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You can think of the material presented in this series as similar to the first wave of the fifth edition playtest. These game mechanics are in draft form, usable in your campaign but not fully tempered by playtests and design iterations. They are highly volatile and might be unstable; if you use them, be ready to rule on any issues that come up.

Theyre written in pencil, not ink. The material presented in Unearthed Arcana will range from mechanics that we expect one day to publish in a supplement to house rules from our home campaigns that we want to share, from core system options such as mass combat to setting-specific material such as the Eberron update included in this article.

Once its out there, you can expect us to check in with you to see how its working out and what we can do to improve it. Eberron Update. This months installment is relatively straightforward. Were rolling out some rules to help you convert your Eberron campaign to fifth edition. It combines pulp adventure and intrigue in a world where magic-driven technology has produced airships, trains, and similar advancements comparable to early 20th-century Europe.

The continent of Khorvaire, the center of Eberrons focus, has recently emerged from the Last War, a terrible conflict that saw the kingdom of Cyre transformed into a lifeless gray wasteland called the Mournland. That catastrophe shocked the remaining kingdoms into an uneasy peace that has held so far. Full details on the Eberron setting are available in several PDF products available through dndclassics.

This article focuses on mechanical conversions for several of the key elements unique to Eberron. Several unique races are featured in the Eberron setting, and each helps shape the campaigns flavor. The warforged are a living reminder of the Last Wars legacy and the uncertain future that faces Khorvaire. Changelings are masters of intrigue and deception, the perfect choice for a campaign that runs in the shadows.

Shifters embody the tension between Khorvaires natural world and its future, as growing cities and magical technology push against the wild. Youll notice that the kalashtar are not included in this update. Once such rules become availableperhaps in a future edition of Unearthed Arcanawe can take a pass at them. Changelings are subtle shapeshifters capable of disguising their appearance. Their ability to adopt other creatures guises makes them consummate spies and criminals.

As a changeling, you have the following racial traits. Ability Score Increase. Your Dexterity and Charisma scores increase by 1. Changelings are built much like humans, but a little leaner. Your size is Medium.

Your base walking speed is 30 feet. You gain proficiency in the Deception skill. As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance. Shifters are descended from humans and lycanthropes. Although they cannot fully change to animal form, they can take on animalistic features by a process they call shifting.

As a shifter, you have the following racial traits. Your Dexterity score increases by 1. Shifters are about the same size as humans. Your lycanthropic heritage grants you the ability to see in dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.

You cant discern color in darkness, only shades of gray. On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action. You also gain a feature that depends on your shifter subrace, described below. You must finish a short or long rest before you can shift again.

You can speak, read, and write Common and Sylvan. Several subraces of shifter exist, each with its own animalistic features. Choose one of the options below. As a beasthide shifter, you are especially tough and persistent in battle. Your Constitution score increases by 1.

Shifting Feature. Your cliffwalk heritage grants you the agility of a mountain goat. While shifting, you gain a climb speed of 30 feet. Longstride shifters are fleet and elusive. While shifting, you can use the Dash action as a bonus action. As a longtooth shifter, you are a ferocious combatant. Your Strength score increases by 1. While shifting, you can make a bite attack as an action. This is a melee weapon attack that uses Strength for its attack roll and damage bonus and deals 1d6 piercing damage.

If this attack hits a target that is your size or smaller, the target is also grappled. As a razorclaw shifter, you make swift, slashing strikes in battle. While shifting, you can make an unarmed strike as a bonus action. You can use your Dexterity for its attack roll and damage bonus, and this attack deals slashing damage.

Your wildhunt heritage makes you a consummate tracker and survivor. Your Wisdom score increases by 1. While shifting, you gain advantage on all Wisdom-based checks and saving throws. The warforged were made as the ideal soldiers to serve in the devastating Last War. Although they are constructs, they have much in common with living creatures, including emotions and social bonds, and perhaps even souls. As a warforged, you have the following racial traits. Your Strength and Constitution scores increase by 1.

Warforged are generally broader and heavier than humans. Composite Plating. Living Construct. Even though you were constructed, you are a living creature.

You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.

You can speak, read, and write Common and one other language of your choice. Artificers are a key part of the world of Eberron.

They illustrate the evolution of magic from a wild, unpredictable force to one that is becoming available to the masses. Magic items are part of everyday life in the Five Nations of Khorvaire; with an artificer in your party, they become part of every adventuring expedition.

The artificer was a separate class in prior editions of the Eberron setting, a melee combatant who specialized in mystically enhanced arms and armor. The fifth edition rules treat the artificer as a new wizard tradition that focuses on mystical invention, which you can choose starting at 2nd level.

Starting at 2nd level, you can produce magic potions. You spend 10 minutes focusing your magic on a vial of mundane water and expend a spell slot to transform it into a potion. Once you have expended a spell slot to create a potion, you cannot regain that slot until the potion is consumed or after 1 week, at which time the potion loses its effectiveness.

You can create up to three potions at a time; creating a fourth potion causes the oldest currently active one to immediately lose its potency.

If that potion has been consumed, its effects immediately end. The spell slot you expend determines the type of potion you can create. See chapter 7 of the Dungeon Masters Guide for complete rules on potions. Potion Created Climbing, growth, or healing Mind reading or greater healing Invisibility, superior healing, or water breathing Resistance. At 2nd level, you can also tap into your reserves of magical energy to create spell scrolls. You can use your Arcane Recovery ability to create a scroll instead of regaining expended spell slots.

You must finish a short rest, then spend 10 minutes with parchment, quill, and ink to create a spell scroll containing one spell chosen from those you know. Subtract the spells level from the total levels worth of slots you regain using Arcane Recovery. This reduction to your Arcane Recovery applies until you use the scroll and then finish a long rest.

Beginning at 6th level, you can produce magic weapons and armor. You spend 10 minutes focusing your magic on a mundane weapon, suit of armor, shield, or bundle of twenty pieces of ammunition, and expend a spell slot to infuse it with magical energy. The magic item retains its enhancement for 8 hours or until used in the case of magic ammunition.


Errata - Eberron - Campaign Setting

Eberron Campaign Setting Errata. When the text within a product contradicts itself, our general policy is that the primary source is correct and any secondary reference is incorrect. Exceptions to the. Updates are in. Page Warforged Racial Traits. This racial trait should be clarified as follows:. Page Artificer—Infusions.


Dnd 4th Eberron Campaign Guide

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