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Eberron Adventurer's Guide
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# Contents
- ### [
3
Introduction
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4
**The World**
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4
**Khorvaire, the Continent**
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4
Aimia
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Alethela
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5
Iri
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Makabakam
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Natanatan
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5
**Life Across Eberron**
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5
Government
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5
Everyday Life
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5
Money
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5
Adventures
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5
**Faiths of Eberron**
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TBD
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TBD
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**Time and History**
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TBD
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TBD
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Calendar
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**Races**
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**TBD**
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7
TBD
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**TBD**
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TBD
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**Classes**
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**TBD**
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TBD
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**TBD**
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TBD
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**Character Options**
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**TBD**
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TBD
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**TBD**
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TBD
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**The World of Eberron**
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## The Aspiring ## Adventurer's Guide ## to the World of ## Eberron
## Introduction This document, in conjunction with
Wayfinder's Guide to Eberron
and
Morgrave Miscellany
, will serve as your guide to the the specific lore content and mechanics of the world of Eberron that we will be using for our campaign. The main purpose of this particular document is to expand on rules specific to our campaign that are not covered in the other sources. These topics will include house rules, specific notes and restrictions for playable races and classes, approved third party and homebrew content, and more. ## The Campaign The campaign I have planned will consist of two official Dungeons and Dragons modules, with potential to continue on into other modules if there is interest. I have been working to adapt the chosen modules to more closely fit the Eberron campaign setting, as well as to tie them more closely together into a larger story arc. The two modules are intended to cover levels 3 through 10, with any additional modules picking up after reaching 10th level. My reasons for starting at 3rd level can be found in the 'Character Creation' section. Those players more familiar with the Eberron setting may find that some defining aspects the setting is famous for, such as the neo-noir intrigue, are missing. This is because I have chosen modules that were not specifically built for Eberron. Hopefully, this will not be a problem and you will instead find the pulp adventure themes, which Eberron is also famous for, to be the main draw. You may also find that, at times, choices feel forced upon you. This is due to the nature of running modules and I will be working to mitigate such situations. ## The World Eberron differs from other fantasy campaign settings in a few notable ways. As already mentioned, neo-noir intrigue and pulp adventure are two of the main themes of the setting. Another prevalent theme is that magic is everywhere in Eberron. High level magics are uncommon but low level magic is widespread and deeply integrated into the economy and way of life of all creatures. As an adventurer reaches higher levels they may begin to harness magics that the majority of the populace could never hope to obtain. I ask that everyone please read through
'Chapter 1: What is Eberron?'
in the
Wayfinder's Guide to Eberron
. This will give you a brief overview of the setting and what sets it apart from other fantasy worlds. This is considered required reading as it also covers the recent history of the continent of Khorvaire, which is where our game will take place and will likely affect your characters backstory. \columnbreak
## Character Creation Character creation will be done together as a group to help ensure we have a somewhat balanced party. Your characters will start off at 3rd level rather than 1st. Reasons for this are: - By 3rd level all classes have access to an archetype. This helps you build a character that more closely identifies with your chosen archetype. - At 3rd level full spellcasters gain 2nd level spells and spell slots. Also, 1/2 casters and 1/3 casters gain access to their 1st level spells. - At 3rd level you have enough hp to not die because a goblin got a crit. This increases your survivability and also makes encounter balance easier for me. - You are still low-level enough that you aren't going to feel overwhelmed with choices. - You're still squishy enough for low CR enemies to be fun (and dangerous). Specific rules for each aspect of character creation can be found in the following sections. ### Race The races of Eberron are varied, and most can be found somewhere on Khorvaire, the continent where our campaign will be based. I have put a fair bit of thought into which races are a good fit for Eberron. If a race is not listed in the following section then I've decided it's not suitable for the setting and will not be available for player use. Exceptions may be made if you present a good argument for inclusion. Mechanics for most races will be taken from the core Dungeons and Dragon books however cultural information will be taken from
Wayfinder's Guide to Eberron
and
Morgrave Miscellany
. Cultural details and mechanics for the Eberron specific races can be found within
'Chapter 3: Races of Eberron'
of the
Wayfinder's Guide to Eberron
and
'Chapter 2: Cultures of Eberron'
of
Morgrave Miscellany
. > ##### Playtest Material >
Wayfinder's Guide to Eberron
is currently playtest material, meaning some mechanics may change as Wizards of the Coast releases updates.
Morgrave Miscellany
is third party content that will undergo a similar process and likely see revisions as well. We will implement these changes as they are released to the public. PDF copies of
Wayfinder's Guide to Eberron
and
Morgrave Miscellany
can be found [here](https://thetrove.net/Books/Dungeons%20&%20Dragons/D&D%205th%20Edition/Core/Wayfinder%27s%20Guide%20to%20Eberron%20v2.pdf "here") and [here](https://drive.google.com/open?id=1T6mtZAGsy36pEpChttiu7huiLkEsVrlg "here"), respectively. \pagebreakNum
### Common Races | Race | Location | Common Countries | |:---:|:-----------:|:-----------:| | [Dwarf](https://eberron.fandom.com/wiki/Dwarf "Dwarf") | Khorvaire, Sarlona, Frostfell | Mror Holds, Karrnath, Riedra, Frostfell, Any | | [Halfling, Khorvaire](https://eberron.fandom.com/wiki/Halfling "Halfling, Khorvaire") | Khorvaire | Any | | [Half-elf](https://eberron.fandom.com/wiki/Half-elf "Half-elf") | Khorvaire | Valenar, Any | | [Human](https://eberron.fandom.com/wiki/Human "Human") | Eberron | Any | | [Gnome](https://eberron.fandom.com/wiki/Gnome "Gnome") | Khorvaire | Zilargo, Any | | [Goblin](https://eberron.fandom.com/wiki/Goblin "Goblin") | Khorvaire | Darguun, Aundair, Breland, Karrnath, Thrane, Any | | [Kobold](https://eberron.fandom.com/wiki/Kobold "Kobold") | Argonnessen, Khorvaire, Xen'drik | Darguun, Demon Wastes, Droaam, Q'barra, Khyber, Stormreach, Any |
### Uncommon Races | Race | Location | Common Countries | |:---:|:-----------:|:-----------:| | [Changeling](https://eberron.fandom.com/wiki/Changeling "Changeling") | Khorvaire, Sarlona | Breland, Riedra, Any | | [Elf, Khorvaire](https://eberron.fandom.com/wiki/Elf "Elf, Khorvaire") | Khorvaire | Any | | [Elf, Valenar](https://eberron.fandom.com/wiki/Elf "Elf, Valenar") | Southeast Khorvaire | Valenar | | [Halfling, Talenta](https://eberron.fandom.com/wiki/Halfling "Halfling, Talenta") | Eastern Khorvaire | Talenta Plains | | [Half-orc](https://eberron.fandom.com/wiki/Half-orc "Half-orc") | Khorvaire | Shadow Marches, Demon Wastes, Droaam, Eldeen Reaches | | [Hobgoblin](https://eberron.fandom.com/wiki/Hobgoblin "Hobgoblin") | Khorvaire | Darguun, Any | | [Orc](https://eberron.fandom.com/wiki/Orc "Orc") | Khorvaire | Shadow Marches, Eldeen Reaches, Droaam, Demon Wastes, Mror Holds | | [Shifter](https://eberron.fandom.com/wiki/Shifter "Shifter") | Western Khorvaire, Sarlona | Eldeen Reaches, Shadow Marches, Tashana Tundra | | [Warforged](https://eberron.fandom.com/wiki/Warforged "Warforged") | Khorvaire | Aundair, Breland, Cyre (Mournlands), Karrnath, Thrane |
> ##### Race Balance Notes > I have taken measures to try to re-balance and re-flavor some of the races on these lists in order to bring them closer in line with each other and to ensure each race is a viable option. I have used the acclaimed [Detect Balance: a 5e Homebrew Race Guide](https://docs.google.com/spreadsheets/d/1vq1kz6PRAbw5LHy6amH-bNb4OuB8DBXL1RsZROt03Sc/edit?usp=sharing "Detect Balance: a 5e Homebrew Race Guide") spreadsheet in order to find the correct balance for the mechanical changes. The cultural flavor has been drawn from the race sections in the
Wayfinder's Guide to Eberron
and
Morgrave Miscellany
. The changes I have implemented for each affected race are listed in the specific sections that follow. \columnbreak
### Rare Races | Race | Location | Common Countries | |:---:|:-----------:|:-----------:| | [Bugbear](https://eberron.fandom.com/wiki/Bugbear "Bugbear") | Khorvaire | Darguun, Any | | Centaur | Khorvaire | Talenta Plains, Eldeen Reaches, Western Aundair | | [Dragonborn](https://eberron.fandom.com/wiki/Dragonborn "Dragonborn") | Argonnessen, Khorvaire | Argonnessen, Q'barra | | [Elf, Aerenal](https://eberron.fandom.com/wiki/Elf "Elf, Aerenal") | Aerenal | Aerenal | | [Gnoll](https://eberron.fandom.com/wiki/Gnoll "Gnoll") | Khorvaire | Droaam, Shadow Marches, Demon Wastes | | [Kalashtar](https://eberron.fandom.com/wiki/Kalashtar "Kalashtar") | Khorvaire, Sarlona | Sharn, Adar | | [Lizardfolk](https://eberron.fandom.com/wiki/Lizardfolk "Lizardfolk") | Southeastern Khorvaire | Basura Swamp, Q’barra, Shadow Marches, Torlaac Moor |
### Very Rare Races | Race | Location | Common Countries | |:---:|:-----------:|:-----------:| | [Aasimar](https://eberron.fandom.com/wiki/Aasimar "Aasimar") | Eberron | Any | | Child of Khyber| Eberron | Any| | [Deep Gnome (Svirfneblin)](https://eberron.fandom.com/wiki/Gnome "Deep Gnome (Svirfneblin)") | Khorvaire | Mror Holds, Khyber | | Dragonforged | Eberron | Any | | [Duergar](https://eberron.fandom.com/wiki/Duergar "Duergar") | Khorvaire | Mror Holds, Khyber | | [Elf, Aquatic](https://eberron.fandom.com/wiki/Elf "Elf, Aquatic") | Xen'drik | Thunder Sea | | [Elf, Drow](https://eberron.fandom.com/wiki/Drow "Elf, Drow") | Xen’drik | Xen’drik | | [Elf, Eladrin](https://eberron.fandom.com/wiki/Eladrin "Elf, Eladrin") | Khorvaire | Darguun, Eldeen Reaches, Lhazaar Principalities, Kaarn | | [Elf, Shadar-kai](https://eberron.fandom.com/wiki/Elf "Elf, Shadar-kai") | N/A | N/A | | Firbolg | Western Khorvaire | Shadow Marches, Droaam, Eldeen Reaches | | Genasi | Khorvaire | Any | | [Goliath](https://eberron.fandom.com/wiki/Goliath "Goliath") | Khorvaire, Sarlona, Frostfell, Xen’drik | Shadowcrags, Icehorn Mountains, Mror Holds, Syrkarn in the Tashana Tundra | | Kenku | Xen'drik | Xen'drik | | [Minotaur](https://eberron.fandom.com/wiki/Minotaur "Minotaur") | Khorvaire, Xen'drik | Droaam, Xen'drik | | [Shulassakar](https://eberron.fandom.com/wiki/Shulassakar "Shulassakar") | Khorvaire, Sarlona, Xen'drik | Talenta Plains, Adar, Xen'drik | | Tabaxi | Xen'drik | Xen'drik | | [Tiefling](https://eberron.fandom.com/wiki/Tiefling "Tiefling") | Western Khorvaire, Sarlona | Droaam, Demon Wastes, Eldeen Reaches, Shadow Marches | | Tortle | Xen'drik | Xen'drik | | Triton | N/A | The Ten Seas of Eberron | | Yuan-ti | Xen’drik, Argonnessen | Xen’drik, Argonnessen |
\pagebreakNum #### Dwarves Dwarves are commonly found on a couple continents of Eberron, being most populous on Khorvaire. The dwarves of Eberron do not culturally distinguish between subraces; both mountain and hill subraces can be found anywhere. A third subrace, the Duergar, is an exception to the rule and is a distinct looking subrace. They are also a playable race, however they require special backstory considerations, such as being a member of Clan Noldrun, which is believed to be lost or dead, deep within the realm of Khyber. Please consult with me when creating your backstory if you wish to play a dwarf of this subrace. Dwarves can also bear the Mark of Warding, which is a subrace in its own right. **Subraces:** Hill, Mountain, Mark of Warding, Duegar > ##### Balance Notes: Dwarves > The dwarf race in the
Player's Handbook
is slightly too strong so the
Dwarven Resilience
racial has been removed to bring them more closely in line with other races. #### Halflings Like dwarves, the halflings of Eberron do not typically differentiate between their subraces; both lightfoot and stout halflings can be found amongst the halflings of the Talenta Plains or their more civilization oriented brethren. The Talenta Halfling subrace is also an option for those wishing to play as a halfling raised on the Talenta Plains. Ghostwise halflings are the rarest subrace but they pop up occasionally among both the rural and urban halflings. Halflings also have the potential to bear one of two Dragonmarks; the Mark of Healing or the Mark of Hospitality. **Subraces:** Lightfoot, Stout, Mark of Hospitality, Mark of Healing, Talenta, Ghostwise #### Half-elves The half-elves of Eberron are known as the Khoravar, which is an Elvish term for "children of Khorvaire”. They are widespread and can be found across the breadth of the continent. The most common ancestry for them is the standard half-elf, which represents half-elves that have been conceived by two half-elf parents. Half-elves with a full blooded elf parent are more likely to use the High Elf or Wood Elf descent subrace options. Aquatic or Drow descent are also subrace options but they are much more rare. Half-elves can also manifest one of two Dragonmarks; the Mark of Detection or the Mark of Storm. **Subraces:** Standard Half-elf, High Elf Descent, Wood Elf Descent, Mark of Detection, Mark of Storm, Aquatic Descent, Drow Descent #### Humans Humans are the most populous race on Khorvaire, having been present on the continent since first emigrating from Sarlona almost 4000 years ago. They are also one of the most versatile races, as evidenced by the multiple Dragonmarks they can manifest. Those wishing to play as a human have five subrace options available; the Standard Human race or one of four Dragonmarked subraces. **Subraces:** Standard Human, Mark of Handling, Mark of Making, Mark of Passage, Mark of Sentinel > ##### Balance Notes: Humans > The Variant Human race option from the
Player's Handbook
is not permitted as a player race option. This is due to how powerful starting off with a feat is, which causes the Variant Human to outshine all other races. Instead, the Standard Human race from the
Player's Handbook
is to be used, however these humans also have the
Prodigy
feat included as a baseline racial feature. #### Gnomes **Subraces:** Forest, Rock, Mark of Scribing, Deep (Svirfneblin) #### Goblins **Subraces:** #### Kobolds **Subraces:** Iredar, Irvhir #### Changelings **Subraces:** #### Elves The elves of Eberron are descended from the Eladrin of the Feywild. Years spent outside the Feywild caused the Eladrin to adapt to the Eberron plane, fundamentally changing them into the elves. The elves later broke into four main groups; the Aereni, the Valenar, the Drow, and the Khorvaire elves. The Aereni, the Valenar, and the Khorvaire elves can each use the High Elf or Wood Elf subrace. These elves can also choose the Mark of Shadow subrace. Four additional elf subraces, Drow, Eladrin, Aquatic, and the Shadar-kai, can be chosen under certain circumstances. **Subraces:** High, Wood, Mark of Shadow, Drow, Eladrin, Aquatic, Shadar-kai #### Half-orcs **Subraces:** #### Hobgoblins **Subraces:** #### Orcs **Subraces:** #### Shifters **Subraces:** #### Warforged **Subraces:** #### Bugbears **Subraces:** #### Centaurs **Subraces:** #### Dragonborn **Subraces:** #### Gnolls **Subraces:** #### Kalashtar **Subraces:** #### Lizardfolk **Subraces:** #### Aasimar **Subraces:** #### Firbolgs **Subraces:** #### Genasi **Subraces:** #### Goliaths **Subraces:** #### Kenku My thoughts aren’t simply “extraplanar” – they are very specifically Thelanis. If you look to the Volo’s Guide version of the Kenku, their race is defined by their story: They betrayed their master, who in turn took their wings and voices and banished them to the material plane. Go back to my recent Thelanis posts and you’ll see that this is EXACTLY the sort of thing that happens on Thelanis. It could even be something that LITERALLY HAPPENED THE OTHER DAY: this isn’t an ancient metaphor, it’s an event that actually happened recently. The Kenku served the Chronicler, an archfey who maintains a perfect library. When the Mourning occurred, it sent shockwaves through all the planes and the Kenku thought this was an chance to pull off their epic theft. Instead, they were caught, cursed, and banished. So they’ve only been on Eberron for two years; there’s not very many of them and they all know one another; and in Thelanis, there are Kenku who have both wings and voices. Now, you could take the same idea and make it an ancient event that happened long ago, and say that YOUR Kenku character has no memory of Thelanis. But it’s equally valid to take a myth like that and make it a real thing – just as in Eberron, Asmodeus seizing control of Baator is something that JUST HAPPENED. **Subraces:** #### Minotaur **Subraces:** #### Shulassakar **Subraces:** #### Tabaxi **Subraces:** #### Tieflings **Subraces:** #### Tortle **Subraces:** #### Triton **Subraces:** #### Yuan-ti **Subraces:** \pagebreakNum ### Classes - **Player’s Handbook:** All Classes. - **Dungeon Master’s Guide:** Death Domain Cleric and Oathbreaker Paladin are available under special circumstances. - **Sword Coast Adventurer’s Guide:** All Archetypes are available. - **Matthew Mercer’s Gunslinger Fighter Archetype.** - **The Revised Ranger Unearthed Arcana** is in use as a replacement for the traditional Ranger found in the Player’s Handbook. ### Backgrounds - **Player’s Handbook:** All Backgrounds are available. - **Sword Coast Adventurer’s Guide:** City Watch, Courtier, Mercenary Veteran, Inheritor, Knight of the Order, Urban Bounty Hunter.
Background details should be discussed with the DM to ensure it fits with the world setting (names of orders, if your family is a noble, etc.). ### Alignment Characters can be any alignment, but clerics and paladins are required to be within one alignment of their deity’s alignment (Ex. Cleric of a CN god can be N, NG, NE, or CN). ### Spellcasting All spells from the Player’s Handbook, EE Player's Companion, and Sword Coast Adventurer's Guide are available. ### Feats All feats from the Player’s Handbook are available for ASI or Variant Human. In addition “A Bundle of Feats” PDF found in the Google Drive contains other feats that may be used.
\page ### Ability Scores Player's Ability Scores all begin at 6. The player is given 42 points to allocate as desired, with each point increasing a score by 1, up to a max of 18. The character is not allowed to have more than two scores of 18 before racial modifiers. ## Rules: > If you've read this far shoot me a PM citing this note as the reason and your character can start with an extra uncommon magic item. This section will go over the various extra rules involved in this campaign. ### Adventuring/Downtime Rules Most of the rules provided in this part of the document are found in the Player's Handbook, which goes into better detail than the few extra notes I am adding here. - **Starting Equipment:** Characters will begin this campaign with the Starting Equipment provided by their class and a set amount of gold determined by the DM at the first session. You may also roll a Trinket for your character if you wish. - **Experience and Leveling** will be tracked using the traditional XP values found in the Player’s Handbook. - **Firearms and Explosives** are available in game due to the wide spread use of Magitech. A sheet explaining the available arms and their properties will be found in the Google Drive. - **Lifestyle Expenses** will be used to determine proper maintenance of equipment. Living less than a modest lifestyle may cause harm to equipment being used during that time, causing it to require repairs later on. Consequences listed in the PHB are also possibilities of living the various lifestyles. - **Carrying Capacity:** Armor worn will not count towards carrying capacity so long as you are proficient in the armor. Money will count towards carrying capacity. (50 coins = 1 pound) - **Ration/Water** will be required by characters to ensure survival. - **Training:** Training can include learning a new weapon, tool, or skill proficiency. Days or gold required to train may be adjusted depending on what you are training in. More gold can possibly be used to learn faster if being taught by a master in that proficiency. - **Crafting:** certain tools allow the person to craft items in their spare time, such as the Tinker’s Tools. This may be done instead of training during down time. Specific Crafting rules to be discussed later and in a separate document. ### Additional Combat Rules Several combat rules and actions are being used in this campaign, including… - **Additional Actions:** Climbing onto a Bigger Creature, Disarm, Overrun, Shove Aside, and Tumble. - **Cover** is being used. - **Flanking** is being used. - **Lasting Injuries** will be used on confirmed criticals/misses (explained later), though a custom injury table is in the works. These are special effects that may include breaking bones, internal bleeding, or possibly losing a limb. - **System Shock** may occur to players when fighting bosses. ### Special Rules This section goes over any additional rules not covered in the above sections, mostly game mechanic changes. - **Confirmed Criticals** are a new way to do additional damage in combat. When a player rolls a 20, they double the damage of all dice rolled (except for the dice added by the Barbarian's Brutal Critical or Half-Orc's Savage Attacks abilities). Before rolling damage the player rolls an additional d20. Treated as another attack roll against the target, if the number after modifiers would also hit the target's AC, it is a confirmed critical. On a confirmed critical, the player rolls an additional d20 and the DM consults the Confirmed Critical Table. - **Confirmed Misses** are in the same vein as confirmed criticals, with an equal and opposite result. When a player rolls a critical miss, they then roll an additional d20. Treated as another attack roll against the target, if the number after modifiers would also miss the target's AC, it is a confirmed miss. On a confirmed miss, the player rolls an additional d20 and the Dm consults the Confirmed Miss Table. - **Downtime Activities** Anytime a session ends, the DM will let the players know if there will be downtime, meaning activities such as crafting, gambling, practicing a profession, researching, or training. When this occurs you are to let the DM know, in a written statement (text is fine), at some point **BEFORE** the next session what you plan to do during the downtime or it will be assumed you did nothing. - **Shopping** When shopping for specific items that might take time for the DM to look up the price or if you plan to have something created/enchanted by an aristian/wizard, please submit a written statement (text is fine) to the DM **BEFORE** the day of the next session. This gives the DM plenty of time to discuss with you exactly what you want and that the price is exactly what it is supposed to be.
\pagebreakNum
Practice Safe Homebrewing
People love to flex their creative muscles while composing new homebrew content. More often than not, the inspiration for you homebrew comes from another source. Sometimes significantly. Other times just as a spark. What is important for the community is that you share your sources of inspiration. This back cover can serve as an easy to find, easy to read place for you to do just that. So go ahead, remove this chunk of copy and tell everyone who inspired you. Cover Art: [Skiorh](https://skiorh.deviantart.com/art/Old-wizard-475018762)
When you're ready to share with the community, don't forget to mark your document as public so people can find it in the [GM Binder Search](https://www.gmbinder.com/search)
[WWW.GMBINDER.COM](https://www.gmbinder.com)
\columnbreak
##### More Credits Maybe you have so many people to give credit to that you need a bit more space. Well, you can use this column to do exactly that!