Exploring Eberron - Flip eBook Pages 201-249 (2024)

200 Chapter 5 | Planes of Existence Xoriat and the Maze of Reality There’s a logic to the structure of the planes. Irian is the beginning, where new seeds are born. Mabar is the end, consuming all things. Time sometimes moves at different rates in different planes, but it always moves forward... except in Xoriat. Imagine time as a maze and the Material Plane as a rat moving through it, with the other planes worn as a crown. This is how the Draconic Prophecy works. It doesn’t tell you what will happen, because that hasn’t been decided yet. It’s a roadmap to the maze, revealing that if you take a left turn at “Queen Aurala is assassinated” and then turn right at “Breland becomes a democracy,” you’ll reach “Sul Khatesh is released from her prison.” The Prophecy shows the path you need to take to achieve the outcome you desire—a map to the many possibilities of the future. But Xoriat isn’t bound to the rat. It hovers above the maze. And adventurers could return to the wrong time when they leave it, falling farther back in the maze. They could find themselves in the Empire of Dhakaan, or in the midst of the War of the Mark. And in the process, they could change the future. Perhaps they help Halas Tarkanan win the War of the Mark; the dragonmarked houses are broken and scattered before they ever achieve their current glory, and people with aberrant dragonmarks thrive. With these changes, modern Khorvaire would be a very different place. In doing this, the adventurers have dropped a new rat in the maze. This new rat becomes the Prime Material Plane. It snatches the old rat’s crown of planes, becoming the reality where all the planes converge and where time moves forward. But the other rat is still out there—forgotten and lost, huddled in a corner, but still alive. And it’s possible that if the adventurers return to Xoriat, they could change their mind; they could find their way back to that original rat, returning it to its role as the Prime Material Plane. So Xoriat gives the possibility for dramatic change— but it’s always possible to restore a forgotten past. This view is critical to understanding the daelkyr. They stand above the maze, but they can also descend into it. They experiment on the rat, changing it. What happens if they make too many changes? It’s possible the rat might crawl into a corner to die and a new rat be released: perhaps the old Prime is lost and a new world moves forward. This is what the gith believe happened with their world, as described in the section on Kythri. The gith lived on a world that was once the Prime Material Plane. Now it may just be another rat lost and forgotten in the maze. Should the daelkyr rise and complete their work, it’s possible the current Eberron could be torn away from the planes; it would still exist, but as a forgotten shadow of the new central reality that takes its place. If this doesn’t entirely make sense, that’s appropriate. Most scholars in Khorvaire would call this theory madness, and so Xoriat receives its name. But others might say that this is in keeping with the myth of the Progenitors. Irian is the beginning, Mabar is the end—and Xoriat could be the point that stands above the journey, the high perch from which the Progenitors could study their work. Xoriat isn’t bound by the laws that bind the rest of the planes, and it holds all the ideas that were discarded. Perhaps the Sovereigns didn’t entirely build reality, but rather, they sculpted it—chipping things away and dropping them into Xoriat. This is a metaphysical discussion that most adventurers will never need to worry about. There are three things to take away from it. Xoriat is a point from which history and reality itself can be changed. The daelkyr have changed it an unknown number of times. And from Xoriat, it’s possible for adventurers to either change it themselves—or to undo damage they might have done.

201 Chapter 5 | Planes of Existen c e TITHI LUADTHONG Denizens In Xoriat, there are masses of swirling colors, hues never seen on Eberron. There are ripples in space that disrupt time in their wake. There are bursts of powerful emotion that drift across layers. These may well be alive in some way—but there’s no way to communicate with them. This section discusses some of the creatures most relevant to adventurers. While the plane might hold other forces that could be considered alive, their thought processes would almost certainly be fundamentally inhuman, and they wouldn’t recognize organic beings as life. The Daelkyr The daelkyr came to Eberron to corrupt it and transform its people, and they crippled the Dhakaani Empire before being bound in Khyber. Six are known by name, but there are surely others. They remain trapped in Khyber to this day, waiting for the chance to rise and finish the work they began... and perhaps to pave the way for a new reality. There are no known accounts of mortals traveling to Xoriat—at least, none who returned—so adventurers who do so are likely undertaking a historic journey. And in that journey, they may make a shocking discovery—though the daelkyr may be bound in Khyber, they are also still in Xoriat. Dyrrn the Corruptor, Valaara, Belashyrra—each dwells in a domain in Xoriat, attended by their servants and their armies. This ties to Xoriat’s uncanny relationship with time. The daelkyr may be in Xoriat because they haven’t left yet, or they might’ve already been released from their prisons and returned to Xoriat. Again, if time is a maze, the daelkyr stand above it looking down—but at the same time, they are also running in the maze. They can’t return to Eberron now, because they’re already there; but this may be why they seem unconcerned with their long imprisonment, because they’re also watching it all unfold from above. So adventurers could interact with any of the daelkyr in Xoriat, but fighting them there won’t impact their actions on Eberron. However, it could help adventurers learn about the weaknesses of the daelkyr, or perhaps obtain tools or weapons to use against them in the future. Aberrations The natural inhabitants of the plane are often so alien that mortals don’t even recognize them as living things. Most of the aberrations that people are familiar with on Eberron aren’t creations of Xoriat itself. Rather, the daelkyr, powers designed to interact with the Material Plane and its with mortals, created these aberrations as their servants, soldiers, and mementos of past conquests. In Eberron, most daelkyr have mixed forces; mind flayers could be found serving any of the great lords. In Xoriat, they’re more segregated; beholders dwell in the domain of Belashyrra, and mind flayers in the realm of Dyrrn. What other terrors do the daelkyr have in Xoriat that they’ve never unleashed in Eberron? This depends in part on how many other realities the daelkyr have transformed; the mind flayers are relics of the destruction of the gith, just as the dolgrims and dolgaunts are souvenirs of the downfall of Dhakaan. While aberrations created by the daelkyr are usually dangerous, there are also aberrations generated by the layers themselves. These planar creatures are alien and disturbing, but aren’t threatening unless provoked. The Native Aberrations table presents a few examples. Native Aberrations d6 Aberration 1 The Varr are kind, generous, telepathic halflings. But they’re not quite like their Eberron cousins—they have compound eyes, barbed tongues, and they spit acid on food to digest it. 2 The Craiss are tiny insectoid creatures that inherently know the language of creatures they speak to. They’ve always had a really bad day and they won’t stop complaining about it. 3 The [[scent of onions]] is a sentient ooze that can assume a humanoid shape. It can produce sounds, but communicates with its own kind using smell, touch, and taste. 4 The Cya are invisible, incorporeal beings who are only able to communicate by animating the reflections of other creatures. 5 The [[pleasure of seeing of a familiar friend]] are a race of empathic plants. They communicate not through speech, but through projecting emotions. 6 The Xaelin appear identical to humans, except for their smooth, featureless faces without eyes, ears, or nose. They possess truesight with a range of 60 feet, but can’t see, hear, or otherwise perceive anything beyond that range. The Xaelin claim to know nothing about Eberron—but despite this, their customs and fashions emulate cultures from throughout Eberron’s history. Powers of the Void The daelkyr aren’t the most powerful forces in Xoriat. There are greater powers in the void, spirits so vast and alien that they can only be perceived by the ripples they create in reality. Both the Unseen Citadel and Belashyrra are ideas in the mind of something greater. Do these powers slumber? Do they consciously adjust the rules of their layers? Or are they simply ideas cast aside by the Progenitors, models of reality that were ultimately abandoned? If Xoriat is the realm of discarded concepts, this could be the drive behind the daelkyr’s endless quest to disfigure—or perfect—reality. Layers Xoriat is a void lacking not only matter, but also space and time, and a mortal creature that enters it effectively ceases to exist. But there are powers in this void, and the layers of Xoriat reflect their thoughts. Each of the daelkyr dwells in a layer, the place that spawned that daelkyr; this layer usually reflects the daelkyr in tone, and it can use its lair actions anywhere in its layer. However, not all of Xoriat’s layers can support mortal life; there’s a layer where intense gravity crushes any physical creature, and a layer where all matter is transformed into pure thought. Adventurers need to find portals to move from layer to layer. Portals are unique based on the layer’s properties of each layer, and using a portal always has a price. Sometimes the price is paid in memories; the DM sets the emotional tone of the memory (joy, sorrow, anger), then each player describes the memory their character has lost. With other portals, the price may be knowledge, but this isn’t taken from the adventurers— rather, when they pass through the portal, they learn a secret they might have rather not known. In exploring the layers of Xoriat, it’s important to highlight the fundamentally unnatural flavor of the plane. In addition to the Properties of Xoriat table provided earlier with shifting effects that have an impact on gameplay, the Alien Attributes of Xoriat table presents examples of cosmetic details that can be distinctive features of a layer. Beyond that, the layers of Xoriat contain revelations; these can be truths about the adventurers that they don’t want to know, or secrets about reality itself. This is discussed in more detail in the section on Xorian Artifacts.

202 Chapter 5 | Planes of Existence Alien Attributes of Xoriat d12 Effect 1 Undead creatures are considered living creatures, and living creatures are considered to be undead. 2 You can tell time by the shifting focus of gravity. If you’re walking on the ceiling, it’s midday. By evening you’ll be back on the ground. 3 Everything in this layer—food, buildings, even the air itself—is alive. 4 There’s no sound in this layer, but speech manifests as glowing words that circle the speaker. Music and verbal spell components manifest as patterns of light. 5 Any attack or effect that normally deals damage instead restores hit points; anything that would normally restore hit points deals necrotic damage instead. 6 This layer is filled with bright light, but all light sources work in reverse. Any light source that would usually create bright light instead creates darkness, and anything that would usually create dim light instead reduces the light level to dim light. 7 While within this layer, creatures lose their sense of sight, but aren’t considered blinded, as they can perceive their surroundings through heightened senses of smell and taste. 8 The layer is a series of floating platforms. Rivers flow through empty air. 9 The inorganic matter of this realm—including all buildings and tools—is invisible. 10 There are many reflective surfaces, but the reflections don’t match the actions of the creatures shown in them. 11 Instead of soil, the surface of the land is made of chitin. The chittering of insects fills the air. 12 Rivers and pools are made of living protoplasm, which reaches out toward passersby. The Unseen Citadel This is the stronghold and birthplace of the daelkyr Belashyrra. The Lord of Eyes imagined the beholders and brought that vision to life, and the Citadel is home to a host of beholderkin. Tiny floating eyes buzz about like insects. Millipede-like creatures have rows of eyes running down their backs. The true beholders are mostly focused in deep contemplation of specific things, and don’t pay attention to outsiders unless they’re disturbed. Some study strange paintings. Others watch scrying pools reflecting images of Eberron or other planes. And some examine seemingly mundane objects, such as a rusty iron key, a dead rabbit, or an expensive hat. However, there are a few that patrol the Citadel, watchful for intruders. The surfaces of the Citadel are made from an iridescent material that your eyes can’t quite focus on, as if the walls and floor are blurred. There are mirrors spread around the halls. Some run slow and show you younger than they are; others show glimpses of the future. Scrying pools reveal secrets you don’t want to know—current events on Eberron, scenes from the past, or the possible future. The Fields of Thought This layer is the domain of Dyrrn the Corruptor. Purple fields are bathed in ultraviolet light, and fluorescent sculptures shed eerie dim light. Varr farmers dance as they tend the fields, but what they cultivate are emotions; anyone walking through a field feels a powerful emotion (fear, sorrow, anger, guilt) washing over them. Each field has an outpost containing an elder brain, with a bright line of thought transmitting the emotions to Dyrrn’s tower at the heart of the layer. Dyrrn’s tower is made of glowing threads of pure thought intertwined around a massive steel spinal column. This tower is filled with the tools of fleshcrafting. There are pools of blood and canals of amniotic fluid, massive pulsing organs waiting for a purpose, and untended tendrils crawling across the floor. Adventurers might find a chamber that contains halfformed clones of the adventurers themselves... or perhaps the clones are completed, and consider the adventurers to be evil doppelgangers. The spire amplifies Dyrrn’s telepathic abilities, letting it sense all living creatures within the layer. Dyrrn specializes in corruption, and it may challenge adventurers with mental projections, such as people plucked from their memories, who seek to turn them against their allies. Other Layers Every daelkyr has a home layer, but there are endless layers of Xoriat, each reflecting a discarded idea or a maddening truth. Consider the following examples. A House Built from Hate. Each character sees the house’s form slightly differently, but they all feel the hate in the walls. Mirrors reflect images of things the viewer hates, and books in the house chronicle the hateful deeds committed by everyone the adventurers know—including each other. The longer the adventurers stay in the houses, the easier it becomes to hate each other... or themselves. Empty White Space. There’s seemingly no end to this endless void of bleak solitude. To proceed, the characters must act out their travel—pretending to travel just as they pretend there is meaning in their lives. If they can keep up the charade, the world they imagine will take shape around them. A Lush Orchard. The trees grow secrets, while more buzz around in the air like tiny birds. Some of them may be secrets of the adventurers, or those of their enemies. Others are secrets of strangers and secrets about reality. Do the adventurers block their ears, or do they try to listen? Planar Manifestations The seals of the Gatekeepers block travel to Xoriat, but there are still many ways the Realm of Madness can affect the world. Manifest Zones Manifest zones tied to Xoriat are common in the Shadow Marches, but rare elsewhere. The effects of a Xorian manifest zone are rarely as dramatic as the alien attributes of the plane itself. However, manifest zones may convey one or more of the universal properties of the plane. The most common is the Dangerous Revelations property. People who linger in a Xorian zone often find alien concepts creeping into their brains, instilling strange beliefs, or twisting their sense of reality. These zones can easily produce cults of the Dragon Below; in the Shadow Marches, the Gatekeepers struggle to keep people out of these zones, while Marcher cultists consider them to be sacred sites. Unpredictable Magic is another common property; such zones often have unnatural flora or fauna, but these effects are unreliable and change with each generation. The properties of Time Is an Illusion and Strange Reality are rare in manifest zones, and may not be active all the time; these effects might only become active when Lharvion is full, or when disturbing rituals are performed.

203 Chapter 5 | Planes of Existen c e TITHI LUADTHONG Coterminous and Remote The last time Xoriat was coterminous, the daelkyr brought their armies through the walls of reality and laid waste to the Empire of Dhakaan. The seals crafted long ago by the Gatekeeper druids keep the daelkyr bound in Khyber, but they also keep Xoriat from becoming coterminous. Xoriat’s remote phases have no known effect, and like Kythri, they’re unpredictable, though the phases tend to come and go far more slowly than Kythri’s do. There are no recorded instances of citizens of the Five Nations visiting Xoriat; most scholars believe that the Gatekeeper seals prevent all planar travel... though someone may have secretly built an eldritch machine in a manifest zone, perhaps incorporating illithid brains or the position of the moon Lharvion. What would happen if the adventurers stumbled on a cult of the Dragon Below just as the cult completes its sinister rituals? Xorian Artifacts The most common artifacts of Xoriat are the symbiont items created by the daelkyr. Examples of these living items can be found in chapter 7 of this book, as well as in chapter 5 of Eberron: Rising from the Last War. However, adventurers could stumble on artifacts brought to Eberron by the daelkyr in their great incursion—or relics even more ancient. One effect of Xorian items could be to twist time. On a minor level, this could explain the powers of a cloak of displacement; it always shows you a few seconds ahead of your current position. A more powerful artifact could allow travel through time, or reset time in a small region. Does the time tunnel allow a return trip, or are those who use it trapped on the other side? Xoriat is also known for granting maddening knowledge and physical transformation. Either of these effects could be reflected by supernatural gifts, as presented in chapter 7 of the Dungeon Master’s Guide. Here are a few examples: • The character’s blood is replaced with a sentient protoplasm that whispers to them while they sleep. It grants the benefits of a blessing of wound closure . • The character gains the blessing of understanding, but they also learn that any time they cast a spell, something dies. When they cast a cantrip, it might be a rodent or a bird. The more powerful the spell, the more significant the death. The caster will likely never see this effect occur, but they know that someone somewhere is paying the price for their magic... and worse, this might be true of all spellcasters. • The character gains the blessing of Valhalla. The spirit warriors it summons are friends of the caster, plucked from the future; the character may not have met all of them yet, but they’re people who the character knows or will know. They’re returned to the future in an hour or when they drop to 0 hit points... in which case they may die upon being returned to their own time. Xorian Stories The seals of the Gatekeepers make Xoriat one of the more difficult planes for adventurers to reach. However, a trip to Xoriat would be a revelatory adventure. Interactions with the denizens of Xoriat are largely limited to the cults of the Dragon Below and the servants of the daelkyr. However, there are a few ways the plane could spawn adventures. Planar Patron. A warlock with a Great Old One patron could say that their patron isn’t simply a daelkyr; rather, it’s one of the Powers of the Void within Xoriat itself. Such contact is unprecedented—what is the nature of this connection? It may be that the Power doesn’t converse with the warlock, but rather downloads knowledge directly into its mind. A disturbing possibility is that the warlock isn’t supposed to be receiving this information; the knowledge stream could be intended for a powerful mind flayer, but the warlock has become linked to this psychic channel. This could provide information about the plans of the illithid’s cult, but can the warlock do anything about it? A Glimpse of the Future. When the adventurers interfere with a ritual of a cult of the Dragon Below, they find themselves three years in the future... and something has gone terribly wrong. Perhaps the Mourning has spread and consumed Breland. Maybe the overlord Sul Khatesh has broken her bonds; under her rule, the warlock-knights of Aundair are conquering the Five Nations. The adventurers must find a way back to their own time—after they learn how to keep this future from coming to pass. Whispers in the Woods. While the adventurers are in a Xorian manifest zone fighting a cult of the Dragon Below, one of the characters receives a revelation: Merrix d’Cannith will destroy the world in two years. Does it provide any additional information or just this one absolute fact? The character knows that this is the truth... but is this an actual glimpse of the future, or is it luring the character down a dark path?

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205 CAROLINA CESARIO The dwarf muttered to himself as he scaled the imposing cliff. “‘It’s the plane of nature, Rusty!’ ‘It’ll be a vacation, Rusty!’ Well, this is the worst vacation I evaaaaaaaa—” Dela was already drawing her wand even as her companion began to fall. Her fingers tightened around Rev’s shoulder plating as she considered her options. Rusty was tied to the warforged, but his full weight on the rope could dislodge Rev and send them all tumbling down. In her mind, she pictured the threads of gravity pulling the dwarf down, then reshaped the pattern with her thoughts, weaving the threads into a malleable platform. “—aaaaoOOF!” Impact with the disk knocked the wind out of Rusty, but he wasn’t seriously injured. Dela rotated her wand, reeling in the threads of gravity and pulling the platform toward her. He sat up, glancing around. “Well, this is an improvement. Couldn’t you have done this earlier? Saved my shoulders?” “I didn’t want to waste the energy,” Dela said, struggling to maintain her concentration. “Why not? Don’t you think we’ve done enough climbing for a day? Or a lifetime?” Rev finally reached the top of the cliff. Digging his steel fingers into the soil, he pulled himself, Dela, and Gentle onto the plateau. Dela looked around... and then looked up. The plateau was dominated by a single massive tree—an oak taller than any of the towers of Sharn. Dela could see an airship nestled in the branches, like a child’s discarded toy. It was the Storm’s End. And they needed to reach it. Adventurers in Eberron can come from the depths of the oceans, the four corners of the world, and the planes beyond it. While exploring Eberron, you might lay claim to a Dhakaani artifact or bond with a daelkyr symbiont. This chapter provides unique options for player characters, designed to reflect the rich lore, diverse races, and vibrant cultures of Eberron. Backgrounds This section provides background options for changelings, Dhakaani goblinoids, and malenti, reflecting the unique heritage of these races. Changeling Traveler You’re an urban nomad, wandering from city to city, a force for change—much like the Traveler who bestowed you with your supernatural gifts. You spent your childhood traveling with your family, using your abilities to evade your enemies and ensure the single-skins give you whatever you need. Your family is part of a wider network of changeling clans, and you can take advantage of the havens, traditions, and personas your people have sowed across the lands. Most travelers are changelings. If you’re not a changeling, you were born to a changeling parent and grew up around them; you may even use a disguise kit or illusion magic to mimic their abilities. As a traveler, you’re most comfortable on the move and dislike staying in any one place for too long. Your people’s traditions predate the laws of Galifar, and you have little attachment to any concept of nation or property; your first loyalty is to your family and your friends. Some travelers ignore the laws of the Five Nations, or even see tricking single-skins as a sport and enjoy defying them. However, most respect the people around them; if they acquire an item from a single-skin, they’ll compensate with something of equal value. Some sow chaos in the name of the Traveler, while others seek to understand people and serve as a bridge between cultures. What path do you follow? Skill Proficiencies: Deception, Insight Tool Proficiencies: Thieves’ tools Languages: Skin cant (see below). Equipment: A shiftweave garment (capable of shifting between five different outfits), one trinket of special significance, and a belt pouch containing 5 gp. Fledgling Persona Personas are important tools for traveler clans. Every clan has a set of shared personas, identities that have an established role in a particular region. But these personas need to be refreshed over time, and it’s your duty to develop a new persona that can be useful to the clan. Over the course of your adventuring career, you’re expected to establish useful connections and build a positive reputation for this identity. You can select your persona from the Personas table or roll randomly, then add details to develop them into a unique identity. Personas d8 Persona 1 Traveling merchant 2 Charismatic outlaw 3 Itinerant tinker 4 Wandering priest 5 Investigative reporter 6 Bounty hunter 7 Grim mercenary 8 Beloved storyteller Shiftweave The finest glamerweave is produced by the gnomes of Zilargo and the mage-tailors of Aundair. But shiftweave was first made by the Children of Jes, and today the finest transmutertailors are found among the traveler clans and the settled changeling communities. Shiftweave is a common magic item that can shift between up to five embedded patterns. While this is an especially useful tool for the traveler who has a different persona for each town, it’s just as valuable for an agent of the King’s Citadel or an entertainer who’s shifting from a session at a common tavern to clothes suitable to perform at a palace. Basic shiftweave can be purchased from House Cannith, but if you want the finest quality and the smoothest transformation, you should find a tailor in Dragoneyes or Blackleaf. Chapter 6: Character Options

206 Chapter 6 | Character Options EVA WIDERMANN Language: Skin Cant As a traveler, you have learned a secret language that allows you to silently convey messages to fellow changelings. This is an exotic language that can only be “spoken” by changelings, though members of other species can learn to understand it. Skin cant uses shifting patterns of scars, tattoos, and pigment. This allows you to convey a short message—a concept that can be expressed in six words or less—to anyone who knows the language and who can see you. Typically the message is something you maintain as part of your appearance; for example, in crafting your image, you might add a pattern of scars that tells other changeling travelers, “I need help” or “Everything I say is a lie.” You can also use this language to have a conversation— typically by manifesting symbols on the palm of your hand— with someone who is within 60 feet and able to see you. The shifting patterns can be noticed by other observers within 60 feet; if you wish to keep the conversation discrete, you can hide it with a Charisma (Deception) check opposed by the observer’s Wisdom (Perception or Insight) check. If you fail, it means the observer notices your shifting patterns, though they don’t understand the meaning unless they also know skin cant. Feature: The Right Face for The Job Traveler clans use well-established personas to secure shelter and information wherever they go. This could be a priest who will receive sustenance at the local temple, a folk hero who will be sheltered by the common people, or a veteran soldier who can always get a bed at the local garrison. When you’re approaching a new community, work with the DM to determine if there could be a persona with roots in that place; as long as you play that role, you can usually obtain modest food and lodging and gain access to local gossip. In addition, when you encounter other members of your clan, you can ask them for help or information, provided this doesn’t place them at risk. However, this is a two-way street; if another member of your clan approaches you with a reasonable request, you’re expected to provide assistance. Suggested Characteristics While changeling travelers can be tricksters and agents of chaos, others strive to support strangers and have a positive influence wherever they go. Are you a charming scoundrel, a devotee of the Traveler, or just trying to stay out of trouble? Personality Traits d8 Personality Trait 1 I love people and seek the stories of each stranger I meet. 2 I embrace all beliefs, trying a new religion every few days. 3 I feel obliged to humiliate arrogant and entitled people. 4 Whenever I come to a new place, I collect local rumors and spread gossip. 5 I thrive on change and hate standing still. 6 I don’t just want to defeat my enemies; I want to make them look foolish. 7 I’m always looking for weaknesses in others to exploit. 8 I love uncovering secrets, whether arcane lore or mere gossip. Ideals d6 Ideal 1 Freedom. I go wherever I please and don’t let rules or laws limit my actions. (Chaotic) 2 Survival. I will do whatever it takes to ensure the survival and prosperity of myself and the people I care about. (Neutral) 3 Empathy. I try to understand everyone that I meet, to imagine what it would be like to live their lives. (Good) 4 Change. We should challenge every tradition and always strive for innovation. (Chaotic) 5 Predator. Anyone I can deceive deserves their fate. (Evil) 6 Knowledge. Secrets are the only currency that matters. (Any) Bonds d6 Bond 1 Someone died saving my life, but they live on through me as one of my personas. 2 I’ve inherited the persona of a great folk hero, but I’m afraid I can’t live up to their reputation. 3 I’ve inherited a persona that’s become known as an infamous villain, and I’m determined to redeem the identity. 4 My family was betrayed by a rival changeling clan, and I’m determined to avenge them. 5 I joined a criminal gang to learn useful skills, then abandoned the identity; I still care about my old comrades, but I’m afraid to go back. 6 I embarrassed a powerful noble I once served; their hired thugs are looking for me, but someone I love is still in their employ. Flaws d6 Flaw 1 I don’t really understand the concept of “personal property.” 2 I consider a good story to be more important than the truth, and I’ll always add a little flair. 3 I’m suspicious of everyone and everything. 4 I live in the moment and never plan for the future. 5 If someone wrongs me, I won’t rest until I’ve taken revenge. 6 It’s difficult for me to be honest, even with my closest friends.

207 Dhakaani Goblinoids This section presents two variant background features that are designed be used with the Customizing a Background rule in chapter 4 of the Player’s Handbook. If your DM allows it, you can use any background you wish as a base, then substitute Goblin Hospitality or Uul Dhakaan for its standard background feature. Background Feature: Goblin Hospitality Over the last few decades, the Khesh’dar have established safe houses and agents in many of the major cities of Khorvaire. In addition, many modern goblins are keen to hear tales of ancient Dhakaan and are happy to trade a meal for a story or song. You can find a place to hide, rest, or recuperate in any sizable community of goblins. They’ll shield you from the law or anyone else searching for you, though they won’t risk their lives for you. Background Feature: Uul Dhakaan You have an especially strong connection to the Uul Dhakaan, the dream of the Dhakaani Empire. You are more likely than most to remember your dreams, and you may have a mentor who offers you guidance; this could be the memory of an ancestor or fallen hero, or a living uul’kala bard. Whenever you take a long rest, there’s a chance you’ll receive a vision, a mission, or a clue about your current situation. Malenti You were born a sahuagin in the Eternal Dominion of the Thunder Sea, but ritual magic and the blood of the kar’lassa allowed you to consume and replace a surface dweller. You can never regain your original form; for all intents and purposes, you are who you appear to be. You’re physically indistinguishable from them, and you have enough of their memories to fool even their family and friends. But you have the mind of a sahuagin, and you’re loyal to the Dominion. As a malenti, the first question is why the Dominion chose to replace this particular person, and how your mission relates to your activities as an adventurer. It’s possible that your only mission is to observe the dryskins and occasionally provide information to a sahuagin spymaster, or you might have a specific goal that drives your actions during your adventures. The Suggested Characteristics tables provide information about your mission. You’re physically identical to the creature you appear to be; you are an elf, or a kalashtar, or whatever race you replaced. It is up to you and your DM to decide how widespread malenti are in Khorvaire. It could be that the Dominion has placed many malenti in the Five Nations, or you might be one of the first. If this is the case, you may be the first malenti to duplicate a creature of this particular race or species. This could be particularly interesting with a kalashtar—you’ve inherited the spiritual bond with a quori, but what does that mean for you? Will the tie to the alien spirit change you? Similarly, if you possess a dragonmark, it seems to function normally, but will there be strange consequences in your future? It’s possible that your abilities reflect additional Dominion magebreeding or skills from your sahuagin side. If you’re a barbarian, does your rage reflect the blood frenzy of the sahuagin? If you’re a sorcerer, is spellcasting a gift your victim already possessed, or is it the result of sahuagin modification? And how has the integration of the new personality affected you? Are you still a true sahuagin, devoted to the Dominion? Or are the victim’s memories and experiences causing you to question your mission? Skill Proficiencies: Deception, Insight Tool Proficiencies: Thieves’ tools, poisoner’s kit, or forgery kit Languages: Sahuagin Equipment: A seashell, a set of traveler’s clothes, and a purse containing 30 gp, which can be used on equipment needed to match your victim’s identity Tour of Duty As a malenti, you’ve stolen the identity of a surface dweller. But when did this occur? How long have you been playing this role, and how comfortable are you with it? d6 Tour of Duty 1 You replaced your victim in their youth, and have a wellestablished relationship with family and friends. 2 You replaced your victim during the Last War, and may have fought in some of the battles yourself. 3 Your victim was lost at sea years ago and presumed dead; you have only just “miraculously” returned. 4 Your victim’s parents or siblings also been replaced by malenti, and are serving as spies in a major city. 5 You replaced your victim only a month ago, as they returned from a trip to Stormreach. 6 You replaced your victim a year ago, but the circ*mstances were difficult and some of your old acquaintances are still suspicious. Feature: Stolen Identity As a malenti, you’ve assumed the identity and memories of a dryskin, and this provides you with the benefits of their position. Choose one of the following background features: By Popular Demand (entertainer), Criminal Contact (criminal), Military Rank (soldier), Position of Privilege (noble), or Shelter of the Faithful (acolyte). Once made, you cannot change this choice. This is who you are now, and the background feature suggests what people will expect of you. If you have Shelter of the Faithful, it’s because you’ve taken the place of an acolyte, and people of your assumed faith expect you to live up to that role. Suggested Characteristics Malenti are deep cover spies. Becoming a malenti means sacrificing the sahuagin world you’ve known your whole life; it requires strong will and devotion. But malenti are a blend of sahuagin spy and the person they appear to be; they still have the memories and the mannerisms of the victim, and this can cause the sahuagin personality to erode or evolve. Variant Feature: Aquatic Adaptation If your character has the malenti background, your DM may allow you to select this background feature instead of Stolen Identity. Your assumed form has no particular reputation or influence. But you were magebred to operate both above and below the water, and possess the ability to breathe underwater. This is granted by gills set along your ribs, which are clearly not normal for your apparent species. If your torso is exposed, this will certainly draw attention.

208 Chapter 6 | Character Options KRISTÓF KÖTELES Personality Traits d8 Personality Trait 1 I love to eat and I’m always eager to try new forms of food and drink. 2 I express many concepts using aquatic metaphors. 3 I won’t indulge weakness, especially in myself. 4 When it comes to romance, I’m a fish out of water. 5 I’m insatiably curious and always asking questions. 6 I love the water and never pass up a chance for a swim. 7 I’m always taking notes on the people I meet and things I see. 8 I consider the people of Khorvaire to be primitive barbarians. Even though I’m one of them. Really. Ideals d6 Ideal 1 Victory. I’ll use any means necessary to defeat my enemy. (Neutral to Evil) 2 The Mission. My mission means more to me than my friends or my life. (Lawful) 3 Strength. Life is a struggle, and only the strong will survive. I must be strong. (Any) 4 Commitment. Once I commit to a task, I always see it through. (Lawful) 5 Knowledge. I’ve given up my previous life to gain information for my people. (Neutral) 6 Victim’s Ideals. I find myself drawn to the ideals of my victim, which could include strange ideas of honor or compassion. (Any) Bonds d6 Bond 1 I need to learn as much as possible about the nations and cultures of the surface. 2 I’m supposed to protect and observe one of the other player characters, but I don’t know why. 3 I’m searching for information on one of the fiendish overlords and fighting its agents. 4 I want to study all ancient surface civilizations, like the giants, demons, and goblins. 5 I want to study the magical capabilities of the Five Nations and to investigate the Mourning. 6 I’m interested in manifest zones and planar exploration. Flaws d6 Flaw 1 I don’t understand the concepts of charity or mercy. 2 I have trouble expressing gentle emotions. 3 I view everyone as a possible enemy and am always considering ways to defeat them. 4 I often need to help my victim’s family or friends. 5 I feel torn between my loyalty to the Dominion and the values of my victim. 6 I’ve inherited the consequences of my victim’s terrible mistakes. Races Heroes can emerge from any corner of the world. This section provides races and subraces that reflect many unique races and cultures of Eberron: aasimar tied to Eberron’s planes and religions; the elves of Aerenal; the dar of the Kech Dhakaan; the gnolls of the Znir Pact, and the ruinbound dwarves that have recently appeared in the Mror Holds. If your DM allows it, you can play one of these racial options. Aasimar These rare humanoids aren’t a race of their own. Rather, aasimar are individuals shaped by exposure to divine forces or the energies of the planes, as discussed in chapter 3. The following subraces reflect some of the unusual aasimar one might encounter in Eberron. Court Aasimar Traits Court aasimar appear among the elves of Eberron, and combine the celestial gifts of the aasimar with the long lifespan and fey blood of the elves. They have the aasimar traits from Volo’s Guide to Monsters, plus the traits below. Ability Score Increase. Your Dexterity score increases by 1. Age. You mature at the same rate as an elf, but you can live up to 1,000 years. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Trance. You don’t need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8hours of sleep. Extra Language. You can speak, read, and write Elvish. Guidance From the Past. Starting at 3rd level, you can use an action to draw on your connection to your ancestors. Misty tendrils flow around you, whispering advice only you can hear. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you gain advantage on all Wisdom checks and saving throws. Once you use this trait, you can’t use it again until you finish a long rest. Seeker Aasimar Traits Seeker aasimar draw divine power from their own blood. The aura of a Seeker aasimar can consume the life force of enemies, while sustaining those on the verge of death. They have the aasimar traits from Volo’s Guide to Monsters, plus the traits below. Ability Score Increase. Your Constitution score increases by 1. Shroud of Life and Death. Starting at 3rd level, you can use your action to awaken the power in your blood, causing a nimbus of crimson energy to flow out from you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed dim light in a 10-foot radius, and at the end of each of your turns, one creature within 30 feet of you takes necrotic damage equal to half your level (rounded up). In addition, if you or an ally within 30 feet drops to 0 hit points without being killed outright, you can use your reaction to preserve them, causing them to drop to 1 hit point instead. When you use this reaction, it ends your transformation early. Once you use this trait, you can’t use it again until you finish a long rest.

209 Chapter 6 | Character Options Variant: Fernian Aasimar If your aasimar’s powers flow from Fernia, you can use the the scourge aasimar subrace from Volo’s Guide to Monsters, but forgo the Celestial Resistance and Light Bearer traits, and instead use the following traits. Fernian Resistance. You have resistance to fire damage and necrotic damage. Shroud of Flame. When you use your Radiant Consumption trait, you deal fire damage instead of radiant damage. Spirit of Fire. You know the produce flames cantrip. Charisma is your spellcasting ability for it. Variant: Mabaran Aasimar If your aasimar’s powers flow from Mabar, you can use the the fallen aasimar subrace from Volo’s Guide to Monsters, but forgo the Healing Hands and Light Bearer traits, and instead use the following traits. Consuming Touch. As an action, you can make a melee spell attack against a creature within your reach. On a hit, the target takes necrotic damage equal to your level and you regain hit points equal to half the damage dealt (round up). Once you use this trait, you can’t use it again until you finish a long rest. Charisma is your spellcasting ability for this trait. Herald of Doom. You know the toll the dead cantrip. Charisma is your spellcasting ability for it Aereni Elves As an Aereni elf, you were born into a world shaped by magic and honed by tradition. Whether you have a keen mind or are driven by deep faith, you’ve spent your youth perfecting one of the skills prized by your ancestors. The Aereni elves are discussed in more depth in chapter 2. When you choose the subrace of your elf, you can choose Aereni elf, using the following rules to create your character. Aereni Elf Traits Aereni elves have the elf traits from the Player’s Handbook, plus the traits below. Ability Score Increase. Increase either your Intelligence or Wisdom score by 1. Aereni Expertise. Choose one skill or tool proficiency granted by your race, class, or background. Your proficiency bonus is doubled for any ability check you make using this chosen proficiency. Cantrip. You know one cantrip of your choice from the cleric or wizard spell list. Your spellcasting ability depends on the class you chose: Wisdom for cleric or Intelligence for wizard. Ruinbound Dwarves The Doldarun dwarves say that any contact with the Realms Below corrupts the Mror. There’s one recent development that supports their argument—the occasional birth of ruinbound dwarves among the Mror clans. The ruinbound dwarf is born with a personal symbiont—an unnatural entity bound to the child. Unlike most symbionts, this entity cannot be separated from its host, and the two are permanently fused. Many ruinbound dwarves have additional disturbing mutations; you can roll on the Ruinbound Mutations table for ideas, or create your own. These secondary mutations are disturbing, but they don’t change the rules of how that character is played or grant mechanical benefits. For example, even if a ruinbound dwarf seems to have no eyes, their vision uncannily works as well as any other dwarf, though it defies logic. Ruinbound Mutations d8 Mutation 1 Unnatural Hair. Is your hair an unusual color? Ectoplasmic in nature? Does it move of its own accord? 2 Unusual Skin. Is your skin transparent? Slick? An unnatural color? 3 Aberrant Eyes. Are your eyes luminous? Invisible? Do they resemble the eyes of an animal, or are they seemingly absent? 4 Strange Appetites. Do you prefer your food charred? Do you eat flowers, or can you only eat living things? 5 Living Tattoos. You appear to have exotic tattoos across your body. They slowly and constantly change, and you have no control over the design. Do they show images or words, or are they incomprehensible? 6 Ageless. The passage of time affects your appearance differently than others. Do you appear old beyond your years, or look surprisingly young no matter your age? As you grow older, do you look younger? 7 Inexplicable Hearing. You have no visible ears, yet you can hear clearly. Does sound feel different to you? How do you experience it? 8 Extra Joints. You have one or more extra joints. Is it just an unusual joint in your fingers, or can you bend your entire leg backward? To date, no one knows the origin or purpose—if any—of the ruinbound dwarves. Doldarun asserts that they are children corrupted by Dyrrn in the womb, tools of the daelkyr waiting to be activated. The sages of Clan Narathun say that they may indeed be the result of strange forces emanating from the Realm Below, but there’s no evidence that the children have any direct tie to the daelkyr or that they’re drawn to malefic actions. Regardless of the truth, ruinbound dwarves

210 Chapter 6 | Character Options DEAN SPENCER patron, an active sentience within you—and if you help it grow, it promises you greater powers. While others might fear them, ruinbound dwarves aren’t innately evil. In creating a ruinbound character, talk with your DM about where you’d like your story to go. Do you want to be faced with the threat of corruption? Is it possible that Dyrrn does have plans for you? Or do you want to be a true hero despite your seemingly sinister features? Ruinbound dwarves have the dwarf traits from the Player’s Handbook, plus the traits below. Ruinbound Traits If you are a ruinbound dwarf, you have this subrace, with the following traits. Ability Score Increase. Your Charisma score increases by 1.While your symbiont may be physically disturbing, you have a strong personality and mysterious charm. Personal Symbiont. You are bound to an alien entity. It’s part of your body and can’t be removed. Your symbiont possesses a minor supernatural ability, which it can use on your behalf. Choose a cantrip from the following list: acid splash, guidance (self only), infestation XGE, light, mage hand, poison spray, ray of frost. As long as your personal symbiont is fully exposed, you can cast that cantrip. You can choose to conceal the symbiont, but you can only cast the cantrip you gain with this trait while it’s exposed. When you finish a long rest, you can mutate the symbiont, gaining different benefits; when you do so, you can select a different cantrip from this list. Charisma is your spellcasting ability for this cantrip. Work with your DM to determine the appearance of your symbiont. It is organic and clearly alien, and when you cast a cantrip with this trait, it should be obvious that the symbiont is the source. A symbiont that casts mage hand could be a thin tentacle or an ectoplasmic insect that emerges from your body and performs the action. An eyestalk protruding from your shoulder could grant you guidance as it studies the situation and telepathically advises you—or it might blast your enemies with a ray of frost. Infestation could reflect a cloud of insects always hovering around you. Symbiont Mastery. You can attune to one magic item that has the Symbiotic Nature property without using an attunement slot. In addition, after you finish a long rest, you can end your attunement to a magic item that has the Symbiotic Nature property. Dhakaani Ghaal’dar (Hobgoblins) Dhakaani hobgoblins are known as ghaal’dar, “mighty folk”— not to be confused with the Ghaal’dar tribes that dominate Darguun. The ghaal’dar are soldiers, scholars, and leaders, valued for their versatility and their vision. Your ghaal’dar character has the following traits. Ability Score Increase. Your Constitution score increases by 2. Age. Ghaal’dar mature at the same rate as humans and have lifespans similar to theirs. Size. Ghaal’dar are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. 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. Discipline. You have advantage on saving throws against being charmed. Languages. You can speak, read, and write Common and Goblin. are a recent development. The first ruinbound children were born thirty years ago, and traditionally, dwarves aren’t even considered to be adults until their fiftieth year; however, ruinbound children mature surprisingly (some say unnaturally) quickly. Ruinbound dwarves are quite rare and can be born to dwarves of any bloodline. The Mror still don’t know what to make of them, though their attitude toward symbionts generally mirrors that toward ruinbound dwarves. The Doldarun dwarves are hostile to any ruinbounds that come to their land, and claim that ruinbound children are never born in their clan; while that’s a possibility, there are also rumors of Soldorak agents among the Doldarun that spirit away these infants to a clan that celebrates them, lest they meet a darker fate. The Droranath and Toldorath clans are curious, but they won’t necessarily ostracize ruinbound dwarves. Soldorak and Narathun families might embrace a ruinbound child—but they also might reject them out of fear that other clans could use them to paint the entire family as corrupted. In creating a ruinbound character, you need to decide how you were received, reflected by your background. Are you an urchin or an outlander, having made your own way after being rejected by your family? Are you a charlatan or a criminal, forced down a dangerous path by the fears of those around you? Or might you be a noble, treasured by your family despite—or because of—your condition? You can play a ruinbound dwarf by building a character with the dwarf subrace presented below. As a ruinbound dwarf, you could also choose to attribute your class abilities to your symbiont or your unnatural nature. As a sorcerer, your spellcasting could be channeled through your symbiont or other mutations. Any class with Unarmored Defense could present it as being tied to a physical mutation; if you’re a barbarian, your rage could manifest as an active transformation. If you’re a ruinbound warlock, you could say that your symbiont is your

211 Chapter 6 | Character Options Subrace. Within the Dhakaani caste system, young ghaal’dar are trained to fulfill one of two roles. Guides are diplomats and scholars, while soldiers are devoted to war. Choose a subrace for your ghaal’dar character. Guide As a guide, possibly a duur’kala bard, you’ve been trained to lead your people. Ability Score Increase. Either your Intelligence or Charisma score increases by 1 (your choice). Lead By Example. If you fail an ability check or saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest. The Guiding Arts. You have proficiency in two of the following skills of your choice: History, Medicine, Performance, or Persuasion. Soldier As a soldier, you’ve drilled in the art of war since childhood. Ability Score Increase. Either your Dexterity or Strength score increases by 1 (your choice). Strength in Unity. If you miss with an attack roll or fail a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (Maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest. The Arts of War. You have proficiency in two of the following skills of your choice: Athletics, Intimidation, Perception, or Survival. Dhakaani Golin’dar (Goblins) Dhakaani goblins are known as golin’dar, “quick folk.” They reproduce and mature faser than other dar, and form the bulk of the labor force in Dhakaani society. This includes menial labor, agriculture, food preparation, and skilled craftwork. Though ghaal’dar are the primary smiths of weapon and armor, most other manufacturing is done by the golin’dar. While this work may be less dramatic than the martial paths of the ghaal’dar and guul’dar, it’s vital to survival and the golin’dar are respected for their contributions. Other golin’dar take a different path, that of the Khesh’dar, the Silent Folk who live in the shadows of the empire. Your golin’dar character has the following traits. Ability Score Increase. Your Dexterity score increases by 2. Age. Golin’dar reach adulthood at age 8 and live up to 60 years. Size. Golin’dar are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small. Speed. Your base walking speed is 30 feet. 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. Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. Languages. You can speak, read, and write Common and Goblin. Subrace. Within the Dhakaani caste system, young golin’dar are trained to fulfill one of two roles. Artisans are clever laborers, while the Khesh’dar are trained to serve as spies, scouts, and assassins. Choose a subrace for your golin’dar character. Artisan As an artisan, you’ve learned a trade. But beyond that, your training has helped to sharpen your wits and hone your instincts. Ability Score Increase. Your Intelligence score increases by 2. Basic Training. You have proficiency with one artisan’s tool of your choice. Khesh’dar As one of the Silent Folk, you’ve received extensive training in the arts of stealth. This work has also sharpened your senses and focused your will. Ability Score Increase. Your Wisdom score increases by 1. The Silent Arts. You are proficient in the Stealth skill. Your proficiency bonus is doubled for any ability check you make using that skill. Dhakaani Guul’dar (Bugbears) Dhakaani bugbears are known as guul’dar, “strong folk,” and are celebrated for their strength and courage. They help perform heavy labor where strength is required, but most yearn to prove their mettle on the battlefield, risking their lives to earn the glory known as atcha. Your guul’dar character has the following traits. Ability Score Increase. Your Strength score increases by 2, and either your Dexterity or Constitution score increases by 1 (your choice). Age. Guul’dar reach adulthood at age 16 and live up to 80 years. Size. Guul’dar are between 6 and 8 feet tall and weigh between 250 and 300 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. 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. Brave. You have advantage on saving throws against being frightened. Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Stand by the Strong. When an ally within 30 feet of you that can see you fails a saving throw against becoming frightened, you can use your reaction to allow it to reroll the saving throw. Languages. You can speak, read, and write Common and Goblin. Gnolls Centuries ago, the gnolls of the Znir Pact turned their backs on the worship of fiends, resolving to live as free people. Chapter 4 discusses their role in Droaam and across the land of Khorvaire. Your gnoll character has the following racial traits. Ability Score Increase. Your Constitution score increases by 1. In addition, either your Strength or Dexterity score increases by 2. Age. Young gnolls grow with uncanny speed. A gnoll is capable of fending for itself after only a few months, and is considered an adult at 5 years of age. Gnolls live to be around 30 years old. They remain vigorous until the end; death by old age is marked by a catastrophic decline over a space of a few days. Many believe this unusual lifecycle is tied to the supernatural origins of the gnoll. Size. Gnolls are between 7 and 8 feet tall and weigh between 250 to 320 pounds. Your size is Medium.

212 Chapter 6 | Character Options OLIE BOLDADOR Speed. Your base walking speed is 30 feet. 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. Bite. Your teeth are natural weapons, which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Hunter’s Senses. You gain proficiency with one of the following skills of your choice: Perception, Stealth or Survival. Rampage. On your turn, when you make an unarmed strike using your bite attack or reduce a creature to 0 hit points with an attack, you can use a bonus action to move up to half your speed and make a weapon attack or bite attack. Languages. You can speak, read, and write Gnoll, and your choice of either Common or Goblin. Gnoll Names The most important identifier for a Znir gnoll is its whoop. While deceptively short, a whoop includes a range of ultrasonic inflections that indicate clan, a personal identifier, and a suggestion of family affiliation (the Znir trace lineage through the mother). Because it’s impossible for most nongnolls to properly replicate a whoop, gnolls also use contract names—names intended to be used with clients and other outsiders. There is a basic structure of contract names used by all gnolls; the inflection of the name indicates gender, though few people recognize this if they don’t speak Gnoll. The Znir typically attach clan name to a formal introduction: “Ghyrryn Barrakas, Znir.” Gnoll Contract Names: Dagnyr, Dhyrn, Ghyrryn, Gnasc, Gnoryc, Gnyrn, Gnyrl, Hyrn, Lhoryn, Lhyr, Lhyrl, Mognyr, Myrl, Sorgnyn, Thyrn, Toryc, Yrgnyn, Yrych Racial Feats These feats reflect cultural traditions and unique capabilities tied to the races discussed in chapter 2. These feats can be used with the optional Feats rule from chapter 6 of the Player’s Handbook. Each feat is associated with a particular race, as summarized in the Racial Feats table. For example, the Changeling Metamorphosis feat builds on a changeling’s innate shapeshifting ability, so a human can’t benefit from it. Racial Feats Race Feat Changeling Changeling Metamorphosis Changeling Focused Personas Elf (Aereni) Aereni Halflife Kalashtar Quori Bond Kalashtar Thoughtsinger Shifter Superior Shifting Warforged Envoy Specialist Warforged Juggernaut Plating Aereni Halflife Prerequisite: Elf (Aereni) You’ve undergone rituals that bind you to Irian and the Undying Court. Many who undergo this process have a desiccated appearance, similar to a mummy; it’s up to you whether you are affected in this way. Regardless of your appearance, you gain the following benefits: • Increase your Intelligence or Wisdom score by 1, to a maximum of 20. • You gain resistance to necrotic and radiant damage, and you have advantage on death saving throws. • If you cast a spell that deals necrotic damage, you can choose to have it inflict radiant damage instead. Changeling Metamorphosis Prerequisite: Changeling Your ability to shapechange is more than skin deep. Increase your Constitution score by 1, to a maximum of 20. In addition, when you use your Shapechanging trait, you can choose one of the following benefits, which lasts until you use your Shapechanging trait again. Some of these benefits require specific physical features, such as gills or claws, that can be seen by observers. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Darkvision. You adapt your eyes and gain darkvision with a range of 60 feet. Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes.

213 Chapter 6 | Character Options Focused Personas Prerequisite: Changeling You’ve developed personas that help you focus your talents. Work with your DM to define two unique personas —identities with distinct appearances and personalities. You gain the following benefits: • Increase your Charisma score by 1, to a maximum of 20. • Choose a tool and define a persona associated with it. While you are using your Shapechanging trait to assume the identity of that persona, you are proficient with that tool. If you are already proficient in it, your proficiency bonus is doubled for any ability check you make using that tool while assuming that persona. • Choose a skill you’re proficient in and define a different persona associated with it. While you are using your Shapechanging trait to assume the identity of that persona, your proficiency bonus is doubled for any ability check you make using that skill. Quori Bond Prerequisite: Kalashtar The quori are tied to emotions. The tsucora feed on fear. The hashalaq are master manipulators. The kalaraq are the nobility of nightmares. The du’ulora harness fury. Your bond with your quori spirit is unusually strong, and you can draw on a fraction of its power and instincts. When you choose this feat, choose your quori lineage: hashalaq, du’ulora, kalaraq, or tsucora. You gain the following benefits: • Increase your Wisdom or Charisma score by 1, to a maximum of 20. • Each quori lineage is associated with a particular skill. When you use that skill, you can roll 1d4 and add the number rolled to the ability check. • Each quori lineage is associated with a particular spell. You learn this spell and can cast it at its lowest level. Once you cast it using this feat, you can’t do so again until you finish a long rest. Your spellcasting ability for this spell is Wisdom or Charisma, chosen when you select this feat. Quori Lineage Skill Spell Du’ulora Intimidation crown of madness Hashalaq Persuasion suggestion Kalaraq Perception mind spike XGE Tsucora Intimidation wrathful smite* * when cast using this feat, deals 3d6 points of psychic damage Superior Shifting Requirement: Shifter You have a strong connection to the beast within, strengthening your body and your ability to shift. You gain the following benefits: • Choose one of the ability scores affected by your subrace’s Ability Score Increase. Increase this ability score by 1, to a maximum of 20. • When you use your Shifting trait, the transformation lasts for ten minutes, until you die, or until you end it as a bonus action. • You can use your Shifting trait one additional time. You regain all uses when you complete a short or long rest. Thoughtsinger Prerequisite: Kalashtar You have honed your telepathic abilities, allowing you to link to and guide your companions as a united group. You gain the following benefits: • Increase your Wisdom or Charisma score by 1, to a maximum of 20. • When using your Mind Link trait, you can maintain links to up to 6 creatures at a time. When you establish a link, you decide whether the linked creature can telepathically communicate only with you, or if they can telepathically communicate with all of the creatures you are linked to at once. Likewise, you can communicate with one specific creature, or you can communicate with all creatures you’re currently linked to. • If you can speak telepathically to an ally using your Mind Link trait, you can use the Help action to aid them in attacking a creature, even if you are more than 5 feet away from them. Envoy Specialist Requirement: Warforged You have modified your body to perform a specific task, integrating a tool directly into your body. You gain the following benefits. • Increase one ability score of your choice by 1, to a maximum of 20. • You gain proficiency with one tool of your choice. • Choose one of these tools you are proficient with that weighs 10 pounds or less: an artisan’s tool, forgery kit, herbalism kit, poisoner’s kit, thieves’ tools, or a musical instrument. You have a working model of this tool integrated into your body. It can’t be removed, and as long as you have a hand free, you can make use of the integrated tool. • Your proficiency bonus is doubled when you make ability checks using this integrated tool. Juggernaut Plating Requirement: Warforged Your armor is a part of you, strengthened by your life force. You gain the following benefits. • Increase your Strength or Constitution score by 1, to a maximum of 20. • When you use Integrated Protection to don light or medium armor, you can add your Constitution modifier to your Armor Class instead of your Dexterity modifier (to a maximum of +2 when using medium armor). • When you use Integrated Protection to don heavy armor, you have advantage on Strength saving throws and Strength (Athletics) checks to resist being knocked prone or moved against your will. • While it’s incorporated into your body, your armor can’t be targeted by any effect (such as heat metal or the antennae of a rust monster) against your will.

214 Chapter 6 | Character Options STORN COOK Class Options This section presents four archetypes for classes found in the Player’s Handbook, as well as two artificer specialists and a variety of artificer infusions for use with Eberron: Rising from the Last War. These subclasses highlight the vibrant cultures and unique races of Eberron. Some of the world’s most eccentric and brilliant innovators are Maverick artificers, pushing the boundaries of science and magic. The ancient traditions of renowned Dhakaani daashor live on in the Forge Adept artificers of today. The College of the Dirge Singer reflects the wisdom and brilliant leadership that Dhakaani duur’kala offer in both war and peace. The kalashtar’s psychic powers are honed in the Mind domain cleric. The Circle of the Forged allows a warforged druid to become a beast of steel. And the Living Weapon’s monastic tradition can be followed by warforged, shifter, changeling, or kalashtar—reflecting each race’s unique potential to harness their natural gifts. While most of these subclasses were developed with certain races in mind, they certainly aren’t limited to them. If there’s a compelling story—a Vadalis supersoldier magebred to become a Living Weapon, a Cannith heir using Circle of the Forged to represent a strange form of warforged lycanthropy—characters of any ancestry can make use of these subclasses. Subclasses Class Subclass Level Available Artificer Forge Adept 3rd Artificer Maverick 3rd Bard College of the Dirge Singer 3rd Cleric Mind Domain 1st Druid Circle of the Forged 2nd Monk Way of the Living Weapon 3rd Artificer: Forge Adept The daashor artificers of the Dhakaani Empire were the finest weaponsmiths in Khorvaire’s history, as discussed in chapter 4 of this book. As a Forge Adept, you carry on these ancient traditions, creating mystical weapons and armor, strengthening allies on the battlefield, and bringing down enemies with weapons imbued with your own soul energy. If you’re dar, you learned these techniques from the masters of your clan. Are you content to follow ancient traditions, or do you want to add your own innovations? If you’re not Dhakaani, did you learn these techniques from a daashor mentor? Did you steal this knowledge? Or are you replicating these traditions on your own? Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. Forge Adept Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Forge Adept Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. Forge Adept Spells Artificer Level Spell 3rd armor of Agathys, shield of faith 5th spiritual weapon, warding bond 9th beacon of hope, remove curse 13th death ward, fire shield 17th banishing smite, wall of force Battle Ready Beginning at 3rd level, you’re skilled in fighting side-by-side with your companions on the field of battle. You gain proficiency with martial weapons.Additionally, when you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. Ghaal’Shaarat At 3rd level, you learn to imbue a weapon with a fraction of your spirit. The Dhakaani daashors called this weapon the ghaal’shaarat, Goblin for “mighty blade.” Imbuing your ghaal’shaarat works like infusing an item, but does not count toward your maximum number of infused items. When you finish a long rest, you can touch a magic or nonmagical simple or martial melee weapon, which becomes your ghaal’shaarat. Once imbued, your ghaal’shaarat is a magic weapon that grants a +1 bonus to attack and damage rolls, unless the base weapon you imbued already grants a higher bonus. This bonus increases when you reach certain levels in this class, increasing to +2 at 8th level and +3 at 13th level. If the weapon you imbued has the thrown property, it returns to your hand immediately after it is used to make a ranged attack. Your ghaal’shaarat’s benefits remain until the weapon is destroyed or until you use this ability to imbue a new item with this power. Other creatures can’t benefit from your ghaal’shaarat’s powers, and to them, it functions as the unimbued weapon did. Extra Attack Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. Runes of War At 9th level, you gain the ability to enhance the weapons of your squad, targeting the damage to the weakness of your enemies. As an action, you can activate an aura that extends from you in a 30-foot radius. The aura moves with you, centered on you, and lasts for 1 minute or until your concentration ends (as if you were casting a spell). When you activate this aura, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Each

215 Chapter 6 | Character Options creature of your choice in the aura deals an extra 1d4 damage of the chosen type when it hits with a weapon attack. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses after a long rest. Perfect Weapon At 15th level, you learn how to imbue your ghaal’shaarat with additional power, and how to draw on it in time of need. The first time you attack with your ghaal’shaarat on your turn, you can transfer some or all of its bonus to your armor class, instead of using the bonus on any attacks that turn. For every 1 you reduce your attack and damage rolls by, you gain +1 to your AC. As long as you continue holding your ghaal’shaarat, the AC bonus remains in effect until the start of your next turn. Additionally, when you finish a long rest, you can select one of the following benefits. Until you finish your next long rest, you gain the selected benefit whenever you’re holding your ghaal’shaarat. • You have resistance to psychic damage, and you can’t be charmed or frightened. • You use your ghaal’shaarat to channel the elements. When you select this ability, select one of the following damage types: acid, cold, fire, lightning, or thunder. When you hit with your ghaal’shaarat, the target takes an extra 1d6 damage of the chosen type. Artificer: Maverick In the world of artifice, the Maverick is a jack of all trades and master of none. A Maverick is always experimenting with new designs, forever abandoning yesterday’s work in pursuit of a new obsession. While often dismissed by other artificers as eccentric amateurs, in their refusal to follow established tradition, a Maverick may stumble on remarkable breakthroughs—though their idiosyncratic techniques can rarely be replicated by others. Arcane Breakthroughs Starting at 3rd level, you gain amazing insights into spell effects beyond the reach of most artificers. Choose one of the following classes: bard, cleric, druid, paladin, ranger, sorcerer, warlock, or wizard. This class’s spells become part of your Breakthrough spell list. You can choose an additional class and add its spells to your Breakthrough spell list at 5th, 9th, 13th, and 17th levels. When you change your list of prepared artificer spells after a long rest, you can prepare an additional 1st-level spell. This spell must be from your Breakthrough spell list. When you reach certain levels in this class, you increase the number of Breakthrough spells that you can prepare. You can prepare an additional 2nd-level spell at 5th level, an additional 3rd-level spell at 9th level, an additional 4th-level spell at 13th level, and an additional 5th-level spell at 17th level. These prepared spells don’t count against the number of artificer spells you prepare. When you cast a spell you’ve prepared using this feature, it’s considered to be an artificer spell for you, and Intelligence is your spellcasting ability for it. When you swap a prepared Breakthrough spell for a new spell, you lose any ongoing benefits from having cast it (such as a steed summoned by find steed). Cantrip Specialist You excel at producing minor magical effects—and at abandoning your current projects to pursue new ideas. Starting at 3rd level you gain the following benefits: • You know one additional cantrip beyond what’s normally allowed for an artificer of your level. • When you finish a short rest (instead of when you gain a level in this class), you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list or your Breakthrough spell list. This cantrip is considered an artificer cantrip for you. Cantrip Savant Starting at 5th level, you continue to develop your talent for the simplest spells. You gain the following benefits: • When casting an artificer cantrip, you gain a +1 bonus to attack rolls and to your artificer spell save DC unless your spellcasting focus grants a higher bonus. This bonus increases when you reach certain levels in this class, increasing to +2 at 9th level and +3 at 15th level. • As an action, you can replace an artificer cantrip you know with a different cantrip from the artificer spell list or your Breakthrough spell list. Once you use this feature, you can’t use it again until you finish a long rest. Superior Breakthroughs Starting at 9th level, when you cast one of the spells you prepared with Arcane Breakthroughs, you can do so as if the spell was cast using a spell slot two levels higher than the spell slot you expend. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all expended uses after you finish a long rest. Work in Progress Starting at 9th level, you can ready half-formed projects for easy completion when needed. As an action, you can replace any prepared artificer spell with any other spell from the artificer spell list, which then counts as a prepared spell for you. Once you use this feature, you can’t use it again until you finish a short or a long rest. Final Breakthrough At 15th level, you gain one additional spell slot of each spell level you can prepare. These spell slots can only be used to cast the bonus spells granted by your Arcane Breakthroughs. As you gain levels in this class and are able to prepare 5th-level artificer spells, you gain an additional spell slot of that level. Artificer Infusions This section contains additional infusion options for use with all artificer specialties. Bane Weapon Prerequisite: 6th-level artificer Item: A simple or martial melee weapon (requires attunement) This magic weapon grants a +1 bonus to attack and damage rolls made with it. When you infuse this item, choose one of the following creature types: aberration, beast, celestial, dragon, fiend, giant, or undead. The weapon has 4 charges. When the wielder hits a creature of this type with the weapon, they can expend 1 charge and inflict an additional 2d6 damage of the weapon’s type with the attack. The weapon regains 1d4 charges daily at dawn.

216 Chapter 6 | Character Opti ons OLIE BOLDADOR Forti f y D e fense Prerequisite: 6th-level artificer Item: A suit of armor (requires attunement) A creature gains a +1 bonus to Armor Class while wearing this armor. The armor has 4 charges. As a reaction when the wearer suffers a critical hit, they can expend 1 charge and count that hit as a normal hit instead. Any effects triggered by the critical hit are negated. The armor regains 1d4 expended charges daily at dawn. Healing Salve Item: A jar of lotion You can apply this magical salve to heal the wounds of you or your companions.The healing salve has 4 charges. As an action, you can expend one charge and touch a creature, healing that creature a number of hit points equal to 1d6 + your Intelligence modifier. The salve regains all expended charges daily at dawn. Quiver of Energy Prerequisite: 6th-level artificer Item: A quiver (requires attunement) When you infuse this item, choose one damage type: cold, fire, lightning, or poison. The first time each turn that the bearer hits a target with a weapon attack using ammunition drawn from this quiver, the attack deals an extra 1d6 damage of the chosen type. Resistance Breaker Item: A simple or martial melee weapon This magic weapon has 5 charges. When the wielder hits a creature, they can expend 1 charge to negate all of that creature’s damage resistances until the end of the wielder’s next turn. The weapon regains 1d4+1 charges daily at dawn. Silent Weapon Item: A simple or martial ranged weapon This magic weapon grants a +1 bonus to attack and damage rolls made with it. When the wielder is hidden from a creature and misses it with a ranged weapon attack made with this weapon, making the attack doesn’t reveal the wielder’s position. Replicate Magic Item: Additional Items Chapter 7 presents new magic items from the world of Eberron. When you learn the artificer infusion Replicate Magic Items, rather than replicating an item from the tables in Eberron: Rising from the Last War, you can choose to replicate an item from the “Common Magic Items” section of chapter 7, or an item from the following table. Magic Item Artificer Level Attunement Tools of the Master +1 2nd Yes Final Messenger 6th No Gloves of Storing 6th No Tools of the Master +2 10th Yes A DM might also allow certain characters to replicate other magic items from chapter 7 (for example, a Dhakaani artificer might replicate an uul’kur, or an artificer with the Mark of Warding might replicate a manor key), at a level of the DM’s choosing. Bard: College of the Dirge Singer Bards of the College of the Dirge Singer are trained to inspire their people and direct soldiers on the battlefield. Students of both history and war, dirge singers use tales of past glory and their knowledge of great victories to inspire their allies and provide keen strategic insight, directing allies to strike when enemies are weak. This ancient tradition was developed in the Empire of Dhakaan, and is largely unknown beyond the goblinoids of the Kech Dhakaan. The duur’kala—Goblin for dirge singer— are the historians, diplomats, and spiritual leaders of the empire. Duur’kala are discussed in more detail in chapter 4 of this book. If you’re not one of the dar, consider how you came to learn this tradition. Did you train with a ghaal’dar mentor? Or did you find your own path to these techniques? Broad Inspiration When you join the College of Dirge Singers at 3rd level, you learn to strengthen the hearts of your troops and stir them to greatness. You learn the guidance cantrip, which is considered a bard spell for you, but doesn’t count against your number of cantrips known. Additionally, as a bonus action, you can expend one use of your Bardic Inspiration to inspire multiple allies. When you do so, choose two creatures within 60 feet of you that can hear you. Each creature gains one Bardic Inspiration die. Your Bardic Inspiration die does not change at 5th level, but remains a d6; it becomes a d8 at 10th level, and a d10 at 15th level. Keeper of H i story Also at 3rd level, you gain proficiency in either History or Performance. If you are already proficient in both of these skills, you gain proficiency in one of the following skills of your choice: Arcana, Intimidation, or Persuasion. In addition, choose either History or Performance. Your proficiency bonus is doubled for any ability check you make that uses that skill. Commanding Voi c e Starting at 6th level, you excel at inspiring and directing soldiers in battle. When a creature that has a Bardic Inspiration die from you takes the Attack action on its turn, you can use your reaction to allow it an additional weapon attack. The creature rolls the Bardic Inspiration die, adding the number rolled to its weapon damage roll. Master Commander Starting at 14th level, you unflaggingly maintain the spirits and discipline of your unit. During your turn, you can use Countercharm as a bonus action. When you start a Countercharm performance, if any creature that gains its benefit is currently charmed or frightened, it can immediately make another saving throw against the effect that imposed the condition. In addition, when a creature that gains the benefit of your Countercharm performance makes an ability check or saving throw, it can roll a d4 and add the number rolled to the ability check or saving throw.

217 Chapter 6 | Character Options Cleric: The Mind Domain This path blends divine devotion and psychic power. The forces tied to the Mind domain teach followers that the mind is the greatest tool and the mightiest weapon in creation. A cleric of the Mind domain learns to harness their own mental power, then uses this gift to protect the faithful and smite enemies. In Eberron, the Mind domain is most associated with the kalashtar Path of Light and the Riedran Path of Inspiration. However, followers of the cults of the Dragon Below might also follow this path. While visions of Xoriat can certainly drive a priest into madness, they might also reveal deeper secrets and mental powers. Domain Spells You gain domain spells at the cleric levels listed in the Mind Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work. Mind Domain Spells Cleric Level Spells 1st command, dissonant whispers 3rd detect thoughts, phantasmal force 5th enemies abound XGE, fear 7th confusion, phantasmal killer 9th dominate person, telekinesis Flash of Insight Starting at 1st level, you can summon power from a well of mental energy at your core. When you make an ability check, you can choose to reroll it after you see the result, but before you know if it succeeds or fails.You get a bonus to this reroll equal to half of your cleric level (minimum of 1). You can use this feature twice. You regain expended uses when you finish a short or long rest. Psychic Force Also at 1st level, you learn to buffet your foes with mental power. When you cast a cleric spell or cantrip that inflicts radiant damage, you can choose to have it inflict psychic damage instead. Channel Divinity: Psychic Feedback Beginning at 2nd level, you can use your Channel Divinity to disrupt a foe’s mind. When a creature within 30 feet of you has to make a Wisdom saving throw, you can use your reaction to impose disadvantage on it using your Channel Divinity. You must use this feature before you know the outcome of the roll. If the spell or effect that caused the Wisdom saving throw is not created by a spell you cast, you can also choose to deal psychic damage to the target, equal to half your cleric level, immediately before the target makes its saving throw. Gestalt Anchor Beginning at 6th level, your mental power increases, settling the minds of those around you with your mere presence. Whenever you or a friendly creature within 10 feet of you must make an Intelligence, Wisdom, or Charisma saving throw, the creature gains a +2 bonus to the saving throw. You must be conscious to grant this bonus. Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Bend Reality Starting at 17th level, when you see an ally within 30 feet of you fail a saving throw, you can replace the roll with a 20, potentially changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest. Druid: Circle of the Forged What is truly natural? The warforged are living creatures, despite being constructed from wood and steel. Druids who embrace the Circle of the Forged explore the potential of the warforged form, blending animal shapes with warforged durability. This is a young path, pioneered by a handful of warforged who sought a greater understanding of their role in the world. Over the last few decades, a number of warforged have embraced the Circle of the Forged; however, it isn’t limited to warforged; a Cannith heir or an aspiring artificer might pursue primal power as a way to transcend the limited flesh they were born with. Only a handful of druids follow this Circle. Did you learn these techniques from a mentor? Are you driven by instinct, still learning what you’re capable of? Or, if you’re a warforged, were you designed with the potential to assume multiple forms... and if so, who created you, and why? Circle Forms The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

218 Chapter 6 | Character Options RON LEMEN Skin of Steel Starting at 2nd level, while you are transformed by Wild Shape, you gain the following benefits: • You gain a +2 bonus to Armor Class. • 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. While in beast form, your body is made from the same materials as a warforged; your muscles are rootlike tendrils protected by armored plates. It’s obvious to an observer that you are not a normal animal. Elemental Fury Starting at 6th level, you gain the ability to imbue your attacks with elemental damage—charging your claws with electricity or unleashing flames from your fangs. When you use Wild Shape, choose one of the following damage types: acid, cold, fire, or lightning. While in your beast form, the first time you hit a creature with a melee attack on your turn, you can expend one spell slot to deal extra damage of that type to the target, in addition to the normal damage of the attack. The extra damage is 1d6 per level of the spell slot expended, to a maximum of 5d6. When you use this ability on a creature, your attack has an additional effect, determined by which damage type you selected when you used Wild Shape. If a creature is affected by this ability again in subsequent rounds, the effects do not stack, and the new duration replaces the old. Acid. The target must make a Constitution saving throw against your druid spell save DC. On a failed save, its AC is reduced for one minute by an amount equal to half your Wisdom modifier (minimum of 1). At the start of each of its turns for the next minute, the target can make another Constitution saving throw. On a successful save, the effect ends. Cold. At the start of each of its turns for 1 minute, the target must make a Constitution saving throw against your druid spell save DC. On a failed save, their movement speed is reduced to 0 and they have disadvantage on Strength and Dexterity checks. On a successful save, the effect ends. Fire. At the start of each of its turns for 1 minute, the target must make a Constitution saving throw against your druid spell save DC. On a failed save, it takes fire damage equal to your Wisdom modifier. On a successful save, the fire goes out. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends. Lightning. At the start of each of its turns for 1 minute, the target must make a Constitution saving throw against your druid spell save DC. On a failed save, it loses its reaction until the start of its next turn and the first attack that it makes on its turn is made at disadvantage. On a successful save, the effect ends. Adamantine Hide Starting at 10th level, while you are transformed by Wild Shape, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, you gain the ability to use Wild Shape as a reaction when you take damage, and the damage from that attack is applied to the hit points of your beast form. Constructed Perfection Starting at 14th level, while you are transformed by Wild Shape, you can’t be charmed, frightened, paralyzed, petrified, or poisoned. In addition, you are immune to poison damage. Monk: Way of the Living Weapon A monk following the Way of the Living Weapon pursues physical perfection, honing their body as a smith sharpens a sword. Its traditions are drawn from cultures of shapeshifters and creatures who fight with tooth and claw. These are a few of the martial techniques that have evolved into the Way of the Living Weapon. • The Forged Heart is a recent path, developed by warforged exploring the potential of their constructed frames. This involves both the physical evolution of the body and harnessing the strength of steel and stone. • The Nightmare Shroud is a kalashtar tradition. Rather than physically transforming, nightmare monks generate ectoplasmic projections, manifesting claws of shadow. Blending physical blows with psychic attacks, they strike fear into the mind of their enemies. A kalashtar typically surrounds themselves with the image of their quori spirit, but the shroud can take any shape. • The Traveler’s Blade was developed by tribal changelings, providing the practitioner with versatile weapons that can’t be taken away. A practitioner can grow bone blades or knuckle ridges, or stretch their limbs to strike a distant foe. • The Weretouched techniques were developed by shifter champions of Olarune, honing the natural weapons and strengths of the shifter. Fists of Bone and Steel At 3rd level, when you choose this tradition, your Martial Arts damage die increases for unarmed strikes. You can roll a d6 in place of the normal damage for your unarmed strike. This die changes to a d8 at 5th level; a d10 at 11th level; and a d12 at 17th level. This increased damage can only be applied to an unarmed strike, and not to a monk weapon. Martial Discipline Starting at 3rd level, when you adopt this tradition, choose a discipline and gain its feature. Forged Heart. Your unarmed strikes are considered adamantine weapons. In addition, when you hit a creature with an unarmed attack, you can spend 1 ki point to cause it to make a Strength saving throw. On a failed save, the creature takes 2d6 additional damage of the same type as the unarmed strike and can be pushed up to 15 feet away from you. On a Playing a Living Weapon Monk As a Living Weapon monk, you may draw on a singular technique, or you may instead combine different styles. Both the abilities you gain from this subclass and the base abilities of the monk class can reflect your ability to control and alter your physical form. When you use Slow Fall, you might be shifting shape to craft gliding membranes (Traveler’s Blade) or catching the air in an ectoplasmic cloak (Nightmare Shroud). Unarmored Defense reflects defensive shapeshifting, and when you develop Ki-Empowered Strikes it reflects an enhancement of your natural weapons. Most of the Living Weapon techniques make use of natural gifts; for example, the Traveler’s Blade assumes that you possess the malleable form of a changeling. However, any member of any species can follow these paths. If you don’t possess any innate shapeshifting gifts or a bond to a quori spirit, it’s up to you and your DM to explain how you manifest these gifts. If you’re not a kalashtar, your Nightmare Shroud could be the ghost of an ancestor or lover, clinging to you and helping you fight. If you’re not a changeling, perhaps you were altered by the daelkyr or part of a Vadalis supersoldier program —you can’t change your face, but you can still grow bone blades and stretch your limbs to strike distant foes.

219 Chapter 6 | Character Options FORREST IMEL put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends. Lightning. At the start of each of its turns for 1 minute, the target must make a Constitution saving throw against your druid spell save DC. On a failed save, it loses its reaction until the start of its next turn and the first attack that it makes on its turn is made at disadvantage. On a successful save, the effect ends. Adamantine Hide Starting at 10th level, while you are transformed by Wild Shape, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, you gain the ability to use Wild Shape as a reaction when you take damage, and the damage from that attack is applied to the hit points of your beast form. Constructed Perfection Starting at 14th level, while you are transformed by Wild Shape, you can’t be charmed, frightened, paralyzed, petrified, or poisoned. In addition, you are immune to poison damage. Monk: Way of the Living Weapon A monk following the Way of the Living Weapon pursues physical perfection, honing their body as a smith sharpens a sword. Its traditions are drawn from cultures of shapeshifters and creatures who fight with tooth and claw. These are a few of the martial techniques that have evolved into the Way of the Living Weapon. • The Forged Heart is a recent path, developed by warforged exploring the potential of their constructed frames. This involves both the physical evolution of the body and harnessing the strength of steel and stone. • The Nightmare Shroud is a kalashtar tradition. Rather than physically transforming, nightmare monks generate ectoplasmic projections, manifesting claws of shadow. Blending physical blows with psychic attacks, they strike fear into the mind of their enemies. A kalashtar typically surrounds themselves with the image of their quori spirit, but the shroud can take any shape. • The Traveler’s Blade was developed by tribal changelings, providing the practitioner with versatile weapons that can’t be taken away. A practitioner can grow bone blades or knuckle ridges, or stretch their limbs to strike a distant foe. • The Weretouched techniques were developed by shifter champions of Olarune, honing the natural weapons and strengths of the shifter. Fists of Bone and Steel At 3rd level, when you choose this tradition, your Martial Arts damage die increases for unarmed strikes. You can roll a d6 in place of the normal damage for your unarmed strike. This die changes to a d8 at 5th level; a d10 at 11th level; and a d12 at 17th level. This increased damage can only be applied to an unarmed strike, and not to a monk weapon. Martial Discipline Starting at 3rd level, when you adopt this tradition, choose a discipline and gain its feature. Forged Heart. Your unarmed strikes are considered adamantine weapons. In addition, when you hit a creature with an unarmed attack, you can spend 1 ki point to cause it to make a Strength saving throw. On a failed save, the creature takes 2d6 additional damage of the same type as the unarmed strike and can be pushed up to 15 feet away from you. On a Playing a Living Weapon Monk As a Living Weapon monk, you may draw on a singular technique, or you may instead combine different styles. Both the abilities you gain from this subclass and the base abilities of the monk class can reflect your ability to control and alter your physical form. When you use Slow Fall, you might be shifting shape to craft gliding membranes (Traveler’s Blade) or catching the air in an ectoplasmic cloak (Nightmare Shroud). Unarmored Defense reflects defensive shapeshifting, and when you develop Ki-Empowered Strikes it reflects an enhancement of your natural weapons. Most of the Living Weapon techniques make use of natural gifts; for example, the Traveler’s Blade assumes that you possess the malleable form of a changeling. However, any member of any species can follow these paths. If you don’t possess any innate shapeshifting gifts or a bond to a quori spirit, it’s up to you and your DM to explain how you manifest these gifts. If you’re not a kalashtar, your Nightmare Shroud could be the ghost of an ancestor or lover, clinging to you and helping you fight. If you’re not a changeling, perhaps you were altered by the daelkyr or part of a Vadalis supersoldier program —you can’t change your face, but you can still grow bone blades and stretch your limbs to strike distant foes. successful save, the creature only takes 1d6 points of additional damage and is not pushed back. Nightmare Shroud. When you hit a creature with an unarmed attack, you can spend 1 ki point to assail it with fear, causing it to make a Wisdom saving throw. On a failed save, it takes 1d6 points of psychic damage and becomes frightened of you until the end of your next turn. If a creature succeeds on this save, they are immune to the fear effect of this ability for 24 hours. Traveler’s Blade. Your reach extends by 5 feet. Additionally, at the start of your turn you can expend up to 4 ki points to extend your reach further. For every point of ki you spend, your reach extends by an additional 5 feet until the end of your turn. Weretouched. Once per turn, when you hit a creature with an unarmed attack, you can spend 1 ki point to rend your target and inflict deep bleeding wounds. At the start of each of the creature’s turns for the next minute, it takes 1d4 points of slashing damage from this effect. The effect ends early if the creature has one or more hit points restored, if any creature uses its action to expend one use of a healer’s kit, or makes a successful Wisdom (Medicine) check with a DC equal to your ki save DC. When you reach 6th level, this slashing damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Mutable Strike You have the power to alter your natural weapons, growing claws or reinforcing your fists. Starting at 3rd level, when you use Martial Arts to make an unarmed strike, you can choose whether you inflict slashing, bludgeoning, or piercing damage with the attack. Manifest Blow Starting at 6th level, choose one of the following damage types when you finish a long rest: bludgeoning, piercing, slashing, cold, lightning, necrotic, psychic, or thunder. On your turn, the first creature you hit with an unarmed strike takes an additional 1d6 points of damage of that type. If you select bludgeoning, piercing, or slashing damage, it benefits from your Ki-Empowered Strikes class feature and counts as magical damage. Nightmare Shroud monks typically inflict psychic damage with this ability, Forged Heart monks enhance their bludgeoning damage, and Weretouched grow sharper claws. However, you can choose any damage type, regardless of your discipline(s). Reflexive Adaptation Starting at 11th level, when you make a Strength (Athletics) or Dexterity (Acrobatics) check, you can spend 1 ki point to roll an additional d20. You can choose to use this ability after you roll the check, but before the outcome is determined. You choose which of the d20s is used for the ability check, omitting the highest if this check was rolled with disadvantage. In addition, the extra damage dealt by the Manifest Blow class feature increases to 2d6. Perfect Form At 17th level, you transform your body to become a weapon of war. You gain a feature based on a discipline of your choice. You can choose the same discipline you selected at 3rd level or a different one. Forged Heart. When you are hit by an attack, you can use your reaction to add your Wisdom modifier (minimum of 1) to your AC, including against the triggering attack. This effect lasts until the start of your next turn. Nightmare Shroud. When you damage a creature with your Manifest Blow, excess psionic energy ripples to up to 3 different creatures of your choice within 30 feet. Those creatures take an amount of psychic damage equal to half of your monk level. Traveler’s Blade. When you deal piercing or slashing damage to a creature with an unarmed strike, it takes an additional 1d8 poison damage and must succeed on a Constitution saving throw against your ki save DC or be poisoned until the end of its next turn. Weretouched. When you use your Flurry of Blows, you can make three unarmed strikes as a bonus action instead of two. You have advantage on these attacks.

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221 LUCAS BONATTO GUERRINI Chapter 7: Treasures What is it?” Ban asked, carefully studying the ancient gauntlet. Pulling out her duster, Dela passed the wand over the relic. Centuries of grime vanished, revealing blackened steel and glittering Khyber dragonshards. “The Hand of Halas Tarkanan. It’s a weapon made to amplify the power of aberrant dragonmarks.” She touched one of the embedded shards. “This gauntlet once leveled the towers of Sharn. And in the wrong hands, it could do so again.” Magic is an important part of everyday life in Eberron. Magic items aren’t simply treasures or relics of a forgotten age; they’re modern-day tools of industry and weapons of war. This section presents a range of magic items and other treasures, from the focus items of the dragonmarked houses to the living symbionts of the daelkyr. See the Dungeon Master’s Guide for the rules on using magic items. Common Magic Items Magic is used in a multitude of minor ways that may have little impact on adventurers, but improve everyday life for common folk. Xanathar’s Guide to Everything and Eberron: Rising from the Last War present a number of common magic items, all of which can be found in Khorvaire. This section adds a number of additional items, but these are just the tip of the iceberg. Use these as a source of inspiration for what can be done, not as an absolute list of the only magic items found in Eberron. Cantrips are a source of inspiration for common magic items, though most only replicate a portion of a cantrip’s effects. Consider clothes of mending, which automatically mend themselves. The cleansing stone, duster, and armor of gleaming all employ the cleaning aspect of prestidigitation, while the talking wand provides the voice amplification effect of thaumaturgy. Cleaning, heating, chilling, mending, creating illusory sounds or images—all are tools in the Cannith arsenal. While most common magic items have no impact on combat, a few items have practical value. The battle rod and war staff increase the range of cantrips, while the armblade and integrated tool provide minor benefits for warforged characters. As a DM, you can choose to combine a common magic item’s benefits with a more powerful magic item. For example, the extended range of a common war staff could be applied to a staff of fire, or a warforged armblade could wield a sun blade. Battle Rod Rod, common The battle rod was developed as an alternative to the longer war staff, and has gained popularity with wandslingers across Khorvaire. The battle rod serves as a spellcasting focus and can be used by any spellcaster who can use a rod as a focus. When held in two hands, you can use the rod to cast cantrips at up to twice the standard range. However, when you cast a cantrip beyond the standard range, your attack rolls have disadvantage, and other creatures have advantage on any saving throws made against your cantrip. So a fire bolt cast using a battle rod has a range of 240 feet, but attack rolls against targets more than 120 feet away are made at disadvantage. Charlatan’s Gloves Wondrous item, common While wearing a pair of charlatan’s gloves, you can use an action to produce an illusory image that fits in the palm of your hand. The image lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check contested by your Charisma (Deception) check. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Drybrooch Wondrous item, common While holding or wearing a drybrooch, you can use an action to summon or dismiss a dome of energy that manifests just above your head. This energy repels moderate quantities of frozen and liquid water, such as rain, snow, bird droppings, or other similar nuisances, but can’t be used to protect against harsh environmental hazards or attacks. Typically, a drybrooch field is silvery and translucent. More expensive models have illusions woven into the field; one popular drybrooch creates the image of a sunny blue sky overhead. Duster Wand, common While holding this wand, you can use an action to instantly clean an area within 10 feet of you that is no larger than 1 cubic foot, removing dirt and grime. There are many variations of the duster; the two-handed staff of cleansing covers a five-foot cube with a single action, while the bright basin cleans clothing and cloth objects placed within it. Integrated Tool Wondrous item, common (requires use by a warforged) An integrated tool attaches to the body of a warforged, and is designed to serve as one of the following tools that weighs 10 pounds or less: an artisan’s tool, forgery kit, herbalism kit, poisoner’s kit, thieves’ tools, or a musical instrument. You must incorporate the tool into your body before you can use it. Over the course of 1 hour, you can attach the tool or remove it from your body, remaining in contact with it for the whole hour; this can be done over a short or long rest. While you’re alive, the tool can’t be removed from your body against your will. While the integrated tool has become part of your body, you must still have a hand free to make use of it. You can only have one integrated tool attached to your body at a time. Lamplighter Wand, common While you are holding this wand, you can use an action to instantaneously light or snuff out a candle, torch, small campfire, or similar source of flame within 10 feet of you.

222 Chapter 7 | Treasures Spark Wondrous item, common The spark is a small oval stone engraved with Fernian glyphs. While you are holding the spark, you can use a bonus action to touch a candle, torch, small campfire, or similar object, instantly igniting it into flame. Talking Wand Wand, common While you are holding this wand, your voice and other sounds you produce are three times as loud as normal. House Phiarlan makes use of the thunderous amulet, a similar device that leaves the wearer’s hands free. Thurimbar Rod Rod, common The Thurimbar rod is a magical instrument developed by the gnomes of Zilargo. While holding the rod, you can use an action to produce auditory illusions that unerringly replicate the sound of any instrument with which you’re proficient, with an effect similar to the minor illusion spell, with the sound emanating from the rod. To determine the quality of the performance, make a Charisma check with the musical instrument you’re replicating. If you are proficient with the Thurimbar rod itself, you can produce unearthly music unlike any natural instrument. War Staff Staff, common (requires attunement) Aundair developed the war staff to help wandslingers match the range of Thranish archers, but it quickly spread across Khorvaire. Any spellcaster who can use a staff as an arcane focus can attune to a war staff. While holding this staff in both hands, you can use it as an arcane focus. Any cantrip cast using it can be cast at up to four times the standard range. However, when you cast a cantrip at more than twice the standard range, your attack rolls have disadvantage, and other creatures have advantage on any saving throws made against your cantrip. So a fire bolt cast using a war staff has a range of 480 feet, but attack rolls against targets more than 240 feet away are made at disadvantage. Dhakaani Magi c Ite m s Though the Empire of Dhakaan has no tradition of arcane artillery, the sages of the Kech Volaar are carefully studying the tools and techniques of the Five Nation, working to grasp the principles of the evoker and the conjurer. But while wands and siege staffs aren’t yet part of the Dhakaani arsenal, their daashor artificers are exceptionally talented. The Dhakaani have mastered techniques of metallurgy and smithing that Cannith has yet to learn. They know techniques for refining and working adamantine alloys and other exotic metals, and for binding arcane energies into their creations. In ancient times, the empire produced many mighty artifacts. DMs will have to decide whether the present-day Dhakaani still have the ability to craft new artifacts, or if their greatest secrets were lost in the collapse of the empire. This section describes a few unique Dhakaani relics that might be found across Khorvaire. Typically these are found in ancient tombs and ruins; such treasures as adamantine armor are immune to the ravages of time. However, the Heirs of Dhakaan continue to craft fine weapons and armor, and Dhakaani champions are well equipped. The daashor value function over fashion. Their tools and weapons are impeccably designed, but typically austere in form: blackened adamantine or steel, with emblems of clan and empire woven unobtrusively into the design. In addition to adamantine weapons, Dhakaani may produce any sort of magical arms or armor. Armor of invulnerability, armor of resistance, defender weapons, mace of terror—any of these could be Dhakaani designs. While the Dhakaani use swords, bows, and spears, their champions often field flails, maces, and mauls. Other Dhakaani magic items are usually focused on battlefield use. For example, magical banners or instruments could inspire allies or instill fear in enemies. The Heirs of Dhakaan seek to recover Dhakaani artifacts and legendary items, and they’ll try to claim these most valuable items from other creatures through force or diplomacy. While it may disturb a warrior of Dhakaan to see a human wearing Dhakaani armor or carrying an adamantine blade from an imperial forge, they don’t need to recover every relic of the past, and they may allow this to pass without incident. Breastplate of Kamvuul Norek Armor (breastplate), legendary (requires attunement) This adamantine breastplate of ancient Dhaakan belonged to a hobgoblin hero known as a mighty slayer of aberrations. While wearing this breastplate, you gain a +2 bonus to AC, any critical hit against you becomes a normal hit, and you gain advantage on saving throws against spells and other magical effects. In addition, if you succeed on your saving throw against the Mind Blast ability of a mind flayer or other aberration, you are unaffected, and the effect is reflected back toward the aberration as if the cone originated from you, including the aberration in its area of effect. Ghaal’duur, the Mighty Dirge Wondrous item, artifact (requires attunement by a bard) This three-foot warhorn, a revered artifact of Dhakaan, is carved from the tip of a red dragon’s horn, banded with adamantine, and covered with runes of power. An inscription in Goblin reads “A mighty dirge for the fallen foe.” Ghaal’duur was crafted by Jhazaal Dhakaan, a legendary dirge singer who united the ancient warring clans. Any kech warlord who obtained it would gain great influence among the Heirs of Dhakaan—and any nonDhakaani that possesses it bears a dangerous burden. Warforged and Prosthetic Limbs Eberron: Rising from the Last War introduces the prosthetic limb, a common magic item requiring attunement which predates the warforged. Prosthetic limbs come in many forms; one might resemble an organic limb of animated wood, and another could be a metal shell or a construct of force. During the Last War, Karrnath made use of skeletal prosthetics, and more recently, Cannith and Jorasco have produced prosthetics that use the same semiorganic materials as the warforged. Eberron: Rising from the Last War also includes two magic items designed to integrate into a warforged’s forearm: the armblade and the wand sheath. At the DM’s discretion, a character of a different race might be able to integrate one of these warforged items into their prosthetic limb; the question is if the two can logically work together, or if the style of your prosthetic makes it implausible that it could mesh with a warforged component. If the DM decides it’s possible to integrate a component item with the prosthetic, the two could be counted as a single magic item for purpose of determining the number of magic items you can attune to. If you remove the component from the prosthetic, you immediately lose your attunement to the component. Byeshk Weapons Byeshk is a rare and heavy metal of lustrous purple, mined from the Byeshk and Graywall Mountains along Droaam’s borders. It can also be found in the Ironlands, a Khyberian demiplane that’s been delved into by the Ghaash’kala and Kech Sharaat (discussed in chapters 4 and 5). Aberrations tied to the daelkyr—including dolgaunts, dolgrims, and mind flayers—are susceptible to weapons made of byeshk alloys, making the metal highly valued to the Dhakaani, Gatekeepers druids, and others that fight aberrations. Dhakaani weapons forged during the Xoriat Incursion were often forged from byeshk. Melee weapons made of or coated with byeshk are not inherently magical weapons, but are unusually effective when used to fight aberrations. Whenever you hit an aberration with a byeshk weapon, the aberration takes an extra 1d6 damage of the weapon’s type, and it can’t regain hit points until the start of your next turn. The byeshk version of a melee weapon costs 400 gp more than the normal version, whether the weapon is made of the metal or coated with it.

223 Chapter 7 | Treasures Dhakaani Magic Items Though the Empire of Dhakaan has no tradition of arcane artillery, the sages of the Kech Volaar are carefully studying the tools and techniques of the Five Nation, working to grasp the principles of the evoker and the conjurer. But while wands and siege staffs aren’t yet part of the Dhakaani arsenal, their daashor artificers are exceptionally talented. The Dhakaani have mastered techniques of metallurgy and smithing that Cannith has yet to learn. They know techniques for refining and working adamantine alloys and other exotic metals, and for binding arcane energies into their creations. In ancient times, the empire produced many mighty artifacts. DMs will have to decide whether the present-day Dhakaani still have the ability to craft new artifacts, or if their greatest secrets were lost in the collapse of the empire. This section describes a few unique Dhakaani relics that might be found across Khorvaire. Typically these are found in ancient tombs and ruins; such treasures as adamantine armor are immune to the ravages of time. However, the Heirs of Dhakaan continue to craft fine weapons and armor, and Dhakaani champions are well equipped. The daashor value function over fashion. Their tools and weapons are impeccably designed, but typically austere in form: blackened adamantine or steel, with emblems of clan and empire woven unobtrusively into the design. In addition to adamantine weapons, Dhakaani may produce any sort of magical arms or armor. Armor of invulnerability, armor of resistance, defender weapons, mace of terror—any of these could be Dhakaani designs. While the Dhakaani use swords, bows, and spears, their champions often field flails, maces, and mauls. Other Dhakaani magic items are usually focused on battlefield use. For example, magical banners or instruments could inspire allies or instill fear in enemies. The Heirs of Dhakaan seek to recover Dhakaani artifacts and legendary items, and they’ll try to claim these most valuable items from other creatures through force or diplomacy. While it may disturb a warrior of Dhakaan to see a human wearing Dhakaani armor or carrying an adamantine blade from an imperial forge, they don’t need to recover every relic of the past, and they may allow this to pass without incident. Breastplate of Kamvuul Norek Armor (breastplate), legendary (requires attunement) This adamantine breastplate of ancient Dhaakan belonged to a hobgoblin hero known as a mighty slayer of aberrations. While wearing this breastplate, you gain a +2 bonus to AC, any critical hit against you becomes a normal hit, and you gain advantage on saving throws against spells and other magical effects. In addition, if you succeed on your saving throw against the Mind Blast ability of a mind flayer or other aberration, you are unaffected, and the effect is reflected back toward the aberration as if the cone originated from you, including the aberration in its area of effect. Ghaal’duur, the Mighty Dirge Wondrous item, artifact (requires attunement by a bard) This three-foot warhorn, a revered artifact of Dhakaan, is carved from the tip of a red dragon’s horn, banded with adamantine, and covered with runes of power. An inscription in Goblin reads “A mighty dirge for the fallen foe.” Ghaal’duur was crafted by Jhazaal Dhakaan, a legendary dirge singer who united the ancient warring clans. Any kech warlord who obtained it would gain great influence among the Heirs of Dhakaan—and any nonDhakaani that possesses it bears a dangerous burden. Warforged and Prosthetic Limbs Eberron: Rising from the Last War introduces the prosthetic limb, a common magic item requiring attunement which predates the warforged. Prosthetic limbs come in many forms; one might resemble an organic limb of animated wood, and another could be a metal shell or a construct of force. During the Last War, Karrnath made use of skeletal prosthetics, and more recently, Cannith and Jorasco have produced prosthetics that use the same semiorganic materials as the warforged. Eberron: Rising from the Last War also includes two magic items designed to integrate into a warforged’s forearm: the armblade and the wand sheath. At the DM’s discretion, a character of a different race might be able to integrate one of these warforged items into their prosthetic limb; the question is if the two can logically work together, or if the style of your prosthetic makes it implausible that it could mesh with a warforged component. If the DM decides it’s possible to integrate a component item with the prosthetic, the two could be counted as a single magic item for purpose of determining the number of magic items you can attune to. If you remove the component from the prosthetic, you immediately lose your attunement to the component. Byeshk Weapons Byeshk is a rare and heavy metal of lustrous purple, mined from the Byeshk and Graywall Mountains along Droaam’s borders. It can also be found in the Ironlands, a Khyberian demiplane that’s been delved into by the Ghaash’kala and Kech Sharaat (discussed in chapters 4 and 5). Aberrations tied to the daelkyr—including dolgaunts, dolgrims, and mind flayers—are susceptible to weapons made of byeshk alloys, making the metal highly valued to the Dhakaani, Gatekeepers druids, and others that fight aberrations. Dhakaani weapons forged during the Xoriat Incursion were often forged from byeshk. Melee weapons made of or coated with byeshk are not inherently magical weapons, but are unusually effective when used to fight aberrations. Whenever you hit an aberration with a byeshk weapon, the aberration takes an extra 1d6 damage of the weapon’s type, and it can’t regain hit points until the start of your next turn. The byeshk version of a melee weapon costs 400 gp more than the normal version, whether the weapon is made of the metal or coated with it. Random Properties. The warhorn has the following randomly determined properties: • 2 minor beneficial properties • 1 minor detrimental property; any goblinoid attuned to this warhorn is immune to the detrimental effects of this property. Jhazaal’s Presence. While you possess and are attuned to the horn, your Charisma score is increased by 4, and your maximum for this score is 24. The Dragon’s Song. When holding the warhorn in both hands, you can use it as a spellcasting focus for your bard spells. Bard spells cast using the warhorn gain the following benefits. • If the spell has a duration of 1 minute or longer, its duration is doubled, to a maximum duration of 24 hours. • If the spell has a range of 5 feet or greater, its range is doubled. • If the spell is 1st level or higher, it is cast as if from a spell slot 1 level higher than the spell slot you expended. The Sound of Victory. While holding the warhorn in both hands, you can use an action to blow it, empowering your allies and intimidating your foes. For the next 10 minutes, any time an ally within 600 feet of you that can hear you makes an attack roll or a saving throw, it can roll a d4 and add the number rolled to the attack roll or saving throw. If the creature is a goblinoid, it adds 2d4 instead of 1d4 to its roll. Additionally, every enemy within 600 feet of you that can hear you must make a Charisma saving throw against your bard spell save DC; on a failed saving throw, for the next 10 minutes, anytime it makes an attack roll or a saving throw, the creature must roll a d4 and subtract the number rolled from the attack roll or saving throw. If the creature is a goblinoid, it subtracts 2d4 instead of 1d4 from its roll. Once you use this property, you can’t do so again until you complete a short or long rest. Destroying the Horn. It’s said that only the fire of Jharaashta, the dragon who sacrificed his horn for its creation, can destroy the horn. But after nine thousand years, most sages assume that the mighty dragon is long dead. Grieving Tree Eldritch machine (requires attunement using lost techniques) A grieving tree is a giant skeletal tree made of the purest white marble, weighing thousands of pounds. One of the greatest inventions of the daashor Taruuzh, a grieving tree is part execution device, part torture device, a nearly inescapable prison that sustains victims on the very edge of death. The secrets to the tree’s construction were lost with Taruuzh’s death, as was the art of controlling them. To attune to a grieving tree, a character will have to rediscover these forgotten techniques. The grieving tree has the following features. Grab. While you are within 120 feet of the tree, you can use an action to target a creature within 20 feet of the tree. The target must make a DC 24 Dexterity saving throw as the tree reaches down to snare them. On a failed saving throw, the tree captures the creature within its branches, dealing 6d6 points of magical piercing damage, and the creature is stunned until it’s released from the tree. Eviscerate. While you are within 120 feet of the tree, you can use an action to command it to eviscerate its unfortunate prisoners, draining their life and blood as the branches shake and quiver. All creatures stunned by the tree take 8d6 points of magical piercing damage, and half of the total damage dealt is added to the tree’s Lingering Life pool. Answering for Their Crimes. While you are within 120 feet of the tree, you can use an action to cast speak with dead on the corpse of a creature imprisoned on the tree, without expending a spell slot or requiring material components. When you cast the spell in this manner, the corpse is compelled to speak truthfully. Prisoners of the Tree. The tree can hold up to four creatures (or their corpses) at one time. If it is at full capacity, you must release a prisoner before imprisoning another. Lingering Life. The tree has a Lingering Life pool of hit points. The pool begins at 20 hit points, and gains hit points when the tree uses its Eviscerate ability, to a maximum capacity of 200 hit points. As long as there are hit points in this pool, whenever an imprisoned creature drops to 0 hit points but is still alive, that creature is healed by 1d4+1 hit points and the same amount is subtracted from the Lingering Life pool. Freeing a Prisoner. While you are within 120 feet of the tree, you can use a bonus action to command it to release one of its prisoners. Additionally, another creature that is within 5 feet of a prisoner can attempt to free it from the tree by making a DC 20 Strength (Athletics) check. On a success, the prisoner is freed, and both creatures take 3d6 magical piercing damage. On a failure, the prisoner remains on the tree, and both creatures take the same damage as on a success. Keeper’s Fang Weapon (dagger), rare These infamous weapons, prized by assassins, have a Khyber dragonshard embedded into the pommel that channels the souls of victims, but doesn’t itself trap them. There’s much debate over the actual fate of the souls of those slain by a Keeper’s Fang. Common myth says that the souls of victims are trapped in the Lair of the Keeper, and heroes can seek to reclaim a soul from the Sovereign of Death and Decay. Another myth maintains that these weapons channel souls to the overlord Katashka, and that one must deal with the Lords of Dust to restore a victim. Most Keeper’s Fangs were created by the Shaarat’khesh assassins of the Empire of Dhakaan. Rather than ascribing the blade’s power to the Keeper--whose existence the Dhakaani reject--they believe these blades utterly destroy the souls of their victims. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Whenever you use it to reduce a creature to 0 hit points, the creature is slain and its soul removed. A creature whose soul has been stolen in this way can be restored to life only by means of a wish spell.

224 Chapter 7 | Treasures Shaarat’doovol, the Blade of Truth Weapon (longsword), legendary (requires attunement) This longsword was forged in khaar’draguus, the lava pits below Sharn, and wielded by an ancient Dhakaani hero who fell in battle against the daelkyr Belashyrra. A sentience lies within the blade; it doesn’t communicate with words, but while attuned, you can feel its emotions and desires. Shaarat’doovol was forged to protect the innocent from the machinations of the daelkyr, and if it feels you are serving that purpose, it can grant great power. You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit an aberration with it, that creature takes an extra 2d10 radiant damage. Unyielding Duty. If you have the favor of the sword, it guides you and shields you from unnatural influences. While wielding this sword, it can choose to grant you the following benefits: you gain truesight with a range of 90 feet, you can’t be charmed or frightened, and you have resistance to psychic damage. Uul’kur (Dream Key) Wondrous item, common This iron token is inlaid with a sliver of a Siberys dragonshard. Most are worn as brooches, but others take the form of coins or keys. While an uul’kur is a common magic item, the secret of their creation is known only to the chot’uul monks of the Heirs of Dhakaan, and they are largely unknown in the Five Nations. When you sleep with an uul’kur on your person, you remain fully lucid when you dream, and when you wake, you clearly remember everything that transpired. If you understand the workings of the uul’kur, you can use an action to bind it to your dreams until dawn the next day. While bound, any creature who sleeps with this token on its person shares your dream instead of creating its own, provided you are asleep at the same time. Vola’khesh Wondrous item, common This small carved stone is typically bound to a leather strap worn around the wrist or neck. Designed by the Dhakaani duur’kala, the vola’khesh facilitates communication between elite units. They are created in linked sets; up to ten stones can be bound together, and once established, this link cannot be changed. At present, the vola’khesh are only used by the Kech Dhakaan and are unknown to the people of the Five Nations. If the enchantments were replicated, these tools could be put into use by spies and law enforcement agencies of the Five Nations. While wearing a vola’khesh, you can use a bonus action to whisper a message. This message is heard by all creatures within 120 feet wearing a linked vola’khesh. Magical silence, 1 foot of stone, 1 inch of common metal, or 3 feet of wood will block this effect, but the magic doesn’t have to follow a straight line and can travel freely around corners or through openings. Dragonmarks Eberron: Rising from the Last War includes variant races for dragonmarked characters, along with unique dragonmark focus items that can only be used by creatures with a specific dragonmark. This section provides more dragonmark focuses, as well as rules for granting powerful Siberys dragonmarks. Dragonmark Focus Items Much of the influence of the dragonmarked houses is based on a simple principle: it’s easier to amplify an existing magical effect, such as that of a dragonmark, than to create the same effect from nothing. Taken on their own, the powers granted by dragonmarks aren’t overwhelmingly powerful. However, over the course of centuries, House Cannith and the Twelve have developed items that focus and enhance the powers of the mark to produce powerful, reliable effects. In many cases—such as the storm spires of House Lyrandar and the creation forges of House Cannith—the Arcane Congress has been unable to duplicate the effects of these powerful focus items for non-dragonmarked creatures. Other items have since been reproduced in forms that anyone can use, but an item that requires the user to possess a specific dragonmark is always easier to create and less expensive than one that produces the same effect for anyone, giving the dragonmarked houses an important advantage. This chapter provides several new dragonmark focus items. In addition, you could have a dragonmark focus item that produces the same effect as an existing magic item from the Dungeon Master’s Guide—except it can’t be used or attuned unless you possess a particular dragonmark. House Lyrandar is working on a version of a broom of flying for dragonmarked heirs, though they haven’t perfected it yet. House Ghallanda is developing a portable inn—a version of the instant fortress— but it’s proven difficult. It’s always up to the DM to decide if there’s a dragonmark focus item that replicates the effects of any given magic item, and if so, how readily it’s available. The Dragonmark Focus Items table provides examples of focus items, along with the item whose effects they reproduce and the mark required to use or attune to the focus item. A focus item’s rarity is generally less than a similar item that anyone can use, reflecting the relative ease of manufacture. However, this doesn’t mean they are readily available; dragonmark focus items are rarely sold in stores. They can only be created using proprietary tools, and are produced exclusively by House Cannith and the Twelve for use by trusted agents of the dragonmarked houses. So while many Medani inquisitives wear Medi spectacles, they acquired them through service to the house, not by purchasing them with gold. While a dragonmark focus item usually has the same general appearance as the item whose effects it duplicates, it bears the image of the required mark somewhere on the item, and often carries the sigil of the associated house. Siberys dragonshards are a vital component of focus items, most including a shard in some form. With that said, a focus item’s design can differ from the usual magic item’s form—the serpentine mirror has a similar effect to a crystal ball, but it’s a flat mirror as opposed to an orb. Channeling Wand Wand, rare (requires attunement by a creature with a specific dragonmark) A channeling wand is a short metal wand tipped with a Siberys dragonshard. Each wand is tied to a specific dragonmark, such as the Mark of Healing or the Mark of Making, and you can only attune to it if you possess that dragonmark. Kra’uul: Dreambound Items The chot’uul monks, who guard the dreams of Dhakaan, craft objects that are drawn to Dal Quor with a dreamer. When you dream, your kra’uul objects accompany you. The physical object remains with your body in Eberron, but the idea of it travels with you and you can use it while exploring Dal Quor. Any kra’uul made of an otherwise-mundane object is a common magic item. Kra’uul made of other magic items are the same rarity as the standard version. While the techniques of crafting kra’uul objects are known only to the chot’uul, the DM can introduce other dreambound objects. A cursed sword might follow its bearer even into dreams, while a powerful artifact could be even more glorious when seen in Dal Quor. Dragonmark Focus Items Item Name Duplicated Item Dragonmark Rarity Cannith’s marvelous miniatures Quall’s feather tokens Making Uncommon Cloak of passage Cape of the mountebank Passage Uncommon Cloak of shadows Cloak of elvenkind Shadow Common Ghallan jug Alchemy jug Hospitality Common Deni shield Sentinel shield Sentinel Common Eyes of the Dragonne Eyes of the eagle Finding Common Kundar chains Dimensional shackles Warding Uncommon Jora charm Periapt of wound closure Healing Common Medani dowser Wand of secrets Detection Common Medi spectacles Eyes of minute seeing Detection Common Ori boots Boots of speed Passage Uncommon Serpentine mirror Crystal ball Shadow Rare Storm’s embrace Ring of feather falling Storm Uncommon Thuranni cloak Cloak of displacement Shadow Uncommon Vadalis band Ring of animal influence Handling Uncommon Warding brooch Brooch of shielding Warding Common Wind stones Sending stones Scribing Common

225 Chapter 7 | Treasures STORN COOK Dragonmarks Eberron: Rising from the Last War includes variant races for dragonmarked characters, along with unique dragonmark focus items that can only be used by creatures with a specific dragonmark. This section provides more dragonmark focuses, as well as rules for granting powerful Siberys dragonmarks. Dragonmark Focus Items Much of the influence of the dragonmarked houses is based on a simple principle: it’s easier to amplify an existing magical effect, such as that of a dragonmark, than to create the same effect from nothing. Taken on their own, the powers granted by dragonmarks aren’t overwhelmingly powerful. However, over the course of centuries, House Cannith and the Twelve have developed items that focus and enhance the powers of the mark to produce powerful, reliable effects. In many cases—such as the storm spires of House Lyrandar and the creation forges of House Cannith—the Arcane Congress has been unable to duplicate the effects of these powerful focus items for non-dragonmarked creatures. Other items have since been reproduced in forms that anyone can use, but an item that requires the user to possess a specific dragonmark is always easier to create and less expensive than one that produces the same effect for anyone, giving the dragonmarked houses an important advantage. This chapter provides several new dragonmark focus items. In addition, you could have a dragonmark focus item that produces the same effect as an existing magic item from the Dungeon Master’s Guide—except it can’t be used or attuned unless you possess a particular dragonmark. House Lyrandar is working on a version of a broom of flying for dragonmarked heirs, though they haven’t perfected it yet. House Ghallanda is developing a portable inn—a version of the instant fortress— but it’s proven difficult. It’s always up to the DM to decide if there’s a dragonmark focus item that replicates the effects of any given magic item, and if so, how readily it’s available. The Dragonmark Focus Items table provides examples of focus items, along with the item whose effects they reproduce and the mark required to use or attune to the focus item. A focus item’s rarity is generally less than a similar item that anyone can use, reflecting the relative ease of manufacture. However, this doesn’t mean they are readily available; dragonmark focus items are rarely sold in stores. They can only be created using proprietary tools, and are produced exclusively by House Cannith and the Twelve for use by trusted agents of the dragonmarked houses. So while many Medani inquisitives wear Medi spectacles, they acquired them through service to the house, not by purchasing them with gold. While a dragonmark focus item usually has the same general appearance as the item whose effects it duplicates, it bears the image of the required mark somewhere on the item, and often carries the sigil of the associated house. Siberys dragonshards are a vital component of focus items, most including a shard in some form. With that said, a focus item’s design can differ from the usual magic item’s form—the serpentine mirror has a similar effect to a crystal ball, but it’s a flat mirror as opposed to an orb. Channeling Wand Wand, rare (requires attunement by a creature with a specific dragonmark) A channeling wand is a short metal wand tipped with a Siberys dragonshard. Each wand is tied to a specific dragonmark, such as the Mark of Healing or the Mark of Making, and you can only attune to it if you possess that dragonmark. Dragonmark Focus Items Item Name Duplicated Item Dragonmark Rarity Cannith’s marvelous miniatures Quall’s feather tokens Making Uncommon Cloak of passage Cape of the mountebank Passage Uncommon Cloak of shadows Cloak of elvenkind Shadow Common Ghallan jug Alchemy jug Hospitality Common Deni shield Sentinel shield Sentinel Common Eyes of the Dragonne Eyes of the eagle Finding Common Kundar chains Dimensional shackles Warding Uncommon Jora charm Periapt of wound closure Healing Common Medani dowser Wand of secrets Detection Common Medi spectacles Eyes of minute seeing Detection Common Ori boots Boots of speed Passage Uncommon Serpentine mirror Crystal ball Shadow Rare Storm’s embrace Ring of feather falling Storm Uncommon Thuranni cloak Cloak of displacement Shadow Uncommon Vadalis band Ring of animal influence Handling Uncommon Warding brooch Brooch of shielding Warding Common Wind stones Sending stones Scribing Common A channeling wand has 7 charges for the following properties. The wand regains 1d6+1 expended charges daily at dawn. If you expend the rod’s last charge, roll a d20. On a 1, the rod crumbles into ashes and is destroyed. Draw Power. While holding the wand, you can cast any spell on your racial Spells of the Mark list, expending a number of charges equal to the level of the spell you cast. Your spellcasting ability for this spell is the same as the spellcasting ability for the spells you can cast once per long rest as a racial feature. Channel Magic. As part of casting any spell on your racial Spells of the Mark list, you can expend charges to enhance the spell, choosing one of the following effects: • The range of the spell is doubled. If the spell normally has a range of touch, you can cast it with a range of 30 feet. (Expends 1 charge) • The duration of the spell is doubled, to a maximum of 24 hours. (Expends 1 charge) • A spell that normally has a casting time of 1 action can be cast as a bonus action. (Expends 2 charges) Dragonmark Channel Wondrous item, common (requires attunement by a creature with a specific dragonmark) This brooch is embedded with a small Siberys dragonshard, usually depicting the crest of its dragonmarked house. Each dragonmark channel is tied to a specific dragonmark, such as the Mark of Healing or the Mark of Making, and you can only attune to it if you possess that dragonmark. While wearing a dragonmark channel, you can use it to cast any 1st-level spell on your racial Spells of the Mark list. Once you use the channel, it can’t be used again until you complete a long rest. Your spellcasting ability for this spell is the same as the spellcasting ability for the spells you can cast once per long rest as a racial feature. Dragonmark Reservoir Wondrous item, uncommon (requires attunement by a creature with a specific dragonmark) Dragonmark reservoirs are always embedded with a Siberys dragonshard, but come in many forms, most commonly an amulet or bracelet bearing the design of the house crest. Each reservoir is tied to a specific dragonmark, such as the Mark of Healing or the Mark of Making, and you can only attune to it if you possess that dragonmark. A dragonmark reservoir has 7 charges. While wearing it, you can use it to cast any spell on your racial Spells of the Mark list at 1st or 2nd level, expending a number of charges equal to the level of the spell you cast. The reservoir regains 1d6+1 expended charges daily at dawn. Your spellcasting ability for this spell is the same as the spellcasting ability for the spells you can cast once per long rest as a racial feature. Ghallanda Cauldron Wondrous item, common (requires attunement by a creature with the Mark of Hospitality) Engraved with arcane sigils and imbued with ground Siberys shards, this cauldron allows you to prepare food in the blink of an eye. While you have to provide the raw materials, the Ghallanda cauldron can mystically heat, chill, or flavor contents, allowing precise control over temperature and replicating the flavor of spices or herbs you don’t possess. While cooking food in the cauldron, you can reduce its cooking time by 90%, and you gain advantage on ability checks made using cook’s utensils.

226 Chapter 7 | Treasures Helm of the Sentinel Wondrous item, rare (requires attunement by a creature with the Mark of Sentinel) This helm has 3 charges for the following properties. It regains all expended charges daily at dawn. Counterspell. You can use an action to expend 1 charge and establish a defensive ward with a contingent counterspell spell. The next time you can see an unfriendly creature within 60 feet of you casting any spell that either targets you or causes you to make a saving throw, the counterspell spell immediately takes effect whether or not you want it to, as if you had cast it using your reaction. Wisdom is your spellcasting ability for this spell. The ward ends immediately after counterspell takes effect or at dawn. Protection. You can use an action to expend 1 charge and cast the protection from energy spell on yourself. Deflection Field. You can use a bonus action to expend 1 charge and cast the shield of faith spell on yourself. Houseward Wondrous item, uncommon (wards 2,500 square feet), rare (wards 5,000 square feet), legendary (wards 10,000 square feet) This engraved block of lead, approximately 1 cubic foot in size, holds an embedded Siberys dragonshard. The houseward provides state-of-the-art magical security, and is typically embedded into the floor of the building it is supposed to protect. If any creature with the Mark of Warding spends 10 minutes touching the houseward, it can cast guards and wards without requiring material components. The area protected by the spell is determined by the rarity of the houseward. The duration of the spell is 24 days, but the effect ends early if the houseward is used again to cast the spell, if a creature with the Mark of Warding spends 10 minutes touching the houseward to end its effects, or if a houseward is removed from the area it is currently protecting. After being used to cast the spell, the houseward can’t do so again until dawn the next day. Manor Key Wondrous item, rare (requires the Mark of Hospitality) This long key, studded with tiny Siberys dragonshards, can only be used by a creature with the Mark of Hospitality. You can use an action to trace the outline of a door in the air with the manor key and cast Mordenkainen’s magnificent mansion without requiring material components. The spell ends after 24 hours or when you use the key to lock the door and dismiss the effect; at that time, any creatures within the mansion expelled into an open space near its entrance. Once used, the key cannot be used again until the next dawn. Prospector’s Wand Wand, uncommon (requires attunement by a creature with the Mark of Finding) This Y-shaped wand, bearing the emblem of the Mark of Finding, has 5 charges for the following properties. It regains 1d4+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Finding. While holding the wand, you can use an action to expend 2 charges and cast the locate creature spell. Location. While holding the wand, you can use an action to expend 1 charge and cast the locate object spell. Prospecting. While holding the wand, you can use an action to expend 1 charge and cast the locate animal or plant spell. Anytime you cast the locate animal or plant spell while holding the wand, you gain the following benefits. • You can describe or name a specific kind of mineral and locate it instead of a beast or plant. • When you cast this spell, you can specify the minimum quantity of that beast, plant, or mineral that you wish the spell to find within a 30-foot-radius sphere, such as “at least 3 pounds of Eberron dragonshards” or “at least five deer.” You learn the direction and distance to the closest occurrence in that concentration, if any are present. Rod of Wild Dominion Rod, rare (requires attunement by a creature with the Mark of Handling) This rod of varnished oak is capped at both ends with a Siberys dragonshard. It has the following properties. Dominion. While holding the rod, you can use an action to cast dominate beast. When you cast the spell in this manner, the duration increases to up to 1 hour. Wisdom is your spellcasting ability for this spell. After the rod is used to cast this spell, it can’t be used to do so again until the next dawn. Handling. While holding the rod, you have advantage on Wisdom (Animal Handling) and Wisdom (Survival) checks. Wild Speech. While holding the rod, you can use an action to cast speak with animals. House Products The dragonmarked houses form the foundation of Khorvaire’s magical economy, and they’re the source of many of the magic items you can buy in the Five Nations. 90% of potions of healing are either made by House Jorasco or produced according to their specifications. If you have two +1 shortswords produced by a Cannith forge, they’ll be essentially identical, while an Aereni shortsword would be lovingly crafted by a particular artisan. In dealing with house products, consider whether the item is military or civilian in nature. During the war, a large portion of House Cannith’s manufactured goods were designed for designed for military use. If you buy a cloak of protection from a Cannith dealer in Sharn, is it an elegant model made for a noble to wear to the Tain Gala, or is it a Brelish Bear cloak, originally issued to an elite commando? If an item is essentially a tool of war, then it may have actually been used in the war; if so, which nation was it made for? Is it legitimate surplus? Was it likely sold by a retired soldier, or salvaged from a battlefield? Military gear is often more functional than decorative. It may bear the markings of a particular nation, and it’s possible it shows signs of use. On the other hand, civilian products need to lure in customers. Consider a potion of healing. The potions Jorasco sold to the Brelish army were known as “coppers” because of the coppery taste of the fluid, and the potency is clearly marked for accurate administration; a Brelish soldier might call a superior potion of healing a “copper-3.” By contrast, a civilian potion of healing could be called something like “Vivacity,” with a shiny label and available in a variety of flavors. You might find a barker in a part of town where the people are wealthy enough to buy such a product. “Feeling worn down? Perhaps you’ve had a little fall? Get back on your feet with a shot of Vivacity!”

227 Chapter 7 | Treasures LEE MOYER Siberys Dragonmarks The thirteen true dragonmarks are tied to bloodlines. By the rules provided in Eberron: Rising from the Last War, a dragonmark must be selected during character creation. A dragonmark provides a basic set of abilities, gives you access to that subrace’s or variant race’s Spells of the Mark feature if you are a spellcaster, and allows you to make use of dragonmark focus items associated with your mark. Rarely, a dragonmarked character develops power that surpasses that of other dragonmarked heirs—a fighter with the Mark of Passage could teleport even though they have no other spellcasting ability, and a Ghallanda innkeeper could summon a magnificent mansion. These rarest and most powerful of dragonmarks are known as Siberys dragonmarks. They are larger and have a far more complex pattern than do other dragonmarks. Typically, a Siberys dragonmark evolves from an existing mark, following a dire situation in which the bearer performs a remarkable feat related to the abilities of their developing mark. However, on even rarer occasion, someone spontaneously manifests a massive, powerful dragonmark despite having never possessed a lesser one. Regardless of whether they manifest on a dragonmarked heir or an unknown foundling, the dragonmarked houses value heirs with Siberys dragonmarks. A character who displays such a mark is treated with more respect by other members of the house, but the barons and seneschals may also place greater demands on them. So a Siberys dragonmark is a blessing, but it can also be a burden. The manifestation of a Siberys dragonmark—especially one appearing spontaneously on an unmarked character—can be a sign that the bearer has an important role in the Draconic Prophecy, as well as a warning that dragons, fiends, and other powerful forces may try to manipulate or harm the character. The evolution of a dragonmark could be represented by the existing rules for the Spells of the Mark. At the discretion of the DM and player, a dragonmarked character who has the ability to cast a 5th-level Spell of the Mark could be described as possessing a Siberys dragonmark. Similarly, a dragonmark’s progression can also be represented by linking class features to your mark; for example, a rogue with the Mark of Shadow could describe their use of Evasion as a cloak of shadows summoned through the dragonmark. Either of these approaches could reflect a growth in the power of the mark, depending on the story you want to tell and the abilities you want your marked character to possess. This section presents rules for developing Siberys dragonmarks as supernatural gifts. Chapter 7 of the Dungeon Master’s Guide explains the rules for these supernatural gifts, which allow characters to receive rewards of blessings instead of treasure. This allows DMs to depict the sudden development of a dragonmark, or the unexpected growth of an existing one, in the middle of a campaign as best suits the story. Using these rules, the manifestation of a Siberys dragonmark can take a player as much by surprise as it would their character, instead of being tied to certain character levels, feats, or spellcasting ability. Siberys Dragonmarks vs. Greater Dragonmarks Previous editions of the game applied different rules to greater dragonmarks (which developed on characters who already possessed a lesser form of that dragonmark) and Siberys dragonmarks (which unexpectedly developed on characters that were previously unmarked). A character’s development of these powerful dragonmarks was reflected by a mix of feats and prestige classes which could only be taken at certain levels; as a result, players often felt it necessary to carefully plan out their mark’s progression at character creation for fear of missing out on key abilities. However, both of these marks share a central story, the rare evolution of an immensely powerful dragonmark. Eberron: Rising from the Last War streamlined the rules for dragonmarks into a single point of entry, a subrace or variant race chosen during character creation. Similarly, this chapter combines the mechanics for greater and Siberys dragonmarks into a single supernatural gift, granting the Spells of the Mark that lesser heirs possess along with greater powers. If it better suits your story, you could choose to take the approach of previous editions; a previously unmarked character could manifest a Siberys mark that only grants a singular high-level spell (without granting the lower-level spells of other marked characters). But by default, the rules in this book give the same abilities to all characters that develop advanced dragonmarks, regardless of whether they were marked previously. Siberys Dragonmarks on Marked Characters For a character that already possesses a true dragonmark (using a dragonmarked subrace or variant race from Eberron: Rising from the Last War), the DM can award them the supernatural gift of an evolving Siberys dragonmark. Characters can only develop the Siberys dragonmark associated with their existing mark; if they are a human with the Mark of Passage, they can’t develop the Siberys Mark of Making. Previously dragonmarked characters that develop a Siberys dragonmark gain the benefits associated with the corresponding mark: Siberys Dragonmark of Detection. You have advantage on Intelligence (Investigation) checks. In addition, you can cast the true seeing spell without expending a spell slot or requiring material components. Once you do so, you can’t cast the spell in this way again until you finish a long rest. Intelligence is your spellcasting ability for this spell. Siberys Dragonmark of Finding. You have advantage on Wisdom (Perception) checks. In addition, you can cast the commune with nature or find the path spell without expending a spell slot or requiring material components. Once you do so, you can’t cast either spell in this way again until you finish a long rest. Wisdom is your spellcasting ability for this spell. Siberys Dragonmark of Handling. You have advantage on Wisdom (Animal Handling) checks. In addition, you can cast the dominate beast spell as a 6th-level spell without expending a spell slot. Once you do so, you can’t cast the spell in this way again until you finish a long rest. Wisdom is your spellcasting ability for this spell. Siberys Dragonmark of Healing. You have advantage on Wisdom (Medicine) checks. In addition, you can cast the mass cure wounds spell as a 6th-level spell without expending a spell slot. Once you do so, you can’t cast the spell in this way again until you finish a long rest. Wisdom is your spellcasting ability for this spell.

228 Chapter 7 | Treasures Siberys Dragonmark of Hospitality. You have advantage on Charisma (Persuasion) checks. In addition, you can cast the Mordenkainen’s magnificent mansion spell without expending a spell slot or requiring material components. Once you do so, you can’t cast the spell in this way again until you finish a long rest. Charisma is your spellcasting ability for this spell. Siberys Dragonmark of Making. You have advantage on any ability check you make that uses an artisan’s tool. In addition, you can cast the fabricate or creation spell without expending a spell slot or requiring material components. Once you do so, you can’t cast either spell in this way again until you finish a long rest. Intelligence is your spellcasting ability for these spells. Siberys Dragonmark of Passage. You have advantage on Dexterity (Acrobatics) checks. In addition, you can cast the dimension door or teleportation circle spell without expending a spell slot or requiring material components. Once you do so, you can’t cast either spell in this way again until you finish a long rest. Most major House Orien enclaves have a permanent teleportation circle in place, and you may be able to learn the sigils for these circles from house authorities. Dexterity is your spellcasting ability for these spells. Siberys Dragonmark of Scribing. You have advantage on Wisdom (Insight) checks, on any ability check you make that uses calligrapher’s supplies, cartographer’s tools, or forgery kits, and on any ability check you make to recognize a forgery. In addition, you can cast the Rary’s telepathic bond spell without expending a spell slot or requiring material components. When you cast the spell in this way, the duration is 8 hours. Once you do so, you can’t cast the spell in this way again until you finish a long rest. Intelligence is your spellcasting ability for this spell. Siberys Dragonmark of Sentinel. You have advantage on Wisdom (Perception) checks. In addition, you can cast the death ward or circle of power spell without expending a spell slot. Once you do so, you can’t cast either spell in this way again until you finish a long rest. Wisdom is your spellcasting ability for these spells. Siberys Dragonmark of Shadow. You have advantage on Dexterity (Stealth) checks. In addition, you can cast the mislead or scrying spell without expending a spell slot or requiring material components. Once you do so, you can’t cast either spell in this way again until you finish a long rest. Charisma is your spellcasting ability for these spells. Siberys Dragonmark of Storm. You have advantage on Dexterity (Acrobatics) checks. In addition, you can cast the control water or the control winds XGE spell without expending a spell slot or requiring material components. Once you do so, you can’t cast either spell in this way again until you finish a long rest. Charisma is your spellcasting ability for these spells. Siberys Dragonmark of Warding. You have advantage on Intelligence (Investigation) checks and on any ability check made using thieves’ tools. In addition, you can cast the Mordenkainen’s private sanctum or the forbiddance spell without expending a spell slot or requiring material components. When you cast the forbiddance spell in this way, it protects up to 900 square feet of floor space to a height of 30 feet above the floor. Once you do so, you can’t cast either spell in this way again until you finish a long rest. Intelligence is your spellcasting ability for these spells. Siberys Dragonmarks on Unmarked Characters On rare occasion, a character that doesn’t bear a dragonmark can spontaneously develop a Siberys dragonmark. These characters must be of the same base race as the other bearers of that dragonmark, as established by the subrace or variant race for that dragonmark from Eberron: Rising from the Last War. So, for example, only a dwarf can manifest a Siberys Mark of Warding. All Siberys-marked characters have blood ties to the dragonmarked house that bears that mark, though they might not have known about the connection until the mark manifests. Dragonmarked houses usually try to recruit these characters, recognizing their immense value as envoys and agents. If a DM chose to tell a different story, they might break this rule and grant a Siberys mark to a character of a different species (such as granting a Mark of Warding to a changeling character). This would be an unprecedented historic event, and the house that bears the mark could consider the character an abomination and a threat. Previously unmarked characters that develop a Siberys dragonmark gain the following benefits: Siberys Dragonmark Features. The mark grants the same powers as the Siberys dragonmark does on previously marked characters, as described in the previous section. Dragonmark Focus Items. The character can attune to and use any magic items that require a creature bear that particular dragonmark; for example, a character with a Siberys Mark of Detection can use Medi spectacles, but not Kundar chains. Spells of the Mark. If the character has the Spellcasting or Pact Magic class feature, the spells on the Spells of the Mark table for the corresponding dragonmarked subrace or variant race in Eberron: Rising from the Last War are added to the spell list of their spellcasting class. However, the character doesn’t gain any of the other racial features usually associated with their dragonmark’s subrace or variant race. Variant Rule: Alternate Acquisition of Siberys Marks This book uses the rules for supernatural gifts due to their flexibility, letting the DM tell a compelling story of a powerful dragonmark that manifests unexpectedly during a campaign. However, some DMs may wish to make Siberys dragonmarks available for players to select in more traditional ways. For example, some games use the Shared Campaign rules in Appendix A of Xanathar’s Guide to Everything, in which players earn “treasure points” they can use to select their own story rewards as the game progresses, rather than receiving DM-selected story rewards such as magic items or supernatural gifts. This sidebar contains suggestions on how to integrate Siberys dragonmarks into a game where the DM does not wish to use supernatural gifts. Ability Score Improvement. The Siberys dragonmarks presented in this section are significantly more powerful than an Ability Score Improvement or a feat (which characters can take as early as 4th level) and should not be allowed for first or second tier characters. However, as a variant rule, a DM could choose to allow characters of 12th level or above to take a Siberys dragonmark instead of an Ability Score Improvement. Magic Items. Under Shared Campaign rules, players obtain magic items by spending treasure points based on the value of the item they are acquiring. If a DM chooses, they could allow players to “purchase” a Siberys dragonmark as if it were a magic item found on Magic Item Table G.

229 Chapter 7 | Treasures WILLIAM O’CONNOR Miscellaneous Magic Items This section presents a few items that use magic readily accessible to the skilled artificers of Eberron. The Aereni mask would generally only be crafted on the island of Aerenal, and only given to worthy Aereni elves. The rest might be purchased in the major cities of Khorvaire, though they might have limited quantities or require you to find an artificer willing to take a special commission. Aereni Mask Wondrous item, uncommon (requires attunement by a worthy bearer) This mask’s intricate design links it to one of the Aereni noble lines, and the guidance it offers comes from spirits of that line. You can’t attune to the mask unless those spirits judge you worthy to wear it. An Aereni mask is imbued with two skills when it is created. While wearing the mask, when you make an ability check using either of those skills, you can roll a d4 and add the number rolled to the ability check. Final Messenger Wondrous item, uncommon (requires use by a warforged) A final messenger is a tiny homunculus—a delicate winged creature designed to facilitate communication between warforged soldiers during the Last War. If you are a warforged, you can use an action to hold a final messenger and integrate it into your body. While it is part of your body, the messenger cannot be targeted by any attack. You can only have one messenger attached to your body at a time. A final messenger holds four pieces of data, accessible only to the warforged it is attached to: • A destination for the messenger. This can be very specific (a particular apartment in Sharn) or more general (an open marketplace). • A target individual. This could be a specific person or a category (“Any Karrnathi warforged”). • A single image recorded through the eyes of a warforged attached to the messenger. • A message of up to 25 words. While the messenger is attached to you, you can use an action to review the data currently stored within the final messenger, and if you choose, to change any or all of these data points. You can release the final messenger as a bonus action, at which point it flies to its destination by the most direct route possible. Once it reaches the destination it seeks the target individual; if no target has been set, it approaches the nearest warforged. If you are reduced to 0 hit points while a final messenger is attached to you, it immediately detaches and seek out its target. It retains its stored message, but replaces its stored image with the last thing you saw before dropping to zero hit points. A final messenger is a Tiny construct with an AC of 20, 6 hit points, and a flying speed of 60 feet. It is immune to poison damage, psychic damage, and all conditions other than unconsciousness. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). It has darkvision with a range of 60 feet. It has no limbs and the only action it can take on its turn is the Dash action. A messenger can only remain active for 8 hours after it detaches from a warforged body, after which time its energy dissipates and it falls unconscious. An unconscious messenger must complete a short or long rest attached to a warforged, after which it regains its energy, as well as regaining all lost hit points. Gloves of Storing Wondrous item, uncommon Gloves of storing come in pairs, each one tied to a small pocket dimension. While wearing the gloves and holding an object that weighs no more than 20 pounds and can be held in one hand, you can use a bonus action to store that object inside the glove’s extradimensional space. When an object is stored inside the extradimensional space, you can use a bonus action to summon it back into your empty hand. You can only store a single object in each glove’s extradimensional space, for a total of two items between the pair. The gloves’ weight is negligible, regardless of their contents. If a glove is pierced or torn, it ruptures and is destroyed, and the object it was storing is lost in the Astral Plane. Placing gloves of storing inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. Soarsled Wondrous item, uncommon A soarsled is a crystalline disk 5 feet in diameter. It can carry a passenger through the air, using the same principles as the buttresses that sustain the towers of Sharn. While within Sharn or another Syranian manifest zone, you can stand on the soarsled and use an action to mentally activate it, causing it to hover beneath you. Once per turn, you can mentally command the hovering soarsled to move up to 30 feet in any direction. The soarsled can carry up to 400 pounds, and stops hovering when you step off it. Each turn, you can use an action to make a DC 12 Dexterity (Acrobatics) check, moving the soarsled up to an additional 60 feet on a success. While outside a Syranian manifest zone, the plane’s energies rapidly fade, and the soarsled can only be activated once, using an action. When it has been used to fly for a total of 10 minutes, or when you deactivate it by stepping off it, it loses its energy and can’t be used again until it spends at least 8 hours in a Syranian manifest zone. Tools of the Master Wondrous item (any artisan’s tool), uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a character proficient with the tool) While using this tool as a spellcasting focus, you gain a bonus to spell attack rolls. The bonus is determined by the tool’s rarity. In addition, you can add this bonus to any ability check you make using this tool.

230 Chapter 7 | Treasures STORN COOK Symbionts The daelkyr create living tools and weapons, objects formed from chitin, bone, and muscle. Many of these items bond to their bearer, drawing sustenance from the creature attuned to them; for this reason, they are commonly called “symbionts.” Though symbionts are living tools, they are mechanically considered a magic item, not a creature. This section introduces eight new symbiont items, like those in chapter 5 of Eberron: Rising from the Last War. In addition, you could present any existing magic item as a daelkyr-made symbiont by describing the item as being made from organic materials. A dagger of venom crafted by Valaara could be a chitin blade that’s warm to the touch. A cloak of the bat might feel like membranous leather, with veins running through the material. A periapt of wound closure could be a scarab that burrows into the flesh of the bearer, enhancing their blood. Even common magic items can be symbionts; an everbright lantern could be a sluglike creature with a luminescent body. When presenting an existing item as a symbiont, the DM must decide whether to add the Symbiotic Nature feature that other symbionts have. When such an item is attuned, it can’t be removed from the bearer, even if they desire it; the only way to end the attunement and remove a symbiont is to use an effect that ends a curse. This prevents the item from being taken away, but limits a character’s free will, so it’s up to the story you want to tell. While Symbiotic Nature is a common attribute for symbionts, it’s not a requirement. A slug that functions as an everbright lantern wouldn’t require attunement. Even if the periapt of wound closure is a scarab that digs into the flesh of the bearer, perhaps it could be pried loose, or it might release its grip voluntarily if the bearer ends the attunement. Crawling Gauntlet Wondrous item, uncommon (requires attunement) Crafted by the daelkyr, the crawling gauntlet appears to be the forearm of a monstrous humanoid. When you attune to it, it surrounds your hand and forearm, fusing to your flesh. When you make an unarmed strike, you can slash with the talons on the gauntlet. On a hit, you deal slashing damage equal to 1d6 + your Strength modifier, in place of the normal damage of your unarmed strike. Additionally, you can project an ectoplasmic duplicate of the gauntlet, allowing you to manipulate objects at a distance. While wearing this gauntlet, you can use an action to cast mage hand. Symbiotic Nature. The gauntlet can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the gauntlet ends, and you can remove it. Coat of Many Eyes Armor (studded leather); uncommon, rare, or very rare (evolves with service to Belashyrra, requires attunement) This armor is a creation of the daelkyr Belashyrra, the Lord of Eyes. Made from a tough, leathery material, a coat of many eyes is warm to the touch. It is covered with eyes—eyes of many different types of creatures, constantly glancing around as it studies your surroundings. When you attune to the armor, it binds itself to your flesh and shares its insight, granting the following benefits: • The armor lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. • You have darkvision with a range of 120 feet. Gifts of the All-Seer. All coats of many eyes are linked to Belashyrra, and while wearing one you may receive visions— flashes of things the Lord of Eyes wishes to see through you. If you follow through with these tasks, your armor can evolve, gaining additional powers and increasing its effective rarity. • A rare coat also grants you a +1 bonus to AC and allows you to see invisible creatures and objects within 120 feet. • A very rare coat also grants you a +1 bonus to AC and allows you to see invisible creatures and objects within 120 feet. Additionally, you can use an action to cast arcane eye with it. Once you cast the spell in this manner, you can’t do so again until you finish a long rest. Symbiotic Nature. The armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the armor ends, and you can remove it. Hungry Weapon Weapon (any melee), uncommon (requires attunement) A hungry weapon, a creation of the daelkyr, is formed from muscle and bone. It may moan, growl, or wail, and it twists in your grip if it doesn’t like you. If any creature attempts to wield this weapon while not attuned to it, it has disadvantage on attack rolls made using the weapon. Additionally, if you are attuned to this weapon when another creature tries to wield it, the weapon’s hilt extrudes sharp thorns and that creature takes 1d4 points of piercing damage each turn. While attuned to and wielding this weapon, you can use a bonus action to bond to it, causing tendrils from the hilt of the weapon to burrow into your flesh. While bonded to it, you gain the following benefits: • The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or involuntarily. If it’s a two-handed weapon, only one of your hands is bound to the weapon. • When you hit a creature with this weapon, you can choose to spend one Hit Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra necrotic damage equal to the result, and you regain an equal number of hit points. You can end the weapon’s bond as an action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon regardless of whether you’re bonded to it.

231 Chapter 7 | Treasures LAURA HIRSBRUNNER Shadow Sibling Wondrous item, rare (requires attunement) Crafted by Dyrrn the Corruptor, this black jewel-like object fuses to the center of your forehead when you attune to it. As a bonus action, you can cause the shadow sibling to exude or retract an ectoplasmic shadow that surrounds your body and conceals you from prying eyes. While the shadow is active, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide. In addition, when you are hit by an attack, you can use your reaction to spend one Hit Die to shield yourself. Roll the die and add the result as a bonus to your AC, including against the triggering attack. This bonus lasts until the end of your next turn. Symbiotic Nature. The shadow sibling can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the shadow sibling ends, and you can remove it. Spellburrow Wondrous item, uncommon (requires attunement) These scarab-like symbionts, bred by the daelkyr Valaara, have brilliant, iridescent shells. To attune to a spellburrow, you must place it on your head; in the process of attunement, it digs in and burrows through your skull, establishing a psychic connection with you. While it lacks any sort of human consciousness, it possesses a strange alien sentience that responds to your desires. There are tales of rarer spellburrows that possess greater knowledge and sentience; such stories sometimes end with the spellburrow consuming the brain of the wizard who pushed it too far— but these are surely just fanciful stories! A spellburrow knows one cantrip of the DM’s choice drawn from the sorcerer or warlock spell list, and you can cast this cantrip as if you know it. In addition, a spellburrow knows one 1st-level spell and one 2nd-level spell from the same spell list its cantrip is from. If you have the Spellcasting or Pact Magic class feature, you can cast these spells as if you had prepared or learned them, and they don’t count against the number of spells you can prepare or know. You can choose to use either your Intelligence modifier, or a spellcasting ability modifier you have gained from another source, for these spells. Symbiotic Nature. A spellburrow can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the spellburrow ends, and you can remove it. Throwing Scarab Wondrous item, uncommon (requires attunement) Bred by the daelkyr Valaara, this bizarre symbiont burrows into the palm of its host, secreting razor-sharp chitin blades that can also be used as throwing weapons. When you attune to the scarab, it fuses with one of your hands, visible only as an iridescent, chitinous growth on your palm. For every attack you make as part of the Attack action on your turn, you can extrude a shard of razor-sharp chitin from the symbiont into your empty hand, using it for the attack. The shard counts as a magical simple melee weapon with which you are proficient. It has the finesse, light, and thrown properties (range 20/60), and deals 1d4 points of piercing damage and 1d4 points of acid damage on a hit. The shard dissolves as soon as it hits or misses its target. Symbiotic Nature. The scarab can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the scarab ends, and you can remove it. Tongueworm Wondrous item, uncommon (requires attunement) This coil of muscle terminates in a sharp barb. When you attune to it, this daelkyr-bred tongueworm attaches to your throat and nestles under your tongue. You can use a bonus action to make an unarmed strike using the tongueworm, using your choice of Strength or Dexterity for the attack. On a hit, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier (your choice), instead of the bludgeoning damage normal for an unarmed strike. In addition, the target must succeed on a DC 13 Constitution saving throw or be poisoned until the start of your next turn. Symbiotic Nature. The tongueworm can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the tongueworm ends, and you can remove it. Wandering Eye Wondrous item, uncommon (requires attunement) This disturbing daelkyr-made symbiont is a leathery tentacle with one end terminating in a single bulbous eye, and the other sporting a barb designed to burrow into flesh. When you attune to the wandering eye, it burrows into one of your shoulders, then rises up from it, studying the world and projecting insights into your mind. The wandering eye may occasionally take an interest in some random element of your current environment; in this case, the DM may draw your attention to this object or person. While the eye is uncovered, you gain the following benefits. Third Eye. When you make a Wisdom (Perception) or Intelligence (Investigation) check involving sight, you can roll a d4 and add the number rolled to the ability check. Periscopic Vision. The eye can stretch up to 18 inches and can be used to peer around corners or over cover. When extended and used in this way, the eye has an AC of 20 and 6 hit points. If it is forced to make an ability check or a saving throw, it uses your statistics. If it is reduced to 0 hit points, you cannot benefit from any of the eye’s properties until you finish a short or long rest, after which it regains all lost hit points. Always Vigilant. The eye remains watchful while you sleep. When you take a long rest, the wandering eye remains active, allowing you to use your passive Wisdom (Perception) score to notice threats even while asleep. If the eye spots danger, it sends you a mental alarm in the form of a nightmare that immediately wakes you up. Symbiotic Nature. The eye can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the eye ends, and you can remove it.

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233 KRISTÓF KÖTELES Chapter 8: Friends and Foes This chapter describes and provides stat blocks for various creatures of Eberron, in addition to those presented in Eberron: Rising from the Last War. For guidance on how to use a creature’s stat block, consult the introduction of the Monster Manual. Stat Block s b y Creature Type Here are the creatures in this chapter sorted by creature type. Alien and Unsettling. In an encounter with a daelkyr, consider ways to express its alien nature, such as the following: • A daelkyr can teleport 30 feet as a bonus action. This reflects the idea that the daelkyr are loosely bound to space and time. The daelkyr shifts in space, but you can’t remember it moving. You could represent this as a constant, casual effect; even outside of combat, the daelkyr shifts between spaces, unbound by the concept of distance or time. • The appearance of a daelkyr is subjective. The basic facts are constant: a daelkyr is a Medium bipedal creature, and its equipment doesn’t change. Beyond this, its appearance reflects its theme blended with its alien nature; for example, Valaara typically appears as an angelic humanoid merged with insect elements. But after people encounter a daelkyr, those who compare notes may find they disagree on the details. The daelkyr might appear as someone the viewer knows, or its appearance could shift mid-conversation. This is not something the daelkyr controls, and it’s not considered a beneficial trait; it’s simply part of their alien nature. • Daelkyr have telepathy with a range of 120 feet. This is their primary form of communication and is intended to be broader in scope than typical telepathy. A daelkyr can communicate with any number of creatures within range at once, projecting a thought much as other creatures project sound. Typically when a daelkyr “speaks,” all creatures receive the same message, but the DM might decide that one or more creatures receive a different message. And just as people see different things when they look at a daelkyr, two people can perceive a daelkyr’s “speech” in very different ways. One may feel as though the daelkyr is speaking aloud with a strange, alien voice. Another may hear the speech of the daelkyr as the voice of a dead lover, whispering in their ear. Aberration Du’ulora quori Valaara Fey The Forest Queen The Forgotten Prince Humanoid Claw of Sha’argon Merfolk stormcaller Monstrosity Plasmid Undead Meld Daelkyr A daelkyr knows secrets mortals can’t comprehend and has plans they can’t understand. Some sages believe that the daelkyr are artists and that worlds are their canvas; they destroy civilizations and unleash monsters because, to them, this is a thing of beauty. Others say that the daelkyr exist beyond time, and that their actions only make sense when viewed over the course of millennia. Still others assert that any creature that can understand the motives of the daelkyr will immediately turn to their cause—that it is dangerous to study the daelkyr too closely, lest their revelations destroy all prior understanding and identity. While they may be enigmatic, the daelkyr are unquestionably evil; they shatter innocent lives and entire civilizations without any remorse. Unifying Theme. Each daelkyr has a unique theme; Belashyrra is tied to sight. Valaara to insects, and Dyrrn to corruption and evolution. This theme is reflected in the daelkyr’s appearance, in the minions it employs, and in the symbionts it creates. If the daelkyr is an artist, the theme is its medium. If it’s a conqueror, the theme defines its weapons and the world it seeks to create. Additionally, each daelkyr holds secrets and revelations relating to its specific theme—secrets mortal minds can’t comprehend. While in Belashyrra’s presence, people may remember things they’ve seen and forgotten. Around Valaara, they may feel insects burrowing through their flesh, or sense the thoughts of their allies—a momentary sensation of being part of a hive.

234 Chapter 8 | Friends and Foes Another may not be able to remember actually hearing the daelkyr speak; instead, they just remember its words existing, as if they’ve always known them. • The Alien Mind feature of the daelkyr reflects the idea that the way that the daelkyr experience reality is so alien that any creature who tries to read their thoughts—to see the universe as they do—may become catatonic. Any encounter with a daelkyr should be horrifying, driven by its alien, unknowable nature. The actions of the Lords of Dust and the Dreaming Dark make sense; the quori seek to control humanity’s dreams, while the Lords of Dust strive to release their bound overlords. The actions of the daelkyr are just as deadly and destructive, but we cannot understand what they want, and those who attempt to do so often become cultists. Valaara Valaara is known as the Crawling Queen, the Watcher in the Walls, and the Keeper of Worms. It’s said that you can hear Valaara’s voice in the rustling of roaches and the keening of locusts. In some tales, Valaara crafts worms that crawl through the ear and consume a creature’s brain; in others, when its maggots devour a corpse, Valaara can recreate the victim in its Deepest Hive. No one knows what Valaara wants, but its minions could be all around you even now, crawling in your walls and moving beneath your feet. Chitin Consciousness. Valaara embodies the alien nature of insects in all aspects. Valaara’s symbionts may be formed from chitin, but it also has creations like the spellburrow and the throwing scarab (detailed in chapter 7)—insects that burrow into the skin of the bearer. Those touched by Valaara may undergo a physical metamorphosis and manifest insect traits, but Valaara’s touch can also transform the mind. Some who hear the whispers of the Crawling Queen become fascinated by insects, while others suffer more dramatic transformations. Valaara’s most persistent cults spread by forming a hive; one creature becomes the queen, and others touched by this cultist find their original personality and desires fading, consumed by the need to fulfill their purpose in the hive. Usually this effect is limited, a psychic connection that only binds a few people; but in a few cases, this psychic contagion has been virulent and contagious, consuming entire towns. Valaara’s Minions. The cults of the Crawling Queen are described in detail in chapter 3. Valaara doesn’t use dolgaunts or dolgrims; rather, it often transforms humanoids into insect forms. These creatures use the statistics of thri-kreen, driders, or umber hulks, but their appearance can vary dramatically; a group of servitors could be roach-people as opposed to the typical mantis form of the thri-kreen. In other places it works through consuming worms, producing creatures with the statistics of spawn of Kyuss. In general, Valaara may employ any sort of creature thematically related to insects or worms, from simple swarms and giant spiders to carrion crawlers, ankhegs, remorhazes, or even purple worms. But these monsters should be seen as a starting point. Like all daelkyr, Valaara is constantly experimenting and creating new things. Imagine a purple worm with malign intelligence and psychic powers, or teleporting ankhegs that burrow through the fabric of space. Valaara’s Lair Like other daelkyr, Valaara is bound within a demiplane in Khyber. However, Valaara has bred burrowing worms that chew through the fabric of reality, carving a web of passages between her Deepest Hive and the world above. An organization that discovers the upper layers of these tunnels could use them to move swiftly across the world, entering a tunnel in the Lhazaar Principalities, traveling five miles, and emerging in Sarlona or the Eldeen Reaches. Smugglers or explorers might make use of this wonder, never knowing what lies in the deeper tunnels— until Valaara’s minions seize them, or until they are consumed by the psychic influence of the Crawling Queen. While tunnels to the Deepest Hive can appear anywhere that suits the story, they are also less permanent than the ties between Eberron and the realms of many other daelkyr. A tunnel to the Deepest Hive can appear wherever it suits the needs of a story, but it’s also possible to collapse a passage and break a connection. The upper tunnels of Valaara’s realm are usually formed of fused glass-like material, then as explorers delve deeper, they find the walls formed of chitin and muscle, with insects swarming across every surface. One might discover pulsing cocoons, nests of slumbering purple worms, or chambers lined with thousands of glowing eggs. And in the heart is the Deepest Hive itself, where Valaara weaves its webs and conducts its sinister experiments. Lair Actions. While within its lair, Valaara can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Valaara can take a lair action to cause one of the following effects; it can’t use the same lair action two rounds in a row: • Valaara chooses one target and use its Summon Swarm ability against it. • Valaara subsumes creatures into its hive consciousness. Each creature it can see within its lair must succeed on a DC 22 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, a creature must use its action at the start of its turn before moving to make a melee attack against another creature of Valaara’s choice within reach. If there are no creatures within reach, the charmed creature can act normally for that turn. A charmed creature can repeat the saving throw at the end of each of its turn, ending the effect on itself on a success. • A 50-foot-radius area of ground within 120 feet of Valaara becomes swarmed by fear moths until initiative count 20 on the round after next. During that time, each creature that starts or ends its turn in the area must make a DC 22 Charisma saving throw. On a failed save, any immunity to or advantage against fear is negated and it has disadvantage on saves against fear for one minute. Regional Effects. Tunnels to the Deepest Hive can appear anywhere. A region containing a passage to the Deepest Hive can be warped in one or more of these ways: • Insect and arachnid presence increases dramatically within 5miles of the passage, and insects display unnatural swarming behavior. • Beasts that live within a mile of the passage may undergo physical transformation, developing insect characteristics such as compound eyes, extra limbs, chitinous plating, and hive behavior. • If a humanoid creature spends at least 1 hour within 1mile of the passage, it must succeed on a DC 22 Wisdom saving throw or descend into a type of madness (see “Madness of Valaara” below). A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. These regional effects build over time. If a passage has just appeared, there may be a slight increase in insect activity and the saving throw on the madness effect will be much lower. The longer the passage remains, the more notable the effects become. If Valaara dies or if the passage is destroyed, the effects fade away after 1d10 days.

235 Chapter 8 | Friends and Foes CHUCK LUKACS Madness of Valaara If a creature goes mad in Valaara’s lair or while it can see the daelkyr, it gains a form of indefinite madness. Roll on the Madness of Valaara table to determine the nature of this madness, which takes the form of a character flaw that lasts until cured. Chapter8 of the Dungeon Master’s Guide has more information on madness. Madness of Valaara d6 Flaw (lasts until cured) 1 “There are worms crawling through my flesh.” 2 “I hear secrets in the buzzing of insects.” 3 “I am undergoing a metamorphosis into a glorious insect form.” 4 “I have a psychic connection to one or more people.” 5 “I must serve my hive and protect my queen.” 6 “I am an insect that’s evolved into humanoid form.” Valaara Armor Class Medium aberration, neutral evil —20 (natural armor) Hit Points 275 (29d8 + 145) Speed — 40ft., fly 40ft. (hover) STR DEX CON INT WIS CHA —21 (+5) 25 (+7) 21 (+5) 24 (+7) 22 (+6) 25 (+7) Saving Throws Int +14, Wis +13, Cha +14 Skills Arcana +14, Deception +14, Nature +14, Perception +13 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities blinded, charmed, frightened, poisoned, prone Senses truesight 120ft., passive Perception 23 Languages Deep Speech, telepathy 120ft. Challenge — 23 (50,000 XP) Alien Mind. If a creature tries to read Valaara’s thoughts or deals psychic damage to it, that creature must succeed on a DC 22 Intelligence saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Resistance (3/day). If Valaara fails a saving throw, it can choose to succeed instead. Magic Resistance. Valaara has advantage on saving throws against spells and other magical effects. Regeneration. Valaara regains 20 hit points at the start of its turn. If Valaara takes radiant damage, this trait doesn’t function at the start of Valaara’s next turn. Valaara dies only if it starts its turn with 0 hit points and doesn’t regenerate. Teleport. As a bonus action, Valaara can teleport up to 30 feet to an unoccupied space it can see. Actions Multiattack. Valaara makes two attacks with its chitinous claw or chitinous spine, and can use its Summon Swarm once. Chitinous Claw. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit: 18 (2d10 + 7) slashing damage. Chitinous Spine. Ranged Weapon Attack: +14 to hit, range 60/180ft., one target. Hit: 17 (3d6 + 7) piercing damage. Summon Swarms. Valaara summons a swarm of insects and arachnids that cover a 10-foot-radius sphere at a point of its choosing within 120 feet, afflicting all creatures in the area with one of the following effects (roll a d6 or choose one), to which Valaara is immune: 1. Stinging Wasps. Each creature must make a DC 22 Constitution saving throw. On a failed save, a creature takes 32 (5d12) piercing damage and has disadvantage on attack rolls until the end of its next turn. On a successful save, a creature takes half as much damage and doesn’t have disadvantage on attack rolls. 2. Spinning Spiders. Each creature must succeed on a DC 22 Dexterity saving throw or take 27 (6d8) bludgeoning damage and be restrained for 1 minute as it is squeezed by the webbing. A restrained creature can escape with a successful DC 22 Strength (Athletics) check as an action. 3. Venomous Centipedes. Each creature must make a DC 22 Constitution saving throw. On a failed save, a creature takes 22 (4d10) poison damage and is poisoned for 1 minute. On a successful save, a creature takes half as much damage, but is still poisoned. 4. Infesting Grubs. Each creature must succeed on a DC 22 Dexterity saving throw or be infested by 4 (1d4+2) rot grubs. At the start of each of an infected creature’s turns, it takes 1d6 piercing damage per rot grub infesting it. Applying fire to the bite wound before the end of the creature’s next turn deals 1 fire damage to the creature and kills these rot grubs, ending the effect. After this time, these rot grubs are too far under the skin to be burned. If a target infested by rot grubs ends its turn with 0 hit points, it dies as the rot grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the target, ending the effect. 5. Discordant Cicadas. Each creature must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. While a creature is frightened in this way, it is incapacitated. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature has advantage against future saves against this swarm for the next 24 hours. 6. Psychoactive Beetles. Each creature must succeed on a DC 22 Intelligence saving throw or take 33 (6d10) psychic damage as it suffers from intense hallucinations. Legendary Actions Valaara can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Valaara regains spent legendary actions at the start of its turn. Throw Spine. Valaara makes one chitinous spine attack. Synthesize Worm (Costs 2 Actions). Valaara fuses the swarms under its command, forming a carrion crawler (see its entry in the Monster Manual) in an unoccupied space of Valaara’s choosing within 90 feet of it. The carrion crawler is under Valaara’s control and acts immediately after Valaara in the initiative order. Imaginary Crawlers (Costs 3 Actions). Valaara touches the mind of mortals, implanting a suggestion that her creatures have burrowed under their skin. One target of Valaara’s choice within 60 feet that she can see must succeed on a DC 22 Wisdom saving throw or take 22 (4d10) psychic damage and immediately lose concentration on any spell it is concentrating on.

236 Chapter 8 | Friends and Foes OLIE BOLDADOR Fey Rule r s The fey emanate from Thelanis. The least among them embody the magic we wish to see in the world—the idea of spirits in the trees and wind, of mischievous sprites and satyrs dancing in the glades. The greatest are the archfey, immortals of story who rule domains within Thelanis. This section presents two such rulers: the Forest Queen and the Forgotten Prince. The Forest Queen There was a time when the world was the wood, when there were no towns or steel. The Forest Queen ruled the Endless Weald, maintaining peace between people and beasts. But as ages passed, her children grew restless in the shade of her leaves. Her eldest son came to her and said, “Mother, I dream of war! I want to build a fortress and wield a blade of steel.” The Queen replied, “Then leave the wood, but do not bring your metal into my domain.” And so he left the wood and founded the kingdom of Karrnath. The next day the eldest daughter came before the Queen. “Mother, I dream of magic! I want to build a tower and conjure fire!” The Queen replied, “Then leave the wood, but do not cast your spells in my domain.” And so she left the wood and founded the kingdom of Thaliost. One by one, the Queen’s children left her, until she was alone in the woods with the spirits and the beasts. And as each child raised a kingdom, the woods grew smaller and farther apart, and the heart of the Forest Queen grew bitter and cold. The people are her greatgrandchildren, and she will not harm those who stay on the path and respect the beasts of the forest. But those who stray from the path, who conjure fire or hunt with steel, those fools will be lost in the Endless Weald and never again see the light of day. From the Towering Wood in the Eldeen Reaches to the Harrowcrowns of Thrane, from the Greenhaunt of Breland to the Shadowmount Forest of Karrnath, wherever people dwell by the deep forest, they share stories of the Forest Queen. She is the archdryad, linked to every root and bough. She is proud, and when protecting her subjects, she can be ruthless; but she shares many wonders with those who enter her woods with empty hands and open eyes. The story above is clearly apocryphal, but it’s a common tale with many variations, such as her children founding nearby towns instead of nations. Regardless, the message is the same: there is a power that watches over the woods. Stories often depend on the character of the local forest; near the Towering Woods, the Forest Queen is often depicted as benevolent, while near the Nightwood of Karrnath, they talk of how the betrayals of her children froze the heart of the Forest Queen, leaving her cruel and hungry for revenge. The Queen of Weald and Wood. The Forest Queen rules the Endless Weald within Thelanis, an arboreal realm inhabited by dire beasts and wild fey. The Weald often leaks into the wood through manifest zones found in deep forests; in such places, dryads lurk in the trees and beasts may possess unusual cunning. Under the right circ*mstances, travelers passing through a zone might even slip into the Weald. Such forests typically have well-worn paths that avoid these pitfalls, thus strengthening the story of stay on the path. The Greensinger druids know rituals to connect a forest to the Endless Weald, establishing a temporary manifest zone in any deep wood. The Queen’s influence can also be felt in any forest in times when Eberron and Thelanis are coterminous. Just like the stories, the Queen’s personality often reflects the forest where she’s currently manifesting; the Forest Queen is more likely to be benevolent in the Twilight Demesne and cruel in the Nightwood.

237 Chapter 8 | Friends and Foes The Queen as Ally or Patron. The Forest Queen has close ties to the Greensingers, and any Greensinger druid or ranger could have the Forest Queen as a patron. She’s an option for a warlock with an Archfey patron, but the magic she teaches is primal in nature, not arcane. This doesn’t change the spells available to the warlock; their spells simply draw on elemental forces and the power of the fey rather than arcane formulas. As a more exotic option, a character with the Outlander background could have slipped into the Endless Weald as a child and been raised in the court of the Forest Queen. Regardless of origin, any character allied with the Forest Queen is expected to follow her rules. • Don’t use weapons or armor of metal. • Don’t kill a natural beast with magic or for sport. • Protect those who travel on a marked path, unless they harm the forest with their actions. • Help any fey of the forest who comes to you in need. Beyond these basic principles, the Forest Queen’s quests typically relate to the woods in some way. An agent of the Forest Queen could be tasked to reconsecrate a grove, to destroy an infestation of aberrations or other unnatural predators, or to prevent an ambitious dragonmarked house from expanding into woodlands. Beyond the forest, an agent could be tasked to recover a relic stolen from the Endless Weald (and once reclaimed, perhaps entrusted to carry this artifact on their adventures). Agents of the Forest Queen might be charged to act as envoys, negotiating with agents of other archfey or dealing with the Feyspires. Or perhaps there’s a darkness in the Endless Weald, a canker that appeared when the forests of Cyre were consumed by the Mourning. The Forest Queen could task mortals to explore this region within the Weald, or charge them to explore the Mournland and to seek a cure for the wounded land. The Queen as an Enemy. One could make an enemy of the Queen by breaking one of her rules while in her woods, or perhaps by killing one of her favored beasts or devoted agents. Such a personal enmity could lead to a character being targeted by natural threats—singled out by aggressive beasts, led astray on journeys through wild regions, or targeted by malicious sprites. A character could also earn her ire by taking one of her relics from a forest, perhaps not knowing that the magic item is tied to the wood. On a larger scale, the Forest Queen could grow tired of civilization itself. The forests containing her manifest zones could expand, with fey and feral beasts attacking villages and towns as they’re overgrown. Could adventurers find a way to placate the bitter Queen, or must they defeat her to end this advance? The Forest Queen Large fey, neutral Armor Class — 15 (20 in the Endless Weald) Hit Points 238 (28d10 + 84) Speed — 40ft. STR DEX CON INT WIS CHA —14 (+2) 20 (+5) 16 (+3) 20 (+5) 22 (+6) 26 (+8) Saving Throws Dex +12, Wis +13, Cha +15 Skills Animal Handling +13, Deception +22, Insight +13, Nature +19, Perception +13, Stealth +12 Damage Resistances cold, necrotic, psychic Damage Immunities poison; bludgeoning, piercing, and slashing from metal weapons Condition Immunities charmed, exhaustion, frightened, grappled, poisoned, restrained Senses truesight 120ft., passive Perception 23 Languages all, telepathy 120ft. Challenge — 23 (50,000 XP) Grace of the Forest Queen. As long as the Forest Queen is within the Endless Weald, her AC is 20. Innate Spellcasting. The Forest Queen’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: dominate beast, druidcraft, entangle, thorn whip (17th level) 3/day each: conjure fey, heat metal, polymorph, spike growth, tree stride, wall of thorns 1/day each: dominate monster, mirage arcane Inscrutable. The Forest Queen is immune to any effect that would sense her emotions or read her thoughts, as well as any divination spell that she refuses. Wisdom (Insight) checks made to ascertain the Forest Queen’s intentions or sincerity have disadvantage. Legendary Resistance (3/day). If the Forest Queen fails a saving throw, she can choose to succeed instead. Magic Resistance. The Forest Queen has advantage on saving throws against spells and other magical effects. Speak with Beasts and Plants. The Forest Queen can communicate with beasts and plants as if they and the Forest Queen shared a language. Thelanian Protagonist. The Forest Queen cannot be permanently killed. If reduced to 0 hit points, she collapses into a pile of quickly drying leaves that fall to the ground and blow away. 1d4 days later, she reforms in the Endless Weald, regaining all her hit points. Tree Stride. Once on her turn, the Forest Queen can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. Woodland Camouflage. The Forest Queen has advantage on Dexterity (Stealth) checks made to hide in wooded terrain. Actions Multiattack. The Forest Queen makes two melee attacks. Grasping Vine. Melee Spell Attack: +15 to hit, reach 40ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage, and the target is grappled (escape DC 23). The Forest Queen spawns new vines from the ground, so she has no limit on the number of creatures that she can grapple. Verdant Staff. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage and 17 (5d6) force damage. Legendary Actions The Forest Queen can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Forest Queen regains spent legendary actions at the start of her turn. Attack. The Forest Queen makes a Grasping Vine or Verdant Staff attack. Constrict. One creature that is grappled by the Forest Queen’s Grasping Vine takes 27 (5d10) points of bludgeoning damage. Touch of Nature. The Forest Queen casts a spell.

238 Chapter 8 | Friends and Foes The Forest Queen’s Lair The Forest Queen watches over the Endless Weald in Thelanis. Fauns and dryads dance in clearings lit by gleaming sprites, and peaceful beasts congregate by glittering springs. A series of path connects the safe spaces within the woods. But for those who stray from the path, the Endless Weald lives up to its name; such fools can be lost indefinitely, until the Queen takes mercy and leads them out. Lair Actions. While within the Endless Weald, the Forest Queen can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Forest Queen can take a lair action to cause one of the following effects; she can’t use the same effect two rounds in a row: • Thick, tangled bushes grow in a 50-foot-square area within 120 feet of the Forest Queen. Each creature within these bushes must use 4 feet of movement for every 1 foot moved. In addition, a creature in the bushes must succeed on a DC23 Wisdom saving throw or fall asleep due to the sleep-inducing properties of the bush’s blooms. A creature sleeping in this manner awakens if it takes damage, if someone uses an action to shake or slap it awake, or at initiative count 20 on the round after next. • The Forest Queen summons a mass of vines and roots from the ground beneath her, forming a nearly impenetrable weave of protection.Until initiative count 20 in the next round, she has total cover. • One creature within 90 feet of the Forest Queen must make a DC 23 Charisma saving throw. On a failed save, the target’s spellcasting is hampered until initiative count 20 on the round after next. During that time, when the target casts a spell of 1st level or higher, it must expend a spell slot one level higher than the level at which it casts the spell. If the target doesn’t have a spell slot of a level higher than the spell, it can’t cast that spell. Weapons of Wood and Bone The Forest Queen charges those who follow her rules to never kill with steel or wear metal armor. This can be a serious limitation for a ranger or other character that has access to martial weapons or medium or heavy armor. However, they could seek out equipment of bronzewood, an exotic lumber that only grows in Aerenal and in a few groves hidden deep in the Towering Wood. This exceptionally dense wood can be used to fashion armor without metal, which could use the same statistics as any medium or heavy armor. Arrows and crowssbow bolts can also be fashioned from bronzewood, and this exceptionally durable ammunition breaks no more often than its steel counterpart. Similarly, leafweave armor is made from alchemically treated leaves of the bronzewood tree, and can offer the same level of protection as studded leather or a chain shirt. Armor and weapons made using these substances are generally only available in Aerenal or within the Towering Woods, but if it fits a character’s background, the DM could choose to allow a character’s starting equipment to be made from such materials. Another option is a weapon formed from the bones of a monstrosity; here again, the principle is that the weapon is mechanically identical to a standard weapon, but doesn’t violate the Forest Queen’s ban on metal. If a character is using a bone weapon, there should certainly be a story to it: What creature is it from? Who killed the beast and shaped the weapon, and how did the character come by it? BOB GREYVENSTEIN

239 Chapter 8 | Friends and Foes JÚLIO AZEVEDO The Forgotten Prince Once there was a prince of a grand kingdom, the youngest of eight sons. His brothers were celebrated as heroes of the realm, but whatever the youngest prince did, his deeds were never noticed; the shadows cast by his brothers were too long. Even when he saved the kingdom from a cruel dragon, the people assumed one of his brothers had done the deed. But in that dragon’s lair, the prince discovered a strange sack. Reaching inside it, he found a toy he’d loved as a child and long forgotten about, a comb lost by his sister, and a map of a nation that no longer exists. Curious, he climbed into the sack and found a castle within it, filled with forgotten wonders. No one ever noticed he was gone, and no one remembers his name or his deeds. But the Forgotten Prince still dwells in his Castle of Lost Things. When you forget something you love, or when something you need is nowhere to be found, it’s because the Forgotten Prince has taken it for his hoard. When a sock goes missing or a tool is misplaced, people curse the Forgotten Prince for stealing it away. When someone forgets what they were about to say, they might remark “The Prince has taken my thought.” Needless to say, his reach is not truly as wide as such stories make out; but the Forgotten Prince and his minions do indeed steal unappreciated things, both material items and even ideas themselves, keeping them in the vaults and library of his Castle of Lost Things. Often such thefts are never noticed, but he might take things that are quite valuable if he believes them to be unloved or unappreciated by those who have them. Sometimes this is done to teach a lesson, how the loss of a simple and undervalued item or idea can have disastrous consequences. Battles have been lost and cities fallen because of the Prince’s thefts—though often people fail to appreciate the lesson, as they never recall what was lost to begin with. The Prince of All Things Forgotten and Unloved. The Forgotten Prince dwells in the Castle of Lost Things in Thelanis. His attendants are sly and cunning fey, along with mortals who were unappreciated in their mundane lives. Some say that the kenku are servants of the Forgotten Prince who fled from his service—that he stole their voices as punishment for their betrayal, but that a kenku can earn it back with clever deeds. True or not, the Prince has followers scattered across Khorvaire—thieves who sacrifice unloved objects and undervalued secrets to the Prince in exchange for his guidance and gifts. Followers of the Forgotten Prince rarely work together, but they can be found in many positions of influence. There are elves in the Shadow Houses who receive visions from the Prince when they trance, and changelings among the Tyrants of Sharn who engage in more subtle thefts on behalf of the Prince, stealing hearts or faces. While his thefts often go unnoticed by the greater world, the Forgotten Prince also takes pleasure in seeing celebrated people whose reputations are undeserved brought low, and his agents may act to expose such poseurs. Adventurers could also be forced to deal with the Prince if he has something they need—perhaps an artifact or secret long forgotten, now sealed away in the vaults of his dark castle. The Prince as Ally or Patron. The Forgotten Prince may reach out to people who have themselves been forgotten or unappreciated, provided he sees potential in them. Sometimes he brings them to the Castle of Lost Things; in other cases, he offers these agents purpose, rewarding them for their service with gifts or secrets. The urchin background is an excellent option for someone forgotten by the world but chosen by the Prince, while the hermit background could reflect someone who spent much of their life in the Castle of Lost Things, with the Discovery feature being tied to a long-forgotten secret or artifact they discovered in the Castle. The Forgotten Prince could be an Archfey patron for a warlock, or a Hexblade warlock could also receive their weapon as a gift from the Prince; what is the forgotten history and destiny of this weapon? The Forgotten Prince can also be an interesting patron for a bard of the College of Lore; the Prince values secrets no one else considers

240 Chapter 8 | Friends and Foes valuable, and the Cutting Words feature can be depicted as stealing opportunity from a foe—a trick taught by the Forgotten Prince. The Forgotten Prince could teach a rogue the talents of an Arcane Trickster or the skills of a Thief, provided they are willing to use those skills on his behalf. Missions issued by the Prince typically involve the theft of an object or a secret. These things may not be seen as valuable by the people that possess them, and such a task could easily be added on top of the mission for an existing adventure—“While you’re in Dreadhold, steal the ring under the warden’s bed.” The Prince could teach his agents a ten-minute ritual which allows him to pull the requested item into Thelanis (this only works with objects the Prince wants, so it’s not a way to dispose of just any item). The Prince may also task agents with actions to expose or bring down people whose reputations are undeserved, or to assist those who are unappreciated. Note that good and evil don’t enter into these judgments; the Prince could call on agents to bring down someone who’s using their undeserved reputation for a good cause, or to help an unappreciated serial killer! The Prince as an Enemy. The simplest way for the Prince to enter a story is for one of his agents to steal something that the adventurers need, or to take actions that cripple an organization or patron that the characters work for. This ties to the idea that the Prince may target someone with an undeserved reputation even if they are using it to do good; the adventurers themselves could be targeted if they acquire fame that the Prince considers unearned. Or the characters might discover they need something stolen long ago by the Prince— or an object they’ve recently acquired and desperately need has gone missing, and no one else seems to remember it. Characters could also be set against the Prince by another immortal patron; perhaps the Prince has stolen one of the memories of the Forest Queen, and she wants it back. The Power of Secrets. A defining part of the Forgotten Prince’s story is that he himself has been forgotten. Should a character somehow learn the true name of the Forgotten Prince during their adventures, they gain advantage on saving throws against all of his lair actions. The Forgotten Prince Armor Class Medium fey, chaotic neutral —22 (Cloaked by Shadows) Hit Points 237 (25d8 + 125) Speed — 30ft. STR DEX CON INT WIS CHA —20 (+5) 26 (+8) 20 (+5) 21 (+5) 22 (+6) 26 (+8) Saving Throws Dex +15, Int +12, Wis +13, Cha +15 Skills Acrobatics +15, Deception +22, Intimidation +15, Perception +13, Sleight of Hand +15, Stealth +15, Survival +13 Damage Resistances necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, charmed, exhaustion, frightened, petrified Senses truesight 120ft., passive Perception 23 Languages all Challenge — 21 (33,000 XP) Cloaked by Shadows. The Prince adds half of his Charisma modifier as a bonus to his AC. Fey Step. As a bonus action, the Prince can teleport up to 30 feet to an unoccupied space he can see. Innate Spellcasting. The Prince’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: chill touch (17th level), hex (as a 5th-level spell), mage hand, nondetection, pass without trace 3/day each: glibness, greater invisibility 1/day each: mass suggestion, modify memory Legendary Resistance (3/day). If the Prince fails a saving throw, he can choose to succeed instead. Magic Resistance. The Prince has advantage on saving throws against spells and other magical effects. Magic Weapons. The Prince’s weapon attacks are magical. Shadow Stealth. While in dim light or darkness, the Prince can take the Hide action as a bonus action. Stolen Gifts. The Prince steals away others’ gifts with hands as swift as darkness.As a bonus action, the Prince causes one creature he can see within 60 feet of him to make a DC 25 Wisdom (Perception) check. On a failed save, the Forgotten Prince steals one of the following from the target until the start of his next turn: 1. Weapon Skill. For the duration, the target has disadvantage on weapon attacks, and the Prince has advantage on Dark Scythe attacks. 2. Spellcasting Ability. For the duration, the target has disadvantage on spell attack rolls, and all creatures have advantage on saving throws made to resist the target’s spells. Additionally, all creatures have disadvantage on saving throws to resist the Prince’s spells. 3. Speed. The target’s walking speed is reduced by 20 feet (minimum of 5 feet). Additionally, the Prince’s walking speed is increased by 20 feet, and he can Disengage as a bonus action. Thelanian Protagonist. The Prince can’t be permanently killed. If reduced to 0 hit points, he implodes in a burst of shadows, dealing 36 (8d8) points of necrotic damage to any creature within 15 feet of him. 1d4 days later, he reforms in the Castle of Forgotten Things, regaining all his hit points. Actions Multiattack. The Prince makes two Dark Scythe attacks. Dark Scythe. Melee Weapon Attack: +15 to hit, reach 5ft., one target. Hit: 15 (2d6 + 8) slashing damage and 14 (4d6) necrotic damage. Threads of Memory (Recharge 5-6). The Prince steals the memories of nearby foes, hampering their abilities. The Prince causes up to three creatures within 60 feet of him to make a DC 23 Wisdom saving throw. On a failed save, a target takes 28 (8d6) points of psychic damage and has its memories stolen for 1 minute. During that time, whenever the target makes an attack roll, ability check, or saving throw, it must roll a d4 and subtract the number rolled from the attack roll, ability check, or saving throw. The target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions The Prince can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Forgotten Prince regains spent legendary actions at the start of his turn. Dark Scythe. The Prince makes one Dark Scythe attack. Fey Step. The Prince uses his Fey Step. Marked for Vengeance. The Prince casts hex as a 5th-level spell.

241 Chapter 8 | Friends and Foes BRUNO BALIXA valuable, and the Cutting Words feature can be depicted as stealing opportunity from a foe—a trick taught by the Forgotten Prince. The Forgotten Prince could teach a rogue the talents of an Arcane Trickster or the skills of a Thief, provided they are willing to use those skills on his behalf. Missions issued by the Prince typically involve the theft of an object or a secret. These things may not be seen as valuable by the people that possess them, and such a task could easily be added on top of the mission for an existing adventure—“While you’re in Dreadhold, steal the ring under the warden’s bed.” The Prince could teach his agents a ten-minute ritual which allows him to pull the requested item into Thelanis (this only works with objects the Prince wants, so it’s not a way to dispose of just any item). The Prince may also task agents with actions to expose or bring down people whose reputations are undeserved, or to assist those who are unappreciated. Note that good and evil don’t enter into these judgments; the Prince could call on agents to bring down someone who’s using their undeserved reputation for a good cause, or to help an unappreciated serial killer! The Prince as an Enemy. The simplest way for the Prince to enter a story is for one of his agents to steal something that the adventurers need, or to take actions that cripple an organization or patron that the characters work for. This ties to the idea that the Prince may target someone with an undeserved reputation even if they are using it to do good; the adventurers themselves could be targeted if they acquire fame that the Prince considers unearned. Or the characters might discover they need something stolen long ago by the Prince— or an object they’ve recently acquired and desperately need has gone missing, and no one else seems to remember it. Characters could also be set against the Prince by another immortal patron; perhaps the Prince has stolen one of the memories of the Forest Queen, and she wants it back. The Power of Secrets. A defining part of the Forgotten Prince’s story is that he himself has been forgotten. Should a character somehow learn the true name of the Forgotten Prince during their adventures, they gain advantage on saving throws against all of his lair actions. The Forgotten Prince Armor Class Medium fey, chaotic neutral —22 (Cloaked by Shadows) Hit Points 237 (25d8 + 125) Speed — 30ft. STR DEX CON INT WIS CHA —20 (+5) 26 (+8) 20 (+5) 21 (+5) 22 (+6) 26 (+8) Saving Throws Dex +15, Int +12, Wis +13, Cha +15 Skills Acrobatics +15, Deception +22, Intimidation +15, Perception +13, Sleight of Hand +15, Stealth +15, Survival +13 Damage Resistances necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, charmed, exhaustion, frightened, petrified Senses truesight 120ft., passive Perception 23 Languages all Challenge — 21 (33,000 XP) Cloaked by Shadows. The Prince adds half of his Charisma modifier as a bonus to his AC. Fey Step. As a bonus action, the Prince can teleport up to 30 feet to an unoccupied space he can see. Innate Spellcasting. The Prince’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: chill touch (17th level), hex (as a 5th-level spell), mage hand, nondetection, pass without trace 3/day each: glibness, greater invisibility 1/day each: mass suggestion, modify memory Legendary Resistance (3/day). If the Prince fails a saving throw, he can choose to succeed instead. Magic Resistance. The Prince has advantage on saving throws against spells and other magical effects. Magic Weapons. The Prince’s weapon attacks are magical. Shadow Stealth. While in dim light or darkness, the Prince can take the Hide action as a bonus action. Stolen Gifts. The Prince steals away others’ gifts with hands as swift as darkness.As a bonus action, the Prince causes one creature he can see within 60 feet of him to make a DC 25 Wisdom (Perception) check. On a failed save, the Forgotten Prince steals one of the following from the target until the start of his next turn: 1. Weapon Skill. For the duration, the target has disadvantage on weapon attacks, and the Prince has advantage on Dark Scythe attacks. 2. Spellcasting Ability. For the duration, the target has disadvantage on spell attack rolls, and all creatures have advantage on saving throws made to resist the target’s spells. Additionally, all creatures have disadvantage on saving throws to resist the Prince’s spells. 3. Speed. The target’s walking speed is reduced by 20 feet (minimum of 5 feet). Additionally, the Prince’s walking speed is increased by 20 feet, and he can Disengage as a bonus action. Thelanian Protagonist. The Prince can’t be permanently killed. If reduced to 0 hit points, he implodes in a burst of shadows, dealing 36 (8d8) points of necrotic damage to any creature within 15 feet of him. 1d4 days later, he reforms in the Castle of Forgotten Things, regaining all his hit points. Actions Multiattack. The Prince makes two Dark Scythe attacks. Dark Scythe. Melee Weapon Attack: +15 to hit, reach 5ft., one target. Hit: 15 (2d6 + 8) slashing damage and 14 (4d6) necrotic damage. Threads of Memory (Recharge 5-6). The Prince steals the memories of nearby foes, hampering their abilities. The Prince causes up to three creatures within 60 feet of him to make a DC 23 Wisdom saving throw. On a failed save, a target takes 28 (8d6) points of psychic damage and has its memories stolen for 1 minute. During that time, whenever the target makes an attack roll, ability check, or saving throw, it must roll a d4 and subtract the number rolled from the attack roll, ability check, or saving throw. The target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions The Prince can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Forgotten Prince regains spent legendary actions at the start of his turn. Dark Scythe. The Prince makes one Dark Scythe attack. Fey Step. The Prince uses his Fey Step. Marked for Vengeance. The Prince casts hex as a 5th-level spell. The Forgotten Prince’s Lair The Prince dwells in the Castle of Forgotten Things in Thelanis. The castle seems to be its own distinct layer of Thelanis; if it exists in some other realm, its location has been forgotten. There are no doors that allow exit from the castle, and all windows are sealed and show scenes of places that have been forgotten. The only way to enter or leave the castle is through magic, whether by spell, through a manifest zone, or through a portal. Such portals can take many forms, such as the sack described in the legend above; normal people forget the location of a portal within an hour of discovering it, though player characters and other remarkable people could be immune to this effect. It’s possible characters could discover that what they assumed to be a normal bag of holding can serve as a portal to the Castle of Lost Things. Lair Actions. While within his castle, the Forgotten Prince can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Forgotten Prince can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row: • Each creature that has dealt damage to the Forgotten Prince within the last round must succeed on a DC 23 Dexterity saving throw or take 26 (4d12) points of psychic damage from his vengeance made manifest. • The Forgotten Prince can steal the very life away from his foes. One creature that the Forgotten Prince can see must make a DC 23 Constitution saving throw. On a failed save, the target takes 27 (6d8) points of necrotic damage, and the Forgotten Prince regains hit points equal to the amount of necrotic damage dealt. • The Forgotten Prince uses his Stolen Gifts trait on a creature he can see anywhere within his lair, regardless of distance. The duration of the effect lasts until initiative count 20 on the round after next.

242 Chapter 8 | Friends and Foes EKATERINA YASTRUBETSKAYA Meld A meld is formed from the faded souls of mortals—husks whose memories have been consumed by Dolurrh. These husks are typically harmless, but sometimes an aggressive nucleus gathers other husks, forming a deadly gestalt. In essence, a meld is a fusion of half-formed ghosts; it has an amorphous shape, with vague faces and limbs projecting from the mass, then being consumed once more. It makes no sound when it moves, but mortals around a meld hear cries of pain, pleading voices, and unearthly moans. Its Conflicted Soul action reflects it projecting some of its husks into a mortal body, temporarily overwhelming the victim with conflicting desires and visions. Denizens of Dolurrh. Melds are born in Dolurrh, and prowl the endless caverns searching for scraps of memory. This hunger can draw them to Eberron through manifest zones or when planes are coterminous. A meld can also manifest when someone is raised from the dead, following in the wake of the soul being drawn back to the world of the living. Melds that enter Eberron rarely stray more than one mile from the point where they arrived. Hunger for Memory. A meld has the barest traces of dozens of souls. It remembers scraps of the most powerful moments of its component husks, but it can’t place these in any context. The meld yearns to consume other spirits, to feast on their memories and emotions. While highly unusual, it’s possible for a powerful personality within a meld to exert temporary control; this might cause the meld to pursue a particular individual or draw it to a specific location. When a meld kills a living creature and consumes its spirit, the flood of memories can also shift the purpose of the meld, as it suddenly acts on the desires of its most recent victim. A meld loose in Eberron retains the spirits it consumes, preventing them from transitioning to Dolurrh. This prevents the spirit from fading; a character could hear the whispers of a trapped spirit within a meld, and a husk could hold the souls of people who died long ago. A side effect of this is that creatures slain by a meld cannot be resurrected or raised from the dead until the meld is destroyed. Undead Nature. A meld doesn’t require air, food, drink, or sleep. Meld Large undead, any alignment Armor Class — 11 Hit Points 119 (14d10 + 42) Speed — 40ft. STR DEX CON INT WIS CHA —18 (+4) 13 (+1) 16 (+3) 8 (−1) 12 (+1) 17 (+3) Skills Stealth +4 Damage Resistances acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison, psychic Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60ft., passive Perception 11 Languages understands all languages it spoke in life but can’t speak Challenge — 6 (2,300 XP) Ethereal Sight. The meld can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Form. The meld ignores nonmagical difficult terrain, and can walk on liquid surfaces without breaking through, as though the water walk spell was cast on it. Incorporeal Movement. The meld can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Actions Multiattack. The meld makes four attacks. Alternatively, it makes two attacks and uses its Conflicted Soul ability Withering Slam. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 11 (2d6 + 4) necrotic damage. Conflicted Soul. The meld causes one creature of its choice within 30 feet of it to make a DC 14 Charisma saving throw. On a failed save, the target suffers the effect of the confusion spell (no concentration required). Etherealness. The meld enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.

243 Chapter 8 | Friends and Foes EKATERINA YASTRUBETSKAYA Merfolk Touched by Lamannia, the merfolk of the Thunder Sea have a deep connection to primal forces and planar power. The merfolk shepherd underwater manifest zones, and many can channel druidic magic. At the DM’s discretion, merfolk encountered in the Thunder Sea could know a cantrip from the druid spell list. Merfolk Stormcaller A stormcaller feels the flow of the tides around, currents below, and shifting storms above the water, and can direct this power against those who threaten their people. Working together, a circle of stormcallers can bring down an entire fleet of ships. The greatest stormcallers have powers beyond what’s shown here; the merfolk tell stories of stormcallers who can command the beasts of the sea and transform into mighty squids or whales. Wardens of the Water. Most merfolk stormcallers seek to maintain balance within their realm. Like the Wardens of the Wood, they strive to protect their region from outside threats, but also to protect foolish outsiders from the dangers of the deeps and the manifest zones the stormcallers guard. However, there are stormcallers who view any intrusion into their waters as an affront that must be punished. Druidic Speech. Stormcallers know the Druidic language, which they believe to be the language of the world itself. Most stormcallers will parley with any creature who speaks Druidic, but they have high expectations of such beings. A stormcaller may ask a foreign druid to help with an unnatural threat or to serve as a mediator in a local dispute. Merfolk Stormcaller Armor Class Medium humanoid (merfolk), neutral —15 (natural armor) Hit Points 156 (24d8 + 48) Speed — 10ft., swim 40ft. STR DEX CON INT WIS CHA —11 (+0) 15 (+2) 14 (+2) 13 (+1) 17 (+3) 14 (+2) Saving Throws Con +5, Wis +6 Skills Nature +4, Perception +6, Survival +6 Senses passive Perception 16 Languages Aquan, Common, Druidic Challenge — 8 (3,900 XP) Amphibious. The stormcaller can breathe air and water. Innate Spellcasting. The stormcaller’s innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: 3/day each: maelstromXGE, thunderwave (as a 5th-level spell), tidal waveXGE, watery sphereXGE 1/day each: chain lightning Summon Storm. Once per day, one or more stormcallers can cast control weather as a ritual that takes 10 minutes to perform. For every additional stormcaller involved in performing the ritual, the radius of the spell’s effect increases by 1mile, the duration increases by 2 hours, and they can change the weather by one additional stage every 1d4 x 10 minutes. During the ritual, if the stormcallers take any action other than performing the ritual, they must start over. Actions Multiattack. The stormcaller makes three Lightning Lash attacks. Lightning Lash. Melee Spell Attack: +6 to hit, reach 15ft., one target. Hit: 14 (4d6) lightning damage. Reactions Thunderous Rebuke. In response to another creature the stormcaller can see within 60 feet dealing damage to the stormcaller, it can channel the power of the storm. The creature that damaged it must succeed on a DC 14 Constitution saving throw or take 11 (2d10) thunder damage and be knocked prone.

244 Chapter 8 | Friends and Foes EKATERINA YASTRUBETSKAYA Quori The quori are the spirits that rule Dal Quor, the Region of Dreams. Quori are immortal, but they can be slain; when a quori dies, its essence returns to the Dreaming Dark, where it is reconstituted as a new spirit. Quori spirits are bound to emotions, and they feed on those emotions and excel at manipulating them in mortals. The tsucora thrive on fear, the hashalaq manipulate pleasure, the du’ulora are driven by anger, and the kalaraq consume pride and ambition. These are the most common quori, but there are many others; the spiteful tsoreva and the domineering usvapna have already been mentioned in previous editions. The quori are the creations of il-Lashtavar, the malevolent force that shapes Dal Quor. Cruelty is a part of their nature. However, when a quori is reborn, there is a microscopic chance that it will be touched by il-Yannah, the incarnation of light that will one day replace the Dreaming Dark. It’s possible for a quori to carry this seed of light and never embrace it. The kalaraq Taratai was the first to rally those quori who could sense the light, teaching them to push back the darkness and embrace il-Yannah. These rebels are the spirits who are now bound to the kalashtar. They are still quori—tsucora, hashalaq, du’ulora, kalaraq—and they are still tied to the emotion associated with their quori type. But they are driven by their vision of the light that is to come rather than the darkness of the present. Taratai’s rebels fled Dal Quor long ago, and there have surely been new quori touched by il-Yannah since then. But today, the Dreaming Dark are constantly policing their own ranks and searching for such “corrupted” spirits. Any that are found will be destroyed, so their spirits can be reborn as proper servants of il-Lashtavar. All quori have powerful psionic abilities. DMs could choose to represent this by granting each quori from Eberron: Rising from the Last War telepathy with a range of 120 feet. If a quori has any Inspired hosts, as do all that interact with the Material Plane, it would also speak the Riedran language. Quori: Fiends or Aberrations? Quori aren’t biological creatures. They’re immortal spirits, fragments of nightmare spawned by il-Lashtavar. They don’t sleep, and they dine only on the emotions of mortals. They are known for their ability to possess other mortals, a reflection of their fundamentally spiritual nature. All of these make them quite different from creatures such as beholders or mind flayers—monsters that are deeply alien, but that are still formed of flesh and blood. The choice to classify quori as aberrations in fifth edition reflects the idea that “aberration” is a broad category including any entity that is fundamentally alien; and certainly, the quori have no place in the natural world. However, this has a number of concrete mechanical effects. Many effects that target evil spirits only affect fiends and undead. As aberrations, quori can’t be detected by a paladin’s Divine Sense or banished to Dal Quor with divine word. The spells hallow and forbiddance don’t protect against them. This was an intentional decision that renders quori immune to many of the tools that can be deployed against devils or demons. However, as a DM, you can choose to make quori fiends instead of aberrations if you want these spells and effects to be effective against them. Or you could compromise by leaving quori as aberrations, but say that clerics and paladins devoted to the Path of Light can affect quori with any spell or class feature that affects fiends. This keeps quori as mysterious and alien, and gives the Path of Light a unique role in battling them.

245 Chapter 8 | Friends and Foes Du’ulora Quori Du’ulora are spirits of fury that feed on anger and inspire rage in mortals. A du’ulora is a maelstrom of eyes and wings, bound together by flesh that seems like solidified shadow. It can extend up to three tentacles from this dark mass. A du’ulora can turn a victim’s anger into manifested heat; in battle, it grapples its victims and burns them with their own fury. Manipulating Fury. While they feed on anger and hatred, du’ulora rarely act rashly. They are cunning and calculating strategists who excel at inspiring fury in others and turning it against them. In battle this can cause their victims to lower their guard and even to strike their own allies in heedless rage. As servants of the Dreaming Dark, the du’ulora craft dreams that stir buried anger and incite hatred; they excel at igniting feuds and inspiring vendettas. So where a tsucora agent of the Dreaming Dark manipulates peoples’ fears and a hashalaq employs seduction, the du’ulora excel at inciting violence. The Fists of Dal Quor. The du’ulora are martial champions of the quori. They thrive on conflict and love to personally crush their enemies. While they enjoy fighting in the vanguard, the du’ulora are also skilled strategists. In Dal Quor, the du’ulora command squads of tsucora and lesser quori. In Riedra, military commanders are typically Inspired bound to du’ulora spirits. Rage Against The Darkness. The du’ulora bound to the kalashtar serve the light, but they still manipulate fury. Du’ulora kalashtar learn to harness and channel their own aggression, and are often fighters or barbarians; others are dispassionate monks, who provoke rage in their enemies while never allowing it to distract them from their goals. Variant Inspired: Quori Vessel As described in chapter 6 of Eberron: Rising from the Last War, an Inspired gain benefits based on the type of quori possessing it. Du’ulora All-Around Vision. The Inspired can’t be surprised. Enemies Abound (1/Day). The Inspired can cast the enemies abound spell (spell save DC 13). Du’ulora Quori Large aberration, lawful evil Armor Class — 16 (natural armor) Hit Points 168 (16d10 + 80) Speed — 10ft., fly 60ft. (hover) STR DEX CON INT WIS CHA —20 (+5) 13 (+1) 20 (+5) 15 (+2) 18 (+4) 19 (+4) Saving Throws Wis +8, Cha +8 Skills Intimidation +8, Perception +12, Survival +8 Damage Resistances fire, psychic Condition Immunities charmed, frightened, prone Senses darkvision 120ft., passive Perception 22 Languages Common, Quori, Riedran, telepathy 120 ft. Challenge — 11 (7,200 XP) All-Around Vision. The quori can’t be surprised while it isn’t incapacitated. Aura of Fury. Any creature of the quori’s choice that ends its turn within 60 of the quori must succeed on a DC 16 Wisdom saving throw or become enraged for 1 minute. During that time, the enraged target has advantage on all melee attack rolls, and all attack rolls made against that target have advantage. An enraged target is subject to the quori’s Incite Fury reaction. Innate Spellcasting (Psionics). The quori’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: mage hand 3/day each: crown of madness, flaming sphere, shield 1/day each: enemies abound XGE Magic Resistance. The quori has advantage on saving throws against spells and other magical effects. Track Hatred. When the quori deals damage to any creature, it forms a psychic link with the target for 24 hours. During that time, the quori has advantage on Wisdom (Survival) checks to track the target. The quori can attempt to track the target at any range, even if it is on another plane of existence, and abilities such as the pass without trace spell or the ranger’s Vanish feature do not impede the quori’s ability to track its target. Even when the quori is tracking while traveling, it remains alert to danger. Actions Multiattack. The quori makes three tentacle attacks. Tentacle. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 17). Until this grapple ends, the target takes 10 (3d6) fire damage and 10 (3d6) psychic damage at the start of each of the quori’s turns, and the quori can’t use that tentacle against a different target. The quori has three tentacles. Possession (Recharge 6). One humanoid that the quori can see within 5 feet of it must succeed on a DC 16 Charisma saving throw or be possessed by the quori; the quori then disappears, and the target is incapacitated and loses control of its body. The quori now controls the body but doesn’t deprive the target of awareness. The quori can’t be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the quori ends it as a bonus action, or the quori is forced out by an effect like the dispel evil and good spell. When the possession ends, the quori reappears in an unoccupied space within 5 feet of the body. The target is immune to this quori’s Possession for 24 hours after succeeding on the saving throw or after the possession ends. Recall Agony (Recharge 5-6). The quori makes a creature recall the most agonizing moments of its past—or future. One creature within 60 feet of the quori must make a DC 16 Wisdom saving throw, taking 67 (15d8) psychic damage on a failed save, or half as much on a successful one. Reactions Incite Fury. When an enraged creature targets the quori with an attack, the quori can cause it to instead target another creature of the quori’s choice within range.

246 Chapter 8 | Friends and Foes Sahuagin The sahuagin dominate the Thunder Sea. Proud and predatory, the sahuagin see the creatures of the surface world as primitive and weak. The sahuagin are generally content to ignore the lesser creatures that dwell above the water, but when there is blood in the water, they are implacable and deadly foes. Through magebreeding and induced mutation they have created a host of terrors, such as the duplicitous malenti, the four-armed barons, the shapeshifting plasmids, and the terrifying Claws of Sha’argon. Claw of Sha’argon The aboleths created the lobster-like chuuls as living weapons and unleashed them against the sahuagin. The high priests of the Eternal Dominion responded by consuming the chuuls and taking their power. A Claw of Sha’argon is a mighty sahuagin champion—an armored powerhouse possessing deep faith and wielding divine power. While barons lead sahuagin into battle, the Claws of Sha’argon are the spiritual leaders of the Eternal Dominion who lead its inquisitions and crush its enemies with claw and spell. Claw and Tentacle. The powerful claws of a sahuagin priest are deadly weapons. It manipulates objects and casts spells using its facial tentacles. These tentacles are fully prehensile limbs capable of delicate work, but a Claw of Sha’argon has disadvantage on Strength checks made using its tentacles. Devoted Priests. Only the greatest spiritual leaders of the sahuagin are nominated for the ritual that produces a Claw of Sha’argon, and only those possessing the most unshakable faith survive this agonizing process. The Claws of Sha’argon see themselves as chosen vessels of the Devourer, channeling the fury of the wild. A Claw of Sha’argon casts spells as an 11th-level spellcaster, and those spells listed are typical for a Claw of Sha’argon, but can be replaced with any spell available to a Tempest cleric. Plasmid Plasmids are shapeshifters, magebred by the sahuagin of the Thunder Sea using mimic stock infused with the ichor of the dreamers. Plasmids serve both as deadly guardians and living tools, reshaping their mutable bodies to serve the needs of their sahuagin masters. Skin of Stone and Steel. A plasmid can change the texture of its flesh as well as its appearance. In addition to making the plasmid resistant to injury, this allows the creature to assume many functional forms. A plasmid can serve as a door with no lock or a chest with no lid, creating an obstacle that can only be opened by killing the plasmid. Plasmids can also be trained to assume shapes that serve as functional tools. A plasmid can become an alchemist’s lab or a smith’s forge, providing all the elements needed to pursue a trade. While this allows the plasmid to “serve as a tool,” the plasmid remains a Large creature; it essentially becomes a workbench, with individual smaller tools connected to the primary mass by fibrous strands. Loyal Servants... For Now. Plasmids possess a passive form of telepathy that allows them to sense the commands of nearby sahuagin. While they are conscious, they have a limited sense of self and no desires beyond service. At least, that’s how they were designed and what the sahuagin believe. But it might be possible for a plasmid to develop greater intellect and independence—or for the plasmids of a city to be shaped by the desires of the local dreamer. Claw of Sha’argon Large humanoid (sahuagin), lawful evil Armor Class —18 (natural armor) Hit Points 142 (15d10 + 60) Speed — 30ft., swim 50ft. STR DEX CON INT WIS CHA —21 (+5) 14 (+2) 19 (+4) 15 (+2) 18 (+4) 15 (+2) Saving Throws Str +9, Dex +6, Con +8, Wis +8 Skills History +6, Perception +12, Religion +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 120ft., passive Perception 22 Languages Aquan, Common, Sahuagin Challenge — 11 (7,200 XP) Blood Frenzy. The Claw of Sha’argon has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Limited Amphibiousness. The Claw of Sha’argon can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Toughened Carapace. Any critical hit against the Claw of Sha’argon becomes a normal hit. Shark Telepathy. The Claw of Sha’argon can magically command any shark within 120 feet of it, using a limited telepathy. Spellcasting. The Claw of Sha’argon is a 11-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The Claw of Sha’argon has the following cleric spells prepared: Cantrips (at will): guidance, mending, resistance, thaumaturgy, toll the dead XGE 1st level (4 slots): bane, command, inflict wounds, shield of faith 2nd level (3 slots): blindness/deafness, hold person, spiritual weapon 3rd level (3 slots): bestow curse, dispel magic, spirit guardians 4th level (3 slots): banishment, freedom of movement 5th level (2 slots): contagion, flame strike 6th level (1 slot): harm Actions Multiattack. The Claw of Sha’argon makes one attack with its crushing claw, one attack with its cutter claw, and casts one spell. Crushing Claw. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Cutter Claw. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 24 (3d12 + 5) slashing damage.

247 Chapter 8 | Friends and Foes VINCENTIUS MATTHEW Devoted Priests. Only the greatest spiritual leaders of the sahuagin are nominated for the ritual that produces a Claw of Sha’argon, and only those possessing the most unshakable faith survive this agonizing process. The Claws of Sha’argon see themselves as chosen vessels of the Devourer, channeling the fury of the wild. A Claw of Sha’argon casts spells as an 11th-level spellcaster, and those spells listed are typical for a Claw of Sha’argon, but can be replaced with any spell available to a Tempest cleric. Plasmid Plasmids are shapeshifters, magebred by the sahuagin of the Thunder Sea using mimic stock infused with the ichor of the dreamers. Plasmids serve both as deadly guardians and living tools, reshaping their mutable bodies to serve the needs of their sahuagin masters. Skin of Stone and Steel. A plasmid can change the texture of its flesh as well as its appearance. In addition to making the plasmid resistant to injury, this allows the creature to assume many functional forms. A plasmid can serve as a door with no lock or a chest with no lid, creating an obstacle that can only be opened by killing the plasmid. Plasmids can also be trained to assume shapes that serve as functional tools. A plasmid can become an alchemist’s lab or a smith’s forge, providing all the elements needed to pursue a trade. While this allows the plasmid to “serve as a tool,” the plasmid remains a Large creature; it essentially becomes a workbench, with individual smaller tools connected to the primary mass by fibrous strands. Loyal Servants... For Now. Plasmids possess a passive form of telepathy that allows them to sense the commands of nearby sahuagin. While they are conscious, they have a limited sense of self and no desires beyond service. At least, that’s how they were designed and what the sahuagin believe. But it might be possible for a plasmid to develop greater intellect and independence—or for the plasmids of a city to be shaped by the desires of the local dreamer. Claw of Sha’argon Large humanoid (sahuagin), lawful evil Armor Class —18 (natural armor) Hit Points 142 (15d10 + 60) Speed — 30ft., swim 50ft. STR DEX CON INT WIS CHA —21 (+5) 14 (+2) 19 (+4) 15 (+2) 18 (+4) 15 (+2) Saving Throws Str +9, Dex +6, Con +8, Wis +8 Skills History +6, Perception +12, Religion +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 120ft., passive Perception 22 Languages Aquan, Common, Sahuagin Challenge — 11 (7,200 XP) Blood Frenzy. The Claw of Sha’argon has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Limited Amphibiousness. The Claw of Sha’argon can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Toughened Carapace. Any critical hit against the Claw of Sha’argon becomes a normal hit. Shark Telepathy. The Claw of Sha’argon can magically command any shark within 120 feet of it, using a limited telepathy. Spellcasting. The Claw of Sha’argon is a 11-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The Claw of Sha’argon has the following cleric spells prepared: Cantrips (at will): guidance, mending, resistance, thaumaturgy, toll the dead XGE 1st level (4 slots): bane, command, inflict wounds, shield of faith 2nd level (3 slots): blindness/deafness, hold person, spiritual weapon 3rd level (3 slots): bestow curse, dispel magic, spirit guardians 4th level (3 slots): banishment, freedom of movement 5th level (2 slots): contagion, flame strike 6th level (1 slot): harm Actions Multiattack. The Claw of Sha’argon makes one attack with its crushing claw, one attack with its cutter claw, and casts one spell. Crushing Claw. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Cutter Claw. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 24 (3d12 + 5) slashing damage. Plasmid Large monstrosity (shapechanger), neutral Armor Class —14 (natural armor) Hit Points 127 (15d10 + 45) Speed — 20 ft., swim 20 ft. STR DEX CON INT WIS CHA —12 (+1) 17 (+3) 17 (+3) 5 (−3) 13 (+1) 8 (−1) Skills Stealth +6 Damage Resistances cold Condition Immunities prone Senses darkvision 60ft., passive Perception 11 Languages — Challenge — 5 (1,800 XP) Adaptive Shapeshifting (Amorphous Form Only). When in its true, amorphous form, the plasmid gains one of the following benefits. As an action, it can select a different benefit. • The plasmid gains truesight with a range of 30 feet. • The plasmid gains blindsense with a range of 60 feet. • The plasmid’s walking and swimming speeds increase to 30 feet. • The plasmid’s vicious pseudopod deals an extra 1d6 acid damage on a hit. Amphibious. The plasmid can breathe air and water. False Appearance (Object Form Only). While the plasmid remains motionless, it is indistinguishable from an ordinary object. Fast Shapechanger. The plasmid can use its bonus action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Receptive Telepathy. The plasmid is considered a shark for the purpose of being magically commanded by any sahuagin’s Shark Telepathy feature. Solid State (Object Form Only). When formed into an inanimate object, the plasmid has an AC of 18 and regains 10 hit points at the start of each of its turn. However, the plasmid’s speed becomes 0 in this form and it cannot attack. It can be used as an item or a set of artisan’s tools when it is in this form. Actions Multiattack. The plasmid makes three vicious pseudopod attacks. Vicious Pseudopod. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 10 (2d6 + 3) slashing damage.


Exploring Eberron - Flip eBook Pages 201-249 (2024)

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