists.
Bolster Armor Artificer Utility 2

You touch some armor, causing it to glow as you  enhance its


cebound Sigil Artificer Attack  1 defenses.
By etching an arcane  sigil upon a weapon, you infuse it with icy
Daily  •   Arcane
cold, giving it the power to freeze  foes.
Minor Action Melee touch
Daily  •   Arcane, Cold Target: You or  one ally
Minor Acti on Mele e touch Effect: The target gains a  +1 power bonus  to  A C . Wh e n  hit
Target: One weapon o r  implement by an attack, the target can end this bonus as a  free  ac 
Effect: Until the end o f  the encounter,  an y  attack that uses tion to  gain  a +4  bonus  to AC  against that a ttack.
the target as a  weapon  o r  an imp lement deals extra cold
damage equal t o  your Consti tution modifier.

As  a  free action, the target s wield er can end  t h e  effect


when  he or  she hits  a  creature. That creat ure is then  im 
mobilized (save ends).

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Reinforced Minion Artificer Utility 2 | |   Force Infusion Artificer Attack 3


You send energy  to bolster one of your artifices, helping it to Your attack binds energy within your foe's form. The magic
evade an attack that might otherwise have damaged it. reacts with concussive force each  time you  or an ally strikes the
Daily  •   Arcane   ^ creature.
Immedi ate Interru pt Close burst 5 Encounter  4   Arcane, Force, Weapon
Trigger: On e  of  your summoned creatures within   5  squares Standard Action Melee o r  Ranged weapon
of you is hit by an  attack Target: One creature
Effect: The triggering attack misses the s ummoned Attack: Intelligence vs. Fortitude
creature. Hit:  1 [W ] + Intelligence modifier + Constitution modifier
force damage.
Effect: Until t he  end  o f  your next  t u r n , whenever   an y  ally
Restorative  Infusion Artificer Utility  2
hits the target with a  melee attack, that ally pushes  t he
You infuse a comrade with a restorative compound. That ally
target 1 square.
can then redirect excess  vitality  to your other allies.

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.

Encounter  •   Arcane, Force, Weapon


Use Magic Item Artificer Utility  2
Standard Action Melee  or  Ranged weapon
Your knowledge  unlocks the power in a magic item  without
Target: One creature
expending your own energy.
Attack: Intelligence vs. Reflex
Daily  4   Arcane Hit:  2[W] + Intelligence modifier force damage, and  t he
Free Acti on Personal target takes a  penalty  t o  melee attack rolls equal  t o  your
Effect: The next magic item daily power you  u se  before  the Constitution modifier until t he  end  o f  your next   turn.
end  o f  your next turn does  n ot  count toward your limit  of
magic item daily po wer uses.
L E V E L   5  D AILY SPELLS
L E V E L   3  ENCOUNTER  S P E L L S Corrosive Sigil Artificer Attack  5

Your sigil  imbues a weapon or an  implement with arcane acid.


Altered Luck Artificer Attack 3
Daily  4   A c i d ,  Arcane
Your magic blasts an enemy and transfers its luck to a nearby
Min or Acti on Mele e touch
ally.
Target: One weapon
Encounter  •   Arcane, Implement Effect: Until t he  end  o f  the encounter,  an y  attack that uses
Stand ard Acti on Area burst 2  within   10  squares the target as a  weapon deals ongoing  5  acid damage
Target: One creature  in  burst (save ends).
Attack: Intelligence vs. Will As a  free action, the target s wield er can end  the
Hit: 1d 6 + Intelligence modifier damage, and  t he  target effect when  he or  she hits  a  creature using the target  in
takes a  -2 penalty  t o  saving throws until  th e  end  of  your order to  give that creature  a  penalty  to AC  equal  to  your
next turn. Constitution modifier (save ends).
Effect: One ally within  t h e  burst gains temporar y   hit  points
equal to 5  +your Wi sd om modifier and  a  +2 bonus  to an
attack  roll, a  skill check,  an  ability chec k,  or a  saving throw
before t he  end of your next  t u r n . The ally can use  the
bonus after determin ing the result of  a   roll.

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Icy Weapons  Artificer Attack  7

An icy wind imbues vour weapon with frost.

Encounter   4   Arcane,   C o l d ,   Weapon


Standard Action Melee  or  Ranged weapon
Target: One creature
Atta ck: Intelligence vs. A C
Hit: 1 [ W] + Intelligence modifier cold damage, and the
target is  slowed until the end of your next   turn.

Effect: You and each ally adjacent to  you 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.

Runic Resistance   Artificer Attack  7

Using your  implement, you  hurl a  sigil-scribed sphere that blasts


your foes and  shields your allies.

Encounter   •   Arcane, Implement; Varies


Standa rd Acti on Area burst 1 within   10  squares
Target: Each enemy  in  burst
Attack: Intelligence vs. Reflex
Hit: 2d6 +  Intelligence modifier damage. Choose  a  d a m 
age type: a cid, co ld, fire,  or  lightning. The attack deals

damage  o f  that t ype  t o  each target.


Effect: Choose a  damage type:  a cid, co ld , fire,  or  lightning.
Each ally i n  the burst gains resistance equal  to 5  + your
Wisdom modifier t o  that ty pe until the end of your next
turn.

Vampiric Weapons  Artificer Attack  7


You imbue your weapon with the power to drain life rom your
enemies and transfer it to the weapons of your allies.

Encounter  4   Arcane, Healing, Necrotic, Weapon Lightning Motes  Artificer Attack  9

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.

L E V E L   9  D A I L Y S P E L L S Aftereffect: The target takes ongoing 5  lightning damage


(save ends).
M i s s :  Half damage, and ongoing  5  lightning damage (save
Brittle-Skin  Missile   Artificer Attack  9 ends).
Your  rune-scribed projectile calcifies flesh and causes your foe
to falter.
Radiant Sigil  Artificer Attac k  9
Daily  4   Arcane, Weapon
Brilliant light streams from the weaponyou  imbue with  radiant
Standar d Acti on Ranged weapon
might and  healing power.
Target: One creature
Atta ck: Intelligence vs. A C Daily  4   Arcane, Healing, Radiant

Hit: 2[W] + Intelligence modifier damage, and the target


Minor Acti on Melee touch
Target: One weapon o r  implement
is slowed an d gains vulnerabl e  5 to  melee attacks (save
Effect: Un til th e end of the encounter, any attack t hat uses
ends both).
the target as a  weapon   or  an implement deals radiant
damage.  Whenever any attack power using the target
hits,  the target s wielder regains  h it  points equal  to  your
Constitution modifier.
As a  free action, the target s wielder can end  the ef
fect when  he or  she hits  a  creature. That creature  is  then
dazed (save ends). In  addition, the wiel der can spend  a
healing surge and regain additional  h it  points equal  to
your Constitution modifier.

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Relentless Harrier Artificer Attack 9 Slick Concoction Artificer Utility  10

You grant  animation to a nimble  construct. You direct a magical liquid under your allies'feet, causing them
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

Target: One ally damage.

Effect: You conjure a  shield  of  metal and magic  t o  protect


the target. The target gains a +4  power bonus to AC and
Energy Shroud  Artificer Attack   1  3
Reflex until t he  end  o f  the encoun ter  o r  until you move
Afield of arcane energy  surrounds you  and your allies,  lashing
the shield. A s a  minor action, you can move  t he  shield  to
at  attackers.
a new target within range. That ally then gains the bonus
Encounter  4   Arcane, Force, Implement
Stan dard Acti on Close burst 2
Healing Figurine   Artificer Utility  1 0
Pri mar y Target: You and each ally i n  burst
You imbue a  small/igure with life force, causing it to emit a Effect: Until t he  en d  o f  your next  t u r n , an y  enemy t hat hits

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.

Sigil of  Luck   Artificer Utility  1 0

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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L E V E L   15 D AILY SPELLS L E V E L   16 UT ILIT Y SPELLS

Animate Arbalester A r t i f ic e r A t t a c k 1 5   I I  Good Luck Charm Artificer Utility  1 6


Your crossbow glows briefly as you infuse it with elemental life You infuse a small object with luck.
force. The weapon then  alights, moving as you will it.
D a i l y   •  A r c a n e
D a i l y   •  A r c a n e , S u m m o n i n g , W e a p o n Standard Action Melee touch
Standard Action R a n g e d  5 Target: One object
R e q u i r e m e n t : Y o u m u st  be  ho ldin gs crossbow. Effect: You charge the target wi th luck that lasts until  the
E f f e c t : Y o u t h r o w  a  crossbow you  ar e  holding into  an un end of your next extend ed rest. An y ally who   is  holding
occupied square with in range. Th e crossbow has speed or wearing the target can expend the charge  t o  gain  a
0 an d fly  6  (hover). Th e crossbow   is  considered  to be a b o n u s e q u a l  to  y o u r W i s d o m m o d i f i er  to  hi s  or her  next
S m a l l c r e a t u r e. W h e n t h e a n i m a t e a r b a l e s t e r d ro p s  to 0 saving throw   or  skill check before the e nd  of  his  or her
hit points,  it is  not destroyed, and you d on't lose  a  h e a l  next   turn.
ing surge. Instead, the crossbow returns to  y o u r   h a n d .
T h e a n i m a t e a r b a l e st e r c a n n o t o p e n  or  close  a  d o o r  or
Iron-Hide Infusion Artificer Utility   16
container, or  pick  up or  drop  a n  i t e m . You can give  the
a n i m a t e a r b a l e s t e r t h e f o l l o w i n g s p e ci a l c o m m a n d . You crush a bit of iron  in  your hand, infusing it with protective
magic. You then cast the dust onto your allies' armor.
M i n o r A c t i o n : R a n g e d 1 5 / 3 0 ; t a r ge t s o n e c r e a t u re ;
Intelligence vs. AC ; 2[ W ] + Intelligence modifier damag e. E n c o u n t e r   •  A r c a n e
Min or Actio n C l o s e b u r s t 5
Target: You and each ally  i n  burst
Clockroach Sw arm A r t i f i c e r A t t a c k  1  5
You unleash a horde of tiny constructs that swarm over and bite Effect: Each target gains  a  + 4 b o n u s  to AC  until th e  en d  of
your next   turn.
your foes.  ~\

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).

L E V E L   17  ENCOUNTER SPE LLS


talwart Defender A r t i f i ce r A t t a c k  1  5
You animate a small  construct covered in armored plates. Earth's Embrace Artificer Attack  1  7
D a i l y  •  A r c a n e , I m p l e m e n t , S u m m o n i n g You transpose a glowing rune of force onto an ally's armor
Standard Action R a n g e d  5 and send that ally skating across the battlefield, crashing into
Effect: You create  a  S m a l l s t a l w a r t d e f e n d e r   in an  u n o c  nearby  foes.
cupied square within range. The stalw art defende r  has
E n c o u n t e r   •   A r c a n e , F or c e, I m p l e m e n t
s p e e d  6  a n d  a  + 2 b o n u s  to  A C . A n y e n e m y t h a t s t ar t s its
Standard Action R a n g e d  1 0
turn adjacent  to  the stalwa rt defend er   is  m a r k e d  by the
Primary Target: One ally
defender until the end  of  your next  t u r n . You can give  t he
Effect: You slide the prim ary target  a  n u m b e r  of  squares
stalwart defender the following special commands.
e q u a l to  y o u r W i s d o m m o d i fi e r. Y o u t h e n m a k e  a n  attack
S t a n d a r d A c t i o n : M e l e e   1 ;  targets one creature;
that   is an  area burst  1  c e n t e r e d  on the  primary target
Intelligence +  2  vs. AC; 2d8 + Intelligence modifier damage,
S e c o n d a r y T a r g e t : E a c h e n e m y   in  burst
and the target is imm obilized until the end of your next  turn.
Attack: Intelligence vs. Fortitude
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; Hit: 2d10 + Intelligence modifier force damage, and  yo ou
Intelligence +  2  vs. AC ; 2d8 + Intelligence m odifier damage. slide the secon dary target   1 square  or  immobilize   it  until ltil
the en d of your next   turn.

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Radiant Burst   Artificer Attack 1 7 Clockwork Acid Wasp   Artificer Attack 19


As your  ally  heals, you channel the excess healing energy into a You grant animation to a clockwork wasp fueled  by acid.
flash  of arcane  light that burns a nearby  foe.
Daily • Aci d, Arcane, Implement, Su mmonin g
Encounter 4- Arcane, Heal ing, Implement , Radiant Standard Action Ranged 5
Stan dard Acti on Ranged 10 Effect: You create a Small clockwork acid wasp in an un
Effect: You or one ally wi thin 10 squares of you can spend a occupied square with in range. The wasp has speed 4
healing surge and regain additional hit points equal to your and fly 8 (hover). It has a +2 bonus to AC and to Reflex.
Intelligence modifier. W h e n the cloc kwork wasp drops to 0 hit points, you
Target: One creature adjacent to the character who spent don t lose a healing surge. You can give the clockwor k
the h ealing surge acid wasp the following special commands.
Attack: Intelligence vs. Fortitude Standard Action: Melee 1 or Ranged 5; Intelligence + 2
Hit: 2d8 + Intelligence modifier radiant damage, and the vs .  AC; 1 d10 + Intelligence modifier damage, and ongoing
target is dazed until the end of your next turn. 10 acid damage (save ends).
Opportunity Attack: Melee  1;  targets one creature;
Intelligence + 2 vs. AC; 1d10 + Intelligence modifier
Skipping Shot   Artificer Attack   1 7
damage, and ongoing 10 acid damage (save ends).
Infusing a projectile with volatile energy, you send the missile No Acti on: Wh en the clockwork acid wasp drops to 0
ricocheting  among opponents. hit points, it must make t he follow ing attack: Close burst
Encounter • Arcane, Force, Weapon 1;  Intelligence vs. Reflex; 2d8 + Wisdom modifier acid
Standard Action Ranged weapon damage.
Primary Target: One creature
Primary Attack: Intelligence vs. AC
  Artificer Attac k 19
Hit: 1 [W] + Intelligence modifier force damage, and the
Grasping
Weaving  magic Ropeinto a prepared rope, you transform the object
primary target is dazed until the end of your next turn .
Effect: Make a secondary attack. \
into a  whirling, grasping artifice.
Secon dary Target: One creature other thah the primary Daily • Arcane, Implement, Zone
target Stand ard Act ion Area burst 2 within 10 squares
Secondary Attack: Intelligence vs. AC Target: Each enemy in burst
Hit: 1 [W] + Intelligence modifier force damage, and the Attack: Intelligence vs. Reflex
secondary target is dazed until the end of your next turn. Hit: 3d10 + Intelligence modifier damage, and the target
is immobilized (save ends).
M i s s :  Half damage, and the target is slowed until the end of
Unstable Infusion   Artificer Attac k 17
your next turn.
You sabotage one of your infusions, loosing a blast of raw ar
Effe ct: The burst crea tes a zone of grasping rope that lasts
cane energy.
until the end of your next turn. The zone is difficult ter
Encounter • Arcane, Implement rain to enemies, and each enemy that enters the zone
Stan dard Acti on Close blast 3 or starts its turn there is slowed until the end of its next
Target: Each creature in blast turn.
Attack: Intelligence vs. Reflex Sustain Minor: The zone persists.
Hit: 2d 10 + Intelligence modifier damage, and you knock
the target prone.
Hellfire Sigil   Artificer Attack 19

Flames dance upon the surface of the item you infuse with


L E V E L   19 DAILY SPELLS magic,   eager to incinerate your  foes.
Daily • Arcane, Fire
Burrowing Projectile   Artificer Attac k 19 Minor Action Melee touch

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

Bag of the Four Winds   Artificer Utility  2 2

You mix reagents to create a windstorm within a small cloth bag.


You then unleash the winds to move yourself and your allies.
Encounter  •   Arcane
Min or Act ion Close burst 5
Target: You and each ally  i n  burst
Effect: You slide each target a  number  o f  squares equal  to
your Wisdom modifier.

Cure-All Admixture   Artificer Utility  2 2

Your concoctio n provides the perfect remedy.

Daily  •   Arcane, Healing


Minor Actio n Melee touch
Effect: The target regains hi t  points  as if  he  or  she  had
spent a  heali ng surge, and  th e  target can ch oose  to end
any effects on  hi m  or  her.  In  addition,  th e  target gains
a +2 power bonus to  saving throws until  th e  en d  of  the
encounter.

Diminutive Bodyguard  Artificer Utility  2 2

With  a burst of magic, you infuse inanimate components  ujith


life, creating a tiny construct that can  intercept attacks.

Daily  •   Arcane, Summoning


Standard Actio n Ranged 5
Effect: You create a   Small diminutive bodyguard   in an  un 
occupied square within range. The bodyguard has speed
3. It  has  a  +2 bonus  to AC  and  a +4  bonus  to  Fortitude,
Reflex, and W i l l .  A ny  ally adjacent  t o  the diminutive
bodyguard gains resist  5 to  all damage. You can give  t he
diminutive bodyguard the following special command. Beetle of  Force   Artificer Attack  2 3

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.

L E V E L   2 3  ENCOUNTER S P E L L S Chaos Weapon   Artificer Attac k 2 3

With your strike, you conjure elemental powers that rage


Armor of Acid  Artificer Attack  2 3 around the weapons of you and your allies.
You cast a prepared liquid onto an ally's armor, shrouding that Encounter  •   Arcane, Wea pon ; Varies
comrade in a cloud of noxious fumes that harms  foes. Standard Action Melee   or  Ranged weapon

Encounter  •   A c i d ,  Arcane, Implement Target: O n e  creature


Standard Actio n Area burst  1  centered   on  you  or Attack: Intelligence vs. A C

one ally within  10  squares Hit: 2 [ W ] + Intelligenc e modifier damage . Choose  a  d a m 

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.

makes a  melee attack against that ally takes acid damage


equal to 10  + your Wi sd om modifier.

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Prismatic Strike Artificer Attack 23 Life-Shock  Sigil Artificer Attack 25

You activate runes on your weapon and cause it to emit multi Through your infusion, you create a weapon that heals while it
colored  light as you  strike your  foe. hurts.
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

Target: One creature


All-Consuming  Missile   Artificer Attack 25 Attack: Intelligence vs. Reflex
Hit: 3d10 + Intelligence modifier damage, and the target
Your sigil-inscribed projectile ignites and ehgulfs your foe  in
takes 10 damage the first time it moves or attacks during
hungry f lames.  /
its turn (save ends).
Daily • Arcan e, Fire, We ap on
Aftereffect: The target takes 10 damage the first time it
Standard Action Ranged weapon
moves or attacks durin g its turn (save ends).
Target: One creature
M i s s :  Half damage, and the target takes 5 damage the first
Atta ck: Intelligence vs. AC
time it moves or attacks during its turn (save ends).
Hit: 3[W] + Intelligence modifier fire damage, and ongoing
10 fire damage (save ends).
First Failed S avi ng Thro w: The target takes ongoing 15 L E V E L   2 7 ENCOUNTER SPELLS
fire damage (save ends).
Second Failed Sav ing Thr ow: The target takes ongoing
Grave-Dust Cloud  Artificer Attack 27
20 fire damage (save ends).
You direct a bag of ash atyour  foes,  and it explodes in a pale
M i s s : Half damage, and ongoing 5 fire damage (save ends).
cloud that saps their life while bolstering your allies  vitality.
First Fai led Sav ing Thr ow: The target takes ongoing 10
fire damage (save ends). Encounter • Arc ane, Healing, Implement , Necrotic

Second Failed Sa vin g Throw : The target takes ongoing 1 5 Sta ndard Acti on Area burst 3 within 20 squares

fire damage (save ends). Target: Each enemy in burst


Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier necrotic damage. Each
Dimensional Shifter   Artificer Atta ck 25
ally in the burst gains a +1 power bonus to attack rolls
You bind a powerful elemental  to your  construct, giving the and to all defenses until the end of your next turn.
artifice  the power to alter space around it. Effect: Each ally in the burst can spend a healing surge and
Daily • Arcane, Implement , Summon ing regain additional hit points equal to 2d6 + your Wisdom
Standard Action Ranged 5 modifier.
Effect: You create a Small dimensional shifter in an unoc
cupied square within range. The dimensional shifter has
Life-Stealing Shroud  Artificer Attac k 2 7
speed 6 and can teleport 6 squares as a move action. If
A gray field of necrotic energy surroundsyou andyour  allies,
the dimensional shifter and one of your allies are adja
stealing the life of  attackers.
cent to an enemy, that enemy grants combat advantage
to all creatures adjacent to it. You can give the dimen Encounter • Arcane, Impl ement , Necrotic
sional shifter the following special commands. Stan dard Act ion Close burst 2

Standard Action: Melee  1 ; targets one creature; Primary Target: You and each ally in burst

Intelligence + 2 vs. AC; 2d8 + Intelligence modifier Effect: Until the end of your next turn, any enemy that hits

damage, and the dimensional shifter teleports 3 squares. or misses the primary target with a melee attack is sub

Opportunity Attack: Melee  1;  targets one creature; ject to the following attack.

Intelligence + 2 vs. AC; 2d8 + Intelligence modifier damage, 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

primary target who was attacked can make a saving throw.

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Living Caltrop Swarm Artificer Attack 2 7 Runes of the Shadow  Tendrils   Artificer Attack  2 9


You direct a handful  of spiked  orbs across an area.  After sting Tracing a magic pattern in the air, you cause tentacles  of  dark
ing your foes,  the caltrops explode. ness to erupt fromyour ally's armor and attack  nearby  foes.
Encounter  •   Arcane, Fire, Implement, Zon e Daily  •   Arcane, Implement
Stand ard Act ion Area burst  1  within   10  squares Stan dard Act ion Area burst 1 within   10  squares  a nd
Target: Each creature i n  burst centered o n  one ally
Atta ck: Intelligence vs. Reflex Target: Each enemy  in  burst
Hit: 3d8  + Intelligence modifier damage . Attack: Intelligence vs. Will

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

Your weapon screams like a hurricane  as you swing it toward


your foe.  It strikes with a thunderous blow, knocking your foe Simulacrum  Artificer Attack  2 9
down. You use magic and elemental  life force to fashion  a construct
Encounter  •   Arc ane, Thunder, Weap on capable of sophisticated  attacks.
Standard Action Melee   or  Ranged weapon Daily  •   Arcane, Implement, Summoning
Target: O n e  creature Minor Actio n Ranged 5
Attack: Intelligence vs. A C Effect: You create a  Medium simulacrum   in an  u noccu
Hit: 3 [ W]   + Intelligence modifier thun der damage, and  you pied square within range. The simulacrum has whateve r
knock the target prone. The target is  dazed un til  the end speed a nd  modes  of  movement you have without bonus
of your next turn . es or  penalties. The simulacrum has nonmagical copies
of any implements o r  weap ons yo u possessed  a t  the time
of its creation. These disappear wh en this power ends  or
L E V E L   2 9 DAILY SPELLS whe n they are removed from th e  simulacrum. You  can
give th e  simulacrum the f ollowing special commands.
Bitter-Frost Bolt   Artificer Attac k  2 9 Standard Action: The simulacrum uses  an  at-will  or

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

D R A G O N P AT H S Using the  remnants of an alchemical compound,you create a


short-lived  duplicate of one of your concoctions.
Daily • Arca ne
T h e f o ll ow i ng p a r a g o n p a t h s e x h i b i t c h a r a c t e r i s t i c s
Free Action Person al
and features related to Eberron, although a player Trigger: You use an alchemical item of your level or low er
may use one of these pa ths for a cha racte r from any Effect: You create a duplicate of the triggering alchem ical
s e t t in g . T h e s e c t i o n i s d i v i d e d i n t o g e n e r i c p a r a g o n item. The duplicate lasts until the en d of the encounter.

paths—those based on class, race, or background—and


dragonmarked paragon paths. pell Magnet A l c h e m i s t S a v a n t A t t a c k  2 0
A  lodestone painted with sigils leaps from your outstretched
ALCHEMIST SAVANT hand, drawing arcane currents into a maelstrom.
Daily • Arcane, Conjuration, Implem ent, Lightning
"There's   magic in all  things. It just takes a little work to
Minor Action Ranged 10
tease it out." Effect: You throw a stone into an unoccup ied square
with in range. The stone creates a spell magn et, a rune-
P r e r e q u i s i t e :  You must be able to m ak e a lchem i covered pillar   2  squares high that occupies the square.
cal items A n y e n e m y w i t h i n   3   squares of the spell magne t takes a
-1   penalty to all defenses against your arcane attacks and
a   - 2  penalty to saving throw s against ongoing dama ge.
H erbs, tinctu res, mi nera ls, and exotic ingredien ts
Th e spell magn et lasts until the end of the encou nter or
a r e th e t o o l s o f a l c h e m i s t s a c r o s s K h o r v a i r e . F r o m
a n a l c h e m i s t ' s l a b o r a to r y , a ll m a n n e r o f f a n t a s t i c   J until you dismiss it as a free action. In addition, you can
make the following attack with the spell magnet once
creations are born—from poisons to potions to fan per round.
tastic devices. Min or Action Close burst 5
As an alchemist savant, you transcend the skill Target: Each enemy in burst
of hedge wizards. You blend mag ic with alchem ical Attack: Intelligence vs. Reflex
Hit: The target takes ongoing 10 lightning dama ge
compounds. By combining mystic energy with your
(save ends). The spell magnet pulls the target 5 squares.
recipes, you prod uce deadly conco ction s that c an
rival any weapon.

ALCHEMIST SAVANT PATH FEATURES


A l c h e m i c a l 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 m ak e an attack with a n
alchemical item, you gain a bonus to the attack roll
equa l to your Intelligen ce m odifier .
A l c h e m i c a l I n n o v a t o r ( 1 1 t h l e v e l ) :  A t 1 1 t h
level, and again at 15th, 21st, and 25th, you master
two form ulas of your choice . T he form ulas you mas ter
mu st be o f you r level or low er.
R e s o u r c e f u l A l c h e m i s t ( 1 1 t h l e v e l ) :  W h e n
you create new alchemical items, you can use exist
i n g a l c h e m i c a l i t e m s as c o m p o n e n t s . T h e v a l u e s o f
the alche mi cal items you use as com po nen ts are
subtracted from the com pon ent cost of the n ew
alch em ical item . A ny value in excess of the ne w item's
component cost is wasted.
A l c h e m y M a s t e r ( 1 6 t h l e v e l ) :  Y o u g a i n a + 2
b o n u s t o a t t a c k r o l ls w i t h a l c h e m i c a l i t e m s .

ALCHEMIST SAVANT SPELLS

uick Admixture Alchem ist Savan t Attack 11

In the blink  of an eye, you use a prepared alchemical item.


a
Encounter • Arcane
Minor Action Personal

Effect: You use an alchemical item without spending its


required action.

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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

refused to stay in workshops, though. These artificers :<:


were battle engineers, and they carried their skills
into battle. Battle e ngine ers proved a vital addition to
H^
the arm ies o f the Last Wa r. Today, those w ho follow
in the battle engineers' tradition are also formidable
fighting companions.

BATTLE ENGINEER PATH FEATURES


A g g r e s s i v e A c t i o n ( 1 1 t h l e v e l ) :  When you
spend an action point to take an extra action, you
gain a +1 bonus to weapon attack rolls until the end
of your next turn, and your weapon att acks deal l d 6
extra dam age until the en d of your next t urn.
B r u t a l E n c h a n t m e n t ( 1 1 t h l e v e l ) :  Whenever
one of your artif icer or battle engi neer power s grants
an ally a bonus to weapon damage rolls, that ally's
weapon also becomes brutal 1 until the bonus ends.
If the weapo n is already brutal, its brutal value
increases by  1.
A c c u r a t e E n h a n c e m e n t ( 1 6 t h l e v e l ) :   Whenever
one of your artific er or battle engin eer powers gra nts
a bonus to weapon attack rolls to an ally, that bonus
increases by 2.
Persistent Spheres  Batt le Engineer Attac k 20

Your weapon crashes into your foe,  sending out  sparklike motes


BATTLE ENGINEER SPELLS that harass that creature and sting other foes that draw close
to it.
Greater Magic Weapon  Battle Engineer Attac k 11 Daily • Arcane, We ap on , Zone
Arcane energy enwraps your weapon and your allies'weapons. Standard Action Melee weapon
Target: One creature
Encounter • Arcane, Weapon
Attack: Intelligence vs. AC
Standard Action Melee or Ranged weapon
Hit : 3d10 + Intelligence modifier d amage, and if the target
Target: One creature
doesn t move at least 2 squares during its turn, it takes
Atta ck: Intelligence + 3 vs. AC
10 damage at the end of its turn (save ends).
Hit : 2[ W] + Intelligence modifier damage .
Miss: Half damage, and if the target doesn t move at least 2
Effect: Each ally adjacent to you gains a power bonus to
squares during its turn, it takes S damage at the end of its
attack rolls and to damage rolls equal to your W is do m
turn (save ends).
modifier or your Constitution modifier until the end of
your next turn. Effect: The attack creates a zone of painful motes in a burst
2 centered on the target. The zone lasts until the target
saves against this power. When the target moves, the
Fleeting Dweomer  Battle Engineer Utility 12 zone moves with it, remaining cente red on it. Any ene my
You infuse a weapon with a brief yet powerful enchantment. that starts its turn within the zone takes 5 damage, and it
grants combat advantage while within the zone.
Encounter • Arcane
Minor Acti on Close burst 5
Target: One weapon or implement in burst
Effect: You infuse the target with arcane energy. Choose a B R U T A L  P R O P E R T Y
damage type : acid, cold, fire, force, lightning, or thunder. A brutal weapon s minimum damage is higher than that
The target deals extra damage of this type equal to your
of a normal weapon. When rolling the weapon s damage,
Intelligence modifier until the end of the encounter. Until
the end of the encounter, whenever the target s wielder
reroll any die that displays a value equal to or lower than
scores a critical hit with the weapon, the target of the the brutal value given for the weapon. Reroll the die until
attack gains 10 ongoing damage of the damage type you the value shown exceeds the weapon s brutal value, and
chose (save ends). then use the new value.

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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

A s   a changel ing, you alter appear anc es and identities


to   suit your purpose. As a c hamele on, you take versa
tility to a new level. You absorb the mannerisms and
actions  o f those  aroun d you through careful observa
t i o n .  You not only change your appearance, you alter
your  powers and are able to perfo rm an astonish ing
range  o f  m a n e u v e r s .  The more time you spend with a
p e r s o n ,  th e mor e acc urat ely you can mimic his or h er
actions  and abilities.

CHAMELEON   PATH FEATURES


C o o r d i n a t e d  Action (11th level): I f y o u  have not
already spent an action point in the encounter, when
an   ally spends an act ion point to take an ext ra action,
yo u   can spend an action point as an immediate reac
t i o n .  Your action must be taken after your ally has
resolved  the act ion fr om his or he r action point.
S h i f t i n g  Skill (11th level): During an extend ed
r e s t , choose one skill in which an ally is trained. At
th e   en d  o f t h e  ext end ed rest, you gain training in that
skill  until the end  o f your ne xt extended rest. Th e ally
whose skill you choose must be present during the
entire  extended rest.
P o w e r  Focus (16th level): During a short rest, Perfect Mimicry   Cham eleon Utility 12

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

The Last War saw incredible advances in artifice.


Wi th the creati on of the warforged and the perfe ction
of war mach ines, artificers attained a deeper under
standing of how to blend technology with magic.
Although most artificers train in the creation of m a g i 
cal servants', clockwork engineers elevate the practice
to an art form.
As a clockwork engineer, you are a master of cre
ating imitations of life from inanimate objects. You
can piece together automatons in a few moments.
The devices you create are more durable, longer-
lasting, and more deadly than those created by your
artificer peers.
You fashion minions and artifices to aid your

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.

gain two minor actions, which you can use only to


command your summoned creatures. lockwork Clockwork Engineer Attack 20

D u r a b l e A r t i f i c e ( 1 1 t h l e v e l ) :  Creatures you Companion


summ on with artificer or clockwork engineer powers You carefully assemble a realistic and versatile clockwork creation.
have a +2 power bonus to all defenses. Daily • Arcane, Impleme nt, Summo ning
Superior Minions (16 th level):  Creatures you Minor Action Ranged 10
summo n with artificer or clockwork engineer powers Effect: You summon a Small clockwork companion in an
have a +2 bonus to speed and a +1 bonus to attack rolls. unoccupied square within range. The clockwork compan
ion has speed 7 and ignores difficult terrain. It has a +4
bonus to AC and to Reflex. When you or any ally starts
CLOCKWORK ENGINEER SPELLS your turn adjacent to the clockwork companion, that
character gains 10 temporary hit points. You can give the
Clockwork Soldiers  Clockw ork Engineer Attac k 11 clockwork companion the following special commands.

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

5 your next turn.

Ward ing Flame   Exorcist of the Silver Flam e Utility  1   2


You  summon a silver flame that  bolsters allies and  punishes foes.
Daily • Divine, Zone
Standa rd Actio n A r e a b u rs t 2 w i t h i n 1 0 s q u a re s
Effe ct: The burst crea tes a zone of silver flame th at lasts
until the end of your next turn. You and ea ch ally within
the zone gain resist 10 fire, resist 10 radiant, and a +2
pow er bonus to all defenses. Each enem y with in th e
zone gains vulnerable 5 fire and vulnerable 5 radiant,
and takes a -2 penalty to all defenses.
Sustain Minor: The zone persists.

Silver Brand   Exorcist of the Silver Flam e Atta ck 20


A   ton gue o f fire erupts on your foe's brow.
Daily • Divin e, Fire, Imple me nt, Radiant
Standa rd Action Ranged 10
T a r g e t : O n e c r e a t u re
Attack: Wisdom vs. Fortitude
Hit: 2d6 + W i sd om modifier fire and radiant damage, an d
the target is blinded and dazed (save ends both). If the
target is a demo n, a devil, a shapechanger, or an undea d,
it also takes ongoing 10 fire damage and ongoing 10
radiant damage (save ends both).
Miss: Half damage, and the target is blinded and dazed until
the end of your next turn.

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GATEKEEPER MYSTAGOGUE GATEKEEPER MYSTAGOGUE


"They breached   our world once,  but as  long  as I live, they PATH FEATURES
shall   not do so  again." R e s o l u t e A c t i o n ( 1 1 t h l e v e l ) :   W h e n y o u sp e n d
a n a c t i o n p o i n t   to t a k e  a n e x t r a a c t i o n , y o u g a i n r e s i s t
P r e r e q u i s i t e :  A n y p r i m a l c l a s s , m e m b e r o f t h e 2 0 p s y c h i c u n t i l  t he end o f y o u r n e x t t u r n .   I n  a d d i 
Gatekeepers t i o n , y o u   a nd e a c h a l l y a d j a c e n t  to y o u   c a n m a k e  a
saving throw against any psychic effects.
O v e r s i x t e e n th o u s a n d y e a r s a g o , d r u i d s f o r m e d A b e r r a n t B a n e ( 1 1 t h l e v e l ) :  Y o u r a t t a c k s a g a i n s t
t h e G a t e k e e p e r s . T h e y w e r e c h a r g e d w i t h   t h e  d i r e b l o o d i e d a b e r r a n t c r e a t u r e s   c a n s c o r e c r i t i c a l h i t s  o n
r e s p o n s i b i l i t y   o f s a f e g u a r d i n g t h e w o r l d f r o m   a  b u r  r o l l s   o f  1 9 - 2 0 .
g e o n i n g e v i l ,   t h e a b e r r a n t h o / ro r s d w e l l i n g w i t h i n A b e r r a n t D i s r u p t i o n ( 1 6 t h l e v e l ):   W h e n e v e r
Khyber's depths. Althoug h defeated once, these crea y o u s c o r e   a  c r i t i c a l  hi t a g a i n s t  a n a b e r r a n t c r e a t u r e ,
t u r e s s t i l l c l a m o r   for a c h a n c e  to s l i p t h r o u g h r e a l i t y ' s t h a t c r e a t u r e   is  a ls o s t u n n e d u n t i l   the end o f y o u r
b o u n d a r i e s   a n d c o n q u e r  t he m o r t a l w o r l d . Th e next turn.
G a t e k e e p e r s h a v e f a i l e d o n l y o n e t i m e   in  t h e i r g u a r d 
i a n s h i p . S o m e n i n e t h o u s a n d y e a r s a g o ,  t h e  d a e l k y r GATEKEEPER MYSTAGOGUE
s p i l l e d f r o m X o r i a t ,   t h e R e a l m o f M a d n e s s . O n l y  a
EVOCATIONS
f e w G a t e k e e p e r s s u r v i v ed   t h e s t r u g g l e  to b i n d  the
d a e l k y r b e h i n d g r e a t s e a l s . F r o m t h a t m o m e n t ,   the
G a t e k e e p e r s r e n e w e d t h e i r a n c i e n t o a t h s   a n d h a v e
Nature's Balance   G a t e k e e p e r M y s t a g o g u e A t t a c k   11

r e m a i n e d v i g i l a n t   in t h e i r d u t i e s . Nature corrects imbalances;you merely speed the process by


evoking venomous vines  to weaken your  joes.
A s   a m y s t a g o g u e o f t h e G a t e k e e p e r s , y o u p r e s e r v e
E n c o u n t e r   •  P o i s o n , P r i m a l
t h e s e a l s f o r g e d   by y o u r p r e d e c e s s o r s , a n d y o u w o r k
Stand ard Actio n C l o s e b u r st  5
t o c o n t a i n   t h e a b e r r a n t t h r e a t . Y o u r m i s s i o n c a r r i e s
T a r g e t : O n e c r e a tu r e   in  burst
y o u a c r o s s   t h e w o r l d ,  for the d a e l k y r a n d t h e i r s p a w n A t t a c k : S t r e n g th  or  W i s d o m +  4  vs. Fortitude
a r e u n c e a s i n g   in  t h e i r e f f o r t s   to t h w a r t  t h e s e a l s . To Level 21:  Strength  or  W i s d o m +  6  vs. Fortitude
oppose them , you have learne d ancient techniqu es H i t :  2 d8  + Constitution mod ifier poison damag e. The tar
t o s t e e l y o u r m i n d a g a i n s t t h e i r p o w e r s   and to b a t t l e g e t a n d e a c h e n e m y a d j a c e n t to it  gain vulnerable   5 to all
their fell influence. dam age until the end of your next  turn.

Gate Seal   G a t e k e e p e r M y s t a g o g u e U t i l i t y 1 2

You deny those who circumvent the natural methods of travel.


D a i l y   •  P r i m a l , Z o n e
Min or Act ion C l o s e b u r st  10
Effect: The burst creates a  zone  of  primal interference that
lasts until the end of your next  t u r n .  E a c h e n e m y t h a t
starts its turn within the zone cann ot teleport until t he
start  of  its n ext   turn. Each ally wh o starts his  or  her turn
within the zone gains  a  + 2 p o w e r b o n u s  to  speed u ntil
the start  of  his  or her  next  turn.
S u s t a i n M i n o r T h e z o n e p e r si st s .

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.

c h a p t e r  3 |  C l a s s e s

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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

W an der ing cru saders who worship the Path of Light,


l i g h t w a l k er s tr a v el b e t w e e n k a l a s h t a r c o m m u n i 
t i e s ,  h e l p i n g t o r e s o l v e w h a t e v e r c o n f l i c t s o r c r i s e s
t h e y f a c e . A s a l ig h t w a l k e r , o n e m o n t h y o u m i g h t b e
dealing with problems stirred up in Sharn by the
Dreaming Dark, and the next month you might be off
to protect kalashtar archeolog ists exploring ancie nt
ziggurats in Q'bar ra. Man y of your people are conten t
to remain sedentary, living in isolated communities
o r w i t h i n t h e t e m p l e - k e e p s o f A d a r . T h a t l i f e i s n 't
for you, though. You are not satisfied unless you are
actively battling against th e dark ness, helping to

thw art the Dr eam in g Da rk, attemp ting to destroy the


Lords of D ust, or bring ing p eace to the civilizations
o f you r peop le. A s a lightw alker, you enjoy the light o f
purity and righteousness, but you recognize the need
to oppose th e tangib le evils of th e wo rld.

LIGHTWALKER PATH FEATURES


L i g h t w a l k e r A c t i o n ( 1 1 t h l e v e l ) :  W h e n y o u
Path of Light   Lightw alker Utility 12
spend an action point to use a radiant power, you or Sunlight   bursts from a crack in the earth and   hardens into a
o n e a l l y w i t h i n  5  s q u a r e s o f y o u r e g a i n s h i t p o i n t s tangible, solid path that can also   sustain you in times   of need.
equ al to one- half your level. Daily • Conjuration, D ivine
W a l k t h e B r i g h t P a t h ( 1 1 t h l e v e l ) :  W h e n e v e r Min or Actio n A r e a w a l l 8 w i t h i n 1 0 s q u ar e s
y o u m a k e a r a d i a n t a t t a c k , o n e a l l y w i t h i n   5  s q u a r e s Effect: You conjure a path of solid light in unoccu pied
of you gains comb at advantage against the target o f squares within range. The path is flat, can support any
that attack until the end of your nex t tu rn. weight, and must have at least 1 square on a solid sur
face. The pa th can ascend or descend 1 square vertically
R a d i a n t R e n e w a l ( 1 6 t h l ev e l ):   Y o u g a i n r e s i s t
for each square it traverse s horizontally. The pa th lasts
10 radiant an d resist 10 psych ic. If you already have
until the end of your next turn.
resistance to radiant damage or psychic damage, the
Any bloodied ally gains regeneration 10 while occupy
resistance increases by 10. ing one of the path's squares.
Sustain Minor: The path persists.

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

Encounter • Divine, Impleme nt, Radiant Standard Action Ranged  1 0

Standard Action Ranged 10 Target: On e, two, or three creatures


Attack: Wisdom vs. Will
T a r g e t : O n e c r e a t u re
Attack: Wisdom vs. Reflex H i t : 2 d 1 0 + W i s d o m m o d i f ie r r a d i a n t d a m a g e , a n d y o u o r
Hit: 2d6 + W i sd om modifier radiant damage, and the tar one ally within 5 squares of you regains 10 hit points.

get takes a -2 penalty to AC and Reflex until the end of Miss: Half damage, and you or one ally within 5 squares of
your next turn. In addition, squares within 10 squares of you regains 5 hit points.
the target are illuminated with bright light until the end
of your next turn.

C H A P T E R  3 | C l a s s e s

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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.

Self-Repair Self-Forged Utility  1  2


Your magic  quickly repairs your damaged components.
Daily • Arcane, Healing
Standard Action Personal
Effect: You regain hit points equal to twice your healing

surge value.

Flailing Gaun tlet   Self-Forged Atta ck 20


Your metal hand detaches from your arm and shoots toward a
foe, remaining connected to you by a chain of forc e.
Daily • Arcane, W ea po n
Standard Action Melee 2
Requirement: Your battlefist hand must be free.
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 4[ W ] + Intelligence modifier damage, and you knock
the target prone.
M i s s : H a l f d a m a g e .
Effect: Your battlefist gains the reach w eap on property
until the end of the encoun ter.

CH AP TE R 3 |  Cl a sse s

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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

You have dedicated yourself to


physical perfection—to becoming an
e m b o d i m e n t o f s t r e n g t h a n d p ro w 
e s s .  P e r h a p s y o u w e r e o n t h e f r o n t
lines in an arm y of the Last W ar,
or maybe you were created in the
wa ning days of that confli ct an d
yearn to explore your military
nature. W hat eve r the case, you
relish the act of rush ing head long
into your enem ies and driving
the m befor e you. As a warforg ed
juggernaut, you are an unstoppable
force, most at home on the battlefield

surround ed by dozens of foes. W h en


you choose to hold a position, you keep it.
Your training and build have given you the
a b i l i ty t o s h a k e o f f a t t a c k s t h a t w o u l d d e v a s 
tate your allies.

WARFORGED JUGGERNAUT nexorable W a r f o r g e d J u g g e r n a u t U t i l i t y  1  2

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.

uinous Warforg ed Juggernaut Attack 11

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.

CH AP TER 3 |  Classes

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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

section of C hap ter 4 .


ys po eunr de xa pne na cdt ei odn mpaogi ni ct it toe tma kde a ai ly
n extra action, one of
powers recharges.
I t e m A f f i n i t y ( 1 1 t h l e v e l ) :  A f t e r a n e x t e n d e d
CA NNIT H MA ST ERMA K ER rest, you can use thre e m agic item d aily powe rs per
"I've always had a sense of the latent power residing within day. At 21 st level, you can u se five m ag ic item daily
certain items. Of course, in my hands, that power doesn't powers per day.
stay latent for long." A r c a n e R e c h a n n e l i n g ( 1 6 t h l e v e l ):   O n c e p e r
enc oun ter as a free action d uring your turn, you c an
P r e r e q u i s i t e :  M a r k o f M a k i n g f e a t exp end one o f your uses of a magic item d aily pow er
to regain the use of an arca ne en cou nte r attac k
Th e ma sterm akers of Ho use Cann ith are amo ng the power.
most powerful spellcasters of the thirtee n d ragon
ma rked houses . T he house counts num erou s artificers
a n d w i z a r d s a m o n g i ts r a n k s . A s a C a n n i t h m a s t e r - CA N N I T H M A S T E RM A K E R P O W E RS
mak er, you are a part of the house's august ma gical
ower Siphon Cannith Mastermaker Attack 11
tradition. You are capable o f coax ing hidd en power
You blast your foe with a golden ray, and streaming wisps of
out of your ma gic item s, and you can u se that p ower
power flow from your enemy into your equipment and into the
in unu sual ways. Th e untold days spent h and ling equipment of nearby allies.
residuum   a n d o t h e r c o m p o n e n t s h a v e l e f t t h e i r m a r k ,
Encounter • Arcane , Implem ent, Radiant
t h o u g h . M o s t m a s t e r m a k e r s h a v e h a n d s th a t b e a r p e r  Standard Action Ranged 10
manent silver streaks. Target: One creature
Attack: Intelligence vs. Reflex
Hit: 4 d6 + Intelligence modifier radiant dam age, and you
and eac h ally with in 1 0 squares of you gain a +2 p ow er
bonus to attack rolls or a +2 power bonus to all defenses
until the end of your next  turn.

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.

Lightning Infusion   Cannith Mastermaker Attack 20


With  a blast of eldritch  lightning, you assault your enemies and
bolster summoned creatures.
D a i l y • A r c a n e , I m p l e m e n t , L i g h t n in g
Stand ard Actio n C l o s e b l a st 5
Target: Each enemy in blast
Attack: Intelligence vs. Reflex
Hit: 4d 8 + Intelligence m odifier lightning damage, and you
push the target 1 square.
M i s s :  H a l f d a m a g e .
Effect: Any summoned creature in the blast gains tempo
rary hit points equal to 5 + your Int elligenc e m odifier.

C H A P TE R 3 | Class es

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GHALLANDA
SANCTUARY GUARDIAN z

"I   recommend you back away now. Then again?a part of


z
me wants to see what happens if you don't."
0
J
P r e r e q u i s i t e :  M a r k o f H o s p i t a l i t y f e a t

As a sanctuary guardian, you are the point of the <


spear for H ou se Gha llan da, adept at enforc ing th e
house's mandate to provide a safe haven for its guests.
0
LlJ
House Ghallanda has enclaves around the world
that are beset by hazards such as overzealous local
<
>
authorities, kidnappers, and rampaging monsters.
2:
You've been trained to deal with all such threats. Z
Th rou gh the po wer of your drago nm ark, you set the '•J
stage for battles, making sure that your allies have the <
advantage. Your pow ers help keep your allies fighting
and your enemies struggling. Those who would chal
l e n g e yo u o r y o u r c o m r a d e s q u i c k l y l e a r n t h a t H o u s e
Gh allan da is com peten t in mo re arts than just those
of com fort and con ven ience.

GHALLANDA SANCTUARY GUARDIAN


PATH FEATURES
S w i f t A c t i o n ( 1 1 t h le v e l ) :   W h e n y o u s p e n d a n
action point to take an extra action, each ally within
5   s q u a r e s o f y o u c a n s h i f t  1   s q u a r e a s a f r e e a c t i o n .
H o s p i t a b l e S u r g e ( 1 1 t h l e v e l ) :  W h e n e v e r y o u
spend a healing surge, each ally adjacent to you can Guardian's   Gh alla nd a Sa nctu ary Gua rdian U t i l i t y  1 .
ma ke a saving throw. Thos e allies gain any bonu ses
you have to saving throws for that roll. Wo
Your rd
dragonmark glows and empowers your healing.
G h a l l a n d a ' s S a n c t u a r y ( 1 6 t h l e v e l ) :  W h e n a n y
Encounter
a l l y w i t h i n  5  s q u a r e s o f y o u t a k e s a t o t a l d e f e n s e o r
Free Act ion Persona l
second wind action, that ally gains temporary hit Effect: The next healing pow er you use before the start
p o i n t s e q u a l t o   5  + y o u r C h a r i s m a m o d i f i e r . of your next turn restores the maxim um num ber of hit
T he nu m ber of tem por ary hit points equ als 10 + points possible.
your Charisma modifier at 21st level.
Sanctuary Ghallanda Sanctuary Guardian Attack 20

GHALLANDA SANCTUARY GUARDIAN Strike


POWERS You swing, striking your foes and emitting a shower of energy
from your dragonmark to empower your allies.
Daily • We apo n
Scatter   Ghalla nda Sanct uary G u a r d i a n A t t a c k  11 Stan dard Actio n C l o s e b u r st 1
the Invaders Target: Each enemy in burst
You strike out at one foe and send it staggering into oth er Attack: Strength vs. Reflex
nearby enemies. H i t : 3 [ W ] + S t re n g t h m o d i f i e r d a m a g e .
E n c o u n te r • W e a p o n Miss: Half damage.
Standard Action Melee weapon Effect: Un til the end of your next  t u r n ,  any ally can use
P r i m a r y T a r g e t : O n e c r e a t u re his or her second wind as a minor action while within 3
P r i m a r y A t t a c k : S t re n g t h v s . A C squares of you.
H i t : 2 [ W ] + S tr e n g t h m o d i f ie r d a m a g e . M a k e a s e c o n d a r y Sustain Minor: The effect persists.
attack.
Secon dary Target: Each enemy adjacent to the primary
target
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 . Fo r t it u d e
H i t :  You push the secondary target  1  square.

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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."

P r e r e q u i s i t e :  M a r k o f H e a l i n g f e a t JORASCO JADEHAND POWERS

Preventive Medicine   Jorasco Jade han d Attack 11


W h e n S a h e m i t h e E m i s s a r y t o ld H o u s e J o r a s c o t h a t When an enemy attacks your friend, lightning arcs from your
it should help hea l E be rro n from the wo und s of the
dragonm ark into the enemy, shocking it and healing your ally.
L a s t W a r , y o u li s t e n e d . D e s p i t e r e s i s t a n c e f r o m m u c h
o f t h e h o u s e , S a h e m i i n s is t e d t h a t t h e d r a g o n m a r k Encounter • Healing, Implem ent, Lightning
Imm ediate Interrupt Ranged 5
that he and his kin bore mandated an effort to help
Trigger: An en emy with in 5 squares of you hits an ally
hea l the land. A supporte r of Sa hem i's efforts, you
Target: The triggering enemy
call yours elf a jad eh an d for the jad e brace lets you A t t a c k : W i s d o m v s . R ef le x
we ar in em ulatio n of the Em issary . You respec t the H i t : 2 d 1 0 + W i s d o m m o d i f ie r l ig h t n in g d a m a g e , a n d t h e
druid ic traditions , and you Ye interested in stopping triggering ally can sp end a healing surge and gain an ad 
supernal menaces and healing the world's scars, ditional 2d6 hit points.
such as the Mournland. You have a broad view of
wha t constitutes "he alin g," so you also apply your Jade Rejuvenation   J o r a s c o J a d e h a n d U t i l i ty 1 2

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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KUNDARAK GHORAD'DIN KUNDARAK GHORAD'DIN


" S t r i c t l y  speaking, it might not take a thief to catch a PATH FEATURES
thief.   However, we do try to think and train like our G h o r a d ' d i n A c t i o n ( 1 1 t h l e v e l ) :  W h e n y o u
adversaries do." spend an action point to take an extra action, you
g a i n a + 2 b o n u s to T h i e v e r y c h e c k s a n d S t e a l t h
P r e r e q u i s i t e :   M a r k o f W a r d i n g f e at ch eck s until the end o f your next tur n. You also gain
a +2 bonus to AC and to Ref lex until the end o f your

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.

Thwart the Walls   K u n d a r a k G h o r a d ' d i n U t i l i t y  1   2

 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.

W ar d Unleashed   Kundarak Ghorad'din Attack 20


With the  power of your dragonmark, you dispel nearby wards
and use their   power to  impede your  enemies.
Daily
Stan dard 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
At tac k: Strength or Dexterity + 4 vs. Fortitude
Level 27: Strength or D exterity + 6 vs. Fortitude
H i t :  3d 10 + Strength or Dexterity mo difier dam age, and
the target is slow ed (save ends).
Miss: Half damage.
Effect: Any enem y zones or conjurations in the burst end.

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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

You're more at home in the skies aboard a House


Lyrandar airship than you are on the ground.
Th rou gh the power of your dragon ma rk, you exert
control over wind and w eather. You're naturally held
aloft by bre eze s, but the w ind isn't jus t a con stan t
c o m p a n i o n , i t' s a l s o a w e a p o n i n y o u r a r s e n a l . W i t h
the aid of your drago nm ark, you can cau se sudden
bursts of win d that send your enem ies flying. W ith
enough power, you can even summon a tornado to
tear through your enemy's ranks. Th ose wh o trifle
with you feel the fu ry o f the stor m.

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 ) .

LYRANDAR WIND-RIDER POWERS

W i n d B u rst   L y r an d a r W i n d - R i d e r A t t a c k 1 1 Unruly Cyclone   L y r an d a r W i n d - R i d e r A t t a c k 2 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.

Disruptive  Me dan i Trueseer Attack 20


Premonition
Before your enemy can   strike, you let loose   a debilitating sting
that   inhibits its defenses and  ability to  attack.
Daily • We apo n
Imm ediate Interrupt Ranged 10
Trigger: An en em y wi thin 10 squares of you hits or misses
you or an ally
Target: The triggering enemy
A t t a c k : C h a r i s m a o r W i s d o m v s . R e f le x
H i t :  3 d 1 0 + C h a r is m a o r W i s d o m m o d i f i e r d a m a g e , a n d
the target takes a -4 penalty to attack rolls against you
(save ends).
M i s s : H a l f d a m a g e .
Effect: The target grants combat advantage to you until the
end of your next   turn.

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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

A m o n g   th e  b e s t d u e l i s t s  o f H o u s e O r i e n   are the


s w i f t b la d e s , p e e r l e s s s w o r d m a s t e r s w h o s e M a r k s   o f
P a s s a g e e n a b l e t h e m   to cut p a t h s b e t w e e n w o r l d s
w i t h t h e i r f l a s h i n g b l a d e s .  A s a  s w i f t b l a d e , you can
s l i c e   a  r i f t  in the  f a b r i c o f t h e w o r l d , d a r t t h r o u g h   it,
a n d t h e n a p p e a r   on the  o t h e r s i d e o f t h e b a t t l e f i e l d .
W h e n   you p r a c t i c e a g a i n s t y o u r p e e r s ,   th e  f i g h t s
r a n g e a c r o s s n e i g h b o r h o o d s   an d c i t i e s  as you an d
y o u r o p p o n e n t t e l e p o r t f r o m p l a c e   to  p l a c e .
H o u s e O r i e n c a l l s u p o n s w i f t b l a d e s  to  d e f e n d
t h e h o u s e ' s i n t e r e s t s w i t h w e a p o n   an d w o r d . Th e
h o u s e d i s p a t c h e s   th e  d u e l i s t s  to c o n d u c t n e g o t i a 

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.

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PHIARLAN PHANTASMIST P h a s e - M i s t S h r o u d ( 1 6 t h l e v e l ) :   W he neve r yo u


r
use an illusion power, you gain co nc ea lment and a
I suggest that you withdraw. My last foes found that flee
+1 bonus to attacks rolls with charm, fear, illusion, or
ing in abject terror was far more hazardous than a  sensible
psychic powers until the e nd of you r next t urn .
surrender.
z
P r e r e q u i s i t e :   Mar k of Sh adow feat
PH IAR LAN PH AN T ASM IST PO W ER S Z>

<
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.

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Sivis   TRUE NAM E R T r u e W o r d H e a l i n g ( 1 6 t h l e v el ) :  W h e n e v e r


you use a pow er that lets you spend a hea ling surge,
"I   callyou thaukrala'them-sholowdi. I rebukeyou with
eac h ally wi thi n 3 sq uare s of you can also spend a
mahanaprill-katarnah. And heed this word: Quarran
healing surge.
quatalli'voreshathayue "

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.

SIVIS TRUENAMER PATH FEATURES Sigil of Repulsion   S i v i s T r u e n a m e r U t i l i t y  1  2

T r u e n a m e r A c t i o n ( 1 1 t h le v e l) :  W h e n y o u You  utter ancient words of Supernal, conjuring a silvery glyph

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.

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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

Rangers in House Tharashk often become way-


finders, all-purpose guides who travel the world
h e l p i n g t o r e so l v e t h e h o u s e ' s q u a r r e l s . A w a y f i n d e r
is part scout, part bounty hunter, and p art inquisi
t i v e . A s a w a y f i n d e r , y o u m i g h t , o v e r t h e c o u r s e o f a
season, guide dragonsh ard prospecto rs throu gh dan
gerous wilderness, capture a fugitive, uncover who's
smugg ling poisons into the slum s of Sh arn , and even
explore a dung eon or two along the way. You r dragon
mark guides your attacks, whether you're fighting
hand -to-h and or with a bow. O nc e you de term ine
your quarry, you are relentless in your pursuit of it.

Those who flee from you find that there's no escaping


a wa yfind er, only a delay of the inev itable.

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.

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T HU RA NNI SHA DOW K ILLER y o u , y o u r a t t a c k a l s o d e a l s o n g o i n g   5  n e c r o t i c d a m a g e


( s a v e e n d s ) .  Yo u  d e c id e w h e t h e r  to a p p l y  t he  o n g o i n g
"The only noise   my  weapon makes  is the  sound of a body
d a m a g e a f t er m a k i n g   th e  d a m a g e r o l l. T h e  d a m a g e
hitting the floor."
i n c r e a s e s  to o n g o i n g   1 0  n e c r o t i c  at  2 1 st  l e v e l .

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.

I 1 1  A I I I   K  [i  I   Clas ses

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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

In the final years of the Last W ar, H ouse Vadalis


began training griffon riders—soldiers mounted on
dom esticated g riffons. A s a Vadalis griffonm aster, you
had a hand in training those griffons and their riders.
W i t h y o u r d r a g o n m a r k ' s p o w e r , y o u ' ve b e c o m e a n
exp ert rider wh o is at ho m e on the ba ck of a griffon.

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.

C H A PT ER 3 ] Clas ses

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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 .

DISPOSSESSED CHAMPION FEATURES


IMMORTALITY L e a d t o V i c t o r y ( 2 1 s t l e v e l ) :   W h e n e v e r y o u s hi ft ,
L o n g a ft e r y o u d i e , y o u r n a m e w i l l l iv e   o n as a
e a c h a l l y w i t h i n y o u r l i n e  o f  s i g h t  c a n  s h i f t   a n   e q u a l
s y m b o l   o f  h e r o i s m   a n d  h o p e  i n t h e  h e a r t s   o f  t h o s e
n u m b e r   o f  s q u a r e s   a s a   f re e a c t i o n .  T h e  a l l y m u s t  e n d
y o u c h a m p i o n . W h e n   y o u  s e l e c t t h i s e p i c d e s t i n y ,
t h e s h i f t c l o s e r   t o y o u  t h a n   h e o r s h e  b e g a n .
c h o o s e   a  g r o u p   o f  f o r s a k e n   o r  b r o k e n p e o p l e , s u c h
B u r d e n   of L e a d e r s h i p ( 2 4 t h l e v e l ): W h e n a n
a s C y r a n s , s h if t e rs , m e m b e r s   o f  H o u s e P h i a r l a n ,
e n e m y ' s a t t a c k b l o o d i e s   a n  a l l y a d j a c e n t  to  y o u , y o u
c a n s p e n d   a   h e a l i n g s u r g e   t o  a l l o w t h a t a l l y   to   r e g a i n
h i t p o i n t s   a s i f  h e   o r s h e h a d  s p e n t   a  h e a l i n g s u r g e .
D r i v e n b y D u t y ( 3 0 t h l e v e l ) : T h e  f i r s t t i m e
y o u d r o p   to 0 hi t  p o i n t s   o r  f e w e r a f t e r   a n   e x t e n d e d
r e s t , y o u c a n  s p e n d   a   h e a l i n g s u r g e   a s a n   i m m e d i a t e
i n t e r r u p t .  A n y  a ll y w h o   c a n s e e y o u  r e g a i n s   2 d 6 h i t
p o i n t s .  A n y h i t  p o i n t s   i n  e x c e s s   o f  a n a ll y' s m a x i m u m
n u m b e r   o f  h i t p o i n t s b e c o m e t e m p o r a r y   h i t   p o i n t s .

D ISPO SSESSED C H AM PIO N PO W ER

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.

C H A P T E R   3  | C l a s s e s

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MOURNING SAVIOR W hi le outside the Mou rnlan d, healing powers that


target you or an y ally wi thi n 5 sq ua res of you restore
Nothing less than the   complete restoration of Cyre will sat
2d6 extra hit points.
isfy  you.   v

M e m o r y   o f  C y r e ( 2 4 t h l e v e l ) :  W h e n 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.

M o u r n i n g P a n a c e a :  O n c e y o u c o m p l e t e y o u r In addition, you perm anently negate the effect of fan


tastic terrain with in th e burst that has a magical or super
final quest and unlock the Mourning's secret, you
natural origin, including but not limited to blood rock,
realize what must be done to remove the taint that fonts of pow er, illusions, loadstone s, mirror crystals, pillars
plagues the land . O nly thro ugh sac rifice can you of life, sacred circles, permane nt portals, and teleporters.
conta in the wellspring o f evil that contam ina tes Cy re.
Once you make peace with this terrible task, you
walk into the Mournland and vanish into its mists.
For a time, there is no change. As the seasons
pass, thou gh, the gloom shrou ding C yre thins. Th e
horrors stalking the ruined landscape turn against
o n e a n o t h e r i n a n o rg y o f v i o l e n c e . W h e n t h e
transformation is complete, nothing remains of the
magical phenomenon that erased an entire nation.
W reck age lies strewn across the countryside, but
rather than disheartening the Cyran refugees, it
emboldens them. They resolve to rebuild what was
lost and restore their homeland to its former glory.
You might be an unsung hero, but through your sac
rifice, the Mourning is reversed, and life can thrive
in Cyre once more.

MOURNING SAVIOR FEATURES


M o u r n l a n d D e d i c a t e ( 2 1 s t l e v e l) :  Y o u a r e
accu stom ed to the Mou rnla nd 's effect. You gain a
+5 bonus to skill challenges related to the perils of
the Mourn land . You are im mu ne to the M ou rnlan d
l ii X. afflic tion diseas e, and you igno re obs tacles and fan
t a s t i c t e r r a i n u n i q u e to t h e M o u r n l a n d . I n a d d i t i o n ,
w h i l e w i t h i n t h e M o u r n l a n d , y o u a n d a n y a l ly w i t h i n
5 squares of you can benefit from he aling pow ers.

C H A PT ER 3 | Classes

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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

From the Silver Flame's inception, its purpose in the


world has been clear. It was forged from a commit
ment to stand fast against the growing darkness, to
seek out and destroy evil's champions, and to carry
t h e b a n n e r - o f p u r i t y a n d l i g h t. A l t h o u g h m a n y r a l ly
to the Silver Flame, only a select few ever feel its
purifying flame s bur n away the darkness clouding
thei r souls and receiv e true clarity of vision. O ne
does not choos e to be co m e a vessel for the Silver
F l a m e , b u t ra t h e r , t h e F l a m e c h o o s e s h i m o r h e r t o
be a vessel.
As a sublime fla me , you have un flinch ing devo
tion and piety, and you are dedicated to serving the

principles on which the C hu rch o f the Silver Fla me


w a s f o u n d e d . Y o u m i g h t s e r v e t h e C h u r c h f a i t h f u l ly ,
or perhaps instead you com m un e directly with the
Silver Flame. Regardless, your devotion unlocks a
deep er underst and ing o f your purp ose in the world.

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.

CHA PTER 3  ] C l o s s e s

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HEROES STA ND  apart. Th ey face more


danger, suffer more pain, and win more treasure
than do the ordinary denizen s of Eb erron. Most
adventurers die far sooner than other people, but
those heroes who survive can achieve great power
and fame.
As a hero , you have man y ways of m ak ing you rself
stand apart from the everyday inhabitants of Eber
ron. T he cho ices you m ak e whe n you crea te your
cha rac ter ca n set your her o on a path that can lead to
glory. In the sa m e way that heroe s are different fro m
c o m m o n p e o p l e , e a c h h e r o is d i s t i n c t f r o m a l l o t h e r
hero es. A warforged artificer and a cha nge ling rogue
will have different roads to greatness, and the ways
i n w h i c h e a c h o f t h e s e h e r o e s c h o o s e s a b i l i t ie s a n d
equ ipm ent will distingu ish him or her even furthe r.
E ach char acter's dev elopm ent over the course of a
campaign is unique.
H owev er you cho ose to set your hero a part, this
c h a p t e r c o n t a i n s t h e a b i l i t ie s , w e a p o n s , a n d m a g i c
you need to ma ke tha t hero one of a kind .
This chapter includes the following sections.
Feats: The dragonmarks, and also race- and class-
specific feats important to the world of Eberron.
M etho ds of cha nne ling the divinity of the Sovereign
H ost and of othe r E ber ron deities are also includ ed.
E q u i p m e n t : T h e w e a p o n s o f t h e T a l e n t a p l a in s
and potent magic items powered by dragonshards,
and also rituals used by the drag onm ark ed house s
and by other powerful groups.
R itu al s: Mystic practices kno wn widely by those

possessing dragonmarks and by any others with


know ledge o f anc ient rites.

CH AP TE R 4 Character  Opt ions

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•  You could choo se to be a dista nt offshoot of a


FEATS dragonmarked bloodline, sharing the race that most
commonly manifests the mark but unencumbered
by ties to its house. For example, you could be a half-
T he     Player's Guide  provides bot h gene ric feats
EB E R R O N
el f with the Mark of St orm but without ties to Hous e
and feats oriented toward the setting.
Lyrandar. You'd be an an omaly ; if House Lyranda r
be ca me a ware o f you, it would ta ke steps to bring you
DRA GONMA RK ED FEA T S and your wayward bloodline into the house.
Some feats in this section have the  [ Dra gonmark |" •  You could cho ose to be a membe r of some oth er
expression. These feats are associated with Eberron's race , even a rac e that has no dr ago nmarked hou se of
dragonmarks. A character can have only one such its own. You can choose to bear the Mark of Storm
dragonmarked feat. Each nonaberrant dragonmark even if you're an elf, a human, or a warfor ged. I n t his
allows you to mast er ce rt ain r ituals as if you had t he case, your drago nmark is a direct manifesta tion of
Ritual Cas ter feat. To use one of the se ritua ls, you the Prophecy and has nothing to do with the blood
must still acquire the ritual and master it, and your line of th e house . You'll probabl y never meet an NP C
level must still equal or exceed the ritual's level. Your in the world like you, and House Lyrandar would not
DM can expand the list of rituals as he or she deems claim you.
appropriate. •  You could choose to bea r an aberrant drag onmark
without any concern for your character's race. Aber
rant marks are more common among those races that
DRAGONMARKED  H O USES
At the hea rt of the dra gonmarked houses of Eber ron
have dragonmarked houses—although a member of
any race could bear one—but they're still rare. The
are bloodl ines of drag onmarked heirs that are each
exist enc e of an aber ran t drago nmark on a membe r of
of a single race . Th e Mar k of Heal ing appear s almost
any race is disturbing to the houses, and you would
exclusively among the halflings of House Jorasco, for
be wise to avoid their attention.
exa mple, and the mar ked heirs of Hous e Can nit h a re
all humans of a single line. As a player character, you
may choose to be an exception, because heroes are H E R O I C  T I E R  FEATS
uniquely significant individuals. Feats in this section are available to characters of any
I f you cho ose a drag onmark for your char act er, you level, as long as they meet the prerequisites .
have four options:
•  You coul d choose to be a member o f a dragon
ABERRANT MARK   OF  CONTAGION
marked house and its bloodline—for example, if you
choose to bear the Mark of Storm, you would be a
[DRAGONMARK]
B e n e f i t :   Whenever you hit an enemy with a daily
half-elf member of House Lyrandar and related to
attack power, that enemy takes a   -2   penalty to saving
th e oth er drag onmarked heirs of the hous e. In this
throws against ongoing damage until the end of the
case, you have muc h in co mmon wit h the N PC heirs
encounter.
of House Lyrandar. You will be influenced by the
action s and goals of your house, alt hough you an d
your DM can determine to what extent you will be
ABERRANT MARK   OF MADNESS
drawn into house politics. [DRAGONMARK]
B e n e f i t :   Whenever you hit an enemy with a daily
attack power, that enemy takes a   -2   penalty to Will
until the end of the encount er.

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

of in Eberron. de eme d a cce ptabl e. If you bear an aberran t mark, you

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

tha t a dragonmark be a lifelong commit ment on the part origin.


of any PC.

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

B e n e f i t :   C h o o s e o n e a r c a n e u t i l i ty p o w e r o f e v e r y Arawai  shelters those who receive her blessings.


you know . Each t im e you gain a ne w level of Encounter • Divine, Healing

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.

BALINOR'S PREY [DIVINITY]


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 P r e r e q u i s i t e :  Channel Divinity class feature,
or lower. Yo u m ust have the corr ect form ula and must worship Balinor
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
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 Ba l i n o r ' s  prey.

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

The hunt is sweet, but the kill is far sweeter.


P r e r e q u i s i t e :  Channel Divinity class feature, Encounter • Divine
st wo rship the S pirits of the Pas t Mino r Actio n Range d 5
T a r g et : On e c r ea t u r e
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 Effect: The next melee or ranged attack that hits the target
before the en d of your next turn dea ls 1   d6 extra damage.
Level   1 1 :  2 d 6 ex t ra d a m a g e.
Level 2 1 :  3 d 6 ex t r a d a ma g e.

CH AP TE R 4 |  C h a r a c t er Op tions
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HEROIC TIER FEATS


Name Prerequisites B e n e f i t  ]
A b e r r a n t M a r k   of   C o n t a g i o n E n e m y   hi t  w i t h d a i l y p o w e r t a k e s - 2 p e n a l t y  to  s a v i n g t h r o w s
against ongoing damage
A b e r r a n t M a r k   of  M a d n e s s
- E n e m y   hi t  w i t h d a i l y p o w e r t a k e s - 2 p e n a l t y   to   W i l l
Ab erran t Mark of Terror — E n e m y   hi t  w i t h d a i l y p o w e r t a k e s  a  - 1 p e n a l t y   to  a t t a c k r o l l s
against you
Accurate Magic We ap on Artificer E n h a n c e d w e a p o n s   or  i m p l e m e n t s g a i n + 2 b o n u s  t o   n e x t

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

must worship Aureon


Balinor's Prey Chan nel Divinity, U s e C h a n n e l D i v i n i t y p o w e r B a l i n o r ' s  p rey
mu st worsh ip Balinor
B e a c o n   of  D o l A r r a h 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  beacon of  D o l  Arrah

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

C H A P T E R   4 ] C h a r a c t er Opt ions

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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

must worship Ona tar


Artificer T a r g e t s  o f  h e a l i n g p o w e r s r e g a i n   2  e x t r a   h it  p o i n t s
Kalashtar G a i n r es i s t p s y c h i c   5 +  on e-h a l f l evel
shifting Conto rtionist Dopp elganger E s c a p e  a s a m i n o r a c t i o n ,  n o  p e n a l t i e s  f or  s q u e e z i n g

 o f  t h e S i l v e r F l a m e Cha nne l Divinity, mus t U s e C h a n n e l D i v i n i t y p o w e r s h i e l d  o f he Si l ver Flame


w o r s h i p   t h e  S i l v e r F l a m e
Shifter + 5  to  A c r o b a t i c s a n d A t h l e t i c s w h e n u s i n g r a c i a l p o w e r
reign Justic e Cha nne l Divinity, mus t U s e C h a n n e l D i v i n i t y p o w e r  soverei gn usti ce

worship the Sovereign Host


Shifter Shifter G a i n t e m p o r a r y   h it  p o i n t s w h e n u s i n g r a c ia l p o w e r
H a l f l i n g , T a l e n t a P l a i n s +2 dam age and proficiency w ith Talenta boo me rang, Talenta
background s h a r r a s h ,  a n d T a l e n t a t a n g a t
Sensitivity Kalas htar + 5  to   P e r c e p t io n w h e n d e t e c t i n g c r e a t u r e s
Gift Cha nnel Divinity, mus t U s e C h a n n e l D i v i n i t y p o w e r Traveler s gift

worship the Traveler

Com ma nd Channel Divinity, must U s e C h a n n e l D i v i n i t y p o w e r  u ndyi ng s command


s e r v e t h e  U n d y i n g C o u r t
f o r g e d T a c t ic s War forg ed +1  a t t a c k b o n u s a g a i n s t t a r g e t s a d j a c e n t  t o  a l l i es
W ea po n Training Dr ow +2 dam age and proficiency wi th drow long knife and Xen'drik
boomerang

  OF DO L ARR AH [DIVINITY] ^ ^ ^ f ^ ^ ^ ^ l ^ ^ ^ u ^ r^ ^ i ^ r e r ^ S ^ e ^ 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 la s s f e a tu r e ,
  D o l  A r r a h
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 M i n o r A c t io n C lo s e b urs t 1
Dol Arrah. T a rg e t s:   You and each ally  i n  burst
Effect: Ea ch target gains a  +2 p ow er b on u s  to all  defenses

Channel D ivinity: F e a t P o w e r  1 until the start  of  your next turn.

Beacon of Dol Arrah


COMPONENT MODIFICATION
You let Dol A rrah 's light shine  through.
Pre req uisit e: Warforged
E n c o u n t e r   •  D i v i n e
B e n e f i t :   F o r  e a c h w a r f o r g e d c o m p o n e n t y o u h a v e
M i n or A c t i on C l os e b u r st  5
( p a g e 1 1 3 ) , y o u r   warforged  r es o lv e r a c i a l p o w e r g r a n t s
Target: You and each ally  i n  burst
Effect: Until the end  o f  your next t u rn ,  each target  can 1 e x t r a t e m p o r a r y   h i t  p o i n t , u p to a  m a x i m u m e q u a l
reroll any damage  d ie  roll of  1  or 2  wh en using a radiant to you r Constitu tion mo difier.
attack power.
In addition,  all  s q u a res w i t h i n   5  squares of you  are DEFENSIVE MINIONS
illuminated   by  bright light until the en d of your next  turn.
P r e r e q u i s i t e : A r t i f ic e r
B e n e f i t :   A   c r e a t u r e   y o u  s u m m o n u s i n g   a n   a r t i 
ficer s u m m o n i n g p o w e r   h a s a   + 2 fe a t b o n u s   to al l
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 la s s f e a t ur e , defenses.
wo rsh ip Bold rei
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

C H A P T E R   4  |  C h a r a c t er Opt ions   ^
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ELDEEN COMPANION Channel Divinity: Light Wit hi n Feat Power


P r e r e q u i s i t e :  S h i f t e r , r a n g e r , B e a s t M a s t e r y c l a s s An arc of light shoots from your chest and brighte ns the gro und.
feature ^ Encounter • D ivine, Implem ent, Healing, Zone
B e n e f i t :   W h e n e v e r yo u u s e y o u r  longtooth shifting Minor Action Ranged 5
o r  razorclaw shifting  r a c i a l p o w e r , y o u r b e a s t c o m p a n  Effect: You spend a healing surge, and a zone of h ealing
ion also gains the b ene fit of the pow er's effect. light appears in an unoccupied sq uare within range. Until
the en d of your next  t u r n , each ally that end s its turn
with in the zone regains hit points equal to your h ealing
FORCEFUL DEFENSE
surge value.
P r e r e q u i s i t e :  A r t i f i c e r In addition, all squares wit hin 10 squares of the zone are
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 w i t h a f o rc e illuminated by bright light until the end of your next  turn.
power, one ally adjacent to that enemy gains a +1
bon us to A C until the end of you r next tu rn. MARK OF DETECTION [DRAGONMARK]
B e n e f i t :   W h e n y o u m a k e a P e r c e p t i o n c h e c k , y ou
GROUP MINDLINK make two rolls and use the higher result.
P r e r e q u i s i t e :  K a l a s h t a r You can also sense the presence of
B e n e f i t :  Y o u c a n f a c i l i t a t e c o n v e r s a t i o n b e t w e e n m agi c as if you were traine d in
all your allies. A ny ally within th e ran ge o f your telep A r c a n a  (Player's Handbook,  p a g e
a t h y c a n c o m m u n i c a t e w i t h y o u a n d a n y o t h e r a l ly o r 18 1). You can use Percep tion
allies with in the ra nge of your telepa thy. instead of A rca na for the chec k.

You can mas ter and perform


IMMUTABILITY rituals in the divination category as
P r e r e q u i s i t e s :  W a r f o r g e d , I m p r o v e d W a r f o r g e d if you had the R itua l Ca ster feat. In
Resolve feat addition, you can m aste r and per form
B e n e f i t :   W h e n y o u u s e y o u r  warforged  resolve the Ban ish Illusions (page 11 6), Eav esdropp er's Foil
racial power, you can m ak e a saving thro w against (page 11 6) , and S cry Trap (page 1 18 ) rituals as if you
any effect instead of only against an e ffect that d eals had the Ritual Caster feat.
ongoing da ma ge. You gain a +2 feat bonus to that
saving throw. MARK OF FINDING [DRAGONMARK]
B e n e f i t :  W h e n a n e n e m y
IMPROVED WARFORGED RESOLVE granting combat advantage
P r e r e q u i s i t e s :  W a r f o r g e d to you is adjacent to you and
B e n e f i t :  W h e n y o u u s e y o u r  warforged  resolve shifts, you can shift 1 s qu are
racial power, you gain 5 extra temporary hit points. into a square it vacates as a
free action.
KOL KORRAN'S BOON [DIVINITY] You can master and per
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 , form the Detect Object (PH
must worship Kol Korran 303), Detect Secret Doors (PH 303),
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 K o l F i n d t h e P a t h ( p a g e 1 1 7 ) , a n d I n q u i s i t i v e' s E y e s
Korran's boon. (page 11 8 ) rituals as if you had the Ritu al C aste r feat.

Channel Divinity: Feat Power MARK OF HANDLING [DRAGONMARK]


Kol Korran's Boon B e n e f i t :  Y o u c a n u s e a c r e a t u r e ' s m o u n t p o w e r s a s
i f y o u h a d t h e M o u n t e d C o m b a t f e a t.
No healing is wasted. W hi le you are mounted on a
Encounter • Divine
natural beast, the mount gains a
Free Ac tion Close burst 5
Trigger: A healing po wer restores an ally within 5 squares of +2 feat bonus to speed and a +1
you to his or her maxim um hit points feat bonus to AC.
Target: Th e ally targeted by the triggering pow er If you have a bea st c om pan 
Effect: The target gains tem porary hit points equal to any ion, your bea st comp anio n ga ins
hit points the triggering power restored in excess of the a +2 feat bonus to speed and a +1
target's maximum number of hit points.
feat bonus to AC.
You can master and perform the Animal Messen
LIGHT WITHIN [DIVINITY] ger (PH 300) and Steed Summons (page 119) rituals
P r e r e q u i s i t e s :  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 , as if you had the Ritu al C aster feat.
must worship il-Yannah
B e n e f i t :  Y o u g a in t h e C h a n n e l D i v i n i t y p o w e r
light  within.

CH AP TE R 4 Character Options

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MARK   OF HEALING [DRAGONMARK] MARK   OF SCRIBING [DRAGONMARK]


B e n e f i t :  W h e n e v e r y o n u s e a B e n e f i t :  C h o o s e f o u r l a n g u a g e s .
hea ling pow er on an ally or use H eal You can spea k, read, and write
t o a l l o w a n a l l y t o s pend hi s o r her t h o s e l a n g u a g e s f lu e n t l y . W h e n y o u
s e c o n d w i n d , t h a t a ll y c a n a l s o m a k e g a i n a le v e l , y o u c a n r e t r a i n o n e o f
a saving throw. these langu age s instead o f a feat, a
You can master and perform ritu po w er , o r a s k i l l .
a l s i n t he r es t o r a t i o n ca t eg o r y a nd t he Y o u g a in a + 2 b o n u s to D i p l o m a c y
Remove Affliction (PH 311) ritual as if checks.
y o u ha d t he R i t ua l C a s t er f ea t . You can m aster and perform rituals
as if you had the R itual C aste r feat. Fur
MARK  OF HOSPITALITY [DRAGONMARK] therm ore, you can create scrolls in half the
B e n e f i t :  W h e n e v e r y o u o r a n a ll y w i t h i n 1 0 n o r m a l t i m e ( t h a t i s, t h e s a m e a m o u n t o f t i m e
squ ares o f you uses a hea ling pow er i t t a k es cr ea t e a r i t ua l b o o k ) .
during a short rest, that power
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  i MARK   OF SENTINEL [DRAGONMARK]
h i t p o i n t s p o s s i b l e .  f ^ * v A r  B e n e f i t :   W h e n e v e r a n e n e m y p ro 
You can master and perform  \ J ^ ^ \ J 1 vokes an opportunity attack from you,
the Eye of A larm (PH 3 04 ), Fan y o u ca n s hi f t 1 s q ua r e a s a f r ee
t a s t ic R e c u p e r a t i o n ( p a g e 1 1 7 ) , action befo re or after you m ak e
Secure Shelter (page 118), and the opportunity attack.
T r a v e l e r s ' F e a s t ( P H 3 1 3 ) r i tu a l s a s i f y o u h a d t h e You can ma ster and perform
Ritual Caster feat. the Eye of A larm (PH 3 04 ), Eye
o f W a r n i n g ( P H 3 0 5 ) , an d M a g i c
MARK  OF MAKING [DRAGONMARK] C ircle (PH 3 0 9 ) rituals as if you had
B e n e f i t :  Y o u h a v e m a s t e r e d t h e the Ritual Caster feat.
Enchant Magic Item ritual and can
pe r f o r m i t a s i f y o u w e r e t w o l evel s MARK  OF SHADOW [DRAGONMARK]
higher. B e n e f i t :  W h e n e v e r y o u m a k e a n a t ta c k a n d m i s s

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.

CH APT ER 4   1  C h a r a c t er Opt ions

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MARK OF WARDING [DRAGONMARK] ONATAR'S GIFT [DIVINITY]


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 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 ,
grants a bon us to a defense, incre ase must worship O natar
that bonus by 1. B e n e f i t :   Y o u g a in t h e C h a n n e l D i v i n i t y p o w e r
W hen ever you mark an Onatar's gift.
enemy, that enemy takes a
-3 penalty to attack rolls for ha nn el Divinity: Ona tar's Gift Fea t Po we r

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.

Channel Divinity: Feat Pow er


SHIELD OF THE SILVER FLAME
Mig ht of Do l D orn
[DIVINITY]
Draw from Dol D orn's strength, and you shall know victory. 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 ,
Encounter • Divine must worship the Silver Flame
Free Act ion Persona l 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
Trigger: You hit an enemy with a melee attack
shield   of the Silver Flame.
Effect: You gain 5 temporary hit points and a +5 power bo
nus to Athletics checks u ntil the end of your next  turn.
Level 71:10 temporary hit points. Channel Divinity: Fe at P ow e r

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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Chann el Divinity: Traveler's Gift Feat P ow er

P r e r e q u i s i t e :  S h i f t e r The enigmatic god  of change lifts your burden s.


B e n e f i t :  W h e n y o u  us e  y o u r s h i f t e r r a c i a l p o w e r , E n c o u n t e r   •  D i v i n e
  a +5  f e a t b o n u s  to A c r o b a t i c s a n d A t h l e t i c s St a n d a r d A c t i on C l os e b u rs t 3
s u n t il   th e r a c i a l p o w e r e n d s . Target: Each ally  i n  burst
Effect: Each target  is no  longer m arked a nd can shift 1
square  as a  free action.

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

Through you r allies'  exploits, you can  attain victory even if you


fall
Channel Divinity: Fea t 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.

XEN'DRIK WEAPON TRAINING


P r e r e q u i s i t e :  H a l f l i n g , T a l en t a P l a i n s P r e r e q u i s i t e :  D r o w
B e n e f i t :  Y o u g a i n p r o f i c i e n c y a n d   a +2  fe a t b o n u s
B e n e f i t :  Y o u g a i n p r o f i c i e n c y a n d   a +2 f e a t b o n u s t o d a m a g e r o l l s w i t h   t he d r o w l o n g k n i f e   and the
  t h e T a l e n t a b o o m e r a n g ,   t he T a l  Xen'drik boomerang.
  t h e T a l e n t a t a n g a t .
PARAGON TIER FEATS
A n y f e a t   in  t h i s s e c t i o n   is a v a i l a b l e  to a  c h a r a c t e r
P r e r e q u i s i t e :  K a l a s h t a r o f 1 1 t h l e v e l   or h i g h e r w h o m e e t s   t he f ea t ' s o t he r
B e n e f i t :  Y o u   c a n s e n s e  th e  s t r a y t h o u g h t s  o f prerequisites.
  a +5  f e a t b o n u s  to  P e r c e p 
  by a c r e a t u r e ' s S t e a l t h c h e c k .
ENHANCED RESISTIVE FORMULA
P r e r e q u i s i t e :  11t h  l e v e l , a r t i f i c e r ,  healing infusion
class feature
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, B e n e f i t :  W h e n y o u r r e si st iv e / or m u la g r a n t s t e m 
  t h e  T r a v e l e r p o r a r y   hit p o i n t s  to y o u  o r an  a l l y , t h a t c h a r a c t e r ca n
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 g r a n t   an  e q u a l n u m b e r o f t e m p o r a r y  hi t p o i n t s  to one
a l l y w i t h i n   5  s q u a r e s o f h i m   or h e r .

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

EXTENDED TELEPATHY QUORI DESPERATION


P r e r e q u i s i t e :  1 1 t h l e v e l , k a l a s h t a r P r e r e q u i s i t e :  2 1 s t l e v e l , k a l a s h t a r
B e n e f i t :  T h e  r a n g e o f y o u r t e l e p a t h y i n c r e a s e s   to B e n e f i t :   T h e f i r s t t i m e y o u d r o p  to 0 hit p o i n t s  or
10 squares. f e w e r d u r i n g   an e n c o u n t e r  a n d d o n ' t d i e , y o u   do not
f a ll u n c o n s c i o u s   as a  r e s u l t o f t h a t c o n d i t i o n .   At the
IMPROVED IMMUTABILITY e n d o f y o u r n e x t t u r n , y o u f a l l u n c o n s c i o u s i f y o u  are
P r e r e q u i s i t e s :  1 2 t h l e v e l , w a r f o r g e d , I m m u t a b i l  still dying.
ity feat
B e n e f i t :  Y o u g a i n   t h e improved  imm utability feat REINFORCING HEALING
p o w e r , w h i c h r e p l a c e s   a  u t il i ty p o w e r   at l e v e l  1 2 , level P r e r e q u i s i t e :   21st l e v e l , a r t i f i c e r
1 6 ,  l e v e l  22, or l e v e l 2 6 . B e n e f i t :   W h e n e v e r y ou r e s to r e  hit p o i n t s  to an
I n a d d i t i o n , w h e n e v e r y o u   use  y o u r s e c o n d w i n d , a l l y , t h a t a l l y g a i n s   a +2 b o n u s to all d e f e n s e s u n t i l  the
y o u g a i n   a +2 b o n u s  to s a v i n g t h r o w s u n t i l  the end of end o f your nex t tu rn.
your turn.
WARFORGED FORTIFICATION
mproved Immu tability Feat Power P r e r e q u i s i t e :   2 2 n d l ev e l, I m p r o v e d I m m u t a b i l i t y
Seeming ly through your determination alone, your living  con feat
struct body   proves inviolate. B e n e f i t :  Y o u g a i n   t h e warforgedfortification  feat
Daily p o w e r , w h i c h r e p l a c e s y o u r l e v e l   2 2  u t i l i t y p o w e r .
Imm ediate Interrupt Personal
Trigger: You  are   subjected  to an effect th at  a  save can  e nd
arforg ed Fortification Feat Power
Effect: You e nd t he triggering effect.
You're  so tough,  sometimes even the worst hits don't daunt  you.
Encounter
QUORI BACKLASH Imm ediate Interrupt Personal
P r e r e q u i s i t e :  1 1 t h l e v e l , k a l a s h t a r Trigger:  A   creature scores  a  critical h it  against y ou
B e n e f i t :   W h e n e v e r  a n e n e m y d a z e s , d o m i n a t e s , Effect: The triggering attack  is  instead  a  n o r m a l hit.
o r d e a l s p s y c h i c d a m a g e   to y o u , t h a t e n e m y t a k e s
p s y c h i c d a m a g e e q u a l   to 5 + y o u r W i s d o m m o d i f i e r .
MULTICLASS FEAT
T h e d a m a g e i n c r e a s es   to 10 + y o u r W i s d o m m o d i 
The following class-specific multiclass feat allows you
f i e r   at 11th l e v e l  and 15 + y o u r W i s d o m m o d i f i e r  at
t o d a b b l e   in the a r t i f i c e r c l a s s .  S e e p a g e s 2 08 a nd 20 9
21st level.
i n t h e  Player's Handbook  fo r r u l e s  on  m u l t i c l a s s i n g .
I f y o u t a k e   a c l a s s - s p e c i f i c m u l t i c l a s s f e a t , y o u
E P I C   TIER FEATS c o u n t   as a  m e m b e r  o f t h a t c l a s s  for the p u r p o s e  o f
A n y f e at  in  t h i s s e c t i o n   is a v a i l a b l e  to a c h a r a c t e r o f 2 1 s t m e e t i n g p r e r e q u i s i te s , i n c lu d i n g p r e r e q u i s i te s  for
level   or h i g h e r w h o m e e t s t h e f e a t ' s o t h e r p r e r e q u i s i t e s . f e a t s , p a r a g o n p a t h s , e p i c d e s t i n i e s ,   a n d r i t u a l s .

FLUID ANATOMY STUDENT OF ARTIFICE


P r e r e q u i s i t e :   21st l e v e l , d o p p e l g a n g e r [MULTICLASS ARTIFICER]
B e n e f i t :  W h e n e v e r  a c r e a t u r e s c o r e s  a c r i t i c a l hit P r e r e q u i s i t e :   Int 13
a g a i n s t y ou , m a k e   a  s a v i n g t h r o w .  O n a s a v e ,  t h e c r i t i  B e n e f i t :  Y o u g a i n t r a i n in g   in  A r c a n a .
c a l   hit is i n s t e a d   a  n o r m a l hit. O n c e   per d a y , y o u   can use the a r t i f i c e r ' s  healing
infusion  p o w e r . T h e i n f u s i o n y o u c r e a t e c a n n o t  be

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

SUPERIOR MELEE WEAPONS


One-Handed
Weapon P r of . Dam age Range Price We igh t Group Properties
Cuttin g wh eel +2 1d6 10 gp 1 lb. Light blade D e f e n s i v e , o f f- h a n d
D ro w long knife +3 1d6 5/10 15 gp 2 lb. He avy blade H e a v y t h r o w n , o f f- h a n d
Talen ta tanga t* +2 1d8 20 gp 81b. He avy blade High crit, versatile
This wea po n can be wie lded one-handed by a small character.

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

SUPERIOR RANGED WEAPONS


One-Handed

Weapon Prof. Dam age Range Price We igh t Group Properties


Talenta boom erang +2 1d4 10/20 5 gP 1 lb. Light blade Light thr ow n
Xen'd rik boo me rang +2 1d6 6/12 10 gp 2 lb. Light blade Light thrown

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

Thebexmm of  rf*; ferret: nxivcIa tncemsophetORrcif anbi Kikt;cal m e R e s t   pRom


o r r e n   f l i K  [^x inr iie cai dif sroop riieexpec besaiibeb benen back i
topea pReseu t x t
i i bsposat.

Letall nirnnmb rhts/erreri ktw rvanb be \van.neb tfxirarrpDiie a c  tt n n p o r x; r o  sell tcernsopbsrcniai BIT AN


Reropeae b piom rne la nbs op Xenbn.fe  TPTTIKXU  ben;  m  possession op a  let teR   such as T H E one,
nocamzeb nliie manneti,  boesstanb  n commission opa crime ac /i nst rhe CROTOT, op RudarVb,anb ar
punchases six.ii items prtorn si rh a penson sta nbs as an accomplice tosu ch a au me.
Grpen i/nben   m y h a n b an&seai  op au rns rbes bay op  n  rhe yeaa. op the Kix ibon
fT

'tmafc i;TXn\jfc   •   AssessOROf Annquines Sha a n

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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and effect with those of the amm un ition . For exam


p l e ,  a s u c c e s s f u l r a n g e d b a s i c a t t a c k u s i n g a c r o s s b o w
ALCHEMY bolt converted into level 4 alchemist's spark ammu
nition allows you to make an area burst 1 attack at
T h e p r o c e s s o f c r e a t i n g a l c h e m i c a l i t e m s is s i m i l a r t o range 15/30 that deals ld6 lightning damage, and
t h e p r o c e s s o f p e r f o r m i n g r i t u a l s ( se e c h a p t e r 1 0 o f the target takes a -1 penalty to attack rolls until the
t h e P l a y e r 's H a n d b o o k ) . A s w i t h p e r f o r m i n g r i t u a l s , a start of you r ne xt t urn .
character using alchemy must first take a special feat

(see "Feats," page 8 6) . To create an alche mi cal item, ALCHEMICAL FORMULAS


you must have the Alchemist feat and the correct Market
formula, and you must spend the time and the com Name Price (gp) Key Skills
ponent price required. Alc hem ical compo nents are Acidic fire 200 Arcana, Thievery
the same as those used in rituals. For more informa Alchemist's spark 120 Arcana, Thievery
t i o n , s e e   Adventurer's Vault. Clear-path mist 375 Arcana, Nature
Clockwork bomb 160 Arcana, Thievery
CATEGORY Gray flower perfume 80 0 H e a l ,  N a t u r e

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

coming adverse and debilitating effects. Keen oil 60 0 Arcana, Thievery

O i l s :  T h e s e c o n c o c t i o n s a r e a p p l i e d t o i t e m s ( t y p i  Lodret leaf 200 H e a l ,  N a t u r e


cally weap ons), grantin g the m temp orar y pro perties Noxious grenade 700 Arcana, Thievery
or powers. Panther tears 100 H e a l ,  N a t u r e

P o i s o n :  A p o i s o n i s a t o x i n t h a t h a m p e r s o r h a r m s Resonance crystal 160 Arcan a, Nature

a creature. S p o t t e d t o a d s t o ol v e n o m 60 0 Nature, Thievery


V o l a t i l e :  A n i t e m o f t h i s t y p e e x p l o d e s o r e x p a n d s Suppression crystal 120 Arcana, Nature

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

that don't fall into the other alchemical categories.

CONSUMABLE ALCHEMICAL ITEMS


The following alchemical items trace their origins
Like potions and elixirs, alchemical items are con to Eberron, although they can be used with any
sum able items. Th ey contain one-tim e powers that campaign.
are exp end ed whe n you use the m, renderin g the
items inert or destroying the m.
ACIDIC EIRE
M an y of the alche m ical items presented here, or
L e v e l :  5
i n b o o k s s u c h a s  Adventurer's Vault,  r e q u i r e y o u t o
C a t e g o r y :  V o l a t i l e
ma ke a n attack as part of using the power. Th ese
T im e: 3 0 minutes
items include an attack bonu s, wh ich should not be
C o m p o n e n t C o s t :  S e e b e l o w
adjusted based on ability score modifiers or one-half
M a r k e t P r i c e :  2 0 0 g p
your level, although other bonuses and penalties to
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 )
attack rolls apply normally.
The substance contained by the glass vial is an
MODIFICATIONS u n s t a b l e s o u p o f a c i d a n d e x p l o si v e c h e m i c a l s . W h e n
S o m e a l c h e m i c a l i t e m s c a n b e m o d i f i e d to c h a n g e a n the container shatters, it splashes burning death in all
a s p e c t o f t h e i t e m 's f u n c t i o n ( f or e x a m p l e , t u r n i n g a n directions.
item into ammunition). Changing an item's function
typically increases the item's level and cost.
W h e n a n a l c h e m i c a l i t em is c o n v e r t e d i n t o a m m u 
nition, you can use the item with a ranged weapon,
such as a bow, a crossbow, or a sling. The item's range
b e c o m e s t h e r a n g e o f t h e w e a p o n , b u t it c o n t i n u e s t o
use the indicated attack modifier. You do not include
a weapon's proficiency bonus or enh anc em ent bonus
in the attack, and you replace the weapon's damage

C H A P T E R  4  C h a r a c t er Opt ions

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Acidic Fire L e v e l 5+ Alchemist's Spark Ammunition


5
Green flames burn and spread boiling acid in all directions. Lv l  4 40 gp Lv l  19 4,200 gp

L v l 5  50 gp   L v l 2 0  5,000  gp Lv l  9 160gp Lv l 24 2 1 , 0 0 0  gp z


Lv l  1 4   800 gp Lv l  29 1 0 5 , 0 0 0  gp
LvMO 2 0 0  gp   Lvl2 5 2 5 , 0 0 0 gp u
Lv l  1 5   1,000   gp   Lvl3 0 1 2 5 , 0 0 0 gp
Alchemical Item
C L E A R - P A T H   MI S T
P o w e r ( C o n s u m a b le   •   A c i d , F i r e) : St a n d a r d A c t i on . M a k e
L e v e l :  8
an attack: Area burst 1  within 10; +8 vs. Reflex; 1  d6 fire
C a t e g o r y :  O t h e r
d a m a g e ,   and ongoing  2  acid damag e (save ends).
Level 10: +13 vs. Reflex;  1   d6 fire damage, and ongoing  5 T i m e :  30 minute s
acid damage (save ends). C o m p o n e n t C o s t :  See below
Level 15: +18 vs. Reflex; 2d 6 fire dama ge, and on going  5 M a r k e t P r i c e :  37 5 gp
acid damage (save ends). K e y S k i l l :  Arcana or Nature (no check)
Level 20: +23 vs. Reflex; 2d 6 fire dam age, and ongoing  10
acid damage (save ends).
Ordinary undergrowth cannot stand against this
Level 25 : +28 vs. Reflex; 3d 6 fire dam age, and ongoing  10
concoction—a mere dusting causes plants to wither
acid damage (save ends).
Level 30: +33 vs . Reflex; 3d6 fire dam age, and ongoing 1  5 and die.
acid damage (save ends).
Clear-Path Mist L evel  8+

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.

M o d i f i c a t i o n :  Ammuni ti on (level +1). T he item's


component cost corresponds to the table below.

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Clockwork Bomb L e v e l 4+ Heartflow L e v e l  3+


You set the device on the ground and hope that it detonates T he  target's eyes glaze as a smile spreads across his face.
when you want  it to. « Lv l  3 30  gp   Lvl 18   3,400  gp
Lv l  4 4 0  g p Lv M 9 4 , 2 0 0 gp Lv l  8   1 2 5 g p  Lvl 23   17,000  gp
Lv l  9   1 6 0 g p  Lvl 24   2 1 , 0 0 0  gp Lv l  1 3   6 5 0 g p  Lvl 28   8 5 , 0 0 0  gp
Lv l  1 4   8 0 0  gp Lvl 29   1 0 5 , 0 0 0  gp Alchemical Item
Alchemical Item P o w e r (C o n s u m a b l e   •   Poison): Minor Action. Apply heart-
P o w e r ( C o n s u m a b l e   •   Fire): Minor Actio n. Place the clock flow to an adjacent item of food  or  drink;  it  retains poten cy

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

L e v e l :   10 Ke y S kill:  Arcana, Nature, or Thievery (no check)

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.

Ke y S kill:  Heal or Nature


Inferno Oil   L e v e l 5+
Th is per fu me is made f rom the rar e gr ayfl ower, Your weapon leaves  behind  afaint trace of  oil,  but  it's enough to

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

sharpest sense of smell. Lv l  1 0   2 0 0 g p  Lvl 25   2 5 , 0 0 0  gp


Lv l  1 5   1,000 gp   Lvl 30   1 2 5 , 0 0 0  gp
Alchemical Item
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 i o n . A p p l y i n f e r no  oil
You spray the perfume into the air and for a moment, the blind t o y o ur w e a p o n  or to  one piece  of  a m m u n i t i o n . M a k e  a
creature can't locate you. secondary attack against the next creature you hit with
Alchem ical Item 2 0 0  gp t h e c o a t e d w e a p o n  or  a m m u n i t i o n : + 8 v s . R e f le x ;  the
P o w e r ( C o n s u m a b l e ) : M i n o r A c t io n . Yo u  ar e  invisible  to target gains vulnerab le   5  fire (save en ds).
creatures that see using blindsight until the start of your Level 10: +13 vs. Reflex; vulnerable   5  fire.
next  turn. Level 15 : +18 vs. Reflex; vulnerable   10  fire.
Level 20: +23 vs. Reflex; vulnerab le   10  fire
Level 25: +28 vs. Reflex; vulnerab le   15  fire.
H EAR T ELO W Level 30: +33 vs. Reflex; vulnerab le   15  fire.
L e v e l :  3
C a t e g o r y :   Poison
K E E N  OIL
T i m e :  15 minutes
L e v e l :   10
C o m p o n e n t C o s t :  See below
C a t e g o r y :   Oil
M a r k e t P r i c e :  90 g p
T i m e :  1 hour
Ke y S kill:  Nature or Thievery (no check)
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 :  60 0 gp
Heartflow weakens an individual's self-control. The
Ke y S kill:  Arcana or Thievery (no check)
concoction is a red powder that is usually mixed with

food or drink.
W h e n you rub this thin oil on a blade d weapon, it
hones the edge to razor sharpness.

C H A P T E R   4 |  C h a r a c t er Opt ions

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ALCHEMICAL ITEMS ALCHEMICAL ITEMS  C O I M T .


Lvl Nam e C o m p o n e n t C o st  (gp) Lvl Nam e C o m p o n e n t C o s t ( g p )  I
2 Pan the r tears 25 15 Spotted toadstool ven om 1,000
3 Alchemist's spark 30 16 Noxious grenad e 1,800
3 Heartflow 30 18 Alche mist's spark 3,400
3 Tethercord 30 18 Clear-path mist 3,400
3 Woundpatch 30 18 Heartflow 3,400

4 Alchemist's spark (ammunition) 40 18 Tethercord 3,400


4 Clockwo rk bomb 40 19 Alchemist's spark (ammunition) 4,200
4 Reson ance crystal 40 19 Clockw ork bomb 4,200
4 Suppres sion crystal 40 19 Reson ance crystal 4,200

4 Tension wheel 40 20 Acidic fire 5,000

5 Acid ic fire 50 20 I n f e r n o oil 5,000

5 I n f e r n o  oil 50 20 Spotted toadstool ven om 5,000

5 Lodr et leaf 50 21 Noxious grenad e 9,000

8 Alche mist's spark 125 23 Alchemist's spark 17,000


8 Clear-path mist 125 23 Clear-path mist 17,000
8 Heartflow 125 23 Heartflow 17,000
8 Tethercord 125 23 Tethercord 17,000

9 Alche mist's spark (amm unition) 160 23 Woundpatch 17,000


9 Clockwork bomb 160 24 Alchemist's spark (ammun ition) 21,000
9 Resonance crystal 160 24 Clockw ork bomb 21,000
10 Acidic tire 20 0 24 Reso nance crystal 21,000
10 Grayflower perfume 200 24 Suppression crystal 21,000
10 I n f e r n o  oil 200 24 Tension wh eel 21,000
10 K e e n  oil 200 25 Acidic fire 25,000
10 Spotted toadstool veno m 200 25 I n f e r n o  oil 25,000
11 Noxious grena de 350 25 Lodret leaf 25,000
13 Alchemist's spark 650 25 Spotted toadstool ven om 25,000
13 Clear-path mist 650 26 Noxious grena de 45,000
13 Heartflow 650 28 Alchemist's spark 85,000
13 Tethercord 650 28 Clear-path mist 85,000
13 Woundpatch 650 28 Heartflow 85,000
14 Alche mist's spark (amm unition) 80 0 28 Tethercord 85,000
14 Clockwork bomb 800 29 Alchemist's spark (ammu nition) 105,000
14 Reso nance crystal 800 29 Clockwork bomb 105,000
14 Suppre ssion crystal 800 29 Reso nan ce crystal 105,000
14 Tension wh eel 800 30 Acidic fire 125,000
15 Acidic fire 1,000 30 I n f e r n o  oil 125,000
15 I n f e r n o  oil 1,000 30 S p o t t e d t o a d s to o l v e n o m 125,000
15 Lod ret leaf 1,000

The denizens of OJbarra's wilderness sometimes use


Keen Oil L e v e l 1 0 lodret leaves as a preventative when moving through
The sword sweeps throughyour enemy, cutting through its ar
areas famous for spawning disease. Mixing the leaves
mor and flesh in one deadly arc.
with special reage nts gives you protect ion agains t
Alchemical Item 2 0 0  gp
some diseases.
P o w e r ( C o ns u m a b l e ) : M i no r A c t i o n. A p p l y k e e n o il  to an
axe, a  he a v y b l a d e ,  a  light blade,  a  p o l e a r m ,  or a  spear.
U nt i l t he e nd  o f  your next t u r n , you can score  a  critical  hit
w i t h t h i s w e a p o n  o n a  roll  of  1 9 - 2 0 . Chewing on the infused leaf provides added insurance against
disease.

L ODR E T L E A E Lv l  5 50 gp Lvl 25   2 5 , 0 0 0  gp


Lvl 15 1,000 gp
L e v e l :  5
Alchemical Item
C a t e g o r y :   Curative
P o w e r ( C o n s u m a b l e ) : M i n o r A c ti o n . G a i n  a  + 2 b o nus  to
T i m e :  15 minutes Fortitude defense against attacks made  b y  diseases  of
C o m p o n e n t C o s t :  See below 1 0 t h l e v e l  or  lower. This effect lasts until the e nd of the
M a r k e t P r i c e :  20 0 gp encounter.
K e y S k i l l :  Heal or Nature (no check) Level 1 5: Diseases  of  2 0 t h l e v e l  o r  lower.
Level 25 : Diseases  of  3 0 t h l e v e l  o r  lower.

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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.

Tension W he el   L evel 4 + Wo undpatch   Level 3+


W i t h   a click,  th e  tension wheel  unlocks  an d  propels  th e  holt You slap  the fleshy bandage on your ally and the patch knits
through your enemy. with the creature's flesh to close the wound.
L vl 4 40 gp L vl 2 4 21,000 gp Lvl 3 30 gp Lvl 23 17,000 gp
L vl 1 4 800 gp L vl 1 3 65 0 gp
Alchemical Item Alchemical Item
R e q u i r e m en t : Y ou mu s t b e h ol d i n g a c r os sb ow . P o w e r ( C o n s u m a b l e • H e a l i n g ) : M i n o r A c t i o n . P l a ce t h e
P ow er ( C on s u ma b l e) : M i n or A c t i on . P l a c e t h e t en s i on wo und pa tch on yourself or another living creature . Until
w h eel o n y ou r cr os s bow . T h e n ex t t i me y ou ma k e a n the en d of the enco unter, the next time the creature
attack wi th the crossbow , its normal and long ranges spends a healing surge, it regains 5 extra hit points.
increase by 2 squares and it deals 2 extra dam age. Level 13 :1 0 extra hit points.
Level 12: 4 extra dam age. Level 2 3: 1 5 extra hit points.
Level 22 : 6 extra dam age.

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HOLY SYMBOLS  C O N T .

MAGIC ITEMS Lvl Name P r i c e ( g p )  I


13 H o r n s  o f  B a l i n o r + 3 17,000
13 L e a v e s  o f  d e a t h  +3 17,000
Like any world, Eberron is full of all kinds of magic
13 O c t o g r a m   of  t h e S o v e r e i g n H o s t  +3 17,000
items. Alt hou gh the items in this sect ion are rel ated
13 P s a l t e r  o f  A u r e o n  +3 17,000
to the faiths and practices of Eber ron's inhabitan ts,
13 S h e a f  o f  A r a w a i +3 17,000
they can be adapted for use in any setting.
14 I c o n  o f  t h e S i l v e r F l a m e  +3 21,000
15 D o m i n o   of  O l l a d r a  +3 25,000
HOLY SYMBOLS 17 M e d a l l i o n   of  D o l A r r a h  +4 65,000

In general, a holy symbol employed by a divine 17 N o n a g o n  o f  K o l K o r r a n  +4 65,000

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

worn by ch ampion s of th e Sover eign Host tur n into 18 E m b l e m   of  D o l D o r n  +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

holy symbols described here, however, are keyed to 18 H o r n s  o f  B a l i n o r  +4 85,000

a specific deity or religion and require a particular 18 L e a v e s  o f  d e a t h  +4 85,000

devotion to use. They never change shape. 18 O c t o g r a m  o f  t h e S o v e r e i g n H o s t  +4 85,000


18 P s a l t e r   of  A u r e o n  +4 85,000
HOLY SYMBOLS 18 S h e a f  o f  A r a w a i +4 85,000
19 I c o n  o f  t h e S i l v e r F l a m e  +4 105,000
2 N o n a g o n   of  K o l K o r r a n + 1   520 20 D o m i n o   of  O l l a d r a  +4 125,000
2 On a t a r ' s f o r g e +1  520 22 M e d a l l i o n   of  D o l A r r a h  +5 325,000
3 E m b l e m  o f  D o l D o r n +1   680 22 N o n a g o n   of  K o l K o r r a n  +5 325,000
3 B r i g h t j e w e l   of   l -Yannah  +1   680 22 O n a t a r ' s f o r g e  +5 325,000
3 L e a v e s  o f  d e a t h + 1   680 22 S p i r i t r e l i q u a r y  +5 325,000
3 O c t o g r a m   of  t h e S o v e r e i g n H o s t  +1   680 23 B o n e s o f  t h e T r a v e l e r +5 425,000
3 P s a l t e r   of  A u r e o n + 1  680 23 B r i g h t j e w e l   of  il-Yannah  +5 425,000
4 I c o n  o f  t h e S i l v e r F l a m e   +1   840 23 E m b l e m   of  D o l D o r n  +5 425,000
23 H e a r t h  o f  B o l d r e i +5 425,000
7 M e d a l l i o n   of  D o l A r r a h + 2   2,600
7 N o n a g o n   of  K o l K o r r a n + 2   2,600 23 H o r n s  o f  B a l i n o r  +5 425,000
7 O n a t a r ' s f o r g e + 2  2,600 23 L e a v e s  o f  d e a t h  +5 425,000
7 S p i r i t r e l i q u a r y + 2  2,600 23 O c t o g r a m   of  t h e S o v e r e i g n H o s t +5 425,000
8 B o n e s  o f  t h e T r a v e l e r + 2  3,400 23 P s a l t e r   of  A u r e o n  +5 425,000
8 B r i g h t j e w e l   of   l - Y a n n a h   +2   3,400 23 S h e a f  o f  A r a w a i +5 425,000
8 E m b l e m   of  D o l D o r n + 2   3,400 24 I c o n  o f  t h e S i l v e r F l a m e  +5 525,000
8 H e a r t h   of  B o l d r e i + 2   3,400 25 D o m i n o   of  O l l a d r a  +5 625,000
8 H o r n s  o f  B a l i n o r + 2   3,400 27 M e d a l l i o n  of  D o l A r r a h  +6 1,625,000

8 L e a v e s   of  d e a t h + 2   3,400 27 N o n a g o n   of  K o l K o r r a n  +6 1,625,000

8 O c t o g r a m   of  t h e S o v e r e i g n H o s t + 2   3,400 27 O n a t a r ' s f o r g e +6 1,625,000

8 P s a l t e r   of  A u r e o n + 2  3,400 27 S p i r i t r e l i q u a r y  +6 1,625,000

8 S h e a f  o f  A r a w a i + 2   3,400 28 B o n e s  o f  t h e T r a v e l e r +6 2,125,000


9 I c o n  o f  t h e S i l v e r F l a m e + 2 4,200 28 B r i g h t j e w e l   of  il-Yannah  +6 2,125,000
10 D o m i n o   of  O l l a d r a + 2   5,000 28 E m b l e m   of  D o l D o r n  +6 2,125,000
12 M e d a l l i o n   of  D o l A r r a h + 3 13,000 28 H e a r t h  o f  B o l d r e i +6 2,125,000
12 N o n a g o n   of  K o l K o r r a n + 3 13,0 00 28 H o r n s  o f  B a l i n o r  +6 2,125,000
12 Onatar's forge+3 13,000 28 L e a v e s   of  d e a t h  +6 2,125,000
12 Spirit reliqu ary+ 3 13,0 00 28 O c t o g r a m   of  t h e S o v e r e i g n H o s t +6 2,125,000
13 B o n e s   of  t h e T r a v e l e r + 3 17,00 0 28 P s a l t e r   of   A u r e o n + 6 2,125,000
13 B r i g h t j e w e l   of  l -Yannah   + 3 17,000 28 S h e a f  o f  A r a w a i +6 2,125,000
13 E m b l e m  o f  D o l D o r n + 3 17,000 29 I c o n  of  t h e S i l v e r F l a m e  +6 2,625,000
13 H e a r t h   of  B o l d r e i + 3 17,000 30 D o m i n o   of  O l l a d r a  +6 3,125,000

C H A P T E R   4 |  C h a r a c t er Opt ions

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Bon es of the Traveler L e v e l  8   Emblem of Dol Dorn L evel  3 +


An eight-pointed configuration of four crossed and rune-inscribed A red shield crossed by a silver sword embodies Dol Dorn's
bones sows chaos and confusion, if your fickle deity desires. demand that hisfollowers endure any suffering necessary to
Lv l  8 +2   3,400  gp   Lvl 23 +5   4 2 5 , 0 0 0  gp accomplish what is right.
Lv l  13 +3   17,000  gp Lvl 28 +6   2,125,000  gp Lvl 3   +1   680 gp Lv l  18 +4   8 5 , 0 0 0  gp
Lv l  18 +4   8 5 , 0 0 0  gp Lv l 8 +2   3,400  gp Lv l  23 +5   4 2 5 , 0 0 0  gp
Imp leme nt (Holy Symbo l) Lv l  13 +3   17,000  gp Lv l  28 +6   2,1  2 5 , 0 0 0  gp
P r er e q u i s i t e: Y ou m u s t w or s h i p t h e T ra vel er  or  t h e D a r k  Six Implement (Holy Symbol)
to use this holy symbo l. P r er eq u i s i t e: Y ou mu s t w or s h i p   Do l  D o r n  o r  the Sovereign
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 H o s t to   use this holy symbol.
C r i t i c a l : +1   d 6 d a ma g e   pe r  plus 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
P o w e r ( D a i l y ) : F re e A c t i o n . Trigger:  Y ou hi t a n en emy w i t h C rit ic a l:  +1   d 8 d a ma g e   pe r  plus, or  +1 d 1 0 d a m a g e  p er  plus
an imple m ent attack using this holy symbol.  Effect:  O n e w h i l e b l ood i ed
ally within   5  squares of the e nem y yo u hit can shift a P o w e r ( E n c o u n t e r ) : F r e e A c t io n .  Trigger:  You are first
number of squares equal  to  t h i s it em' s en h a n c e men t bloodied during an e ncounter. Efject: You gain  a   p ow er
b on u s as a free ac tion. bonus  to  damage rolls of  attacks using this im plem ent
eq u a l  to  your Strength mod ifier until the e nd  of  your next
turn.
right Je w el of il-Yannah L evel  3+
When you focus your mind,  this ewel on the silver chain  blooms
with violet light. Your oes know the purity of  il-Yannah. Hearth of Boldrei L e v e l 8+

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  10 +2   5,000  gp Lv l  25 +5   6 2 5 , 0 0 0  gp


Lv l 15 +3   2 5 , 0 0 0  gp Lv l  3 0 +6   3,125,000  gp

• •
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

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 ofOlladra


C r i t i c a l :  +1 d 6 d a ma g e   per  plus

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

Octogram of the Sovereign Host   L e v e l   3-i Sheaf of Arawai Level 8+


The  Celestial C rown of the Sovereign Host embodies the unity of Through this/inely/ashioned bundle   of wheat stalks, Arawai's
the deities-a mighty force for light and good. abundance sustains   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 5,000 gp
Lvl 8 +2   3,400  g p Lvl 23 +5 42 5,000 gp Lvl 13 +3  1  7,000  gp Lvl 28 +6 2,125,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Lvl 18 +4 85,0 00 gp
Implement (Holy Symbol) Implement (Holy Symbol)
P r e r e q ui s i t e : Y o u m us t w o r s hi p t he So v e r e ig n H o s t o r a ny P r e r e q ui s i t e : Y o u m us t w o r s hi p A r a w a i o r t he So v e r e i g n
deity represented by the Sovereign Host to use this holy Host to use this holy symb ol.
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
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
C r i t i c a l : +1   d8 damage per plus Property: You do not need to eat or drink. All conditions
P o w e r ( D a i l y ) : M i no r A c t i o n . Y o u r e g a in t he us e o f y o ur and effects still affect you normally.
Cha nn el Divinity class feature. P o w e r ( D a i l y ) : Im m e d i a t e R e a c t io n .  Trigger.  You or an ally
you can see is subjected to a n effect that a save can end.
EJfect: You or the ally makes a saving thro w against t he
natar's Forge Level 2+
triggering effect with an item bonus to the saving throw
Th e  crossed hammer and tongs blaze  white-hot asyou  channel e q ua l t o t he s y m b o l ' s e nha nc e m e nt b o nu s .
your deity's wrath.
Lvl 2 +1 520 gp Lvl 17 +4 65,0 00 gp
pirit Reliquary L e v e l  7  
Lvl 7 +2   2,600  g p Lvl 22 +5 325,0 00 gp
Lvl 12 +3  1  3,000  g p Lvl 27 +6   1,625,000  g p You   take heart knowing that your ancestors' bones rest inside
I m p l e m e n t (H o l y S y m b o l ) the intricately carved box around your neck.
P r e r e q ui s i t e : Y o u m us t w o r s hi p O na t a r o r t he So v e r e i g n Lvl 7 +2   2,600  gp Lvl 22 +5 325 ,000 gp
Host to use this holy symbol. Lvl 12 +3 13,00 0 gp Lvl 27 +6   1,625,000  g p
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 Lvl 17 +4 65,0 00 gp
C r i t i c a l : +1  d6 fire dama ge p er plus Implement (Holy Symbol)
P r o p e r t y : T he f ir s t i m p l e m e nt p o w e r y o u hi t w i t h d ur i ng a n P r e r e q ui s i t e : Y o u m us t w o r s hi p t he Sp i r it s o f t he P a s t to us e
enc oun ter using this holy symbol deals extra fire damag e this holy symbol.
e q ua l t o y o ur W i s d o m m o d i fi e r. 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
P o w e r ( D a i l y ) : M i no r A c t i o n. O n e w e a p o n i n y o ur s q ua r e C r i t i c a l : +1   d6 damage per plus

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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RODS Shieldin L e v e l  2+


The gauges on this thick baton are estooned with elemental
Most artificer rods are equipped with dials, levers,
runes,  marking it as an artificer's implement. It augments spells
and knobs. They can also include fold-out screw
that protect  against  energy.
drivers, spanners, and other useful tools. Such
Lvl 2   +1   520 gp Lv l  1  7 +4   6 5 , 0 0 0  gp
accoutrements do not affect the items' usefulness to
Lv l  7 +2   2,600  gp Lv l  22 +5   3 2 5 , 0 0 0  gp
other classes that use rods as implements. Lv l  12 +3   1 3 , 0 0 0  gp Lv l  27 +6  1,625,000  gp
Implement (Rod)
RODS E n h a n c e m e n t : A t t a c k r ol ls a n d d a m a g e r o l ls
Lvl Name P r i c e  (gp) C r i t i c a l : +1   d 6 d a m a g e   per  plus
2 R o d   of  d e a d l y c a s t i n g  +1 520 P o w e r ( D a i l y ) : F r e e A c t i o n .  Trigger:  Y ou  hit an  e n e m y w i t h
2 R o d  o f  e l e m e n t a l s h i e l d i n g  +1 520 an imple me nt p ower using this rod.  Effect  You and each
ally adjacent  to  you gains resistance eq ual  to 5  + your
2 R o d  o f  r e p a i r  +1 520
Constitution modifier against  acid , cold, fire, or  lightning
7 R o d   of  d e a d l y c a s t i n g + 2 2,600
(you choose one) until the end  of  your next  turn.
7 R o d  o f  e l e m e n t a l s h i e l d i n g  +2 2,600
7 R o d  o f  r e p a i r  +2 2,600
12 R o d  o f  d e a d l y c a s t i n g  +3 13,000
This rod's wielder shares in the benefits he or she grants to an
12 R o d   of  e l e m e n t a l s h i e l d i n g +3 13,000
ally.
12 R o d  o f  r e p a i r  +3 13,000
Lvl 2   +1   520 gp Lv l  17 +4   6 5 , 0 0 0  gp
17 R o d  o f  d e a d l y c a s t i n g  +4 65,000
Lv l  7 +2   2,600  gp Lv l  22 +5   3 2 5 , 0 0 0  gp
17 R o d  o f  e l e m e n t a l s h i e l d i n g  +4 65,000
17 R o d   of  r e p a i r  +4 65,000 Lv l  12 +3   1  3,000  gp Lv l  27 +6  1,625,000  gp
Implement (Rod)
19 I n g o t l i b e r a t i s  +4 105,000 Enhancement: Attack rolls and damage rolls
22 R o d  o f  d e a d l y c a s t i n g  +5 325,000 C r i t i c a l : +1   d 6 d a m a g e   per  plus
22 R o d  o f  e l e m e n t a l s h i e l d i n g +5 325,000 P o w e r ( A t - W i l l ) : F r e e A c t i o n .  Trigger.  Yo u  h it  a n e n e m y
w i t h  a n  imp leme nt p ower using this rod. Effect:  U n t i l t he
22 R o d  o f  r e p a i r  +5 325,000
end of your next  t u r n ,  w h e n e v e r y o u u s e an  artificer  h e a l 
24 I n g o t l i b e r a t i s  +5 525,000
i n g p o w e r o n  a n  ally, you regain  h it  points equ al to  this
27 R o d  o f  d e a d l y c a s t i n g  +6 1,625,000 rod's enhancement bonus.
27 R o d  o f  e l e m e n t a l s h i e l d i n g  +6 1,625,000
27 R o d  o f  r e p a i r +6 1,625,000
29 I n g o t l i b e r a t i s  +6 2,625,000
ST A FFS
Art ifice rs prefer staffs made fro m meta l so that they

L e v e l 19+ can be used as tools when a bit of leverage is needed.


These staffs typically feature studs along their lengths
An entwining runic pattern covers this heavy metal bar, which
aids in reeing yo ur allies from adverse effects. and are capped with crescent wrenches or wedges
not unlike those found on pry bars.
Lv l   19 +4   1 0 5 , 0 0 0   gp Lvl 29 +6  2 , 6 2 5 , 0 0 0  gp
Lv l  24 +5  5 2 5 , 0 0 0  gp
Implement (Rod) STAFFS

Enhancement: Attack rolls and damage rolls Lvl Na me P r i c e  (gp)


C r i t i c a l : +1  d 6 d a m a g e   pe r  plus 4 Battle staff+1 84 0
P o w e r ( D a i l y ) : F r e e A c t i o n .  Trigger:  Y ou  h it  a n e n e m y w i t h 5 S t a f f o f  a r t i f i c e  +1 1,000
an imp leme nt p ow er using this rod. Efject: You and each S t a f f o f  t h e b l i n k i n g a r t i f i c e  +2
8 3,400
ally within   10  squares of you rolls  a  s a v in g t h r o w w i t h  a
9 Batt le staff +2 4,200
+2 bonus.
10 S t a f f  o f  a r t i f i c e  +2 5,000
13 S t a f f  o f  th e b l i n k i n g a r t i f i c e  +3 17,000
L e v e l  2+ 14 Batt le staff +3 21,000
Infused with war magic and covered in death  symbols, this rod
15 S t a f f  o f  a r t i f i c e  +3 25,000
amplifies lethal magical  strikes.
18 S t a f f  o f  t h e b l i n k i n g a r t i f i c e +4 85,000
Lvl 2   +1   520 gp Lv l  17 +4   6 5 , 0 0 0  gp
19 Battle staff +4 10 5,00 0
Lv l  7 +2   2,600  gp Lv l  22 +5   3 2 5 , 0 0 0  gp
20 S t a f f  o f  a r t i f i c e  +4 125,000
Lv l  12 +3   1  3,000  gp Lv l  27 +6   1,625,000  gp
Implement (Rod) 23 S t a f f  o f  t h e b l i n k i n g a r t i f i c e  +5 425,000
Enhancement: Attack rolls and damage rolls 24 Battle staff +5 52 5,00 0
C r i t i c a l : +1  d 1 0 d a m a g e   per  p l u s. W h e n y o u r o l l a 10 on 25 S t a f f  o f  a r t i f i c e  +5 625,000
one of the critical   hit  dama ge d ice, you can roll the die 28 S t a f f  o f  t h e b l i n k i n g a r t i f i c e +6 2,125,000
again and add both results  to  your critical hit dam age . 29 Battle staff+6 2,625,000
30 S t a f f  o f  a r t i f i c e  +6 3,125,000

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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

taff of the Blinking Artifice L e v e l 8+


Keen Bi te W a n d L evel  18 +
Artifices created with this staff flicker from one place to the next
across the battlefield.
Artifices you create with this wand have a  vicious  bite.
Lv l  8 +2   3,400  gp Lv l  23 +5   4 2 5 , 0 0 0  gp
Lv l   18 +4   8 5 , 0 0 0  gp Lvl 28 +6   2,1   2 5 , 0 0 0  gp
Lv l  13 +3   1  7,000  gp Lv l  28 +6   2,125,000  gp Lv l  23 +5   4 2 5 , 0 0 0  gp
Lv l   18 +4   8 5 , 0 0 0  gp Implement (Wand)
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
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 C r i t i c a l :  +1 d 6 d a ma g e   pe r  plus
C r i t i c a l : +1  d 6 d a m a g e   pe r  plus P r op e r t y : C r ea t u r es s u mmon ed w i t h y ou r a r t if ic er p ow er s
P o w e r ( A t - W i l l ) : F re e A c t io n .  Trigger:  Y o u  h it  a n e n e m y using this wan d ca n score a  critical h it  on  a  roll of  1 9 -2 0 .
w i t h  a n  imp lem ent pow er using this staff.  Effect:  Until P o w e r ( D a i ly   •   A r c a n e , C o n j u r a t i o n , I m p l e m e n t ) :   S t a n 
the end of your next   t u rn , c r e a t ur e s s u m m o n e d   by  y ou r d a r d A c t i on .  As  the artificer's   barbed automaton  p ow er
artificer powers can shift  2  squares  as an  i m m e d i a t e (page  5 2).
interrupt action triggered   by  b ei n g  hit by a  m e l e e  or
ranged attack. aster's W an d of Static Shock Level 4 4
You have  mastered the static shock spell, and you can bind your
foes with  eldritch chains  of lightning.

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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Totem of End uring Vigilance   L e v e l  9 + DRAGONSHARD AUGMENTS

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

Lv l  9 +2   4 , 2 0 0   gp Lvl 24 +5   5 2 5 , 0 0 0  gp 1 E b e r r o n s h a r d  o f  r u i n 360


Lv l  14 +3   21,000  gp Lvl 29 +6  2 , 6 2 5 , 0 0 0  gp 2 E b e r r o n s h a r d  o f  l i g h t n i n g 520
Lv l  19 +4  1 0 5 , 0 0 0  gp 2 K h y b e r s h a r d  o f  t h e f i e r y d e p t h 520
Implement (Totem) 2 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 520
E nh a nc e m e n t : A t t a c k r o ll s a nd d a m a g e r o l ls
C r i t i c a l : +1   d 6 d a m a g e  p er  plus 3 S i b e r y s s h a r d  o f  r a d i a n c e 68 0
3 S i b e r y s s h a r d  o f  t h e m a g e 680
P r o p e r t y : Y o u g a in  a  + 1 i t e m b o nus  to  A r c a na c h e c k s  a nd
5 E b e r r o n s h a r d   of  b l e e d i n g w o u n d s 1,000
P e r c e p t i o n c he c k s .
P r o p e r t y : C r e a t ur e s w i t h t h e a b e r r a nt o r i g in t a k e 1 e x t r a 8 K h y b e r s h a r d  o f  d e a t h ' s e m b r a c e 3,400

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

Win ter's Heart Totem   L e v e l  7+


Let your heart-of-pine badge warn everyone of the coming doom
18 K h y b e r s h a r d  o f  d e a t h ' s e m b r a c e 85,000
18 K h y b e r s h a r d  o f  l i fe d r i n k i n g 85 ,00 0
that shall cleanse this world.
21 E b e r r o n s h a r d  o f  a n i m o s i t y 225,00 0
Lv l  7 +2   2,600  g p   Lvl 22 +5   3 2 5 , 0 0 0  gp
21 E b e r r o n s h a r d   of  r u i n 225,00 0
Lv l  12 +3   1 3 , 0 0 0 g p  Lvl 27 +6  1,625,000  gp
Lv l  1  7 +4   6 5 , 0 0 0  gp 22 E b e r r o n s h a r d   of  l i g h t n i n g 325,000
Implement (Totem) 22 K h y b e r s h a r d  o f  t h e f i e r y d e p t h 325,000
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 l l s 22 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 325 ,000
C r i t i c a l :  +1  d 6 ne c r o t i c d a m a g e   pe r  plus 23 S i b e r y s s h a r d  o f  r a d i a n c e 42 5,000
P o w e r ( D a i ly   •   N e c r o t i c ) : Fre e A c t i o n .  Trigger: Yo u  hit an 23 S i b e r y s s h a r d  o f  t h e m a g e 42 5,000
e n e m y w i t h  a  p r i m a l i m p l e m e n t p o w e r us i ng t hi s t o t e m .
28 K h y b e r s h a r d  o f  d e a t h ' s e m b r a c e 2,125,000
Efject The attack's damage type changes  to  necrotic  and
28 K h y b e r s h a r d  o f  l i fe d r i n k i n g 2,125,000
the attack deals 2d6 extra necrotic damage.

Level 17  or  22 : 3 d6   extra necrotic damage.


Level 27 :4 d6 extra necrotic damage.
This  crimson crystalflares whenever  it's in the presence of an

DRAGONSHARD AUGMENTS otherworldly being.


Lvl1 3 6 0  gp Lvl  2 1 2 2 5 , 0 0 0  gp
The innovations and advancements in the Five
Lvl 11   9,000  gp
Nations would not be possible without the discovery D r a g o n s h a rd A u g m e n t ( W e a p o n )
and use of dragon shards . By unlo cking the power P r o p e r t y : Y o u g a in  a  + 1 b o nus  to  dama ge rolls wh en using
they contain, artificers, magewrights, and other t he a ug m e nt e d w e a p o n a g a i ns t e l e m e nt a l  o r  i m m o r t a l
artisans power magic items, bind elementals into creatures.
vehicles, create constructs, and build a wide range Level   1 1 :  +3 bonus.
Level 2 1 :  +5 bonus.
of fabul ous items. W h e n bou nd to an existing mag ic

item, a properly attuned dragonshard can also aug


ment or improve the item's capabilities. Eberron Shard of Bleeding Wound s   L e v e l  5

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.

C H A P T E R   4  I   C h a r a c t er O ptions   ~

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This cerulean dragonshard drinks deep the blood you draw with


your weapon.

Lv l  8   3,400  gp Lvl 28   2 , 1 2 5 , 0 0 0  gp


Lv l  1 8   8 5 , 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 )
P o w e r ( D a i l y   •   H e a l i n g ) : F r e e A c t i o n .  Trigger:  You bloody
a n e n e m y w i t h  a n  a t t a c k t h a t us e s t h e a u g m e n t e d w e a p 
o n .  Effect:  You regain 1 0 hit points.
Level 18:  20 hit  points.
Level 28 :  30 hit  points.

Khyber Shard of the Fiery Depth   Level  2  

This cobalt dragonshard has a molten core and is hot to the


touch.

vl  2   520 gp Lv l  22 3 2 5 , 0 0 0 gp


Lv l  1 2   1 3 , 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 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 wit h fire
a t t a ck s t h a t u se t h e a u g m e n t e d w e a p o n .
Level 12: +3 bonus.
Level 22 : +5 bonus.

iberys Sh ard of Merciless Cold Level 2+

This amber dragonshard pulses with  blue-white  light.

Lv l  2   5 2 0  gp Lvl 22   3 2 5 , 0 0 0  gp


Lv l  1 2   1 3 , 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 r o p e r t y : Y o u g a in  a  + 1 b o n u s  to  dam age rolls wit h cold
a t t a ck s t h a t u se t h e a u g m e n t e d w e a p o n .
When you hind this flashing dragonshard crystal to your weap Level 12: +3 bonus.
on ,   sparks fly whenever it strikes an enemy. Level 22 : +5 bonus.
Lv l  2   5 2 0 g p  Lvl 22   3 2 5 , 0 0 0  gp

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)

C H A P T E R   4 ] C h a r a ct e r O ptions

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WARFORGED COMPONENTS WARFORGED COMPONENTS


L vl Name
W arf org ed ca n use item s jus t like other races, yet as
2 Arm blad e +1 520
living constructs, warforged can also utilize items
2 D el ver ' s l i g h t 520
specifically designed or enchanted for them. A war
2 Mith ral plating +1 520
forged component often grants a special advantage to
3 Armbow +1 680
a warforg ed. W arfo rged com pon ents are not wo rn or
3 W a r s o u l w e a p o n +1 680
carried; instead, they are either attached to or embed
ded in a warforg ed. Like norm al items, warforg ed 4 Ada ma ntine plating +1 840
4 Disk of energ y resistance +1 840
components have categories, such as armor, weapons,
4 Essence of the scout +1 840
implements, clothing, rings, and wondrous items, and
5 C o m m a n d c i r cl e t 1,000
they occupy a warforged's item slots.
5 Spiked soles 1,000
6 Final messenger 1,800
COMPONENT TRAITS 7 Arm blad e +2 2,600
W hi le you are conscious, an affixed warforged 7 Mith ral plating +2 2,600
com pon ent ca n be remo ved fro m you only if you are 8 Arm bow +2 3,400
w i l l i n g t o h a v e it r e m o v e d . W h i l e y o u a r e u n c o n  8 Warso ul weapon +2 3,400
scious, a component can be removed by anyone. 9 A d a m a n t i n e p l a t in g + 2 4,200
Affixing or removing an attached component is a 9 Disk of energy resistance +2 4,200
minor action and takes five minutes. 9 E s s en c e of t h e s c ou t +2 4,200
T he only difference betw een an attached com 12 Armb lade +3 13,000
p o n e n t a n d a n e m b e d d e d o n e is t h a t a n e m b e d d e d 12 Mithral plating +3 13,000
component is often hidden or retractable. Perception 13 Armbow +3 17,000
c h e c k s t o l o c a t e a n e m b e d d e d c o m p o n e n t a f f i x e d to 13 Warso ul weapon +3 17,000
your body take a -5 penalty. 14 A d a m a n t i n e p l a t in g + 3 21,000
W a r f o r g e d c o m p o n e n t s o f c e r t a i n it e m c a t e g o r i e s 14 Disk of energ y resistance +3 21,000
have the following special rules. 14 E s s en c e of t h e s c ou t +3 21,000
A rm or : A rm or is an attached comp onent. 17 Arm blad e +4 65,000
Attached armor weighs three-fourths its normal 17 Mithral plating +4 65,0 00
w e i g h t f or d e t e r m i n i n g y o u r l o a d . 18 Arm bow +4 85,000
Shield: A shield is an attached component. An 18 Wars oul weap on +4 85,000
attached heavy shield allows you to hold items in the 19 Adamantine plating +4 105,000
s h i e l d a r m ' s h a n d a s i f y o u w e r e u s i n g a l ig h t s h i e l d . 19 Disk of energ y resistance +4 10 5,0 00
W e a p o n : W e a p o n s c a n b e e m b e d d e d or a tt a c he d 19 Essence of the scout +4 105,000
compo nents. Tw o-handed weapons cannot be 22 Arm blade +5 325,000
attached or embedded. A one-handed ranged or 22 Mithral plating +5 325,000
m e l e e w e a p o n c a n b e a t t a c h e d to a h a n d , a l t h o u g h 23 Arm bow +5 425,000
you can still have only one weapon per hand, regard 23 Warsoul weapon +5 425,000
l e ss o f w h e t h e r t h e w e a p o n i s h e l d n o r m a l l y o r 24 A d a m a n t i n e p l a t in g + 5 525,000
attached . A n attached weap on occupies your han d, 24 Disk of energy resistance +5 525,000
and you must remove it to free the hand. 24 Essence of the scout +5 525,000
A one-handed weapon that has the off-hand or 27 Arm blad e +6 1,625,000
l ig h t t h r o w n p r o p e r t y c a n b e e m b e d d e d . A n e m b e d  27 Mith ral plating +6 1,625,000
ded weapon is retractable, stored in a space within 28 Arm bo w +6 2,125,000
your forearm . W hi le th e wea pon is stored, it does not 28 Warsoul weapon +6 2,125,000
occupy a hand. A n embe dde d weapon can be drawn 29 Ada ma ntine plating +6 2,625,000
or retra cted as a m in or actio n. You ca n have only one 29 Disk of energy resistance + 6 2,625,000
embedded weapon in each arm with the exception of 29 E s s en c e of t h e s c ou t +6 2,625,000
s h u r i k e n s : Y o u c a n h a v e u p to fi v e s h u r i k e n s e m b e d 
ded in one arm. wearing or holding more than one holy symbol, none
I m p l e m e n t : A n y i m p l e m e n t th a t c a n b e w i e ld e d of your symbols function. Tw o-hand ed implem ents,
in one hand can be attached or embedded. An such as staffs, cannot be attached or embedded.
attached or embedded implement functions exactly
like an attached or em bed ded w eapon . A holy symbol CONVERTING ITEMS TO
is the only imp lem ent that need not be em bed ded in
WARFORGE D COMP ONE NTS
a warforged's han d or arm . A holy sym bol e mb ed
Nonmagical items can be attached or embedded at
ded on a warfo rged 's bo dy does not occu py an item
n o e x t r a c o s t. A m a g i c i t e m c a n b e m o d i f i e d i n t o
s lo t , a l t h o u g h a s w i t h w o r n h o l y s y m b o l s , i f y o u a r e

CH AP TE R 4 i  C h a r a c t er O ption s
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an attached or embedded component using the T  relet L e v e l  5


En cha nt Magic Ite m ritual (Players  Handbook,  page
Granted to the best warforged commanders during the Last
3 0 4 ) .   Ch an gin g an item in this way works ex act ly War, the command circlet is a mark of distinction and honor.
like resizing armor and has no component cost. In
Item Slot: Head (attached component) 1 ,0 0 0 gp
addition, when you resize magic armor, you can also R e q u i r e m e n t : Y o u m u s t h a v e  t he  living construc t racial trait
tra ns for m it into a warf orge d compone nt as part of to use this   item.
the same ritual. P r o p e r t y : Y o u g a i n te l e p a t h y 2 0 . Y o u c an   c o m m u n i c a t e w i t h
any other creature that has  a  language and  is  with in line
of sight.
UNIQUE WAREORGED COMPONENTS 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: A   living
A few items—usually the cre ations o f Hous e Can nith— construct ally   is hit by a  fear effect that  a  save can end.
exist solely as warforged components. The following Efject: The ally can make  a  saving thro w against the
items are examples o f such cre ation s. triggering effect.

e Plating L e v e l  4+ elver's Light L e v e l  2

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.

Lv l  4 +1  84 0 gp L v l 19 +4 1 0 5 , 0 0 0  gp Wo ndr ous Item (embedded component) 5 2 0  gp


Lv l  9 +2   4 , 2 0 0   gp Lvl 24 + 5 5 2 5 , 0 0 0  gp Requirement: You must have the living construct racial trait
Lv l  14 +3  2 1 , 0 0 0  gp Lvl 29 + 6 2 , 6 2 5 , 0 0 0  gp to use this   item.
Armor: Plate (attached component) 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 l ig h t sh e d s d im

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.

Lv l  2 +1  5 2 0  gp Lvl 17 +4   6 5 , 0 0 0  gp Lv l  4 +1  8 4 0 g p  Lvl 19 +4  1 0 5 , 0 0 0  gp


Lv l 7 +2   2,600  gp Lvl 22 +5  3 2 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  12 +3  1 3 , 0 0 0  gp Lvl 27 +6  1,625,000  gp Lv l  14 +3   2 1 , 0 0 0 g p  Lvl 29 +6  2 , 6 2 5 , 0 0 0  gp
W e a p o n : H e a v y b l a d e , l ig h t b l a d e ( a t t a c h e d c o m p o n e n t ) I t e m S l o t : N e c k (a t t a c h e d c o m p o n e n t )
Requirement: You must have the living construct racial trait Requirement: You must have the living construct racial trait
to use this   item. to use this   item.
E n h a n c e m e n t : A t t a c k r o ll s a n d d a m a g e r o ll s E n h a n c e m e n t : F o r t i t u d e , R e f le x , a n d W i l l
C r i t i c a l : +1   d 6 d a m a g e   per  plus 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: Yo u  are hit
P r o p e r t y : Y o u g a in  a   +2 item b onus  to  opportun ity attacks by  a  fire, force, lightning, psychic, radiant,  or  t h u n d e r
made with this weapon. attack.  Effect:  You gain resist 5   against one of the attack's
triggering damage typ es until the end  of  the encounter.
Level 14  or  19: Resist  10.
Armbow L e v e l  3+
Level 24  or  29: R esist 2 0.
This magic crossbow generates its own bolts.

Lv l  3 +1   6 8 0  gp Lvl 18 +4   8 5 , 0 0 0  gp


Essence of the Scout L e v e l  4+
Lv l  8 +2   3,400  g p   Lvl 23 +5   4 2 5 , 0 0 0  gp
By installing this metal disk i n your chest, your movements
Lv l  13 +3  17,000 gp   Lvl 28 +6   2,1  2 5 , 0 0 0  gp
make scarcely a sound.
W e a p o n :  C r o s s b o w ( a t t a ch e d c o m p o n e n t ) Lv l  4 +1  8 4 0 g p  Lvl 19 +4  1 0 5 , 0 0 0  gp
Requirement: You must have the living construct racial trait
to use this   item. Lv l  9 +2   4 , 2 0 0   gp Lvl 24 +5   5 2 5 , 0 0 0  gp
Enh anc em en t: Attack rolls and damag e rolls Lv l  14 +3   2 1 , 0 0 0  gp Lvl 29 +6 2 , 6 5 0 , 0 0 0  gp
C r i t i c a l : +1   d 6 d a m a g e   per  plus Item Slot: Neck (embedded component)
P r o p e r t y : T h i s cr o s sb o w b e c o m e s  a  o n e - ha n d e d w e a p o n . R e q u i r e m e n t : Y o u m u s t h a v e  t he  living construct racial trait
Property: This crossbow does not expend bolts. to use this   item.
E n h a n c e m e n t : F o r t i t u d e , R e f le x , a n d W i l l
P r o p e r t y : Y o u g a i n a   +2 item bonus  to  Stealth ch ecks.
P o w e r ( D a i l y ) : M i n o r A c t i o n . Y ou g a in  a  + 5 p o w e r b o n u s
to your next Stealth check made before the end  of  your
next   turn.

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This warforged communication device is built to resemble a


small wing ed anim al, yet it is an intricate a ssembly of clock
work pieces.
Wo ndr ous Item (embedded component) 1 ,8 00 g p
R eq u i r e me n t : Y ou m u s t h a ve t h e l i vi n g c on s t r u ct r a c i a l t r a it
to use this   item.
P r op er t y : Y ou h a ve a mec h a n i c a l m es s en g er w i t h i n y ou . T h e
messenger has speed 8 and can function for 8 hours once
it leaves you (see below ). After 8 h ours, the messe nger
deac tivates. A creature can reactivate the me ssenger
b y ma k i n g a D C 2 0 A r c a n a c h ec k a n d t h en s p en d i n g a
healing surge, at w hic h point the m essenger co ntinues in
its task to deliver a message (see below ). A warfo rged can
r ea c t iva t e t h e m es s en g er b y emb ed d i n g i t .
A creature that is not the recipient of a message can
ma k e a D C 2 5 A r c a n a c h ec k t o vi ew t h e mes s en g er ' s
p r og r a mm ed i ma g e a n d h ea r i ts mes s a g e. A c r ea t u r e t h a t
ma k es a D C 3 0 A r c a n a c h e c k c a n l ea r n t h e mes s en g er ' s
intended destination and recipient.
P ow er ( D a i l y ) : St a n d a r d A c t i on . Y ou p r og r a m t h e mes s en 
g er w i t h a n i ma g e of w h a t y ou c u r r en t l y s ee, a s t a t emen t
of up to 25 words, and a destination or a message recipi
ent. The messenger retains this information until you use
this pow er again or until you die.
P o w er ( A t -W i l l ) : Fr ee A c t i on . Y ou a c t i va t e t h e mes s en ger ,
and it leaves for its programmed destination or recipient
and delivers its image and statement.
P o w e r ( A t - W i l l ) : N o A c t i o n . Trigger:  You are killed.   Effect:
You activate the m essenger, and it leaves for a destina
tion or a message recipient you choose. The messen ger Warso ul We apo n Level  3+
carries an image of the last image that you saw wh ile When this weapon is attached, you strike with superior speed
conscious, and it delivers the message that you have and agility.
been killed.
L vl 3 +1 68 0 gp L vl 1 8 +4 85,000 gp
Lvl 8 +2   3,400  g p L vl 2 3 +5 4 2 5 , 0 0 0 g p
Plating Level  Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
The   lightweight metal protects your vitals while still allowing W e a p o n : O n e - h a nd e d m e l e e w e a p o n ( at t a c h e d c o m p o n e n t )
you maxim um flexibility andfull range of motion. R eq u i r e me n t : Y ou mu s t h a ve t h e l i vin g c on s t r u c t r a c ia l t ra i t
to use this  item.
L vl 2 +1 52 0 gp L vl 1 7 +4 65,00 0 gp
E n h a n c emen t : A t t a c k r ol l s a n d d a ma g e r ol l s
Lvl 7 +2   2,600  g p L vl 2 2 +5 325 ,000 gp
C r i t i c a l :  +1   d 6 d a ma g e p er p l u s
Lvl 12 +3 13,0 00 gp Lvl 27 +6   1,625,000  g p
Property: You gain a +2 item bonus to initiative checks.
A r m o r : P l a t e (a t t a c he d c o m p o n e n t )
P o w e r ( D a i l y ) : Im m e d i a t e I n t e rr u p t .  Trigger:  A n e n e m y
R eq u i r e me n t : Y ou m u s t h a ve t h e l i vi n g c on s t r u c t r a ci a l tr a it
adjace nt to you shifts. Effect:  M a k e a mel ee b a s ic a t t a ck
to use this   item.
w i t h t h i s w e a p o n a g a i n s t t h e t ri g g eri n g en emy .
Enhancement: AC
P r op er t y : T h i s a r mor h a s n o a r mor c h e c k or s p eed p en a lt y .

Spiked Soles Level 5


These sole  plates sprout tiny spikes, which aid in climbing and
in keeping your footing.
I t em Sl ot : Feet ( a t t a c h ed c omp on en t ) 1 ,0 0 0 g p
R eq u i r em en t : Y ou m u s t h a ve t h e l i vi n g c on s t r u c t r a ci a l tr a i t
to use this   item.
P r op er t y : Y ou g a i n a +5 i t em b on u s t o A t h l et i c s c h ec k s f or
climbing.
P o w e r ( E n c o u n t e r ) : I m m e d i a t e R e a c t i o n . Trigger:  You are
hit by an e ffect that pushes, pulls, or slides you.   Effect:

You ignore the triggering forced movement. You are


slow ed until the start of your next   turn.

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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

CH AP TE R 4 |  C h a r a c t er Opt ions «
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.

SEEMING STEED SUMMONS


You and your allies m ove through the guarded   outpost
without attracting unw anted attention. You whistle   andyour mount appears.

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)

This ritual is performed on an adjacent corpse. It binds


the soul to the focus, preventing its passage to Dolurrh.
The target must be willing to allow the ritual to take
effect , otherw ise the ritual fails. O nc e so bou nd, the soul
rests in state of torpor.
At any tim e the rea fter, on ce per day, you can ask a
single ques tion o f the c orp se as if you had perfo rme d the
Speak with Dead ritual, and, as with the ritual, the corpse
knows only the information it knew in life.
You can perform the Raise Dead ritual on a corpse
preserved by this ritual regardless of how long it stays in
stasis. You cannot restore life to a creature that died from
old age.

CH AP TE R 4 |  C h a r a c t er O ptions

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CH APT ER 5

T H E  W O R L D  of Eb erron boasts an enorm ous


variety of cultu res an d societies, as well as m ultiple
bran ches o f history and development. This chapter
presen ts the know n regions of Eb erro n, divided into
thre e categories: the Five Nations, grea ter Kh orva ire,
and the world beyond Khorvaire.
In addition, other elem ents of imp ortan ce to
adventurers are discussed. In Eberron, a character's
r a c e , p l a c e o f o r i g i n , d r a g o n m a r k ( o r l a c k o f o n e ) ,  a n d
othe r details of his or her history can in flu enc e t he
kind of hero that cha racte r becom es. Th is cha pter
offers information about Eberron that a player can
use wh en creating a character's backgr oun d. S am ple
adv enture rs are pres ente d for eac h of the ma jor
r e g i o n s o f K h o r v a i r e , f or e a c h o f t h e d r a g o n m a r k e d
h o u s e s , a n d fo r e a c h o f t h e n e w r a c e s i n t r o d u c e d
i n t h i s b o o k . E a c h b a c k g r o u n d h a s s k il l s a s s o c i a t e d
with it.
This chapter includes the following sections.

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

character's history, occupation, and race might influ


ence his or her adventuring style.

CH AP TE R 5 |  W o r l d of E b er r o n

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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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their identity, and they don't care how greatly their P a s s a g e :  T h e o n l y l a rg e c i ty i n w e s t e r n A u n d a i r ,


customs and preferences vary. Pa ssage sits on the sho res of La ke G alifar . Passage is
a ma jor enclave of H ouse O rien, wh ich run s mo st of
COMMON KNOWLEDGE the city's commerce and government. The city is the
Cu rrently ruled by Qu een A urala, A und air is focused beatin g hear t of the lightning rail system, for most
on moving into the future and leaving the devastation rail carts are repaired and maintained here. Many
of the Last W ar beh ind. The land-ow ning aristocracy consider Passage the gateway between the civilized
lands and the Eldeen Reaches.
w o r k s t o b u i l d u p t h e n a t i o n 's r e s o u r c e s , a n d Q u e e n
Aurala extends all possible courtesies to the dragon S t o r m h o m e :  T h e p r i m a r y e n c l a v e o f H o u s e
m a r k e d h o u s e s , h o p i n g to t r a n s f o r m h e r n a t i o n i n t o Lyrandar, Storm hom e is technically a part of Au ndair
the preem inent center of com me rce for the Five but functions as an independent com mun ity. Amb as
N ations. A und air is also the he art of arc ane studies. s a d o r s— b o t h o f f i c i a l a n d c o v e r t — o f m a n y n a t i o n s a n d
Apprentice wizards and other would-be casters come organizations meet in the island's various restaurants,
here to attend various colleges, such as the A rcan e taverns, and other establishments.
Co ngress. If A un dai r is to have any advantage in U n i v e r s i ty o f W y n a r n :   T h e m o s t r e s p e c t e d
f u t u r e c o n f l i c t s w i t h i ts n e i g h b o r s , it w i l l s t e m f r o m institution of high er learning in all Kh orva ire, the
the nation's arcane supremacy. U n i v e r s it y o f W y n a r n o c c u p i e s a sp r a w l i n g c o m p l e x
of six great structu res in the city of Fairh aven. D ue to
Aundair is still struggling to recover from the war,
the relaxed admissions qualifications put into place
with both its military pow er and domestic resources
to incr ease atten dan ce during and after the Last W ar,
at low ebb. But Aurala's efforts are guiding Aundair stud ents of all races and all cultu ral an d social back 
into a relatively swift regrowth, so hopes are high for
grounds can be found here.
the nation's long-term survival. Queen Aurala and her
s u p p o r t e r s s e e m e a g e r f o r w a r to r e s u m e ; A u n d a i r i a n s
a r e a p r o u d , c o u r a g e o u s , s t u b b o r n p e o p l e . T h e s e t r a i ts PEO PLE O E AUN D AIR
allowed them to stand up to larger, more disciplined T he peo ple of A un dair are, by and large, a stub born
armies during the war, and these traits inspire Aun and patriotic folk. O ver ha lf of all A un dairia ns are
dairians to strive for more than mere survival. human. Among the major cities, half-elves, elves, and
gnomes make up a significant minority, but these
REGIONAL FEATURES r a c e s a r e u n c o m m o n i n t h e p a s to r a l c o m m u n i t i e s .
A lthou gh mu ch of A un dair consists of small villages Halflings appear with moderate frequency in these
a n d u n n a m e d c o m m u n i t i e s , i t a l s o c o n t a i n s s e v er a l more distant communities, but shifters are rare; shift
large cities, and all boast great importance to the e r s w e r e o n c e m o r e c o m m o n , b u t th e y w e r e d r i v e n
n a t i o n a s a w h o l e . B e c a u s e o f it s e x t e n s i v e a g r i c u l  from A un dair by Silver Fl am e zealots m ore than 15 0
tural trade, the roads are well maintained in all but years ago. O n rare occa sions, orcs and half-ores of
the most distant reaches. Eldeen, and even the occasional tiefling family, settle
A r c a n i x : A s m a l l ye t v i t al l y i m p o r t a n t v i l l a g e , o n t h i s si d e o f t h e b o r d e r ; t h e c o m m o n f o l k o f t h e
A rca nix sits on the shores of Lake G alifar. Th e people region distrust these foreigners but rarely engage in
work to m eet the ne eds of the wiza rds who dwell open hostility.
in the three great towers that float in the air above Mo st A un dair ians worship the Sovereign H ost,
the village. W ith in th ese towers' labyr inth ine halls, b u t a d h e r e n t s o f t h e S i l v e r F l a m e a c c o u n t f o r a si g
c l a s s r o o m s , l a b o r a t o r i e s , l i b r a r i e s , a n d v a u l t s, m a g e s n i f i c a n t m i n o r i t y . S e v e r a l o f A u n d a i r ' s c i t i es c o n t a i n
struggle to master arcane secrets and teach spells to a enclaves of Silver H ost "puritans," extremists far m ore
new generation of students. fanatical than the average Thrane.
F ai rh av en : The capital of Au ndair, Fairhaven is T h e p e o p l e o f A u n d a i r a r e a c u t e l y f a sh i o n -
t h e n a t i o n 's e c o n o m i c h e a r t . W i d e , s t ra i g h t s t r e e t s conscious. Nobles prefer bright colors, feathered
provide easy travel, allowing merchants to deliver h a t s ,  l o n g s k i r t s , c o a t s o r c l o a k s , a n d r u f f l e d o r p u f f y
goods to Fairhaven's bustling markets, including sleeves. Poorer folk cannot afford to keep up with
the famous Distant Exchange. More than anything such fashion s, but they often own a single "fa nc y"
e l s e ,  F a i r h a v e n i s a ci t y o f l e a r n i n g , h o m e t o a n outfit that poorly mo del s the styles of a gen eratio n or
unc oun table nu m be r of institutions that range f rom two gone by.
full-fledged universities to tiny private schools, each
educating students in a wide variety of topics. AUNDAIRIAN ADVENTURERS
F a i r h o l d : T h e a n c e s t r a l h o m e o f A u n d a i r ' s r u le r s , Adven turers from Aun dair have the same range of
the fortress of Fai rhold rises above all other stru c objectives and motivations as adventurers from the

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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economic and internal resources have inspired much


COMMON KNOWLEDGE
of th e populac e, and adv enture rs have adopted her
Th e people of Breland are fond of their v enerable
objectives. *
sovereign. King Boranel allows his people an unpar-  JZ
alleled degree of freedom . T he parliam ent supporting
AUNDAIR ASSOCIATED SKILLS and enforcing Boranel's rule is elected by popular
If you are from Aundair, you can c hoo se End urance v o t e ,  a n d t h i s l e v e l o f c i v i c p a r t i c i p a t i o n t r a n s l a t e s
and Na ture (if you are from a small village) or A rcana into a pow erful loyalty on the pa rt of the citizenry .
and History (if you are from on e o f the cities) as your H owever, Kin g Bo rane l's hea lth is failing, and som e UJ
associated skill. Br elish are un cer tai n if any of his poten tial heirs can ~
l i ve u p t o h i s e x a m p l e .
A r c a n e S e e k e r :  Y o u 'v e a c k n o w l e d g e d t h a t a r c a n e Breland's social advancements come at a cost. Its
supremacy is the last, best hope for Aundair's secu thriving industries and wide social freedoms are a
r i ty . Y o u s e e k o u t a n c i e n t r i t u a l s a n d a r t i f a c t s , h u n t breed ing ground for crim e and corruption. Althoug h
down potential casters for recruitment to the nation's the abuses of Th rane's theoc racy are mor e w idely
ar can e colleges, and eve n spy on the various my stical known, Breland's various government agencies are
endeavors of other kingdo ms. more generally corrupt. Organized criminal guilds
R o l e pl o yi n ^j Ti p s : Y o u a r e f a s c i n a t e d — e v e n and crime families operate throughout the nation's
preoccupied —w ith tales and studies of ma gic. T he cities, ma nip ulat ing the country 's fina nce s and even
slightest whis per o f an cie nt lore or hin t of a ma gic its legislation.
artifact grabs your attention. You focus specifically Although Breland's farms aren't individually as
on the arcane, not necessarily because you think it's prod uctive as the richest of A und air's, the nation
superior to other form s of ma gic but becau se you boasts a greater am oun t of quality farmlan d than any
k n o w i t' s A u n d a i r ' s g r e a t e s t s t r e n g t h . of the other Five Nations. Th is agriculture, com bine d
R e a c h E x p l o r e r :  A u n d a i r i a n s h a r b o r d e e p with Breland's thriving manufacturing industries,
rese ntm ent for the "Re ach ers," wh om they view as m a k e s t h e n a t i o n e c o n o m i c a l l y s e l f - su f f i ci e n t a n d
traitors, as well as for the pro visions o f the Tr eaty stable. Th is status has resulted in the greates t con cen
of Th rone hold tha t gave what were once A unda ir tration of drag onm arked enclaves and businesses in
i a n t e r r it o r i e s to t h e E l d e e n R e a c h e s . Y o u m i g h t the Five Nations.
share this hatred, or you might be curious about
this wild erness that spreads beyond your doorstep.
REGIONAL FEATURES
W hic hev er the case, you are determ ined to learn A lthou gh ab out hal f of its popu lation lives outside of
a l l y o u c a n a b o u t t h e E l d e e n R e a c h e s — i t s p e o p l e , i ts
i ts u r b a n c e n t e r s , B r e l a n d b o a s t s m o r e m a j o r c i t ie s
c o m m u n i t i e s , i ts a n c i e n t d r u i d i c h i s t o r i e s — i f o n l y t o
and tradin g hubs tha n any of its neig hbo rs. Sha rn, th e
ensure that it cannot threaten the peace and security
fam ed C ity of Tow ers, is the prid e of B rel an d an d its
of Aund air.
major trading center.
Rolevlaying   T i p s: Y o u b e l i e v e t h a t t h e s a fe t y o f A u n 
A r g o n t h :  A f l o a t i n g f o r t r e s s b u i l t b y H o u s e C a n 
dair hinges upon a firm understan ding of the threats
nith dur ing the war, A rgo nth is one o f two mo bile
posed by the Eldeen Reaches. You might want to see
citadels built during the L ast W ar, an d it is the only
those territories abs orbe d ba ck into A und air, or you
one to have survived . Br elan d's milita ry uses Arg onth
might be content with peaceful coexistence. Either
to patrol Breland's borders, and only military person
choice requires you to explore, study, and understand
n e l a r e p e r m i t t e d a b o a r d . W h e n A r g o n t h se t s d o w n
the Eldeen Rea ches and the surround ing wild erness.
every week , a sm all village springs up as the locals
g a t h e r t o s u p p l y i t s n e e ds .
BRELAND T h e B l a c k P i t :  A t e r r i b l e c r e v i c e i n t h e e a r t h
O f all the Five Nations, B rel an d has mad e the great from which strange creatures emerge, the Black Pit
est social and economic recovery following the war. is located in a valley in the Blackcap Mountains. It
B r e l a n d h a s v a st t r a c t s o f w o r k a b l e l a n d - i t i s o n e app ears to lead to the d epth s of Khy ber. A small and
of the major food producers of Kh or va ire -a s well u n s a v o r y t o w n o f t h e s a m e n a m e o v e r l o o k s t h e p i t.
as a society of great perso nal fre edo ms, wh ich has B r o k e n b l a d e C a s t l e :  T h e h o m e o f K i n g B o r a n e l
inspired immense loyalty and patriotism in its citi and the royal family, this great castle rises from a
zenry. T he B relish are proud of thei r heritag e a nd sma ll river island in the mid dle o f the cap ital city of
consider themselves cosmopolitan, and the nation W r o a t . A f u ll y f u n c t i o n i n g k e e p , B r o k e n b l a d e c o n 
currently leads all others in social progress. Breland's tain s sufficie nt sta ff an d supplies to surviv e a siege o f
people are convinced that their social and economic many years.
advancements will keep them at the forefront of the C r a g w a r :  L o c a t e d i n t h e f o o t h i l l s o f t h e B l a c k 
Five Nations for generations to come. cap Mou ntains, Cragw ar changed hands betw een
Aundair and Breland numerous times during the

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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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across the continent and even occasionally from


PEOPLE OE SHARN
across the s e a s . It ' s a n o p e n s e c r e t t h a t n o t a l l t h e s e
H um an s form the greater part of Sh am 's popu lation,
goods and services are legal, despite the best efforts of
but every other majo r race of Kh orvaire can be found
the Sha rn W atch.
in Sharn, and even the rarer peoples constitute a siz
T r a v e l a c r o s s S h a r n , a n d b e t w e e n i ts v a r i o u s l e v e l s,
a b l e n u m b e r o f t h e c i t y 's r e s i d e n t s .
o c c u r s u s i n g ma s s i v e l i ft s a n d, fo r t h e we a l t h y, s ky-
That same variety appears in the religious prac
coac hes held aloft by ma gic or pulled by beasts su ch as
tices of Sh am 's citizenry. A lthough the Sovereign
hippogriffs. Order is maintained, as much as possible,
Host and the Silver Flame have the most followers
by the W atch , and the city is ruled by a city council,
here, the Blood o f Vol, the D ark Six, and even mo re
the Lord Mayor, and a vast governmental bureaucracy.
obscure faiths—such as the various druidic beliefs
and the P ath of Light— appear with regularity. C ults
THE CITY OF TOWERS of the D rag on B elow ex ist in Sh arn as well, but even
P o p u l a t i o n :  A p p r o x i m a t e l y 2 0 0 , 0 0 0 . H u m a n s f o r m here, they mu st ma intain secrecy.
a plurality of the population (roughly one third), but
members of every race are represented in this cos
S HARN ADVE NTURE RS
mopolitan city.
Adventurers in Sharn are often outsiders passing
G o v e r n m e n t :   S e v e n t e e n r e p r e s e n t a t i v e s o f S h a m' s
through on their way to more exotic locales. But
wards form a city council that appoints a Lord Mayor
Sham's citizens also turn to adventuring and have
and administers the city's vast bureaucracy.
their own particular objectives.
D e f e n s e :   Th e Sharn Wa tch en force s the laws of the
city and patrols the streets , but the W atc h is riddled
SHARN ASSOCIATED SKILLS
with corruption. A branch of the W atch called the
Guardians of the Gate monitors the activities of If you are from S harn, you can ch oo se Insight or
Stre etw ise as your associated skill.
foreigners in the city, alert to the possibility of espio
nage and subterfuge. The Redcloak Battalion, an
E x p l o r e r o f t h e U n d e r g r o u n d : Y ou k n o w yo u
elite military unit, activates in situations that require
e x t r e me fo r c e . needn't wander far from home to find adventure,
since countless ruins exist beneath your feet. You're

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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

arguing that any experience to be had in exotic m i l i t a r y . K a r r n a t h ' s c u l t u r e is f o c u s e d o n m i l i t a r y


locales can be had jus t as well in Sh arn , "where the service; Karrns value discipline and strength, and
exotic mak es deliveries." You're fascinated by the they have mo re resp ect for a leader they fear than for
notion of lost cultu res bene ath the m od ern world, one they love.
and you wo nde r if m od ern civilization could bene fit
from lost knowledge. REGIONAL FEATURES
M o r g r a v e S c h o l a r :  Y o u w o r k fo r M o r g r a v e U n i v e r  Although ancient structures found across Karrnath
s i ty as a p r o c u r e r o f a n t i q u i t i e s o r a s c h o l a r o f a n c i e n t predate Galifar, following the Last W ar Ka rrn ath
l o r e . Y o u m i g h t b e a h i r e d a d v e n t u r e r a n d t r e a s u r e c o n t a i n s t h e la r g e s t n u m b e r o f m o d e r n m i l i t a r y
hunter, dispatched to recover relics for the University, structu res of any of the rem ain ing F ive N ations. Every
or you could be an instruc tor wh o moon light s as a territory is ruled by a warlord who swears fealty to
com bination of archeologist and grave robber. King Kaius. Travel within the nation is relatively safe
Roleplaying Tips:   Y o u ' r e i n t e r e s t e d i n l e a r n i n g near the major communities, where the roads are
a b o u t l o st c u l t u r e s a n d f o r e i g n p e o p l e s . Y o u e x p r e s s p a t r o l l e d b y w a r l o r d s ' so l d i e r s , b u t a j o u r n e y t h r o u g h
far more interest in the scholarly and historical value more rural regions can prove dangerous.
of the treasures you find tha n in their mo net ary A t u r :  T h e C i t y o f N i g h t s t a n d s b e n e a t h t h e p e a k s
w o r t h o r m a g i c a l p o w e r . W h e t h e r t h i s a t ti t u d e is of the Ash en S pires, wh ere it rem ain s cloake d in
genu ine or only a facade to cover up me rce na ry greed shadows for all but a few hours each day. For the
depen ds on wha t sort of person you are. l i v in g , t h e c i t y i s k n o w n a s a h o t b e d o f d e b a u c h e r y ,
bursting with taverns and bordellos. Below the city
KARRNATH lie the Vaults of the D ead , wh ere Ka rrna th's un dea d
O nce th e strongest bastion o f the Five N ations, soldiers await future orders.
Ka rrn ath suffered terribly during the Last W ar . A T h e C r i m s o n M o n a s t e r y :  A l a r g e , l a b y r i n t h i n e
c o m p l e x o v e r l o o k i n g A t u r , t h e C r i m s o n M o n a s t e r y is
proud military tradition and a drive for excellence the he art of the B lood o f Vol faith in K arrn ath .
i n a l l a s p e c t s o f l i fe e m p o w e r e d K a r r n a t h b e f o r e t h e
war. H owev er, the repu tation o f its mi litary proved C r o w n h o m e :  A h e a v i l y b u i l t , t h i c k l y w a l l e d m i l i 
false after Aundair delivered several swift defeats tary fortress, Crownhome is the seat of government
during the war. Karrnath used necromancy to create and the location of King Kaius's hom e in Ko rth.
undead legions from its fallen soldiers, to no avail. K a r r l a k t o n :  K a r r la k t on, on e of t he na t ion' s
Today, Ka rrn ath struggles against plague and fa m ine . greatest cities, suffers terribly from its proximity to
t h e M o u r n l a n d . T h e p o p u l a c e l i v es u n d e r a p a l l o f
despair, and ma ny have fled the city. T he y have bee n
COMMON KNOWLEDGE
replaced by crazed prophets and doomsayers who
Ka rrn ath is one of the oldest hu m an cu ltures in
p r e d i c t t h e e n d o f t h e c i ty — i f n o t t h e w o r l d — w h e n t h e
Khorvaire. It is still the mightiest military power on
Mo urn ing spreads. Still, the city survives as one o f the
the continent, and King Kaius III is still Karrnath's
ruler. A lthou gh som e Kar rns do not trust the king, preem inent sources of arm s and armor in Khorv aire.
K o r t h :  T h e c a p i t a l a n d l a r g e s t c i t y o f K a r r n a t h ,
they acknowledge that he is methodical, powerful,
K o r t h i s a m i l i t a r y c i t y w i t h i ts h e a v y s t o n e b u i l d i n g s
a n d s k i l l e d . B e t w e e n h i s o w n a b i l i ti e s a n d t h o s e o f
and straight, narr ow roads. T he city is divided into
the lords, generals, and landow ners wh o support hi m,
five major wards, each with its own particular flavor
Kaius could transform Karrnath into an unstoppable
and cu lture an d each m arr ed by the scars of siege.
force onc e again. Th is ambitio n causes the other
T h e N i g h t w o o d :  O s t e n s i b l y a f o r e s t p r e s e r v e , t h e
nations to eye Karrnath with wariness, despite King
N ightwood is kn ow n for the mon strou s creatures th at
Kaius's public support for peace.
emerge from the forest's center. Local rumor claims
The nation is hardly in a position to engage in an
that the forest hides a fissure that rea che s to Kh yber.
extended military campaign. Even though Karrnath
R e k k e n m a r k :  R e k k e n m a r k i s y e t a n o t h e r o f
b o a s t s r i c h f a r m l a n d , it l a c k s a s u f f i c i e n t n u m b e r
Karrnath's great cities that has lost its purpose since
o f e x p e r i e n c e d f a r m e r s t o w o r k it , a n d m u c h o f i t
still lies fallow two years afte r the en d of the war. the war. Loca ted at the termin us of W h ite A rch
B r i d g e , t h e c i t y 's r o l e a s a c e n t e r o f t r a d e w a s l o s t w h e n
Th e nation trades livestock and lum be r for the food

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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.

KARRNATH ASSOCIATED SKILLS COMMON KNOWLEDGE


If you are from K arrnath, you can cho os e A thletics or Cy re was twice the victim o f the L ast W ar . King Jarot's
Intimidate as your associated skill. daughter Mishann should have, by all rights and tra
ditions, assumed the throne, but she was prevented

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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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devoted themselves to darker faiths in their search for Y o u ' r e q u i c k t o v o l u n t e e r fo r a n y a dv e n t u r e t h a t o ffe r s


vengeance or succor. t h e o p p o r t u n i t y e i t h e r t o p r o v e yo u r wo r t h t o s o me o n e
Cyran fashion tended toward bright colors—similar who ca n aid your endeavors or to explore un claim ed
t o A u n d a i r i a n f a s h i o n b ut w i t h o u t t h e f l a m b o y a n c e lands in search of a new C yran hom elan d.
of A und air's hats and ruff les. Cyr an style also favored
large amounts of ewelry, in quantities that others
THRANE
som etim es found gaudy. A lthough som e Cyra n survi
vors try to blend in to their n ew ho m es, other s c ling T he cent er of the rem ain ing Five N ations and th e
heart of the Silver Fla me , T hra ne has a heig htened
defiantly to the fashion s of the d ead nation .
s e n s e o f i ts o w n i m p o r t a n c e . A m a j o r m i l i t a r y a n d
economic power in the region, Thrane's theocratic
CYRAN ADVE NTURE RS government is ostensibly devoted to stamping out
M o s t C y r a n s w h o s u rv i v e d t h e D a y o f M o u r n i n g d i d evil and making life better for all. However, privi
so bec au se they fled before the mists. W ith n o nation l e g e s o f p o w e r c a n s o m e t i m e s l ea d to a r r o g a n c e a n d
to call their own and others watching them with vigi corruption. Still, Thrane's people aspire to lead virtu
l a n t s u s p i c i o n , i t' s u n s u r p r i s i n g t h a t C y r a n s u r v i v o r s ous lives, and Thrane could potentially become the
lean toward itinerant, adventuring lifestyles. brightest light in a darkened world.

CYRE ASSOCIATED SKILLS


If you are from C yre, you can cho ose Endu rance or COMMON
T h r a n e i s r u l e dKNOWLEDGE
, spiritually and temporally, by the
Streetwise as your associated skill. C h u r c h o f t h e S i l v er F l a m e . T h e K e e p e r a n d t h e
C o u n c i l o f C a r d i n a l s m a k e a l l p o l i ti c a l d e c i s i o n s ;
C y r a n A v e n g e r :  Y o u b u r n w i t h a n u n d y i n g n e e d Qu een Dia ni ir'W yn arn holds a purely symbolic
for ven gea nce ag ainst the destroye rs of your ho m e p o s i ti o n . T h i s a r r a n g e m e n t b e g a n w h e n t h e C h u r c h
land. Depending on your beliefs and attitudes, you stepped in to take the rein s of pow er from P rin ce
mig ht devote yours elf to investigating the my steries D a s l i n e a r l y i n th e L a s t W a r . A l t h o u g h T h r a n e i s p ri 
of the M our nin g, hoping to discover wh o or what m a r i l y k n o w n a s a r e l i g i o u s c e n t e r , it h a s t r a d i t i o n s o f
was responsible so that you can wreak retribution archery that served the kingdom well during the war.
upon the m. Your hatred m ight reach wider, inspiring M a n y T h r a n e s l e a r n t o u s e t h e b o w , a n d T h r a n e ' s s o l
you to act against the governments and militaries of diers are renowned for their deadly accuracy.
all those nations who battled Cyre during the Last Thrane's primary liability is its inability to sup
W a r , h o l d i n g t h e m a l l e q u a l l y r e s p o n s i b l e . I t' s e v e n p o r t i t s e l f. It e x p o r t s t e x t i l e s , wo o l , a n d l i v e s t o c k, b u t
p o s s i b l e t h a t yo u h o l d a l l c i t i z e n s o f e v e r y n a t i o n having suffered deep losses in peasant levies during
responsible, taking your "vengeance" by acting as the war, it has insufficie nt ma np ow er to produ ce
an outlaw brigand and waylaying travelers of every staple gra ins. Th us, even those factions of the C hu rch
s t r i p e (a l t h o u gh t h i s a t t i t u de p r o b a b l y i s n ' t v i a b l e fo r who would prefer a more isolationist stance for their
a PC in most campaigns). nation reluctantly acknowledg e that they mu st con
Ro l e p la yi n^ j Ti p s : Y o u a r e b i t t e r a n d a n gr y . Y o u fe e l tinue to interact with their neighbors.
that Cyre and its citizens are the victims of history. Those interactions have been strained since the
You derive your only pleasu re from contem plating end o f the war. In addition to the no rm al distrust
vengeance on the parties you deem responsible. You f e lt o n a l l s i d e s , t h e c o m m o n f o l k o f o t h e r n a t i o n s
mig ht step off the path o f retribution long e nou gh view the C hu rch o f the Silver Fla m e as an oppressive
to help others in need—feeling sympathy for their institution that seeks to convert others by force. How
plight bec au se o f your own—or the suffering of e v e r , t h i s v i e w e x a gge r a t e s t h e s i t u a t i o n ; o n l y a s ma l l
o t h e r s m i g h t b e m e a n i n g l e s s t o y o u s i n c e it c a n n o t faction of the C hu rch en gages in such practice s, and
match your own. other religions are tolerated within Thrane proper.
H o m e l a n d S e e k e r :  E v e n t h o u g h N e w C y r e i n Nevertheless, this opinion spreads wider, as tales of
B r e l a n d i s a s ta r t , it 's n o t m u c h o f a h o m e l a n d . Y o u ' r e the Church's intolerant few outweigh the words and
de term ine d to find a ho m e for all C yra n survivors, deeds of the mo re mo derate.
s o m e w h e r e w o r t h y o f t h e g r e a t le g a c y C y r a n s c a r r y .
Th at might mea n ma king you rself useful enough to
REGIONAL FEATURES
con vinc e one of the existing na tions to carv e out a
Thrane's largest communities are clustered in the
p a r c e l o f l a n d f o r y o u , o r it c o u l d m e a n c r e a t i n g a c i v east, with the we stern rea che s of the king dom largely
ilization out of the wild erne ss of Khor vaire— or even
given over to ranching and new efforts at expanding
o f X e n ' d r i k . W h a t e v e r i t t a k e s , y o u ' re d e t e r m i n e d t o
the nation's available farmland. The upper class of the
make it happen.
n a t i o n i s m o s t l y c o m p o s e d o f a p r i e s tl y c a s t e a n d i ts
Rolevlaying  Ti p s: Y o u s p e a k fr e q u e n t l y o f t h e gl o r i e s
allies; a grow ing midd le class stands betw een the m
of Cy re and urge that Cy ran culture m ust be preserved.
and the poor who work the land.

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A r u l d u s k :  T h i s r a p i d l y g r o w i n g c i t y o n t h e app ear as well. W h ile not widely em bra ced in


lightning rail was, through sheer luck or divine inter Th ran e, the Blo od o f Vol is tolerated. Ho wever,
ventio n, spare d the worst of the ravages of the Last permitting these other faiths is not the same as
W a r . A s s u c h , it i s a h i g h l y p r o s p e r o u s c o m m u n i t y f u l ly a c c e p t i n g t h e m . S o m e r e g i o n s o f T h r a n e a r e
and con sidered blessed by adh erents o f the Silver cosmopolitan in this regard, but others are not so
Flame. open -m inde d, and practitioners of alternative faiths
D a s k a r a n :  O n c e a m a j o r t r a d i n g c e n t e r , D a s k a r a n often find them selves persecu ted by their n eighbo rs.
was dam age d hu ndr eds o f years ago by a ma jor fire O the r religions, such as worsh ip of the D ark Six, are
and has never truly recovered. Thrane has put little squelched upon discovery.
effort into rebuilding it. T h r a n e f a s h i o n is s o m e w h a t a s c e t i c . E v e n t h o u g h
F l a m e k e e p :  B o t h t h e s p i r i t u a l a n d p o l i t i c a l s e a t they don't focus on dark hues to the extent that the
o f p o w e r , F l a m e k e e p h o u s e s th e l a r g e st p o p u l a t i o n K a r r n s d o , T h r a n e s f a v o r s i m p l e , u t i l i ta r i a n g a r b i n
o f a n y c i t y in T h r a n e .   It   h o s t s t h e C a t h e d r a l o f t h e r e l a t iv e l y m u t e d c o l o r s . F o l l o w e r s o f t h e F l a m e w e a r
Silver Flame, the holiest site in the faith—pilgrims a s y m b o l o f t h e i r f a i t h o p e n ly , s o m e w h e r e o n t h e i r
come from all over Khorvaire in hopes of gaining person.
admittance. In addition to the holy sanctuary, the
Cathedral includes the offices and apartments of the THRANE ADVENTURERS
Keep er of the Fl am e and the Cou ncil of C ardin als, as Although some Thranes take up adventuring for the
well as a full garrison of soldiers. variety of reason s presented elsew here, most of the m
S h a d u k a r :  S h a d u k a r w a s a t h r i v i n g c i t y u n t i l
Kar rn's foot soldiers reduc ed it to a bur ned -ou t r uin . do so for the sa ke of the S ilver F la m e.
Karrnath's Cyran allies crossed the sound on soar-
THRANE ASSOCIATED SKILLS
wood skiffs to hammer the city's defenses while the
If you are from T hra ne, you can ch oo se Intimidate or
Karrns attacked.
Religion as your associated skill.
S i g i l s t a r :   S i g i l s t a r is t h e h o m e o f t h e l a r g e s t c o m 
m u n i t y o f m a g e s i n t h i s la r g e l y d i v i n e - m a g i c - f o c u s e d
F l a m e I n q u i s i t o r :  O n e o f t h e p r e c e p t s o f t h e
nation. The prese nce o f the ma ges, in addition to the
Silver Flame is to destroy evil, and you have taken
c i t y 's p o s i t i o n a t t h e c o n v e r g e n c e o f s e v e r a l m a j o r c a r 
this precept to heart. You might set out to find what
avan routes, the lightning rail, and the T hra ne River,
ever evil you can, but you can also choose a particular
have allowed S igilstar to grow swiftly from a m ino r
form of evil on w hic h to focus you r efforts. You c ould
community into a trading center that might soon rival
be some thing of a Ch urch -san ction ed police officer,
Aruldusk. rooting out crime and corruption, but more likely,
T h a l i n g a r d :  T h i s g r e a t f o r t r e s s , s t a n d i n g n e a r t h e
y o u ' r e a h u n t e r o f u n d e a d o r a d e m o n s l a y e r.
C a t h e d r a l o f t h e S i l v e r F l a m e i n F l a m e k e e p , is t h e
Rolevlaying  T i p s : Y o u a r e d e v o t e d t o t h e h u n t ,
ancestral h om e of Th rane's royal family.
determined to make the world a better place by
T h a l i o s t :  A n A u n d a i r i a n c i ty c a p t u r e d d u r i n g t h e
e l i m i n a t i n g e v i l w h e r e v e r y o u f i n d it . Y o u m i g h t p i c k
L a s t W a r a n d c e d e d t o T h r a n e f o r m a l l y at T h r o n e 
a particula r type or origin of creat ure on wh ich to
h o l d ,  T h a l i o s t i s a h o t b e d o f t r o u b l e . T h e p e o p l e
f o c u s y o u r e f f o r t s. Y o u c a n b e s i n g l e - m i n d e d i n t h e
frequently protest Thrane rule, and the response of
pursuit of your ch osen targets, and at time s your z eal
t h e c it y 's g o v e r n o r , A r c h b i s h o p S o l h a r D a r i z n u , h a s
borders on obsession.
been to crack down with ever more savagery. (Note:
S i l v e r E v a n g e l i s t :  T h e w o r d o f t h e S i l v e r F l a m e
A P C native to Th aliost gains the regiona l benefit of
must be spread for the betterment of everyone.
Au ndair, rather tha n that of the rest of Thran e.)
Although some pilgrims set out to spread the teach
ings of the S ilver F lam e, you've cho sen a m or e a ctive
P E O P L E O E T H RA N E approach. You seek to perform impressive deeds, to
B e c a u s e t h e r e l i g io n o f t h e S i l v e r F l a m e a p p e a l s p r i  draw peo ple's atten tions as you help them in th eir
marily to hum ans , Thr an e is the only one of the Five tim e of nee d in order to show the m th e way to the
Nations in which humans are predominant. Half- Silver Flame.
e l v e s ,  e l v e s , a n d d w a r v e s r e s i d e i n T h r a n e i n s m a l l Rolevlaying Tips:  Y o u s e e k o u t e v e r y o p p o r t u n i t y t o
numbers, and other races can be found individually d o g o o d fo r o t h e r s i n t h e n a m e o f t h e F l a m e a n d n o t
here and there, but an overwh elmin g num ber of your own. Proselytize when the opportunity arises,
Thrane's inhabitants are human. offer prayers to the Flame before every endeavor, and
Even though the Silver Flame is dominant in give th an ks afte r ever y success. You don't hate the
Thrane, the Church does not forbid other religious followers of other faiths; you feel sorry for their mis
practices. Tem ples to the S overeign H ost are not guided beliefs and hope to show them the true way.
uncommon, and other good-aligned faiths, such
as the P ath o f Light or the occ asio nal d ruid ic sect,

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Cyre) during the war. T he hobgoblin warlord Ha ruu c UJ


G R EA TER KHORVAIRE * instigated the sudden, bloody rebellion against the
goblins' C yran em ployers, driving the hum an s an d
other races out or enslaving them, Haruuc declared  zc
A ltho ugh the peop le of the Five N ations see them  the territory he seized to be the indep end ent goblin  0
selves as the cultu ral, historica l, and eco no m ic hea rt nation of D argu un . Today, D argu un is ruled by the
of Khorvaire—and indeed , this opinion m ight b e Lhesh H aru uc Shaarat'kor, the King of the Cr imso n ^

tr ue -t he y are hardly the continent's only people. B l a d e . H a r u u c i s o f t h e G h a a l ' d a r , t h e s t ro n g e s t o f


A vast array of natio ns, king do ms , and regions D arguun's tribes.
stretch across Khorvaire, and the continent teems
D a r g u u n g o b l i n s c o n d u c t s l a v i n g r a i d s o n n e a r b y   ' T,
with strange people and monsters (precisely which
communities, and travelers through the nation are
is wh ich dep ends on wh om you ask). T he nations subject to attack and capture unless they carry a
outside the five kingdoms have their own cultures, flag of passage purch ased in one of D arguun 's majo r
their own beliefs, their own agendas, and their own c i t i e s o r a t a D a r g u u n e m b a s s y . I t i s a la w l e s s n a t i o n
adventurers. by others' standards. However, the goblins do have a
N one of these region s ca n entirely escape the c o d e o f r u l e ; it 's j u s t n o t o n e m o s t o u t s i d e r s g e n e r a l l y
inf lue nce o f the Five Nations, but neithe r are they recognize. T he nations of Kho rvaire despise D argu un
n e c e s s a r i l y b o u n d t o t h o s e tr o u b l e d , t u m u l t u o u s but consider its existe nce a necess ary evil, preferr ing
land s. A nd if ano the r war break s out, these outside t h e c u r r e n t s i t u a t i o n to h a v i n g t h e m u l t i t u d e s o f g o b 
nations could end up the conflict's true victors—or its lins completely uncontrolled and uncontained as they
greatest victims. once were.

DARGUUN REGIONAL FEATURES


D epe nd ing up on one's point of view, D argu un is Darguun boasts several major communities, most
either the strong rightfu l heir of a defeated land , built on the ruin s of prior societies. Ho wever, t he
or it's a scab growing over the wounds of deception m a j o r i t y o f g o b l i n s st i ll d w e l l in m o u n t a i n c a v e s o r
and d eceit. A nation of wa rriors built on the ruin s o f below ground. W ide stretches of farm land surround
C y r a n s e t t l e m e n t s , D a r g u u n w a s b o r n le s s t h a n t h r e e tho se caves and un der gro un d cities, the fields tilled
d e c a d e s a g o in a s i n g l e m o m e n t o f b e t r a y a l . A h a r s h , primarily by slaves. Roads wind past broken towers
d a n g e r o u s l a n d , D a r g u u n s t i ll st r u g g l e s t o d e t e r m i n e and ruined villages untouched since the days of the
pre cise ly what sort of natio n it is—and what kin d it Last W ar.
will become. G o r g o n h o r n :  A n o u t p o s t i n t h e l a s t f e r t i l e g r o u n d
b e f o r e t h e M o u r n l a n d , G o r g o n h o r n is D a r g u u n ' s f i r st
COMMON KN OWLED GE line of defen se against the creatu res that em erge from
B e f o r e t h e L a s t W a r , t h e r e g io n n o w c a l l e d D a r g u u n that terrible wasteland.
was a territory of C yre. T he go blins of the nea rby R h u k a a n D r a a l :  T h e l a r g e s t c i t y i n D a r g u u n ,
mo unt ains were retained as me rcen aries by H ouse R h u k a a n D r a a l is t h e h o m e o f L h e s h H a r u u c a n d
Deneith and hired out to the various nations (mostly his Raz or Crow n C lan. A patchwork metropolis o f

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

P E O P L E   OE DARGUUN death, and you resist any notion of cooperation

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.

all. Rolevlaying  Tips: Se ek out adven tur e along side


members of other races, and do not hesitate to prove
your worth to humans, dwarves, or gnomes in need.
DARGUUN  ADVENTURERS
You nee d not like them and you don't put up with
Given their violent, militaristic culture, numerous
mistreatment, but you do your best to work with
Darg uul s adopt an adventuring lifest yle. Th e major ity
them, rather than against them. As much as possible,
re main with in the borders of the ir own homeland ,
you kee p your wor d whe n you give it to th em, a nd
but some travel far and wide, learning to operate
prevent your fellow goblins from har ming members
among the o the r peoples of the co ntin ent. Ventu r
of other races without just cause.
ing out into the world and living among other races
make Darguun adventurers the most likely to come
to understand and accept members of other races as THE   DEMON WASTES
potential equals. At the northwestern edge of Khorvaire, the blasted
lands for m a twisted wind ow into the past. For her e,

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

even after thousands of years.


D a r g u u n M e r c e n a r y :  The goblins' most frequent
involvement with other races through the years

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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
\:£

Carrion Tribes by outsiders-roam the badlands. Most X


tribes are as violent and twisted as the monsters that _

dwell here, and they devote themselves to demonic <


a.
pow ers, but a rare few stand fast against the cru shin g
e v i l , s e e ki n g t o de fe a t i t o r a t l e a s t t o p r e v e n t i t fr o m
spreading to the lands beyond. Forem ost am ong these
are the Gh aa sh'k ala , a confe deratio n of four clan s of
o r c s th a t d e v o t e t h e m s e l v e s t o c o n t a i n i n g t h e m a l i g n
influe nce of the D em on W astes. Over the years, the
clans have accepted half-ores, humans, and tieflings
as members.
Despite the dangers, adventurers and expeditions
travel here, seeking to exploit the rich resources, both
mineral and magical, that the Demon Wastes have
to offer. Many such foolish explorers never return,
but those who do become rich. House Tharashk is
the only civilized entity to have a permanent enclave
here—that anyone knows of, anyway.

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,

sheer walls, and hazards such as geysers and rock-


s l id e s . B a n d s o f d e m o n s a n d s a v a g e h u m a n o i d s
h u n t i ts p a s s a g e w a y s , b a r e l y h e l d a t b a y b y t h e
Ghaash'kala who dwell in and around the labyrinth.
T h e L a k e o f F i r e : A g r e a t l a k e o f l a va i n t h e b o w l
of a mig hty volcano , the L ake of Fire is said to be

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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

CH AP TE R S I  W o r l d of E b er r o n

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RE GI ONAL FE ATURE S carr y wh ateve r good s they ca n afford an d are strong UJ


enough to keep.
T he D aughters of Sora Kell organized the constru c
M u c h o f D r o a a m ' s p o p u l a t i o n r e j e c t s g o d s e n t i r e ly . ^
t i o n o f t h e m a j o r D r o a a m i s h f o r t r e s s e s a n d c i t ie s
O t h e r s w o r s h i p t h e D a r k S i x or , m o r e r a r e l y , f o r m
over the past ten years; m any o f these com mu nitie s
cults of Khy ber. The worsh ip of the D ark Six in
are built on the ruins of ancien t D hak aan i goblin
D r o a a m i s d i f f e r e n t f r o m e l s e w h e r e , f o c u s i n g o n b o t h ;~
e n c l a v e s . M o s t D r o a a m i t e s d w e l l i n t in y v i l la g e s ,
the positive an d the negative asp ects of thos e deities. ^
w i t h o u t e v e n f o r m a l ro a d s to p r o v i d e c o n n e c t i o n s
between towns. (Fo r inst an ce, the Sh ad ow is view ed as the giver of LU
m o n s t r o u s p o w e r s s u c h a s t h e s o n g s o f h a r p i e s a n d  TJJ
C a z h a a k D r a a l :  T h e s e a t o f S h e s h k a ' s p o w e r , t h e
the petrifying gaze of med usas.) Droa am ites have
Stonelands is a rocky region surrounding an ancient
l i t t l e t o d o w i t h t h e S o v e r e i g n H o s t , a n d t h e y d i s t r u s t   (j
hobgoblin ruin. A great evil in eons past petrified all
and despise the Silver Flame.
life in the region, leaving statues o f hob gob lins, o ther
g o b l i n s , h u m a n o i d s l a v e s, a n d e v e n p l a n t s . T o d a y , t h e
c i t y i s o c c u p i e d p r i m a r i l y b y m e d u s a s a n d t h e i r b a s i DROAAMI S H ADVE NTURE RS
lisk hounds. Plen ty of opp ortu nity for adv entur e exists in thes e
G r a y w a l l :  T h e g a te w a y b e t w e e n D r o a a m a n d w i l d ,  m o n s t e r - c l a i m e d l a n d s . T h e t r i c k , o f c o u r s e , is
Breland, Graywall has a quarter devoted to humans for the mo nste rs of D ro aa m to be the instigators o f
and other nonmonstrous humanoids from beyond adve nture, rathe r than th e victim s of it.
the mountains. Legitimate merchants, mercenary
employers, and criminals from all over Khorvaire DROAAM ASSOCIATED SKILLS
can be found here amid the native goblins, orcs, and If  you are from D roaam , you can cho ose Dun
gnolls. geon eering or Nature as your associated skill.
T h e G r e a t C r a g :  T h e c a p i t a l o f D r o a a m i s a
wind ing city of new c onstruction , old goblin ru ins, B l o o d - F e u d F u g i t i v e :  T h e a s c e n s i o n o f t h e
and warrens running through the mountain at the D aughters of Sora Kell has reduced the intern ecine
nation's center . T he D aug hter s of Sor a Kell rule a bloodshed within Droaam but hasn't stopped it.
popu lation of harp ies, gargoyles, an d other m ons trou s Family, tribal, racial, and regional conflicts rage non
hum anoids. H ouse Th arash k maintains an enclave stop, and losers cannot expect mercy. You travel to
here, from wh ich it negotiates m erc en ary contracts escape such a feud, trying to stay a step ahead of your
with the D roaam ites. foes or seeking a way to go back and snatch victory
L o s t :  T h e l e g e n d a r y c i t y o f t h e d o p p e l g a n g e r s , from the jaws o f your neighb ors.
Lost is said to be a ble to chan ge the shap e o f its build Rolevlaying  T i p s: Y o u ' r e p a r a n o i d , w a i t i n g f o r t h e
i n gs a n d e v e n i t s r o a ds a s e a s i l y a s i t s i n h a b i t a n t s day your enem y catches up with you. You assum e
c h a n g e t h e i r s . O n l y t h e c i ty ' s i n h a b i t a n t s a n d t h e t h a t e v e r y o n e i s l y i n g to y o u u n t i l p r o v e n o t h e r w i s e ,
Daughters of Sora Kell know its location. and you try to keep an eye out for danger at all times.
T h e V e n o m o u s D e m e s n e :   Th i s r e gi o n i s a t i e f Once you're certain you can trust someone, you rely
ling fiefdom, ruled by Lord B al Molesh. Re cently on that person heavily and do everything you can to
discovered by the Daughters of Sora Kell, these tief keep him or her alive, grateful that you're no longer
lings are slowly integra ting into the feud al s truc ture alone.
o f D r o a a m , a d d i n g t h e i r e l d r i t c h m i g h t t o t h e p h y s i L o y a l S e r v a n t :  Y o u ' v e f o u n d a p u r p o s e f i g h t i n g

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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T h a r a s h k M e r c e n a r y : P e r h a p s y o u f ou g h t i n best loved of Eldeen 's druidic se cts. T he city's popula


the L ast W ar, or may be you're just good at battle; t i o n s w e l l s d u r i n g r e l ig i o u s c e r e m o n i e s , a n d a l t h o u g h
at any rate, you've attracted the attention of House the druids allow no trade with outsiders within the
Th ara shk . Fighting is in your blood, and if you can town's borders, they happily provide room and board
earn money doing it—far more than you ever would t o m e r c h a n t s w h o c o n d u c t b u s i n e s s e l s e w h e r e in t h e
work ing for ano the r Dro aam ite—so mu ch the better. Eldeen Reaches.
Rolevlaying   T i p s : I n i t i a l l y , y o u m i g h t s e e k w e a l t h S h a e L o r a l y n d a r :  A m a g n i f i c e n t c i t y o f e l a d r i n ,
and the cha nc e to wage battle. As you exper ien ce the Shae L oralyndar appeared in the Towering W oo d at
outside world, however, you might come to under time s throug hout history. A fter the Day of Mou rnin g
stand how comp licated life is and find som ethin g rocked the natural world, however, the city appeared
m or e to believ e in—or you migh t rea ct to the hat red once more and has since proved unable to return to
and mistrust you encounter by retreating even fur the Feywild, leaving its citizens to distrustfully adapt
t h e r in t o y o u r b l o o d l u s t . to the world around them.
T h e T o w e r i n g W o o d :  T h e l a r g e s t f o r e s t i n a l l o f
TH E  E L D E E N R E A C H E S Khorva ire, the Towering W oo d occupies over ha lf of
the Elde en Re ach es, covering its entire western side.
A l a rg e l y u n t a m e d r e g i o n , t h e E l d e e n R e a c h e s i s
Everyone knows that the Towering W oo d is hom e
home to both simple farmers, practitioners of the
t o b e a u t i f u l , m i s c h i e v o u s f e y, v a r i o u s p r e d a t o r s , a n d
most primal magic, friendly villagers, and savage
anc ient horrors from a bygone a ge.
trib es. It is a fountain of life, a land wh ere nat ure ,
T h e T w i l i g h t D e m e s n e :  T h i s l a r g e s y l v a n g r o v e
un ch eck ed by the walls of civilization, spreads in all
its beau tiful—a nd terrible—glory. is sacred to both fey and druids. Fey gather here to
pay homa ge to the court of Sh ae L oralyn dar an d for a
wide variety of ceremonies.
COMMON KNOWLEDGE V a r n a :  V a r n a i s t h e t r a d i n g c e n t e r o f t h e E l d e e n
A unda ir once claimed m uch of the Reach es. Du ring R e a c h e s a n d th e d o o r w a y t o A u n d a i r . M e r c h a n t s
t h e L a s t W a r , w h e n A u n d a i r m o v e d i ts f o r c e s f a r t h e r travel here to sell and purchase goods, including raw
east and left this region unprotected, the people suf materials from the woods and exotic creatures such
fered great depredation at the han ds of ban dits. T he a s m a g e b r e d a n i m a l s a n d h ip p o g r i f fs . M u c h o f t h i s
druidic Wa rde ns of the W ood eventually stepped business occurs through the town's House Vadalis
forth to protect the people, and the Reachers angrily enclave. H ouse Vadalis and the W ard ens o f the
proclaimed their independence from Aundair. Today, W o o d s c o o p e r a t e i n t h e e f f o rt to ri d t h e t o w n a n d i t s
Thronehold recognizes the Eldeen Reaches as an surroundings o f poache rs.
indepen dent land, although man y Au ndairian s seek
to reclaim the territory.
P E O P L E O E T H E E L D E E N RE A CH E S
The druids have been the greatest power in the
H um an s ma ke up less tha n half of all R each ers, and
E l d e e n R e a c h e s f or h u n d r e d s o f g e n e r a t i o n s . T h e y
the majority of those are descend ed from A undair-
stand guard against natural threats and warring
i a n c i t iz e n s , a l th o u g h s o m e c a n t r a c e t h e i r a n c e s t r y
factio ns, as well as a vast array of ab err an t h orror s
back to the original Sarlo nan imm igra nts. H alf-elves
that lurk in the dep ths of Eldeen's wood s, spaw ned
and shifters each ma ke up a sign ificant min ority,
by ancient horrors imprisoned there since time
followed by gnom es, halflings, half-ores, orcs, and
immemorial.
elves. T he dr uid ic sects are ma de up of orcs an d
S a r l o n a n - d e s c e n d e d h u m a n s , a lt h o u g h o t h e r r a c es
REGIONAL EEATURES appear in their ranks from time to time. A few par
T h e e a s t e r n R e a c h e s l o o k s i m i l a r to w e s t e r n A u n d a i r ,
with wide expanse s of farm land and sma ll, clustered t i c u l a r l y w e a l t h y R e a c h e r s d r e s s i n o ld A u n d a i r i a n
fashions, but the majority dress in heavy wools,
c o m m u n i t i e s . F a r t h e r w e s t , t o w n s a re u n c o m m o n , fabrics, and leathers—whatever serves them best in
the roads fade away, and E berr on's forests repla ce their daily labors.
open fields. W este rn E ldeen is the dom ain of the druidic
T h e G l o a m i n g : A s e m i m y t h i c a l r e g io n i n t h e faiths, although the W ar de ns do not prevent citizen s
midst of the Towering W ood , the Glo am ing is a from following other religions. N ear the A und air
r e g i o n w h e r e n a t u r e r e v e l s i n it s u g l i n e s s . S i c k e n e d b o r d e r , w o r s h i p o f t h e S o v e r e i g n H o s t is c o m m o n .
trees droop over parasite-infested soil, and disease-
laden biting insects fill the air with droning. Some
E L D E E N A D V E N T U RE RS
believe that the Gloaming formed around a manifest
Most Reachers are simple farmers, but the dangers of
zone linked to a corrupted plane.
the wild are more than sufficient to inspire some to
G re en he ar t: Th e center of government of the
E l d e e n R e a c h e s , G r e e n h e a r t is a l s o t h e s e a t o f p o w e r t a k e u p m o r e a d v e n t u r e s o m e l i f e s t y le s .
o f t h e W a r d e n s o f t h e W o o d , th e m o s t p o t e n t a n d

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Kho rvaire prop er and a vast archipelago, the L haza ar


E L D E E N R E AC H E S AS S O C I AT E D S KI L L S
Prin cipalitie s stand at the edg e of civilization, and of
If you are from the Eldeen R each es, you can c hoo se
c i v i l i z e d l a w.
Athletics or Nature as your associated skill.

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

R e a c h W a r d e n :  Y o u h a v e s e t o u t t o p r o t e c t different provinces of Lha zaar, ma king violence or


nature and the Eldee n Rea ches from the aberran t arrest a distinct possibility over even minor misun
evils lurking in its midst. You might be a member, dersta ndin gs, but ma sters of the region's intrica cies
o r a t l e a s t a n a ll y , o f t h e W a r d e n s o f t h e W o o d , b u t c a n mo v e a b o u t fr e e l y. S u c h fo l k ma ke a s o l i d l i v i n g
you could just be a lone adve nture r with a cause. You here, either through trade or through other, illegiti
mate enterprises.
mig ht even be a m em be r of one of the othe r d ruidic
sects, although such sects are considered darker than
the W arde ns. REGIONAL EEATURES
Rolevlaying  T i p s : T h e n a t u r a l w o r l d i s s a c r e d . Y o u T he various com mu nities on the islands of the arch i
don't object to people cutting down trees for fire pelago com e and go; one village springs up even as
wood, but Eberron m ust be protected from unn atura l a n o t h e r i s a b a n d o n e d . N o m a p o r c a ta l o g c o n t a i n s

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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more wealth than any three or four other na tio ns -


COMMON KNOWLEDGE
even if it does n't all belo ng to the H old s per se.
Q'barra is divided into two general regions. New Gali
You might ma ke a living by gua rding the we alth of
f a r w a s f o u n d e d b y f u g it i v e s w h o f l e d t h e e a r l y y e a r s o f
others, or you could be trying to find some for your
the Last W ar rat her than she d the blood of their n eigh
self, hefting a pickaxe and a shovel when you aren't
b o r s ,  a n d H o p e w a s f o u n d e d b y m o r e r e c e n t e x p l o r e r s
wielding a sword or a staff. You might even be a
and fugitives. The former is a feudal, highly ordered
th ief or a co n artist, tryin g to find you r way into th e
realm , where as the latter consists of largely inde
w o r l d 's m o s t i m p r e g n a b l e b a n k . W h a t e v e r t h e c a s e , pendent, self-governed communities. The Treaty of
money drives you, and you won't stop until you have Th roneh old recogn izes Q'barra as a nation but makes
a lot of it. no distinction between these two disparate territories.
Rolevlaying   Tips: Yo u ke ep an eye out for yo ur big
T h e r e m a i n d e r o f t h e r e g i o n is o c c u p i e d b y r e p t i l i a n
c h a n c e . Y o u o f f e r y o u r s e r v i c e s t o t h e w e a l th y — p o s s i tribes. Some lizardfolk and dragonborn are willing to
bly to earn your pay, possibly to learn the ins and outs trade with New Galifar and Hope, but others use force
of the ir security . You don't trust anyo ne at first, since to drive the invaders out o f their territories.
they might be trying to con you.

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

W a r f o u n d a n u n c l a i m e d re g i on — a t l e a s t , u n c l a i m e d with reptiles that can be deadly to the unprepared


b y o t h e r h u m a n s , d w a r v e s , o r el v es — i n w h i c h t h e y explorer.
could escape the bloodshed back home. H a k a ' t o r v h a k : A n e n o r m o u s ci ta d el c a r v e d in t o
Lizardfolk, drago nborn , and kobold co mm un ities the side of a volc ano , Hak a'to rvh ak is said to have
can be foun d here. Th ese being s have ties stretching been created by demons in a bygone age. It is the
bac k thous and s of years and no desire to lose their cen ter of a prim itive religion pra cticed by sev eral
lands to the m am m al s of the w est. lizardfolk and kobold tribes as well as by the occa
sional dragonborn.

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K a ' r h a s h a n :  K a ' r h a s h a n i s b o t h t h e l a r g e s t L o n g A r m o f t h e L a w :  Q'barra is a favored


dragonborn community on Khorvaire and a site holy r e f u g e o f f u g i t iv e s f r o m a l l n a t i o n s . S o m e o n e h a s t o
to that race. T he vo lcanic glass and stone building s track these folks down to ensure they face justice
t r i m m e d i n b r a s s g l e a m i n t h e l i g h t. T h i s c o m m u n i t y and to prevent criminals from overrunning New
permits outsiders to enter, but a dragonborn must Galifar and Hope. You might be a licensed officer of
a c c o m p a n y n o n d r a g o n b o r n v i s i to r s t o p r e v e n t t h e the law, such as a Deneith Marshal, or you could be
occasional, foolish adventurer from attempting to loot a bounty hunter; in either case, Q'barra is nothing
t h e c i t y' s s a c r e d s i t e s . more to you than a hunting ground of dangerous—but
M a r ' s a v a l :  A s u n k e n c i t y w h o s e t o w e r s p r o t r u d e v a l u a b l e — p r e y.
from foul water s, Mar'sav al is a truly anc ient ruin said Rolevlaying Tins:   Y o u d o n ' t w a n t y o u r q u a r r y t o s e e
to be filled with horrid magic, lost treasures, and cor you coming. You try to seem innocuous, all the while
rupted lizardfolk. asking questions and subtly probing for information.
N e w t h r o n e :  N e w t h r o n e i s a f o r t i f i e d p o r t a l o n g L o v e r o f S o l i t u d e :  Y o u h a v e n o i n t e r e s t i n b e i n g
the W hi te cl iff River, the seat of pow er of N ew Ga lifar p a r t o f a n y s o c i e t y. Y o u do n ' t h a t e p e o p l e , a n d yo u ' r e
and the capital of the reco gniz ed nation of Q'b arra . willing to go into tow n to trade an d have th e o cca
It ' s s u r p r i s i n gl y c i v i l i z e d fo r t h e r e gi o n , o ffe r i n g c o m s i o n a l c o n v e r s a t i o n , b u t yo u ' d r a t h e r b e o n yo u r
forts such as House Ghallanda inns and taverns as o w n — o r a t l e a st w i t h a s m a l l , t r u s t e d g r o u p . Y o u
well as multiple marketplaces where humans, half l i v e o u t s i de c i v i l i z a t i o n , a n d yo u ma ke a l i v i n g a s a

l i n g s ,   l iz a r d f o l k , a n d d r a g o n b o r n m i n g l e . hunter, a guide , or trea sure seeker.


W y r m w a t c h :  T h e h e a r t o f H o p e , W y r m w a t c h Rolevlaying  Ti p s : Y o u r a r e l y s p e a k, a n d yo u do n ' t
i s a s ma l l b u t gr o wi n g v i l l a ge . It h a s i t s o wn mi n e s waste wo rds when you do. You aren't delibera tely
a n d f a r m s , m a k i n g i t a v i a b l e e c o n o m i c p o w e r in t h e rude, but you have no patience for the niceties of
r e g i o n . W y r m w a t c h i s a t h e o c r a c y , r u l e d b y p u r i t a n i social interaction.
cal Silver Flame extremists who despise lizardfolk P r e s e r v e r o f t h e P a s t :  N e w G a l i f a r w a s f o u n d e d
and distrust dragonborn. to preserve th e cultur e of shattere d Ga lifar, and the
dra gon born o f Q'b arra pro tect their ruine d cities as
PEOPLE OE Q'BARRA r e m n a n t s o f a n e m p i r e l o n g l o st . Y o u m i g h t h o l d s u c h
Lizardfolk outnumber humans in Q'barra; dragon beliefs, or you might be a pilgrim here to recapture
bor n and k obolds exist in roughly ha lf of hum anity 's som ethin g lost in the war. You're deter m ined that a
p a s t , a h i s t o r y, a n d a c u l t u r e , a l l o f w h i c h t h e r e s t o f
nu m be rs. A few othe r races—h alflings and half-elves, the continent has abandoned, will never fully die.
in particular—appear on occasion, but they represent
a small minority. Som e Ch osen an d Inspired o f Sar Rolevlaying  Ti p s : Y o u l i v e yo u r l i fe b y t h e p r e c e p t s
lona dwell in a Riedran quarter in Newthrone, along o f a la r g e l y d e a d c u l t u r e , a d h e r i n g t o o l d f a s h i o n s ,
with a tiny nu m be r of kala shta r w ho are keeping an customs, and political views. You speak often of past
eye on their traditional enemy. The wealthy of New g l o r ie s a n d o f h o w b a d c i r c u m s t a n c e s h a v e b e c o m e
Galifar attempt to replicate the fashions of Galifar in the m od ern w orld. Relics of the past are far m ore
with flowing gowns and ruffled tunics, but the major valuable to you tha n m ore lucrative tre asur es.
i ty o f Q b a r r a n s d r e s s i n w h a t e v e r h e a v y g a r m e n t s
c a n s t a n d u p t o t h e r i go r s o f l i fe o n t h e fr o n t i e r . THE SHADOW MARCHES
M o s t o f t h e h u m a n s in Q ' b a r r a w o r s h i p t h e S o v e r  A l a n d o f fe t i d m a r s h e s a n d b i t i n g i n s e c t s , p r i m i t i v e
eign Host or the Silver Flame, the former being more
c o m m o n i n N e w G a l i f a r a n d t h e l a t te r b e i n g m o r e tribes and slithering serpents, the Shadow Marches is
a r e g io n t h e r e s t o f K h o r v a i r e c o u l d h a p p i l y i g n o r e -
common in Hope. Dragonborn are known to worship were it not startlingly rich in dragonshards, and were
the Sovereign Host in their incarnations as dragon it n o t t h e l o c a t i o n o f a d r a g o n m a r k e d h o u s e ' s e n c l a v e .
sovereigns, whereas the lizardfolk and kobold tribes
revere various spirits or demons.
COMMON KNOWLEDGE
A lthoug h not every last inc h of the Sha dow M arc he s
Q'BARRAN ADVE NTURE RS i s s w a m p l a n d , i t 's t r u e t h a t m o s t o f i t i s — a n d t h o s e
Give n the un ta m ed na ture of the frontier, one could regions that aren't are either thick woods or already
argue that everyone who dwells in Q'barra is an h e a v i l y f a r m e d . T h e S h a d o w M a r c h e s i s n o t a r e co g 
adve nturer o f som e sort. nized nation and have no overarching authority, so

no law exists to preven t the few arable reg ions from


Q'BARRA ASSOCIATED SKILLS being rapidly exhausted. Most inhabitants dwell on
If you are from Q 'barra, you can ch oose End urance a s u b s i s t e n c e l e v e l . T h e y c o n s t r u c t h o m e s o n s t i l ts
or Nature as your associated skill. and raise the few food crops—rice being the most
c o m m o n - t h a t t h r iv e i n t h e m a r s h .

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Th e majority of Ma rch ers live in clan s scattered T h e c i t i z e n s o f Z a r a s h ' a k w o r s h i p a v a r i e ty o f


across the Sha dow M arc hes . A lthoug h all are primi f a i t h s . M o s t o t h e r M a r c h e r s f o l lo w t h e t e a c h i n g s o f
tive by the sta ndard s of the Five Nation s, ma ny have the Gatekeeper druids, although a few others grant
intricate crafts, ancient traditions, and a willing their devotion to various cults of the D ragon Below .
ness to interact with o utsiders. Other s, however, are Most devotees of Kh yber cu lts keep their rites and
savages in the worst sense s of the wo rd, at tack ing beliefs hidden, but there are places in the Shadow
outsiders on sight and worshiping strange spirits of M arc hes wh ere such worship is cond ucted openly.
the wild. The former dwell on the outskirts of the
swam ps, wh ereas the latter m ak e their hom es de eper M AR C H ER AD VEN T UR ER S
in the bog, but this tendency is not a fixed rule. F e w c o m e to t h e S h a d o w M a r c h e s f o r a n y l e n g t h
of tim e unless they are ad venturers, and few native
REGIONAL FEATURES Marchers are more than subsistence farmers or tribal
T h e S h a d o w M a r c h e s b o a s t s fe w m a j o r f e a t u r e s o r hunters unless they become the same.
communities. Small villages are scattered across
the swamp. Built on stilts or on the rare patch of S H A D O W M A R C H E S A S S O C I A T E D S K IL L S
dry ground , these tow ns are ho me to the region's If you are from the Shad ow March es, you can cho ose
more civilized tribes or to miners and prospectors Heal or Nature as your associated skill.
search ing for drago nshard s (usually un der the aegis
of H ouse T harash k). A few ruins, remains from the C u l t H u n t e r :  Y o u ' r e d e t e r m i n e d t o u p r o o t a n d

age when demons walked the surface of Eberron, d e s t r o y t h e r e g i o n 's K h y b e r c u l t s . T h i s r e s o l u t i o n


protru de from the sw am ps as well, althoug h on ly could be for the sake o f the lands beyond th e Sha dow
the mo st degen erate tribes are willing to m ak e th eir Ma rch es, or you might be a m em be r of a local tribe
homes there. wh o hates these culti sts. In eith er case, you wo n't
D r a g o n s h a r d F i e l d s :  S c a t t e r e d a c r o s s t h e s t o p u n t i l y o u 'v e e x t e r m i n a t e d e v e r y c u l t i s t i n t h e
Marches are regions where dragonshards can be Marches.
found concealed within the local rock in great quanti Rolevlaying  T i p s : Y o u a s s u m e t h a t a n y e v i l , a n y
t i e s .  H o u s e T h a r a s h k h a s c a t a l o g e d a n d c l a i m e d t h e threat, is related to a Khyber cult until proven other
known fields, but others surely await discovery. w i s e . Y o u 'r e n o t s h y a b o u t y o u r h a t r e d o f t h e m ; y o u
S l u g K e e p :  A r u i n e d c a s t l e f r o m t h e e a r l i e s t d a y s know that this behavior might draw their attention,
o f G a l i f a r , S l u g K e e p go t i t s n a m e f r o m t h e m a s s e s o f but so be it. It ju st m ak es it easi er to identify th em
slugs, snails, and similar creatures that crawl across when they try to kill you.
its walls on certai n nigh ts w hen th e stars an d th e D r a g o n s h a r d P r o s p e c t o r :  I f o u t s i d e r s a r e g o i n g
Rin g of Siberys align. to be co m e wealthy from the resources of your ho me 
Za rash 'ak: House Tha rashk constructed l a n d ,  y o u ' r e g o i n g t o d o t h e s a m e . Y o u m i g h t h u n t
Zarash'ak, the largest settlement in the Shadow for dragonshards, or you might serve as a local guide
Marches, to enable trade in the region. Because it sits and guard for adventurers who do; either way, you're
far from Zarash Bay, merchants use skiffs to move determined to take your share.
their goods to and from the so-called City of Stilts. Rolevlaying  T i p s : Y o u a r e v e r y f a m i l i a r w i t h t h e
This practice has created a thriving local economy in kn ow n dragonsh ard fields, and study the kn owled ge
skif f bui ldin g, sales, and steerin g. o f y o u r t r i b e o r v i l l a g e to f i n d o t h e r s . Y o u ' r e f r i e n d l y
to outsiders, since you know that you can make a lot
PEO PLE O E T H E SH AD O W M AR C H ES more working with them than against them.
W he th er they're wa nde rers or dwellers in the region's E x p l o r e r o f C i v i l i z a t io n :   Y o u ' r e f a s c i n a t e d w i t h
far-flung villages, Marchers are an insular, tradition- the no tion o f life beyo nd a tiny village or tribal h unt
driven people who trust their fellow tribe mates and ing ground. You don't necessarily think the world
family members, and nobody else. Over half the beyond is better, but it's different and interesting,
p o p u l a t i o n c o n s is t s o f o r c s , w h o o u t n u m b e r h u m a n s and you might learn secrets and make allies to sup
more than two to one. Goblins and half-ores make up port your family. You travel the M arc he s beyond your
the oth er significant peop les of the region. V illagers traditional home region, interact with outsiders, and
dress in loose-fitting, undyed tunics and leggings to adven ture into the oth er nations of Kh orva ire. You
mak e work more com fortable, and they wear broad- seek wealth an d power, yes, but also an u nde rstand 
brimmed hats and wooden sandals or stilts while ing of th e larger w orld.
tilling the fields in the marsh. The more primitive Rolevlaying  T i p s : E v e r y t h i n g i s f a s c i n a t i n g t o y o u .
tribes favor leathers or heavy fabrics that keep out the You ask questions about how the world works and
insects, repel at least some water, and serve as make study your com pan ion s as they interact with oth ers.
shift armor. You don't necessarily approve o f everyth ing you see,
but you're determined to take it all in.

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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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and th e like. You've take n it a step further . R ath er W a r , r u l e s t h e n a t io n , b u t V a l e n a r r e m a i n s p r i m a r i l y


tha n ga m e anim als, you hunt monste rs, protecting a c o l l e c t i o n o f w a r c l a n s . T h e e l v e s h a v e l i t t le d e s i r e t o
your tribe from monstrous rampages and bringing establish exten sive bod ies of laws or any cultura l iden
ba ck any treas ures you've gathe red for your people to tity beyond their religious and martial activities.
trade at the next clan mee ting. Vale nar is well know n for the ma gnific ent war-
Rolevlaying  Tips: Yo u'r e aler t for sign s or tale s of horses bred, trained, and ridden into battle by the
monsters, hidden lairs, and ancient ruins. You prefer elves. Originally brought from Aerenal, this breed of
adventures that keep you close to home so that you warh orse is the env y of all Khorva ire, and the elves
can better protect your tribe-but you'll wander pretty take great precautions to ensu re that no br eed ing
f a r a f i e l d i f y o u b e l i e v e d o i n g s o is o f s u f f i c i e n t b e n e f i t stock leaves their bord ers.
to the family.
W o r l d T r a v e l e r :  T h e o u t s i d e w o r l d m i g h t n o t REGIONAL FEATURES
have much impact on the Talenta Plains, but it does W a r c l a n s o f V a l e n a r d w e l l i n t e m p o r a r y c a m p s , se t
intrude on a regu lar ba si s- th e operatives of Hous e ting up wherever their maneuvers take them. The
G h a l l a n d a a n d H o u s e J o r a s c o , t h e l i g h t n i n g ra i l , a n d majo rity of Valenar's perm an en t settlements a re
the soldiers of Ka rrna th, to na m e a few exa mp les. farming communities or strategically placed keeps in
You don't have the same fascination with aspects of which the elves can take shelter if attacked.
civilization as do some adventurers from regions such P e a s a n t s ' M a r k e t : T h e s in g le la r ge s t m a r k e t i n
as the Shad ow Ma rch es. Rath er, you're interested in Vale nar is the Pea san ts' Ma rket, located within T aer
seeing how societies fun ction so that you can intro Valaestas. This is the best place in the nation to buy
duce any advances that might make your own tribe's goods from any wh ere in Kho rvaire . W hi le the elves
life easier while avoiding the pitfalls that make mem themselves rarely engage in such mundane activi
be rs of thos e societies soft an d w eak . ties as shopping at a market, the human and half-elf
Rolevlaying  T i p s : Y o u s e e k o u t o p p o r t u n i t i e s to i n h a b i t a n t s o f V a l e n a r f r e q u e n t l y v is it t h e m a r k e t o n
interact with people from beyond Talenta and to be ha lf of their feuda l lords.
a d v e n t u r e o u t s i d e it s b o r d e r s . Y o u ' r e u n i n t e r e s t e d T h e  R o y a l P a l a c e : T h e h o m e o f H i g h K i n g
in the larger workings o f civilization and mo re Vadallia, this building in Taer Valaestas is the largest
i n t e r e s t e d i n t h e l it t le d e t a i l s : m a g i c a n d t e c h n i c a l permanent structure in Valenar. Despite its size, the
advancem ents, weaponry, crop growth, and anything Royal Palace is a military keep first and foremost.
else that might translate to tribal use without requir T a e r   V a l a e s t a s : A w a l l e d c o m m u n i t y b u il t w i t h
ing your people to give up your traditions. military precision, Taer Valaestas was constructed
bec aus e the elves of Vale nar recog nized that a nation
VALENAR requires a capital city.
T h e o n l y t r u e e l v e n n a t io n i n K h o r v a i r e , V a l e n a r T h e   T e m p l e o f  t h e   A g e s : T h e c e n t e r o f V a l e n a r
is also one of the youngest. In hab ited by a w arrior religion, the Tem ple serve s as a plac e of wo rship and
people with no desire to ma inta in any c onn ectio n train ing for the Ke ep ers o f the P ast, the priests of the
with their homeland, Valenar is in a state of constant Spirits of the Pa st.
conflict with its neighbors. Valenar might be the
spark that ignites the next war. PEOPLE OE VALENAR
A nu m be r of hu m an s, half-elves, halflings, and hob 
COMMON KNOWLEDGE goblins remain in Valenar from the days before elven
T he region now know n as Valen ar was onc e cla ime d r u l e .  T h e e l v e s , h o w e v e r , w h o n u m b e r n e a r l y h a l f t h e
b y C y r e . A n u m b e r o f A e r e n a l e l v es w h o c a m e t o total population, consider themselves the only true
Kho rvaire as merc ena ries to fight in the Last W a r citizens. M em be rs of all other races are peasants and
staked a claim to the territory as the conflict pro serfs wh o prim arily perform th e farming , physical
gressed. T hes e elves are mor e martia l in natu re th an labor, and administrative duties with which the elves
their com rad es wh o worsh ip the Undying C ourt, and can not be both ered . A s a military people, Valenar's
they want little more from life than the opportunity citizens have little interest in the arts, in fashion, or
for glorious b loodsh ed. in architecture that serves no military purpose. Battle
T he elves of Val ena r are divided into warc lans . dress and fancy dress are one and the same, and dec
Som e clans serve as me rcen aries for other nations, oration con sists of troph ies won from foes or passed
and others practice and spar constantly with one down through the generations.
another across Valenar. Still others wander the wilds Valenar's elves worship the spirits of their
in searc h of glorious battle—and they ch afe that the ancestors—particularly great warriors or champions
close of hostilities of the L ast W ar h as ma de the ir sport of the p eop le. A few cling to the be liefs of the Undy 
that much more difficult. High King Vadallia, who ing Court, albeit with a heavier focus on specific past
led a contin gent o f elves in Kho rvai re du ring the Last heroes. The elves don't care who or what Valenar's

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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

VALENAR ASSOCIATED SKILLS p r o v i n g y o u r s e l f w e r e f e w . N o w y ou ' v e t a k e n u p b l a d e


o r sp e l l a n d g o n e o u t i n s e a r c h o f f a m e a n d f o r t u n e .
If you are from V alenar, you can ch oos e A croba tics or
Rolevlaying   T i p s: Y o u t a k e e v e r y o p p o r t u n i t y t o
Athletics as your associated skill.
showcase your prowess. You're not suicidal, but only
e x t r e m e r i s k w i l l k e e p y o u o u t o f a f ig h t o r a n a d v e n 
H o n o r a b l e M e r c e n a r y :  Y o u ' r e n o l e s s a n x i o u s f o r
t u r e .  I t m i g h t l o o k l i k e y o u ' r e s h o w i n g o f f , b u t y o u ' r e
excuses to fight than your comrades are, but you're
t r yi n g t o p r o v e yo u r s e l f— t o t h e e l v e s , t o t h e wo r l d,
determined to lift a blade or fling a spell strictly for
and perhaps to yourself.
h o n o r a b l e c a u s e s . Y o u f i r m l y b e l ie v e t h a t y o u r a n c e s 
tors would d isapprove of ran do m bloo dshed , and you
struggle instead to find adventures and take me rce ZILARGO
nary comm issions that m eet your ethical standard s. H om elan d to a gn om e culture that predates the rise
Roleplaying   T i ps : I n y o u r s e a r c h f o r m e r c e n a r y of Galifar, Zilargo ap pea rs to be a lan d o f plenty, of
contracts or adventure quests, the cause is at least pea ce and prosp erity, an d of lush far m s and well-
as important to you as the money. You look down on ord ered cities. T ho se wh o observe Zilargo's laws
other Valenar elves who fight without concern for never have reason to see it as anything else. But ene
cause, and you're quick to defend the weak—not nec m ies of Zilargo find their secre ts exp ose d and t heir
essarily because you believe it's the right thing to do p l a n s c o u n t e r e d b e f o r e t h e y 'r e e x e c u t e d . A n d i n d i 
(although you might) but because you feel doing so viduals wh o break the pea ce or incite unrest van ish
impresses the ancestors. swiftly and completely.
M i l i t a n t I n s t i g a t o r :  T h e w a y f o r y o u r p e o p l e t o
prove them selves is throu gh war, and if the hu m an COMMON KNOWL E DGE
nations won't start one on their own, you'll have to Z i l a r g o is r u l e d b y a c o u n c i l o f r e p r e s e n t a t i v e s f r o m
help them along. You condu ct raids on neighb oring all its m ajor cities rather th an by a single sovereign.
m i l i t a r y c o m m u n i t i e s , a m b u s h su p p l y c a r a v a n s , a n d It has maintained its independence over the years
do everything in your power to provoke your neigh through diplomacy and, on occasion, the judicious
bors into attacking Valenar directly. use of blac km ail instead of throug h military migh t.
Rolevlaying   Ti p s : Y o u s e e k o u t m i l i t a r y t a r ge t s fr o m T he gnom es here are experts in all ma tters a rcan e
other nations, and undertake adventures that allow

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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).

REGIONAL FEATURES Z I L  ADVENTURERS


Z i l a r g o is a b e a u t i f u l n a t i o n ; it s b u i l d i n g s a r e f a n t a s t i c Zilargo is a peaceful, quiet nation, but it still offers
m e l d i n g s o f w o o d a n d s t o n e , b u i l t t o o ff e r c o m f o r t substantial opportunity for adventure.
to both gnom es and larger creatures like h um ans
and elves. Even the smallest villages are bright and ZILARGO ASSOCIATED SKILLS
bedecked with minor magic. If you are from Z ilargo, you can ch oo se Bluff or
K o r r a n b e r g :  T h e C i t y o f K n o w l e d g e i s t h e a n c e s Insight as your associated skill.
tral ho m e o f H ous e Sivis and a repository of lore a nd
texts from across Khorvaire and throughout history.
I t 's s a i d t h a t , i f o n e k n e w h o w t o f i n d i t , o n e c o u l d A g e n t o f t h e T r u s t : Z il a rg o ' s c i t i z e n s k e e p t h e
pea ce not bec aus e they want to, but bec aus e th ey
learn anything here. This city is also the home of the never know who's watching. In fact, you are. You are
Korranberg Chronicle,  t h e m o s t r e l i a b l e n e w s s h e e t i n an agent of the Trust, the shadow y cabal that run s
Khorvaire. both Zilargo's espionage services and its law enforce
T h e L i b r a r y o f K o r r a n b e r g :  O c c u p y i n g n e a r l y men t. W he n someth ing happ ens to threaten the
a quarter o f Korra nber g, the library consists of enor pea ce, be it a con spirac y against the go vernm ent,
mo us unde rgro und vau lts of lore and a college alm ost organized crime, or monsters from the coast, it's your
a s p r e s t i g i o u s a s W y n a r n U n i v e r s it y . job to deal with it—quietly.
P y l a s P y r i a l :  A g l i t t e r i n g t o w e r a l s o c a l l e d t h e Rolevlaying   T i p s : Y o u d o n ' t l e t o n t h a t y o u ' r e m o r e
Ga te of Joy, Py las Pyria l appea red a long with th e than you appear, but you keep an eye out for trouble.
other feyspires in recent history. Gnomes native to the You're an obsessive collecto r of inform ation, not just
Feywild outnumber the eladrin population here.
T h e S t r e e t o f a H u n d r e d T e m p l e s :  Th is dist r ict out of curiosity , but in case it be co m es rele vant later.
Even you don't know much about the higher levels
of Kor ranb erg boasts m ore tem ples than any other of the Trust; your assign me nt is to take o rders and
city in Khorvaire, and it includes shrines to every report back.
imaginable religion. K o r r a n b e r g C h r o n i c l e r : Y o u d o n' t a d v en t ur e fo r
T r o l a n p o r t :  T h e c e n t e r o f t h e Z i l s h i p b u i l d i n g w e a l t h , f o r f a m e , o r f or g l o r y ; y o u a d v e n t u r e s o y o u c a n
t r a d e , T r o l a n p o r t i s a l s o Z i la r g o ' s c a p i t a l a n d c o n t a i n s w r i t e a b o u t i t. Y o u ' r e a c h r o n i c l e r f o r t h e  Korranberg
the tower of the Triu mv irate, the nation's ruling coun Chronicle  ( o r a s i m i l a r o r g a n i z a t i o n ) . I t 's y o u r j o b t o
cil. It is said that the goods in Trolanport's markets keep people informed about what's happening in the
are as many and as varied as the lore in Korranberg's world, and that means traveling the world and seeing
l i b ra r y , a n d H o u s e s L y r a n d a r , C a n n i t h , a n d K u n  even its most dangerous trouble spots for yourself.
darak all have major enclaves here. Rolevlaying Tips:  Y o u w a n t t h e t r u t h , a n d n o t h i n g i s
Z o l a n b e r g :  T h e s m a l l e s t o f Z i l a r g o 's t h r e e m a j o r going to stop you . Yo u are willin g to do what eve r th e
c i t i e s ,  Z o l a n b e r g m a i n t a i n s i ts w e a l t h a n d p o w e r b y pursuit of the story requ ires.
m inin g the rich veins of ore and gem s in the Seaw all T hi rst for Kn ow led ge : Like most gnomes,
Mo unt ains . It is the mo st martia l of gn om e cities you consider even the tiniest piece of information
because its people most frequently repel kobold raids valuable, or at least potentially so. W he th er you're
f r o m th e S e a w a l l M o u n t a i n s . sneaking into secured buildings to eavesdrop on the
rich and powerful or delving into ancient ruins for
P E O P L E O E Z I L A RG O that one wall of hierogly phics that nob ody else has
Z i l a rg o is k n o w n a s t h e g n o m e h o m e l a n d , a n d seen, you're happy only when you're learning some
gn om es ma ke up well over ha lf the popu lation. thing you didn't know before.
Other significant populations include humans and Rolevlaying   T i p s : Y o u p a y c l o s e a t t e n t i o n t o
dwarves and sm aller numb ers of kobolds and elad rin. everyth ing, fding it away for future u se. Nothing is
Although the gnomes are more determined and devi- unimportant, no matter how trivial it might seem at
\ o u s i n t h e i r t h i r s t fo r k n o w l e d g e a n d l o c a l i n t r i g u e s , the time.

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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,

little is known of this


enigmatic region. Few
groups have returned
safely from exploration of the
region. On e such group is the W ay
finder Foundation, an organization of
exploration and philanthropy led by the
h a l f l i n g B o r o m a n i r ' D a y n e . T h e f o u n d a t io n ' s
members have reported great devil-ruled cities in
the ice, towers of frozen bo ne, and w ar m oase s in the
mid st of frosty vales. Howeve r, mo st of their acco unts
are contradictory.
T he dw arven clan s of the Mro r Holds believe tha t
they originally hail from the Frostfell.

FROSTFELL ASSOCIATED SKILLS


If you are from t he Frostfell, you can c ho os e Endur
ance or Nature as your associated skill.

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 ?

C a n n i t h W a r f o r g e d :  Y o u ' r e o n e o f t h e w a r f o r g e d ASSOCIATED SKILLS


that Hou se Ca nn ith kept rather than sold to one of If  you  are a Marshal s deputy, you can choose Intimi
t h e F i v e N a t i o n s . W h a t m a d e y ou w o r t h k e e p i n g - date or Street wise as your associated  skill.
were you unu sually capa ble, or unlik ely to do well in
a m i l i t a r y e n v i r o n m e n t ? H o w d o y o u f ee l a b o u t y o u r
creators selling your fellow warforged as property? HOUSE
G h a l l a nGHALLANDA
d a E n c l a v e   G u a r d :  Y o u we re responsible
A nd m ore broadly, how do you reconc ile your loyalty for keeping everyone safe within a Ghallanda enclave,
to the Hou se with your newfou nd legal freed om ? no matte r what nations, Hou ses, or mysterious orga
nizations wan ted to violate the sa nctu ary of your
ASSOCIATED SKILLS house. W hi ch enclave did you guard? W ha t unusual
If you are a Cannith wa rforged, you can cho ose o r f a m o u s f u g i ti v e s d i d y o u m e e t w h i l e g u a r d i n g t h e
Diplomacy or Insight as your associated skill. enclave? Did you ever break up a conflict among those
who sought Ghallanda's hospitality, and does someone
HOU S E DE NE I TH o w e y o u t h a n k s o r b e a r a g r u dg e a s a r e s u l t ? D i d y o u
D e n e i t h M e r c e n a r y :  Y o u s e r v e d w i t h H o u s e ever smuggle peo ple out of your enclave—or kick the m
D e n e i t h ' s B l a d e m a r k s G u i l d d u r i n g t h e L a st W a r . out beca use they were threa tenin g others?
W ha t majo r battles did you take part in, and on
w h i c h s i d e ? W e r e y o u e v e r w o u n d e d , a n d d o y o u s t il l ASSOCIATED SKILLS
be ar the physical or me nta l scars? W er e you ever cap If  you  are a Ghallanda enclave  guard,  you can choose
tured, besieged, or caught behind enemy lines? How Perce ption or Insight as your associated  skill.

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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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W er e you ever tempted to take some thing from the


v a u l ts — a n d d i d y o u r e si s t t h e t e m p t a t i o n ?

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.

CH AP TE R 5 |  W o r l d of E b er r o n
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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

for the valuables aboard a House Orien trade caravan,


not to men tion your comrad es and the passengers ASSOCIATED SKILLS
t r a v e li n g w i t h t h e c a r a v a n . W h a t r o u t e s d o y o u k n o w If  you  are a Prophecy sage, you can choo se Arcana or
like the back of your hand? W ha t mon sters and ban dit Diplomacy as your associated   skill.
gangs have you had to deal with? W er e you ever lost in
the wilderness, with or without your caravan? T a s k e r ' s D r e a m :  Y o u w e r e i n v o l v e d w i t h H o u s e
Sivis's psionics and linguistic research headquarters
in Kr ona Pea k. W h at inqu iries wer e you part of?
ASSOCIATED SKILLS
W h at did you see to justify the extensive two-way
If you are an Orien caravan scou t, you can c ho os e
wards that surround the Krona Peak enclave? And
Athletics or Perception as your associated skill.
what translations—written or verbal—did you do?
Did you learn anything particularly sensitive or
H O USE PH IAR LAN
S h a d o w A c r o b a t :  Y o u w e r e p a r t o f t h e t r a v e l i n g dangerous?
troupe kn ow n as the Ca rniv al of Sha dow s, a group
ASSOCIATED SKILLS
of dan cers, acrobats, and m usicia ns who engage in
If  you  are a mem ber of  Tasker s  Dr ea m , you can
cloak-and -dagger work for H ouse Phiar lan u nd er
choose Arcana or Insight as your associated  skill.
the guise of nom adic en tertainers. W h at w as your
performer's role in the caravan—and what did you
W a r C o u r i e r :  D u r i n g t h e L a s t W a r , y o u w e r e
really do when everyone was distracted by your
responsible for delivering top-secret orders to armies
comp atriots? Did you have any par ticul ar rivalries or
i n t h e f i e ld . W h i c h a r m y d i d y o u w o r k f o r, a n d w h a t
f r i e n d s h ip s a m o n g t h e o t h e r m e m b e r s o f t h e C a r n i 
kin d of relatio nsh ip did you have with its generals ?
val? Do you miss performing before a crowd?
Did you ever come under attack or arrive in the
afterm ath of a major battle? D id you ever pee k at the
ASSOCIATED SKILLS o r d e r s b e f o r e d e l i v e r i n g t h e m — a n d i f  so,  w h a t d i d y o u
If you are a Sha dow acrobat, you can cho ose Acro
learn?
batics or Athletics as your associated skill.

C H A P T E R  5   W orld of E b er r o n

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ASSOCIATED SKILLS you're accustomed to working with druids and in


If  you  are a wa r courier, you can choose A thletics or the w ild places o f the w orld. H ow d id it feel the first
Stealth as your associated  skill. time you enc oun tered a seal you knew had a restive,
eons-old dem on beh ind it? W er e you friendly with
HOUS E THARAS HK the Ga tek eep er druids? Is the re a pa rticu lar lost seal
T h a r a s h k P r o s p e c t o r :  D r a g o n s h a r d s h a v e h a d a you're still looking for and hoping to secure before
grip on your heart since you were a child, and you've t h e r a v a g es o f t i m e u n l o c k t h e d e m o n b e y o n d ?
scoured the Shadow Marches in search of Eberron's
most valuable commodity. Have you ever struck it AS S O C I AT E D S KI L L S
rich, only to lose your fortune through fraud, bad If  you  are a Tharashk Gatek eeper, you can choose
l u c k , o r d i ss o l u t e l i v in g ? W o u l d y o u l i k e to r e p a y a n y Arcana or Nature as your associated  skill.
r i v a ls fo r j u m p i n g o n e o f y o u r c l a i m s ? W h a t m o n s t e r s
and natural hazar ds of the Sh adow M arc hes have you HOUSE THURANNI
had to deal with? T h u r a n n i S t o n e s p u r R e c r u i t :  Y o u r e c e i v e d
a s s a ss i n 's t r a i n i n g i n t h e w a r r e n s b e n e a t h S t o n e s p u r
AS S O C I AT E D S KI L L S I s l a n d i n t h e L h a z a a r P r i n c i p a l i t i e s . B u t y o u le f t
If  you  are a Tharashk p rospector, you can choose before joinin g the Sha dow N etwork. Did you have
Dung eoneering or Nature as your associated skill. qua lms abo ut someth ing you we re asked to do? D id a
r i v al o r c h e s t r a t e y o u r w a s h i n g o u t o f t h e p r o g r a m ? O r
L i o n d r a k e ' s R o a r M e r c e n a r y :  D u r i n g t h e l a t t e r did a high-r anking m em be r of the H ouse ask you to
days of the Last W ar , you served with the Lion drak e's leave Stonespur but refuse to say why?
R o a r , a H o u s e T h a r a s h k m e r c e n a r y o u tf it c o m p o s e d
of gnolls, ogres, min otau rs, gargoyles, har pies, and ASSOCIATED SKILLS
other monsters. How did you feel about fighting with If you are a Thuran ni Stone spur recruit, you can
these m onstrou s troops? D o you dread facing any par choose Acrobatics or Stealth as your associated   skill.
ticular mon sters in battle beca use o f your exper ience?
C l a n d e s t i n e C o u r t i e r :  T o t h e g o s s i p t r a d e r s
AS S O C I AT E D S KI L L S in Kh orva ire's noble courts, you we re jus t a not her
If  you  are a Liondrake s Roar mercenary, you can T hu ran ni hanger-on , possessed of enoug h m one y and
choose Nature or Dungeonee ring as your associated p e r s o n a l m a g n e t i s m t o m a k e yo u a w e l c o m e g u e s t
skill. at noble courts across the land, often for months at a
time . But your ma sters in H ouse Th ura nn i kn ew the
T h a r a s h k G a t e k e e p e r :  Y o u t r a i n e d w i t h t h e truth: You were engaged in espionage at every stop
d r u i d i c a r m o f H o u s e T h a r a s h k , u s in g t h e M a r k o f on the social calendar. The secrets you learned in
Finding to discover and secure the seals that bind the A u n d a i r i n s u m m e r w e r e s o ld t o t h e h i g h e s t b i d d e r
h o r r o r s f r o m X o r i a t . W h e t h e r o r n o t y o u ' re a d r u i d , in Karrnath before the leaves fell—or better yet,

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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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

OCCUPATION these enmities linger today?


C o m m i s s i o n e d O f f i c er :  Y o u h e l d r a n k i n o n e o f
ASSOCIATED SKILLS
t h e v a r i o u s m i l i t a r i e s i n v o l v ed i n t h e L a s t W a r , a n d
If you are a changeling natural cham eleo n, you can
you directe d soldiers in the thick o f com bat. D id you
choose Bluff or Stealth as your associated skill.
r e s ig n y o u r c o m m i s s i o n ? W e r e y o u d i s c h a r g e d f r o m
the army? In either case, why?
V i g i l a n t ( K a l a s h t a r ) :  T h e k a l a s h t a r a r e w a t c h f u l
for agents of the quori, the Insp ired , or othe r ene m ies
ASSOCIATED SKILLS o f t h e L i g h t. W h e t h e r y o u ' v e s u f f e r e d a t t a c k s f r o m
If you are a com mission ed officer, you can ch oos e those grou ps in the pa st or are just n aturally p ara
Insight or Intimidate as your associated skill. noid, you are watchful and alert. You pay careful

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