Eberron Books

TLDR

7 Things to know

Eberron is a world steeped in magic, everyday life has been changed by the implementation of magic into various mundane things. Machinery does not exist in this world, except in very specific places, but magic has replaced it. For example, trains are powered by lightning elementals bound to keep the trains moving along tracks, fire elementals hold airships afloat and most people know how to cast a spell to clean their house.

You are in this land just a couple of years after a 100 year war between the five nations what is known as the “Last War” came to a close, tensions are still high and the threat of another conflict still lingers in the air.

The Last War came to a close with the Treaty of Thronehold, established just two years ago and two years after the Mourning. The Mourning was a massive explosion (or something else) that engulfed the entire nation of Cyre in a magical mist. This mist transformed, warped and destroyed anything it touched, essentially erasing the nation from the battle and the continent itself. A giant wall of fog still stands at the border of this land but it no longer carries with it its deadly touch. No one is sure why the Mourning happened, some say it was from years of misuse of magic for warring, others say it was unleashed by one of the other nations, one thins is certain though if a nation found a way to harness this power they would be unstoppable.

As a character in Eberron, this war had a giant impact on you. It had been lasting for a century and changed the very nature of the continent in which you reside. When creating your character, think about it’s relations to this war. Were you a soldier? Were you just a farmer? Were you a noble? Were you someone researching magic that lead to the mourning? etc.

Dragonmarks are mysterious magical marks that began appearing on certain people within certain races. These marks grant a set of magical abilities, they also enhance often enhance the skill or abilities of the bearer. These dragonmarked people are counted as sub races for the purpose of play. If your character has a dragonmark on them, which is it and where? Read the info below to learn more.

Another thing to think about is where were you from? Where you from one of the more populated cities, Sharn - The city of Towers? Or maybe from the druidic grove in the Eldeen Reaches. Outlined below are a bunch of areas and what they are known for if you want to understand that.

As Eberron is a living world with many powers at play most of the time you will be backed by a patron

If you want to know more specifics read more below! Also more info on new races, sub races and classes :)

The World

World Creation Myth

Three Celestial Dragons created the planes: Khyber, Eberron, and Siberys. Khyber killed Siberys and scattered his pieces in the sky, creating the Ring of Siberys. Eberron enfolded Khyber and become the world. Some people believe this is literally true while others consider it a metaphor, but everyone understands that magic comes from Siberys, natural creatures come from Eberron, and fiends and other evil things come from Khyber.

Faiths

Sovereign Host The pantheon of the Sovereign Host embodies all that is good in the world. The people of Khorvaire have followed the Sovereigns for thousands of years, and everyone knows the names of the Sovereigns and the Dark Six. Even people who aren’t devout might still swear by the Sovereigns or offer a prayer in a moment of crisis.

Silver Flame Every Thrane child knows the story of Tira Miron. Centuries ago, one of the ancient and powerful demons chained within the world broke free from its bonds, unleashing terrible suffering on the people of Thrane. The nation would have been destroyed if not for Tira Miron. This paladin was called by the Silver Flame and battled the mighty fiend. When it became clear that the overlord couldn’t be destroyed, Tira gave her life, combining her spirit with the light of the Silver Flame to bind the demon once more. Now Tira serves as the Voice of the Flame, helping others find the light. Anyone who seeks to protect the innocent and battle evil can draw on the power of the Silver Flame to aid them, but they must beware of the Shadow in the Flame, the demon that still lingers and yearns to trick good people into evil.

The Church of the Silver Flame is a monotheistic faith centered around the Silver Flame, a divine force of good that battles against evil. The faith is not elf-specific but has a broad appeal across races in Eberron.

Dark Six The Dark Six are the shadows of the Sovereign Host. These dark gods shape the world and are present at all times, speaking to those willing to hear them. Where the Sovereigns govern positive forces, the Dark Six are the source of fears. Arawai and Balinor reflect the positive aspects of nature. The devastating storm, the earthquake, the wildfire? These are the work of the Devourer.

Undying Court The Undying Court is a revered group of ancient elven ancestors who have been sustained beyond death through positive energy. They are not undead; rather, they are a special form of existence that the elves of Aerenal achieve through the devotion and reverence of their descendants.

Spirits of the Past This belief is central to the Tairnadal elves of Valenar. They believe that their greatest heroes live on through them, and by emulating these heroes’ deeds, they can keep their spirits alive.

Blood of Vol The Blood of Vol is a grim faith, founded by Erandis d’Vol, an elf from Aerenal. It asserts that death is oblivion, that the universe is uncaring, and that if the Sovereigns exist, they are cruel. Its followers study the secrets of blood and life, and because they believe that death is the end, they see nothing wrong with using the bodies of the fallen to serve the living. Seekers of the Divinity Within (as the faithful call themselves) are glad to be reanimated after death; at least they can do some good.

Khorvaire

Khorvaire is the continent in which most adventures take place in Eberron. While there are other continents and landmasses within Eberron, the majority of humanoids, large cities and knowledge is kept within Khorvaire. The other land masses are largely unexplored or cursed.

Five Nations

In the modern age, the greatest power was the kingdom of Galifar, which covered most of the continent of Khorvaire. The Five Nations—Aundair, Breland, Karrnath, Thrane, and Cyre—formed the heart of the kingdom. Although each has a unique cultural identity, they share this unified foundation. Families are spread across the Five Nations; the rulers of the Five Nations descend from the Wynarns, the royal bloodline of Galifar. Despite their differences, an Aundairian has more in common with a Thrane than with a Zil gnome or a Lhazaar pirate.

A century ago Galifar collapsed into civil war, and the Five Nations became separate countries at odds with their neighbors. The Last War came to an end after Cyre was destroyed in a cataclysm known as the Mourning. The Five Nations remain divided today, sharing Khorvaire with the new nations established by the Treaty of Thronehold. The remaining Five Nations remain the largest and most powerful countries in Khorvaire.

The Treaty of Thronehold

The Treaty of Thronehold officially ended the Last War. The treaty recognized the following nations as sovereign states: Aundair, Breland, Darguun, the Eldeen Reaches, Karrnath, the Lhazaar Principalities, the Mror Holds, Q’barra, the Talenta Plains, Thrane, Valenar, and Zilargo. These nations abide by a common set of laws and maintain diplomatic relations. The Demon Wastes and Shadow Marches regions have no unified government. Droaam has declared itself a nation but has yet to be recognized by the treaty nations.

Dragonmarked Houses

Dragonmarks are mysterious magical marks that began appearing on certain people within certain races. These marks grant a set of magical abilities, they also enhance often enhance the skill or abilities of the bearer. These dragonmarked people are counted as sub races for the purpose of play.

The Dragonmark is a visible mark upon you, somewhere on your body. You can choose where it is if you would like or roll on the quirks table.

These Dragonmarks often give the player extra spells that are automatically learned when levelling up, or abilities that are innate to your race.

These Dragonmarks can also be seen as a status effect as they are often, if not all of the time, associated with specific families or houses of great power.

If you choose a race you do not have to have a mark if you choose not to, as this is all part of your characters story.

Mark of Detection - Half Elf House Medani Guild Specialties: Bodyguards, Investigation, Risk Management

The Mark of Detection is an inquisitive’s dream. It sharpens powers of observation and intuition, allowing the bearer to draw connections and interpret clues others might miss. By actively drawing on its powers, the bearer can detect poisons and study the energies of magic. Read More

Mark of Finding - Half Orc / Human House Tharashk Guild Specialties: Bounty Hunting, Investigation, Prospecting

The Mark of Finding sharpens the senses, guiding the hunter to prey. Alone among the dragonmarks, the Mark of Finding is carried by two races: humans and half-orcs. It first appeared in the Shadow Marches, where clan hunters used it to find their prey. Read More

Mark of Handling - Human House Vadalis Guild Specialties: Animal Training and Breeding

The Mark of Handling gives its bearer a primal connection to beasts and the natural world, granting the power to calm and coax. This extends beyond purely natural animals; the mark allows its bearer to guide a hippogriff as easily as a horse. Read More

Mark of Healing - Halfling House Jorasco Guild Specialties: Healing

A halfling with the Mark of Healing can save a life with a touch, restoring vitality and the will to live. When dealing with mundane medicine, the mark helps its bearer sense the nature of maladies, aiding them in finding a cure. When equipped with dragonshard focus items, the mark can even draw the dead back from the depths of Dolurrh. Read More

Mark of Hospitality - Halfling House Ghallanda Guild Specialties: Food, Lodging, Urban Information

They may not always have gold, but a halfling with the Mark of Hospitality is sure to be rich in friends. The magic of the mark allows the bearer to keep a place clean, and to heat, chill, and season food. But it also helps the bearer connect with others. Read More

Mark of Making - Human House Cannith Guild Specialties: Manufacturing

The Mark of Making guides its bearer through any act of creation. The bearer of the mark can mend broken things with a touch, and always has a minor magic item they’ve been working on. An artificer or a wizard will get the most out of the mark, but anyone can find a use for an enchanted blade. Read More

Mark of Passage - Human House Orien Guild Specialties: Land Transportation

The Mark of Passage governs motion, allowing its bearer to move with uncanny speed. The bearer of the mark can even slip through space in the blink of an eye. Read More

Mark of Scribing - Gnome House Sivis Guild Specialties: Communication, Translation, Verification

The Mark of Scribing deals with communication—both the written and spoken word. A gnome who bears the mark can feel words as though they are living creatures, struggling to make their meaning known. The mark provides a range of gifts. It translates languages, but it also allows its bearer to communicate with others at a distance. Read More

Mark of Sentinel - Human House Deneith Guild Specialties: Bodyguards, Mercinaries

The Mark of Sentinel warns and protects. It heightens senses and reflexes, allowing an heir to respond to threats with uncanny speed. It can shield its bearer from harm. Whether on the battlefield or the ballroom, someone who carries the Mark of Sentinel is prepared for danger. Read More

Mark of Shadow - Elf House of Shadow (Split into two Houses) House Phiarlan Guild Specialties: Entertainment, Espionage House Thuranni Guild Specialties: Entertainment, Assassination

The Mark of Shadow lets an elf weave illusions, crafting magic to distract or delight. It also allows its bearer to sculpt shadows, making it easy to avoid detection. Read More

Mark of Storm - Half Elf House Lyrandar Guild Specialties: Air and Sea Transportation

Wind and water welcome the half-elves who carry the Mark of Storm, and some learn to call on the power of the storm itself. Read More

Mark of Warding - Dwarf House Kundarak Guild Specialties: Banking, Storage, Prisons

The Mark of Warding helps its bearers protect things of value. Using the mark, a dwarf can weave wards with mystic force. It also provides its bearer with an intuitive understanding of locks used to protect and seal. Read More

Regions

Since the Last War came to a close, the treaty of Thronehold recognized the below countries as sovereign states. Below is brief information on their capital and what they are known for. If you would like more info click on their names.

Aundair Capital: Fairhaven Hallmarks: Cheese, education, fashion, grains, wine, wizardry

Breland Capital: Wroat Hallmarks: Espionage, industry, metalwork, organized crime, subterfuge

Cyre Capital: Metrol (Destroyed) Previous Hallmarks: Art, artifice, jewelry, music, oratory, philosophy Current Hallmarks: Destruction, ruins

Darguun Capital: Rhukaan Draal Hallmarks: Dungeons, goblinoid mercenaries, ruins

Demon Wastes Capital: None Hallmarks: Fiends, pestilence

Droaam Capital: The Great Crag Hallmarks: Byeshk ore, monstrous mercenaries

Eldeen Reaches Capital: Greenheart Hallmarks: Agriculture, animal husbandry, druidic magic

Karrnath Capital: Korth Hallmarks: Ale, dairy, glass, livestock, lumber, martial discipline, paper, textiles, undead

Lhazaar Principalities Capital: Regalport Hallmarks: Fish, mercenaries, merchants, pirates, ships

Mror Holds Capital: Krona Peak Hallmarks: Banking, dwarves, metalwork, mining (precious and non-precious metals)

Q’barra Capital: Newthrone Hallmarks: Eberron dragonshards, rare herbs

Shadow Marches Capital: Zarash’ak (unofficial) Hallmarks: Eberron dragonshards, herbs

Talenta Plains Capital: Gatherhold Hallmarks: Dinosaurs, halflings, livestock

Thrane Capital: Flamekeep Hallmarks: Divine magic, fine crafts, fruit, livestock, the Silver Flame, textiles, wool

Thronehold Capital: Throneport Hallmarks: Entertainers, international intrigue, spies

Valenar Capital: Taer Valaestas Hallmarks: Elves, horses, mercenaries

Zilargo Capital: Trolanport Hallmarks: Alchemy, education, elemental binding, entertainment, gnomes, precious stones

Patrons

When creating characters for an Eberron campaign, consider choosing a patron for your adventuring party. This section describes general categories of patrons and also examples of each kind of patron from across Khorvaire. Work as a team with your DM to select a group patron. As an alternative, your characters could form your own organization that might one day stand among the great powers of the world.

Mighty dragonmarked houses, small home-town newspapers, national rulers, powerful immortals, and various other organizations and individuals hold the reins of power in Khorvaire. They bind the fabric of society together, and they are responsible for much of the change that occurs in the world—often by means of agents that include parties of adventurers. An adventuring group that has a powerful backer as a patron has a clear place in the world, access to additional resources, and a reason to work together in pursuit of a common cause.

Below are some sample patrons that you may use to either pick from or inspire you. While not everyone in the party must have the same patron it makes it a little bit easier if everyone is working together for a reason.

Adventurers’ Guild: Joining an Adventurers’ Guild can throw you into a myriad of quests, from daring dungeon delves to safeguarding precious cargo. Such guilds often act as middlemen, connecting you with those in need, for the right price or cause. Example: Clifftop Adventurers’ Guild in Sharn is known for its daring members and wide-reaching influence.

Crime Syndicates: Aligning with a Crime Syndicate opens a darker path, filled with espionage, smuggling, and the occasional heist. These patrons play a dangerous game of power and wealth, and loyalty is often bought in gold—or silence. Example: The Boromar Clan, which runs much of Sharn’s underworld, might have use for a discreet group of adventurers.

Dragonmarked Houses: Serving a Dragonmarked House can provide you with high-tech resources, magical assistance, and noble allies. In return, they seek discretion and successful completion of tasks that serve their often inscrutable ends. Example: House Cannith, renowned for their artifice, could sponsor adventurers for recovery of ancient schemas and blueprints.

Religious Order: A Religious Order patron could see you championing the divine will, battling dark forces, and partaking in quests of a spiritual nature. Such patrons demand faith and piety, but the divine rewards can be great. Example: The Silver Flame offers a crusade against evil, with the backing of a religion that is powerful in Khorvaire.

Head of State: Serving a Head of State can embroil you in political intrigue, diplomatic missions, or even open warfare. Such patrons offer great rewards, but the stakes—and risks—are commensurately high. Example: A patron like Prince Oargev of New Cyre could enlist your services in his bid to rebuild his lost nation.

Espionage Agency: If you thrive in the shadows, dealing in secrets and covert operations, an Espionage Agency is your calling. Subterfuge is the game, and information the currency. Example: The King’s Dark Lanterns require utmost secrecy, but grant access to intelligence and tools that could sway the fate of nations.

Inquisitive Agency: Solve mysteries and uncover truths as agents for an Inquisitive Agency. These patrons value a sharp mind and discretion, offering you a chance to untangle the city’s deepest enigmas. Example: The master inquisitives at the Tyrants offer intriguing cases, though their changeling leaders are as enigmatic as the mysteries they bid you solve.

Player Made: Or perhaps you wish to build your own legacy. Forming your own organization means carving out your niche in Sharn’s tapestry. This is the path of visionaries—challenging, but with the potential for true greatness.

Discuss with your fellow players and Dungeon Master which patron aligns best with your group’s aspirations. Will you become the hand of a powerful benefactor, or will you forge your own destiny? The choice will shape your path through the thrilling and perilous world of Eberron.

Sharn

Welcome, adventurers, to the monumental city of Sharn, a place where the towers stretch so high that their tips pierce the very clouds. This is the City of Towers, the largest city in all of Khorvaire, where ambition and intrigue climb as surely as the endless floors of its spire-like buildings.

Here, magic and machinery intertwine, crafting a metropolis of both wonder and danger, where airships dock at the upper levels and elemental-powered elevators ascend alongside the vertical sprawl. The higher you climb, the more opulent and perilous the city becomes, with the upper wards playing host to the wealthy and powerful, those who shape the fate of not just Sharn but potentially all of Eberron.

But do not be deceived by the gleaming peaks; the city’s underbelly teems with shadows and vice. The lower wards, enveloped in perpetual twilight by the shade of the towers above, harbor all manner of creatures and commerce. In these depths, the criminal syndicates and secretive cabals thrive, trading in secrets and goods that are best left unmentioned.

Sharn is a place of contrasts—here, the ancient foundations, remnants of lost civilizations, support the newest innovations of the Five Nations. Magic-infused constructs walk the streets alongside humans, warforged, shifters, and changelings, all seeking their fortunes within the confines of the city’s ever-reaching arms.

The districts of Sharn are as diverse as the people who traverse its many layers. From the divine heights of the Skyway, suspended by powerful magics, to the bustling bazaars of the Middle City filled with exotic goods from every corner of Eberron, down to the mysterious Cogs—a subterranean maze of forges and steam, where the city’s engines churn ceaselessly.

Prepare yourselves, for our adventures will plunge into the heart of this urban labyrinth. Your every choice, ally, and enemy could influence the delicate balance of power in Sharn. Tread carefully, for the city is as treacherous as it is magnificent, and its secrets are as deep and shadowy as the roots of the towers that anchor it to the earth. Will you rise through the ranks to bask in the sunlight of the Skyway, or will you delve into the secrets that seethe in the city’s darkened corners?

Welcome to Sharn, where the story of a lifetime awaits on every floating platform and in every spiraling alley. The city lives and breathes with possibilities. What will you make of them?

— Written by AI

The Last War

The Last war was a 100 year war that only came to a close 2 years ago (996 YK) with the signing of the Treaty of Thronehold that officially recognized nations within the land. While the war has ended there is still a tenseness in the air as the main reason for the sudden peace was The Mourning which took place roughly 4 years ago. This war had a chokehold over the continent of Khorvaire, many scars and lingering tensions still reign over Khorvaire. While some celebrated, others were not satisfied with the outcome, no one won the war. The mystery of The Mourning holds the nations back from once again starting the war.

The Mourning

Cyre, the once-prosperous heart of Galifar, suffered devastating losses during the Last War and faced total ruin on the Day of Mourning in 994 YK. This calamity enveloped Cyre in mists that mutated or killed everything they touched, wiping out over a million lives. The nation was obliterated in a single day, leaving only soldiers abroad, border-dwellers who fled, and those who escaped through magic as survivors.

The Mourning ended the war, shocking Khorvaire and leaving haunting questions about the event’s nature and the stability of its deadly borders. Fearing a repeat catastrophe, nations grapple with the aftermath and the influx of Cyran refugees. Breland welcomed many, creating New Cyre under Prince Oargev’s rule, but it’s merely a glorified refugee settlement. Cyrans scattered throughout the continent experience mixed receptions, from sympathy to distrust. The mystery of the Mourning and the possibility of its recurrence cast a long shadow over the future.

The Mournland The Mournland is a devastated area, once Cyre, now shrouded by deadly mist. It’s a landscape marred by magic where the earth is scarred with glass and ash, littered with un-decaying soldiers’ corpses. This land is plagued by lingering curses, mutating beasts, and perpetual magical storms, giving rise to living spells and relentless ghosts reliving their last battles.

Unpredictable and treacherous, the Mournland hides untold riches and secrets, including those of House Cannith. Despite its perils, it promises adventure and wealth for the courageous souls willing to delve into its depths.

When creating an Eberron character, consider how the Mourning has shaped your life. If you’re Cyran, reflect on personal losses and motivations—whether seeking to reclaim heirlooms, find survivors, rebuild your homeland, or distance yourself from past pain.

Non-Cyrans might still feel the Mourning’s impact. Does it instill fear or curiosity? Has it tested or strengthened your faith? Are you intrigued by its arcane potential or wary of its dangers?

Survivors of the Mourning might bear unique marks of their ordeal:

  • Barbarian: Maybe you channel the spirits of your lost village, their rage fueling your own.
  • Sorcerer: Your magic could be a gift—or curse—of the Mourning. Do you embrace it or fear its connection to the disaster?
  • Warlock: Is your patron linked to the Mourning? Does your power serve or combat this malevolent force?
  • Unusual Race: You might be a new being forged from the Mourning, like a dragonborn previously a true dragon, or a tiefling marked by the Mourning’s shadow rather than infernal heritage.

Your character’s ties to the Mourning can define abilities, goals, and the very essence of who they are in the world of Eberron.

You and the Last War

The Last War is a cornerstone of any character’s backstory in Eberron, and how it affected them will deeply influence their beliefs, abilities, and place in the world. Here are expanded options and considerations for players creating characters who lived through the Last War:

Veteran of the Five Nations:

  • Brelish Loyalist: Did you defend the borders of Breland, perhaps as part of the elite King’s Wands unit, mastering the art of wand warfare in service of King Boranel?
  • Karrnathi Patriot: As a soldier in the undead legions of Karrnath, were you an officer commanding skeletal forces, or did you strive against the use of necromancy, focusing on traditional combat spells?
  • Aundairian Arcanist: Aundair’s forces are known for their mages. Were you part of an arcane artillery unit, using wands to cast spells en masse, or a duelist spy disrupting enemy lines with your magic?
  • Cyran Survivor: If you hail from Cyre, you carry the weight of the Mourning. How has the catastrophe that ended the war and destroyed your homeland shaped your path as a wand-wielding avenger or a seeker of peace?
  • Thrane Crusader: Did you fight for the theocracy of Thrane, believing your magic was a divine gift from the Silver Flame, meant to purge evil and protect the innocent during the war?

Mercenary Endeavors:

  • Deneith Sentinel: Perhaps you served as a mercenary under the banner of House Deneith. Were you sent to the front lines in the most brutal battles, or did you provide strategic arcane support behind the scenes?
  • Soldier of Fortune: Did you sell your wandwork to the highest bidder, leading to a pragmatic, if not cynical, view of the nations and their endless conflict?

Civilian in the Crossfire:

  • Refugee from the Fray: Maybe you were a simple civilian whose home became a warzone. Did you learn to wield a wand to defend your family and land, gaining unexpected prowess in battle magic?
  • Arcane Artisan: You might have been an artificer or enchanter supplying magic arms to the war effort. Was there a particular event that pushed you from crafting to combat?

Shadow Operatives:

  • House Agent: If you’re tied to one of the Dragonmarked Houses, were you involved in espionage, using your magic for subterfuge and sabotage to further the House’s secretive goals?
  • War-torn Scholar: As a member of the academic community, such as from Morgrave University, you might have been drafted for your expertise in ancient relics. Did the war’s end leave you hungry for lost knowledge?

Other Affiliations:

  • Peacekeeper Turned Adventurer: Did you work toward ending the war, perhaps as a negotiator or diplomat, and found yourself out of a cause when the Treaty of Thronehold was signed, pushing you towards a life of adventure?
  • War Orphan: You could have grown up in the aftermath of the war, with the wands and spells once used for combat now the tools of your survival in a fractured world.

By considering these various backgrounds, players can weave intricate histories for their characters, determining how the Last War shaped their lives, their current worldview, and their goals. They can think about how they view the current peace and how their experiences might affect their interactions with other veterans, refugees, or even former enemies they encounter in their travels.

Races

All races are present within Eberron with some minor tweaks to perceptions of them and what they can do, as well as the addition of dragonmarked subraces above. There are also some additional races:

Warforged

The warforged were originally created to fight in the Last War. Initially simple automatons, House Cannith’s innovations led to the emergence of sapient soldiers, a new species in some eyes. Made from wood and metal, warforged can feel pain and emotion. Designed for battle, they now seek purposes beyond warfare, ranging from steadfast allies to impassive killers, or visionaries searching for meaning.

Warforged are a fusion of organic and inorganic materials, with muscle-like cords and a framework of steel, darkwood, or stone. They have protective armored plates and a standard facial design with a hinged jaw and crystal eyes. While certain design elements are common, individual warforged vary in materials and build based on their intended roles.

Despite being manufactured, warforged are living humanoids, benefiting from rest, healing magic, and medical care.   Created to serve and fight, warforged traditionally had defined roles, focusing solely on their duties. After the Treaty of Thronehold granted them freedom, many now grapple with finding their place and relating to their creators. While typically emotionless, some warforged have begun exploring feelings, freedom, and relationships. Some are indifferent to religion, while others seek higher purpose through faith.

Warforged often have a sexless body shape, and while some disregard gender, others adopt a gender identity. As they develop individuality, many modify their bodies, customizing their appearance through artificers.

Quirks.  Warforged often display an odd personality trait or two, given how new they are to the world. The Warforged Quirks table contains example quirks.

Initially assigned numerical designations, many warforged adopted nicknames or chose new names post-independence, sometimes honoring fallen friends or mentors. Some even select human names, reflecting their life paths.

Warforged Names: Anchor, Banner, Bastion, Blade, Blue, Bow, Cart, Church, Crunch, Crystal, Dagger, Dent, Five, Glaive, Hammer, Iron, Lucky, Mace, Oak, Onyx, Pants, Pierce, Red, Rod, Rusty, Scout, Seven, Shield, Slash, Smith, Spike, Temple, Vault, Wall

Warforged Traits

Ability Scores: Con +2; Choose any other +1 Size: Your size is Medium. Speed: Your base walking speed is 30 feet. Age  A typical warforged is between two and thirty years old. The maximum warforged lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.

Constructed Resilience  You were created to have remarkable fortitude, represented by the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don’t need to sleep, and magic can’t put you to sleep.

Sentry’s Rest When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Integrated Protection Your body has built-in defensive layers, which can be enhanced with armor:

  • You gain a +1 bonus to Armor Class.
  • You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
  • While you live, the armor incorporated into your body can’t be removed against your will.

Specialized Design  You gain one skill proficiency and one tool proficiency of your choice.

Languages You can speak, read, and write Common and one other language of your choice.

Changelings

Changelings can shift their forms with a thought. Many changelings use this gift as a form of artistic and emotional expression. It’s also an invaluable tool for grifters, spies, and others who wish to deceive.

Changelings are born to one of three paths:

  • A few are raised in stable communities where changelings are true to their nature and deal openly with people around them.
  • Some are orphans, raised by other races, who find their way in the world without ever knowing another like themselves.
  • Others are part of nomadic changeling clans spread across the Five Nations, families who keep their true nature hidden from the “single-skins”. Some clans maintain safe havens in major cities and communities, but most prefer to wander the unpredictable path of the god known as the Traveler.

In creating a changeling adventurer, consider the character’s relationships with people around them. Does the character conceal their true changeling nature? Do they embrace it? Do they have connections to other changelings or are they alone and in search of companions?

Changelings, in their natural form, are pale with colorless eyes and silver-white hair, but this true appearance is seldom seen. They often change their look as easily as others change clothes. While quick, superficial changes are known as “masks” and may reflect temporary moods or needs, changelings also meticulously craft “personas” for more specific, recurring situations. These personas are not just appearances but identities with histories and beliefs, each tailored for distinct contexts like negotiation, investigation, or combat.

Changelings typically use different names for each persona, effortlessly adopting new identities as required. Their actual names are simple, with subtle distinctions indicated through shapeshifting nuances. For instance, two changelings named “Jin” might be uniquely identified as “Jin-with-vivid-blue-eyes” and “Jin-with-golden-nails.”

Regarding gender, changelings have a fluid approach, considering it another aspect of their identity that they can adapt as needed.

Changeling Names: Aunn, Bin, Cas, Dox, Fie, Hars, Jin, Lam, Mas, Nix, Ot, Paik, Ruz, Sim, Toox, Vil, Yug

Changeling Traits

Ability Scores: Cha +2; Choose any other +1 Size: Your size is Medium. Speed: Your base walking speed is 30 feet

Age Changelings mature slightly faster than humans but share a similar lifespan—typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly to humans.

Shapechanger  As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of a creature you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait.

You stay in the new form until you use an action to revert to your true form or until you die.

Changeling Instincts  You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.

Languages  You can speak, read, and write Common and two other languages of your choice.

Orc and Half Orc of Eberron

The orcs of Khorvaire, specifically from the Shadow Marches, have a rich and tumultuous history marked by conflict, druidic magic, and the influence of powerful otherworldly forces.

Long before humans came to Khorvaire, the land was dominated by goblinoid species and the might of the Dhakaani Empire. This empire forced the native orcs into the less hospitable regions such as the Shadow Marches, the Demon Wastes, and the depths of the Ironroot Mountains.

In the Shadow Marches, the orcs were taught the secrets of druidic magic by the dragon Vvaraak, and thus the Gatekeepers were born. They played a pivotal role in defending the world against the daelkyr, otherworldly beings from Xoriat, by creating seals to bind these entities within Khyber and safeguard the realm from further invasions.

The descendants of the Gatekeepers continue to uphold their legacy, maintaining the seals and combating the aberrations resulting from the daelkyr’s lingering influence. However, not all orcs resisted the corruption; some fell to the madness of the Dragon Below’s cults, leading to internal conflicts that weakened both the corrupted and the Gatekeepers.

Humans settled the Shadow Marches long ago, and intermingling led to the first half-orcs, who helped to forge stronger bonds between the human settlers and the indigenous orc population. Some clans in the Marches now consist of humans, orcs, and half-orcs alike.

Orc and half-orc characters that venture from the Shadow Marches into broader society may do so for various reasons. The Leaving the Shadow Marches table could help determine what drives a character to explore the wider world.

The establishment of House Tharashk has seen orcs and half-orcs from the Shadow Marches spread throughout the Five Nations. While stereotypes still exist, half-orcs and orcs are often seen in the roles of Tharashk bounty hunters or inquisitives. The mysterious Mark of Finding manifests among half-orcs and humans in House Tharashk but, curiously, not among orcs.

House Tharashk is now renowned across Khorvaire as the go-to organization for finding lost people or objects, thanks to the specialized skills of those who bear the Mark of Finding and the concerted efforts of the house’s diverse members.

Orc Traits

Ability Scores: Str +2; Con +1 Size: Medium Speed: 30 ft. Age: Orcs reach adulthood at age 12 and live up to 50 years Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Aggressive As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.

Primal Intuition You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival

Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Languages You can speak, read, and write Common and Orc.

Shifter

Shifters, also known as weretouched, are believed to be descendants of humans and lycanthropes. They are humanoids with an animalistic aspect, capable of enhancing their beast-like features temporarily—a process known as shifting. Shifters live in a balance between their wild instincts and the civilized world.

Each shifter forms an early bond with a beast within, a totemic force shaping their body and mind. Some see this force as an ancestral spirit, while others view it as a manifestation of their inner nature. This beast within, reflecting powerful instincts, influences a shifter’s personality—feline shifters might be aloof, while lupine ones might seek a pack. Physical transformation occurs when a shifter fully embraces this inner beast.

The beast within determines a shifter’s subrace, with common ones being:

  • Beasthide: Often bear or boar-like, signifying resilience and stubbornness.
  • Longtooth: Typically lupine, inclined to be pack-oriented.
  • Swiftstride: Predatory and feline, or cunning like a rat.
  • Wildhunt: Deriving from creatures skilled in tracking prey.

This inner beast affects not only physical traits but also spiritual and psychological aspects, shaping each shifter’s unique personality.

Shifters resemble humans in size but are more agile and flexible. They have bestial facial features and fur-like hair covering their bodies. Their appearance varies according to their inner beast, with swiftstride shifters appearing catlike, while beasthide ones might resemble bears.

The traits of the beast within affect a shifter’s appearance as well. A swiftstride shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.

Commonly found in the Eldeen Reaches and rural areas, shifters value self-reliance and freedom, living by the proverb to “always be prepared for the journey yet to come.” They often form strong bonds but cherish their independence.

Shifters naturally gravitate towards primal classes like barbarians, rangers, or rogues, but can pursue any path or faith.

Without a language of their own, shifters adopt names from surrounding cultures. They often use personal names among friends and “wandering names” with strangers, usually based on physical or personality traits.

Shifter Names: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Wolf

Shifter Traits

Shifter traits change depending on the selection of which of the above four subraces you choose from.

Beasthide

Ability Scores: Con +2; Str +1 Natural Athlete: You have proficiency in the Athletics skill. Shifting Feature Whenever you shift, you gain 1d6 additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class.

Longtooth

Ability Scores: Str +2; Dex +1 Fierce: You have proficiency in the Intimidation skill. Shifting Feature While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Swiftstride

Ability Scores: Dex +2; Cha +1 Graceful: You have proficiency in the Acrobatics skill. Shifting Feature While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn’t provoke opportunity attacks.

Wildhunt

Ability Scores: Wis +2; Dex +1 Natural Tracker: You have proficiency in the Survival skill. Shifting Feature While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you’re incapacitated.

Shared

Age Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old. Size: Your size is Medium. Speed: Your base walking speed is 30 feet.

Darkvision You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Shifting As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below.

Once you shift, you can’t do so again until you finish a short or long rest.

Languages You can speak, read, and write Common.

Kalashtar

The kalashtar are a compound people, created from the union of humanity and renegade spirits from the plane of dreams—spirits called quori. Kalashtar are often seen as wise, spiritual people with great compassion for others. There is an unmistakable alien quality to the kalashtar, though, as they are haunted by the conflicts of their otherworldly spirits.

Bound to Spirits Each kalashtar is linked to a light spirit, a bond they share with their kin. They resemble humans but are distinguished by their symmetrical, slightly angular features, and their eyes often glow in moments of intense focus or emotion.

This connection with a quori spirit doesn’t allow for direct communication; rather, it manifests as intuitive feelings and inspiration, especially in dreams. This bond endows the kalashtar with minor psionic abilities and a shield against psychic attacks. The nature of their linked spirit can vary from warrior-like to contemplative; kalashtar usually know the spirit’s name and nature, but some, especially those raised away from their kind, might be unaware of the origin of their abilities.

Unique quirks can arise from their spiritual bond, and kalashtar might exhibit traits from the Kalashtar Quirks table.

Hunted by Nightmares The virtuous quori spirits that bond with kalashtar escaped from Dal Quor, a realm dominated by malevolent spirits. These rebel spirits, and thus the kalashtar, are pursued by the dark entities of Dal Quor, specifically the Dreaming Dark. This malevolent force manipulates others to target kalashtar.

Many kalashtar practice the Path of Light, a devotion that strengthens them against the Dreaming Dark. Some actively oppose the dark forces, while others, unaware of their heritage, might struggle with internal conflicts due to the virtuous impulses of their quori spirits.

Kalashtar Names A kalashtar’s name combines a personal prefix with the name of their quori spirit. Gender does not influence these names. Orphaned kalashtar may not know their spirit’s name and adopt names from other sources.

Quori Names: Ashana, Ashtai, Ishara, Hareth, Khad, Kosh, Melk, Nari, Tana, Tari, Tash, Ulad, Vakri, Vash

Kalashtar Names: Coratash, Dalavash, Dolishara, Halakosh, Khoratari, Koratana, Lanhareth, Molavakri, Nevitash, Sorashana, Torashtai, Valakhad, Vishara

Kalashtar Traits

Ability Scores: Wis +2; Cha +1 Age: Kalashtar mature and age at the same rate as humans. Size: Medium Speed: 30 ft

Dual Mind: You have advantage on all Wisdom saving throws. Mental Discipline: You have resistance to psychic damage. Mind Link You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

When you’re using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait’s range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.

Severed from Dreams Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep, like sleep.

Languages You can speak, read, and write Common, Quori, and one other language of your choice.

Elves

Elves in Eberron are much like the elves you find in many high fantasy settings, long lives, neutral, graceful. But they have quite a rich backstory in this world.

Elves originated on the continent of XenDrik, not the continent of Khorvaire which the start of the campaign takes place, where they were descendants of extra-planar beings known as the Eladrin. These Eladrin were enslaved by the giants of XenDrik but after the events that lead to the downfall of the giant society on XenDrik, most fled to the neighbouring continent of Aerenal where most reside to this day.

Settlement on Khorvaire

During a time long ago, some of these elves departed this continent and settled on Khorvaire, creating a settlement now known as Valenar. Though this settlement was abandoned not long after it was found, it was reclaimed by elves during the Last War, who claim it as an entirely seperate nation to the others. This country was recognized by the Treaty of Thronehold two years before the campaign is set.

Aerenal Elves

The elves of Aerenal have a unique and profound relationship with death. Unlike most cultures, they do not fear it but instead revere it in a way that deeply influences their society. This reverence is most evident in their veneration of the Undying Court, a council of ancient elf ancestors who have been sustained beyond death through positive energy.

These ancestors are not undead; they are the Undying, a distinct state of being that is achieved through the devotion and reverence of their descendants. This practice stems from the belief that the collective will and spirit of the elven people can preserve their greatest heroes and sages beyond death. The Undying Court primarily acts as a spiritual and cultural guide for the Aerenali elves, offering wisdom and insight that spans centuries.

Tairnadal Elves

The elves that settled in Valenar are not like the rest of the elves found on Aerenal, they have a warrior like culture that focuses on a faith known as “Spirits of the Past”. Followers of the faith are known as revenants.

The Tairnadal elves of Valenar have a very different cultural perspective on ancestors compared to their Aerenali kin. For them, honoring the deeds of their ancestors is a way of life. The Tairnadal believe that their greatest ancestors, legendary heroes of their past, can live again through their actions. Each Tairnadal elf is spiritually linked to an ancestor, and it is their duty to emulate and honor this ancestor’s life and deeds.

This belief system deeply influences their society, which is heavily martial. Tairnadal elves train in combat and tactics, hoping to mirror the achievements of their patron ancestors. This reverence for martial prowess was a significant factor in their establishment and reclaimation of Valenar, demonstrating their commitment to the warrior way of life.

Mark of Shadow

The Mark of Shadow, a unique Dragonmark appearing among the elves, is an important aspect of their history and culture. This Dragonmark grants abilities related to illusion and stealth, shaping the destiny of those who bear it. The Mark initially appeared among the elves of House Phiarlan, a powerful family in Khorvaire.

However, a schism within House Phiarlan led to the creation of House Thuranni. This division was based on differing philosophies and ambitions regarding the use of their Dragonmark’s power. Both houses are renowned for their expertise in espionage, entertainment, and information gathering, with their influence felt across many nations in Khorvaire.

Mark of Death

The Mark of Death is the rarest and most enigmatic of all Dragonmarks. It originally appeared among the elves of House Vol, a family that was part of the ancient elven nation of Aerenal.

The Mark of Death was said to grant powers over death itself, extending beyond the scope of necromancy known to other races and cultures. The specifics of these powers are largely lost to history, but they were believed to include unprecedented control over life and death, potentially even the ability to create and control powerful undead.

The emergence of the Mark of Death caused great concern among the other elven families and the Undying Court. Fearing the potential misuse of such power, a coalition of Aerenali and dragon forces from Argonnessen waged a war against House Vol, ultimately leading to its destruction. This event is a significant part of elven history and has left a lasting impact on their culture and politics.

The Mark of Death, along with House Vol, was effectively erased from history. Most knowledge of the mark was lost, and it became more of a legend or a cautionary tale within the world of Eberron.

Cultural Diversity

Elves in Eberron are not a monolithic group; they have diverse cultures, beliefs, and practices. This diversity is reflected in the stark differences between the Aerenali and Tairnadal elves and the complex history of the Mark of Shadow. Understanding these differences is key to appreciating the depth and complexity of elven society in Eberron.

The elves of Eberron are a fascinating blend of traditional fantasy elements and unique cultural aspects that make them distinct within the setting. Their long lives, connection to their ancestors, and the impact of the Dragonmarks all contribute to a rich tapestry of history and lore that players and Dungeon Masters can explore in their campaigns.

Classes

All classes are also present within Eberron but most of them will have a little bit more flavor to do with your backstory, most often specifically the Last War.

Another thing to consider that you probably didn’t the first run is subclasses.

Additionally there is also a new class the Artificer

Artificer

Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections. Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist’s supplies to create a potent elixir, calligrapher’s supplies to inscribe a sigil of power, or tinker’s tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.

In the world of Eberron, arcane magic has been harnessed as a form of science and deployed throughout society. Artificers reflect this development. Their knowledge of magical devices, and their ability to infuse mundane items with magic, allows Eberron’s most miraculous projects to continue.

During the Last War, artificers were marshaled on a massive scale. Many lives were saved because of the inventions of brave artificers, but countless lives were also lost because of the mass destruction unleashed by their creations.

Quick Build

You can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the guild artisan background.

Magical Tinkering

At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
  • A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Infuse Item

At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.

When you gain this feature, pick four artificer infusions to learn, choosing from the ”Artificer Infusions” section. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

Artificer Specialist

At 3rd level, you choose the type of specialist you are, each of which is detailed at the end of the class’s description. Your choice grants you features at 5th level and again at 9th and 15th level.

There are four options:

  • Alchemist
    • An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.
  • Armorer
    • An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer’s magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.
  • Artillerist
    • An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power was valued by all the armies of the Last War. Now that the war is over, some members of this specialization have sought to build a more peaceful world by using their powers to fight the resurgence of strife in Khorvaire.
  • Battle Smith
    • Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.

If you would like to know more specifics please ask me I will give you a link to more info!

Here is a comparison of all sub classes

Wandslinger

In the world of Eberron, a Wandslinger is often envisioned as a swashbuckling arcane duelist, an individual who has mastered the use of a wand as both a focus for spellcasting and a weapon in its own right, much like a swordsman with his blade. Here’s a description you can give to your players:

Wandslinger: Arcane Duelists of Eberron

In the bustling cities and war-torn landscapes of Khorvaire, the Wandslinger is a figure of intrigue and respect, a testament to the blend of magic and martial prowess that defines the age. With a wand or rod at their side instead of a sword, Wandslingers are the embodiment of the modern arcane duelist, having honed their skills amidst the Last War or in the tension-filled peace that followed.

Appearance: Wandslingers often dress in practical clothing that allows for ease of movement, adorned with holsters or bands from which their wands can be swiftly drawn. Their attire might bear the symbols of their affiliation—be it a national military, a mercenary company, or an arcane academy. They carry themselves with the confidence of those who know the power at their fingertips, and their eyes are as sharp as the spells they wield.

Background: Many Wandslingers received formal training in one of the Five Nations’ military academies, where the combination of arcane study and martial training was essential for the war effort. Others might have learned on the streets, their skills honed through necessity and survival. Some may be adventurous scholars, seeking to combine the art of war with the pursuit of knowledge.

Skills and Abilities: Wandslingers are skilled in channeling arcane energy through their wands, casting spells with a flick of the wrist and a well-practiced incantation. They often specialize in evocation or abjuration spells, providing either offensive firepower or defensive wards. A Wandslinger’s agility allows them to weave through the chaos of battle, casting and dodging with equal finesse.

Combat Style: In combat, a Wandslinger is both a marksman and a maestro of arcane forces. They can unleash barrages of magic missiles, bolts of elemental energy, or ensnaring spells to control the battlefield. With quick reflexes, they are adept at counterspelling, turning the arcane energies of their foes against them. To a Wandslinger, combat is an art form, and each duel is a performance where they are both the actor and the author.

Roleplaying a Wandslinger: As a Wandslinger, your character might be cocky and flamboyant, showcasing their skills with a flourish to impress or intimidate. Alternatively, they might be calculated and reserved, conserving their energy for the moment it’s needed most. They could be motivated by patriotism, a sense of adventure, the pursuit of knowledge, or the thrill of the duel. Your character might seek to refine their arcane abilities, recover lost magic from the depths of Xen’drik, or carve out a place of power within the intricate politics of Khorvaire.