Pathfinders Guide To Eberron
Pathfinders Guide To Eberron
Pathfinders Guide To Eberron
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V 2.3.0 - 2023-10-29
Pathfinder's Guide to Eberron uses trademarks and/or Introduces the Pathbuilder module contributed
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or access this content. Pathfinder's Guide to Eberron V 1.6.4 - 2023-04-21
is not published, endorsed, or specifically approved by Typos, Errata, Clarifications
Paizo. For more information about Paizo Inc. and Bugbear Flexible Might clarifies intent
Paizo products, visit paizo.com. Dragonmarked series spells are now per day
frequency rather than 24 hours
This guide aims to be within the terms of fair use Added actions to Changeling Terrifying Shift
under the OGL and Fan Content Policy. Feel free to Clarified Changeling The Traveller's Protection
copy and distribute this document however you want frequency
as long as you continue to follow the terms of fair use Clarified Gnoll Bows require Gnoll Arrows as
under the OGL and Fan Content Policy. The work is ammunition
done to the best of my ability to meet these rules, and Changed Kalashtar Link Minds to allow saving
I ask that if there is violation, breach of ownership, or throws from unwilling targets
other issue to contact me directly through Github for Shifter Longstride Elite clarifies speed benefit
any needed alteration or removal. If there are
V 1.6.1 - 2023-01-13
modifications, corrections, updates, features, or
Clarifies focus spell selection from dragonmark
anything you would like to add to this document
feats
please submit it back to Github. You will be credited Removes extraneous text
for your work, and this document will be maintained Adds improved credits, changelog, and legal
as an up-to-date source for the Eberron community. section
In the event of crashing airships, attacks by the V 1.5 - 2023-01-12
Emerald Claw, or invasions by mind-bending Merged dragonmark focus pool with regular
corruptions accending from the depths (The Mror focus pool. Points are now shared.
Holds declined to comment on whether or not they
have dug too deep), don't panic… and keep at least V 1.4 - 2023-01-07
one hero point in your back pocket. Dragonmarked Half-Elf and Half-Orc heritage
clarifications. These two heritages are Human
heritages - though you are still a Half-Elf or Half-
orc respectively
Modified Kalashtar stat boost from Wisdom to
Charisma to fit with the psychic class
Version 2.3.0
What is Eberron?
Eberron started with a contest run by Wizards of the Coast to develop a new campaign setting. The winner of
the competition was Keith Baker with the Eberron Campaign Setting. In 2005 after developing the setting in
concert with Wizards of the Coast, the Eberron campaign setting was published for Dungeons and Dragons 3e.
Eberron is a pulp-action world where morality is a shade of grey, but the call to adventure is always present.
Adventure is everywhere, from the continent of Khorvaire: where arcane industry powered a hundred-year-war
which now stands in an uneasy truce gone cold war; to Xen'drik where ancient ruins of the giant civilization
wait to be discovered; there are many backdrops for a story in Eberron - and equally many dangers. Some of
these dangers threaten nations, while others put the fate of the world at risk. Only a few legendary people can
ever hope to stand against these threats, which is where the PCs come in. The need for heroes is desperate, but
there is hope.
The World Occasionally, notes are used to clarify the design intent
There are a number of nations that have risen from of an option, and sometimes explain the rarity of the
the last war, and many continents, ancient empires, option.
and other places that have been around far longer.
This document provides stat blocks for all these Text boxes such as the following are used to provide
locations including the planes and any planar effects. references for further reading.
Languages
There are many varied languages in Eberron, and this
document outlines the common, uncommon, and
exotic languages of the world that you might
encounter.
Religions
Deities are tied into the mechanics of many of the
Pathfinder 2e classes, this document provides the
statblocks for their worship.
Ancestries
There are several unique playable Ancestries in
Eberron, such as the Bugbear, Eberron Changeling,
Kalashtar, Shifter, and Warforged. The Pathfinder's
Guide to Eberron provides support for these new
ancestries or ways to play them with the existing
Pathfinder 2e ancestries.
Dragonmarks
Dragonmarks are a new system of focus spells
provided by the Dragonmarks which manifest on
many of the Ancestries present in the world of
Eberron. This guide provides the steps and mechanical
support to use Dragonmarks in Eberron.
Equipment
With the wide magic of Eberron, access to magic items
and crafting supplies is different from the world of
Golarion. New magic items are provided, along with
common more mundane adventuring gear and
weapons.
Spells
With the arms race brought about by the last war, and
the magic of dragonmarks, several new spells are
introduced into the world. Eberron is a wide-magic,
but low-level-magic setting, so the majority of these
spells are low-level as well.
Other
There are many other details sourced from canon and
kanon about running the world of Eberron to its full
depth of lore. Eberron is a rich living world, and it can
truly shine with some minor tweaks to the Pathfinder
2e system!
Version 2.3.0
The world of Eberron is composed of five main continents: Aerenal, National Lore
Argonessen, Frostfell, Khorvaire, Sarlona, and Xen'drik. Most PCs will Most PCs will be natives of one of
start on the continent of Khorvaire, one of the major humanoid the nations of Khorvaire. This
population centres of Eberron. nationality will likely be an
important part of their character, so
Khorvaire consider giving each PC a trained
Khorvaire once stood as a united, proud human nation. However, in the lore skill for their nation.
wake of the last war, it has splinted into the following separate nations
and territories. Regional Language
Languages in Eberron are typically
For more information on the Nations at a high level: see the Eberronicon (P. based on location rather than
20) or more in-depth in the Eberron Campaign Setting (p. 129). ancestry. When picking languages,
consider the languages local to
your home region.
AUNDAIR NATION
FIVE NATIONS KHORVAIRE RECOGNIZED BY THRONEHOLD
Government Monarchy
Capital: Fairhaven (92,500)
Population 2,000,000 (Humans 51%, Half-elves 16%, Elves 11%, Gnomes 11%, Halflings 5%, Shifter 3%, Changelings
2%, Other 1%)
Languages: Common, Draconic, Elf, Halfling
Religion: Sovereign Host, Silver Flame
Exports Wine, cheese, grains, agriculture, books
Houses House Cannith West, House Lyrandar, House Orien
Factions The Royal Family, The Arcane Congress, Nobles and Vassal Lords
Queen Aurala Ir'Wynarn (NG female human) Queen of Aundair
Adal Ir'Wynarn (LN male human) Warlord and minister of magic, Aurala's brother
Aurad Ir'Wynarn (LG male human) Chief advisor and governor of Fairhaven, Aurala's brother
BRELAND NATION
KHORVAIRE FIVE NATIONS RECOGNIZED BY THRONEHOLD
Government Constitutional Monarchy
Capital Wroat (80,870)
Population 3,700,000 (Humans 44%, Gnomes 14%, Half-elves 10%, Elves 8%, Halflings 4%, Changelings 4%,
Goblinoids 4%, Orcs 3%, Other 2%)
Languages Common, Gnome, Elven, Dwarven, Halfling, Orc, Goblin
Religion Sovereign Host, Silver Flame
Exports Weapons, armour, tools, processed ore, metalwork, manufactured goods, heavy industry
Houses House Cannith South, House Medani, House Phiarlan, House Vadalis
Factions The Brelish Crown, The Breland Parliament, The King's Citadel, Nobles and Vassal Lords
Boranel Ir'Wynarn (CG male human) King of Breland
Kor Ir'Wynarn (NG male human) Royal advisor, Boranel's brother
Bortan Ir'Wynarn (LG male human) Royal steward and controller of the crown's finances, Boranel's son
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DARGUUN NATION
KHORVAIRE RECOGNIZED BY THRONEHOLD
Government Feudal (official), Tribal (traditional)
Capital Rhukaan Draal (82,460)
Population 800,000 (39% Goblin, 29% Hobgoblin, 13% Bugbear, 6% Kobolds, 6% Human, 7% Other)
Languages Goblin, Common, Draconic
Religion Dark Six, Sovereign Host
Exports Mercenaries
Houses House Deneith, House Tharashk
Factions The Ghaal'dar, The Marguul, The Heirs of Dhakaan
Lhesh Haruuc Shaarat'kor (LN male hobgoblin) High Warlord Haruuc of the Scarlet Blade
DROAAM NATION
KHORVAIRE
Government Despotic Regime
Capital The Great Crag (32,500)
Population 500,000 (20% Gnoll, 19% Orcs, 18% Goblins, 5% Shifters, 38% Other Races (including half-orcs,
harpies, hill giants, humans, kobolds, medusas, minotaurs, ogres, and trolls))
Languages Goblin, Common, Orc, Giant, Gnoll, Draconic, and various monster languages, not all of which have
been studied
Religion Dark Six
Exports Mercenary services, byeshk
Houses House Deneith, House Tharashk
Factions The Daughters of Sora Kell, The Warlords of Droaam, The Znir Pact, The Harpy Flights, The Dark Pack
Sora Katra (NE female green hag) The voice of the Sora Kell coven
Sora Maenya (CE female annis hag) The fist of the Sora Kell coven
Sora Teraza (LN female dusk hag) The diviner of the Sora Kell coven
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KARRNATH NATION
FIVE NATIONS KHORVAIRE RECOGNIZED BY THRONEHOLD
Government Monarchy
Capital Korth (85,000)
Population 2,500,000 (Humans 52%, Dwarf 18%, Halflings 10%, Half-elves 8%, Elves 8%, Other 4%)
Languages Common, Dwarven, Elven
Religion Sovereign Host, Blood of Vol
Exports Ale, dairy, glass, grain livestock, lumber, paper, textiles
Houses House Deneith, House Jorasco, The Twelve
Factions The Royal Family, Nobles and Vassal Lords, The Blood of Vol, The Order of the Emerald Claw
Kaius III ir'Wynarn (LE male human) King of Karrnath
Moranna ir'Wynarn (LE female human) Chief Advisor
Etrigani ir'Wynarn (CG female elf) Queen of Karrnath
Q'BARRA NATION
KHORVAIRE RECOGNIZED BY THRONEHOLD
Government Feudal
Capital Newthrone (23,260)
Population 300,000 (Lizardfolk 40%, Humans 30%, Kobolds 15%, Halflings 7%, Dwarves 3%, Half-elves 2%, Other
3%)
Languages: Common, Draconic, Riedran
Religion: Sovereign Host, Silver Flame
Exports Eberron dragonshards, Rare herbs
Houses House Tharashk
Factions New Galifar, Blackscale Lizardfolk, The Dreaming Dark, The Lords of Dust, Rhashaak, Poison Dusk
Lizardfolk, The Cold Sun Tribes
Sebastes ir'Kesslan (male human) King of Newthrone
THRANE NATION
FIVE NATIONS KHORVAIRE RECOGNIZED BY THRONEHOLD
Government Theocracy
Capital Flamekeep (150,000)
Population 2,300,000 (human 70%, half-elf 10%, dwarf 9%, elf 4%, other 3%)
Languages Common, Draconic, Dwarven, Elven, Halfling
Religion Silver Flame, Sovereign Host
Exports Fine crafts, fruit, livestock, missionaries, textiles, wool
Factions Council of Cardinals, Knights of Thrane
Jaela Daran (LG female human) The Keeper of the Flame
Krozen (LE male human) High Cardinal of the Council
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VALENAR NATION
KHORVAIRE RECOGNIZED BY THRONEHOLD
Government League of Warclans
Capital Taer Valaestas (19,060)
Population 70,000 (elves 43%, human 28%, half-elves 15%, halflings 5%, hobgoblins 5%, other 4%)
Languages Elven, Common
Religion Ancestor worship
Exports Horses, mercenaries
Houses House Lyrandar
Factions The Keepers of the Past
Vadallia (N male elf) High King
ZILARGO NATION
KHORVAIRE RECOGNIZED BY THRONEHOLD
Government Triumvirate
Capital Trolanport (27,500)
Population 250,000 (Gnome 60%, human 16%, dwarves 11%, kobolds 7%, other 6%)
Languages Gnome, Common, Dwarven, Goblin
Religion Sovereign Host, The Silver Flame
Exports Alchemical goods, education, elemental binding stones, entertainment, maps, precious stones, ships
Houses House Kundarak, House Sivis
Factions The Aurum, The Library of Korranberg, The Trust
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Sarlona
Sarlona is a land of ancient civilizations and the origin of human civilization and culture. The lands are
primarily ruled by the Riedran inspired, which work to extend the grasp of the dreaming dark into the world.
For more information on the Sarlona at a high level: see the Eberronicon (p. 24) or more in-depth in the Secrets of
Sarlona (p. 9).
ADAR NATION
SARLONA
Government No formal government
Capital Kasshta Keep (unofficial)
Population 320,000 (Human 51%, kalashtar 45%, other 4%)
Languages Riedran
Religion Path of Light, Aarakti (Arawai), Braahyn (Balinor)
Factions Keepers of the Word, Storm Guardians, Endseekers
Chanaaka (LG male human) Speaker of the Word (unofficial)
RIEDRA NATION
SARLONA
Government The Unity
Capital Durat Tal (631,022)
Population 13,878,000 ((Percent varies by region) Changelings, chosen/inspired, dwarves, half-giants, humans,
ogres, shifters, other)
Languages Riedran
Religion Path of Inspiration
Factions The Dreaming Dark, The Unity
SYRKARN TERRITORY
SARLONA
Government None
Capital Nderitese (unofficial)
Population 260,000 (Human 44%, eneko 42%, half-giant 12%, kalashtar 1%, other 1%)
Languages Giant, Riedran
Religion Agnostic, Sovereign Host, Karrak the Final Guardian
Factions The eyes of Riedra, Various Tribes and Clans
For more information on other lands at a high level: see the Eberronicon (Aerenal, Argonnessen, Frostfell, Everice p. 19;
Xen'drik p. 25) or more in-depth in the Eberron Campaign Setting (p. 216).
AERENAL CONTINENT
KINGDOM
Government The Sibling Kings, the Undying Court
Capital Shae Cairdal (52,460)
Population 2,650,000 (Elves 77%, undying 19%, half-elves 3%, other 1%)
Languages Elven, Common, Draconic
Religion The Undying Court
Exports Crafts, bronzewood, densewood, livewood
Factions The Cairdal Blades, The Deathguard, The Tairnadal, The Stillborn
ARGONNESSEN CONTINENT
CONTINENT
Government The Eyes of Chronepsis
Capital Region The Great Aerie
Population 261,310 (dragons 18%, other 82%)
Languages Draconic
Religion Chronepsis, The Sovereign Host
Factions The Conclave, The Eyes of Chronepsis, The Light of Siberys, The Chamber
FROSTFELL CONTINENT
CONTINENT
Government None
Capital Region None
Population Unknown
XEN'DRIK CONTINENT
CONTINENT
Government None
Capital Region Stormreach (unofficial)
Languages Common, Elven, Giant
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Languages
The following languages are present in the world of Eberron. Most humanoids in the world of Eberron speak at
least one of the common languages. Uncommon languages are typically only be found in isolated cultures.
Exotic languages exist but are typically the language of extra-planar entities.
All of these languages are uncommon, available to only PCs who had access to speakers of the language. All the
following languages receive the Uncommon trait, replacing the Rare trait if present.
All these languages are Rare, available to only PCs who had access to speakers of the language. All the following
languages receive the Rare trait, replacing the Uncommon trait if present.
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Religions
Without the presence of physically manifesting gods, Eberron is a world of diverse
religions and faith in the higher powers. Many different religions have formed in the
different cultures of the world, each following a unique faith. These many diverse
religions draw their divine power from the strength of their faith, rather than drawing
it as a gift of a divine source.
Anyone can worship a deity, but those who do so devoutly draw divine power from the strength of their faith.
Each deity below has a short description, followed by their alignment, edicts, anathemas, and devotee benefits.
In Eberron, you are not required to fit exactly into your deity's alignments, edicts, or anathemas. As a devout
follower of the faith, you may follow a lawful good sovereign, but be chaotic evil in nature. Similarly, if you
break the Edicts and Anathemas of your diety, divine retribution is unlikely - though you may still draw the ire
of your church. If you do so break these guidelines, it is up to you to explain how this difference came to be, and
how you resolve this as a divine follower.
Arawai: Goddess of Agriculture [NG] Aureon: God of Law and Knowledge [LN]
Arawai is neutral good and her domain is fertility, Aureon is lawful neutral and his domain is lore and
plant life, and abundance. magic.
Areas of Concern Fertility, crops, abundance, plants, Areas of Concern Law, knowledge, learning, logic,
the wilderness, birth magic
Alignment NG Alignment LN
Divine Font Heal Divine Font Heal or Harm
Divine Ability Wisdom or Constitution Divine Ability Wisdom or Intelligence
Divine Skill Nature Divine Skill Arcana
Domains Earth, family, healing, nature, stars, sun, Domains Duty, Fate, Knowledge, Magic, Truth
passion, toil, water Cleric Spells 1st: mage armour, 3rd: zone of truth, 7th:
Cleric Spells 1st: temporary tool, 2nd: shape wood, contingency
3rd: wall of thorns. Edicts Seek out lost lore, to make discoveries, and
Edicts Encourage hard work that benefits all, ensure increase their magical power.
the health of crops and vegetation, protect forests and Anathema Fail to stop abuses of magic or hunt down
farmland from ravagers. lawbreakers and dangerous creatures of wild magic.
Anathema Destroy healthy crops, waste food, refuse Favoured Weapon Staff
to help others in your community.
Favoured Weapon Flail
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Balinor: God of Beasts and the Hunt [N] Dol Arrah: Goddess of Honor and Sacrifice [LG]
Balinor is a neutral nature deity associated with Dol Arrah is the lawful good deity of honourable
hunting and animal life. combat, self-sacrifice, and sunlight.
Areas of Concern Animals, the hunt. Areas of Concern Honor, sacrifice, light, the sun,
Alignment N diplomacy
Divine Font Heal Alignment LG
Divine Ability Strength or Wisdom Divine Font Heal
Divine Skill Survival Divine Ability Strength or Charisma
Domains Air, Nature, Earth, Might Divine Skill Diplomacy
Cleric Spells 1st: pass without trace, 2nd: invisibility, Domains Confidence, Duty, Freedom, Might,
3rd: animal vision Protection, Sun, Truth, Vigil, Zeal
Edicts Hunt and maintain the health of the forest, Cleric Spells 1st: mage armor, 4th: creation, 7th: true
provide for your community, slay creatures terrorizing target
an area. Edicts Seek those that break oaths and enforce just
Anathema Take more than needed from the restitution, uphold your promises.
wilderness, hunt an animal for sport. Anathema Lie, dishonour yourself or your family,
Favoured Weapon Longbow, Composite Longbow shirk your duties, break an oath.
Favoured Weapon Halberd
Kol Korran: God of Trade and Wealth [N] Onatar: God of Artifice and the Forge [NG]
Kol Korran is the neutral deity of trade. Onatar is the patron of all those who make things, in
Areas of Concern Wealth, money, trade, commerce, particular artisans and artificers.
theft Areas of Concern Crafts, weapons, tools, smithing,
Alignment N fire, innovation
Divine Font Heal or Harm Alignment NG
Divine Ability Wisdom or Charisma Divine Font Heal
Divine Skill Society Divine Ability Strength or Intelligence
Domains Ambition, Cities, Travel, Wealth Divine Skill Crafting
Cleric Spells 1st: shattering gem, 4th: creation, 7th: Domains Creation, Fire, Toil
magnificent mansion Cleric Spells 1st: temporary tool, 4th: creation, 7th:
Edicts Gather new wealth, count your riches, open up duplicate foe
new trade routes, discover and retrieve items of great Edicts Craft new creations, pay attention to details,
worth. share achievements.
Anathema Allow those who steal from you to go Anathema Carelessly destroy others’ creations or
unpunished, forgo simple opportunities to gain riches. research, enslave intelligent constructs, abuse
Favoured Weapon Mace constructs, refuse to acknowledge or learn from
mistakes.
Favoured Weapon Warhammer
Olladra: Goddess of Feast and Good Fortune [NG]
Olladra is the neutral good deity of luck and plenty.
Areas of Concern Good fortune, feast, plenty
Alignment NG
Divine Font Heal
Divine Ability Constitution or Charisma
Divine Skill Performance
Domains Freedom, Indulgence, Luck
Cleric Spells 1st: anticipate peril, 2nd: Lucky Number,
3rd: Perseis's Precautions
Edicts Live life freely, drink, host generously, take
chances.
Anathema Refuse a reasonable bet, be miserly with
your hospitality.
Favoured Weapon Dagger
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The Devourer: The Sovereign of Wave and Whelm The Keeper: The Sovereign of Death and Decay
[NE] [NE]
The Devourer is the deity of the raw power of nature, The Keeper is the deity typically associated with
and the destruction it can bring. greeed.
Areas of Concern Devastation, hunger, nautical travel, Areas of Concern Death, entropy, greed, hunger, time
storms, water Alignment NE
Alignment NE Divine Font Harm
Divine Font Harm Divine Ability Strength or Charisma
Divine Ability Strength or Constitution Divine Skill Theivery
Divine Skill Nature Domains Death, Decay, Dust, Indulgence, Trickery,
Domains Change, Cold, Decay, Destruction, Dust, Wealth
Lightning, Nature, Plague, Void, Water Cleric Spells 1st: ill omen, 2nd: shatter, 6th:
Cleric Spells 1st: gust of wind, 3rd: lightning bolt, 5th: phantasmal calamity
control water Edicts Gain financial control over others, gather new
Edicts Embrace the glorious power of the wilds, live wealth, count your riches.
free of social or materialistic chains. Anathema Allow honour or tradition to prevent you
Anathema Bring civilization to intrude on the wild, from taking what you want, fail to take opportunities
become civilized. to increase your wealth.
Favoured Weapon Trident Favoured Weapon Scythe
The Fury: The Sovereign of Rage and Ruin [NE] The Mockery: The Sovereign of Betrayal and
The Fury is the anger the smolders within. Her Bloodshed [NE]
domains include Anger, Freedom, and Might. The mockery is the deity that encompasses the war,
Areas of Concern Anger, extremism, insanity, passion, combat, and trickery.
revenge Areas of Concern Combat, dishonour, murder, terror,
Alignment NE treachery.
Divine Font Harm Alignment NE
Divine Ability Strength or Dexterity Divine Font Harm
Divine Skill Intimidation Divine Ability Dexterity or Charisma
Domains Ambition, Delirium, Destruction, Freedom, Divine Skill Deception
Might, Pain, Passion, Zeal Domains Confidence, Destruction, Might, Pain,
Cleric Spells 1st: true strike, 3rd: fireball, 4th: Passion, Trickery, Tyranny, Zeal
dimension door Cleric Spells 1st: penumbral shroud, 3rd: invisibility
Edicts Convey yourself with regal dignity, claim what sphere, 6th: mislead
you desire and deserve, seek vengeance upon those Edicts Seize any opportunity that would benefit you,
who wrong you. solve your problems with violence, hide your true
Anathema Allow a slight to go unanswered, show intentions.
humility or fear. Anathema Beg for help or mercy, let a slight go
Favoured Weapon Rapier unanswered.
Favoured Weapon Kama
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The Shadow: The Sovereign of Magic and Mayhem The Silver Flame [LG]
[CE]
The Church of the Silver Flame is a Church that
The Shadow is the sovereign of power and dark
worships the power of the Silver Flame. They are
knowledge.
dedicated to protecting the common people from evil.
Areas of Concern Arcane magic, consequence,
corruption, darkness, duality
Areas of Concern Protection, Defence of the
Alignment CE
Innocents, Destruction of supernatural evil
Divine Font Harm
Alignment LG
Divine Ability Constitution or Intelligence
Divine Font Heal
Divine Skill Arcana
Divine Ability Wisdom or Charisma
Domains Ambition, Change, Darkness, Fate,
Divine Skill Religion
Knowledge, Magic, Secrecy, Trickery, Truth
Domains Confidence, Duty, Fire, Freedom, Might,
Cleric Spells 1st: share lore, 3rd: hypercognition, 7th:
Protection, Repose, Sun, Truth, Vigil, Zeal
spell turning
Cleric Spells 1st: anticipate peril, 3rd: fireball, 4th: fire
Edicts Learn and hoard forbidden magic, steal secrets
shield
from others.
Edicts Free others from oppression, defend the
Anathema Destroy forbidden lore, reveal the entirety
innocent from evil, work toward your best self and
of a secret.
inspire others to follow.
Favoured Weapon Staff
Anathema Allow evil to spread unchecked, enslave or
oppress others, dishonor yourself or disgrace others.
The Traveler: The Sovereign of Chaos and Change Favoured Weapon Longbow
[CN]
The chaotic neutral Traveler is the deity of trickery
and change.
The Blood of Vol [LN]
Areas of Concern Chaos, deception, evolution, The Blood of Vol is a religion that believe the only
invention, transformation deity that should be worshipped is the one that lies
Alignment CN latent in your own blood.
Divine Font Heal, Harm
Divine Ability Dexterity or Wisdom Areas of Concern Death, Undead, and Ambition
Divine Skill Survival Alignment LN
Domains Change, Creation, Fate, Freedom, Divine Font Harm or Heal
Knowledge, Secrecy, Travel, Trickery Divine Ability Constitution or Intelligence
Cleric Spells 1st: illusory disguise, 2nd: invisibility, Divine Skill Occultism
3rd: nondetection, 4th: private sanctum Domains Ambition, Change, Confidence, Death,
Edicts Live life freely, manipulate dangerous beings Decay, Duty, Knowledge, Magic, Pain, Perfection,
and opportunities to your benefit, thrive in hostile Protection, Repose, Secrecy, Soul, Undeath, Vigil
conditions. Cleric Spells 1st animate dead, 3rd: haste, 6th:
Anathema Refuse a reasonable bet, let social pressure dominate
change your behaviour. Edicts Strive to unlock the potential within yourself,
Favoured Weapon Scimitar encourage others to strive toward their potential for
greatness.
Anathema Sacrifice your life, fail to work toward
goals or grow in skill, relax excessively or give in to
sloth, blemish a soul.
Favoured Weapon Dagger
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The thirteen planes of Eberron are complex and exist as the total embodiment of a concept in all its forms. The
planes interact with Eberron and manifest their concepts and effects on the material plane. This can come in the
form of being coterminous or remote - in which the planes effect becomes more or less dramatic across the
world, or in the form of Manifest Zones which directly affect a small region of the world.
For more information on the planes of Eberron, see Exploring Eberron Chapter 5.
The planes of Eberron seem to follow cycles of Sypheros, NE, Negative, The Endless
Mabar the Shadow Shadow, Night
Coterminous phases and Remote phases. Typically, Immeasurable
when coterminous, manifest zones associated with the Dravago, Cold, Timeless, The Plain of
Risia
plane are stronger, but when remote, manifest zones the Herder Immeasurable Ice
associated with the plane become weaker or can even Shavarath Vult,
Warder
the Flowing,
Immeasurable
The
Battleground
temporarily disappear altogether.
Syrania Therendor, Air, Immeasurable The Azure
the Healer Sky
DAANVI: THE PERFECT ORDER PLANE DAL QUOR: THE REGION OF DREAMS PLANE
LN FLOWING IMMEASURABLE SUBJECTIVE GRAVITY FLOWING METAMORPHIC IMMEASURABLE
Moon Nymm, the Crown Moon Crya (believed to be destroyed)
Moon and Portal Colour Yellow-gold Moon and Portal Colour Not visible in Eberron’s sky;
Native Inhabitants Modrons, Inevitables, Angels, impossibly black, portals are inaccessible
Devils Native Inhabitants Dreamers, Quori
MANIFEST ZONE
Manifest zones of Daanvi are uncommon, but those
that do manifest typically present one of the plane's
properties. Inside the manifest zone, things are
unnaturally orderly.
PLANAR EFFECTS While Fernia is remote, intense heat loses some of its
Burning Bright. When you make a recovery check and edge. Regions of high temperature become one stage
you are still dying after applying its effects, make lower than normal. In addition, creatures increase their
another recovery check. resistance to fire damage by 5.
Deadly Heat. All regions of Fernia are subject to
temperatures of extreme heat (Core Rulebook page
517), though many regions reach temperatures of
incredible heat. All creatures increase their
resistance to cold damage by 5.
Empowered Fire. Fire spells are enhanced, while cold
and water spells are impeded (Gamemastery Guide
page 136). When you Cast a Spell with the fire trait,
that spell is automatically heightened 1 level, up to a
level equal to the highest spell level you can cast.
Fire Energy Ley Line. Fernia is attuned to fire energy,
and by tapping into this source you can enhance fire
spells using that energy’s power. The strength of
this power varies throughout Fernia. (Secrets of
Magic pg 214)
Fires of Industry. When making a crafting check
involving the use of fire (such as cooking or
smithing), you gain a +2 item bonus to your check.
Standard Time. Time passes at the same pace as on
the Material Plane and is consistent across its
layers.
MANIFEST ZONES
A Fernia manifest zone typically manifests one or two
of the planar effects. In addition, it may have the
following additional properties.
KYTHRI: THE CHURNING CHAOS PLANE LAMANNIA: THE TWILIGHT FOREST PLANE
CN ERRATIC METAMORPHIC IMMEASURABLE IMMEASURABLE
Moon Zarantyr, the Storm Moon Olarune, the Sentinel
Moon and Portal Colour Pearly white Moon and Portal Colour Pale orange
Native Inhabitants Wild things, Slaadi, Githzerai Native Inhabitants Beasts, Elementals, Humanoids
Kythri embodies chaos in all its forms.
PLANAR EFFECTS
PLANAR EFFECTS Extended Primal Magic. When a creature casts a spell
Broken Rhythms. You may not use the same action on the primal list, its range is doubled; if that spell
twice in one turn. If you used a specific action on has a duration of at least 1 minute but less than 24
your previous turn, you take a -2 status penalty to hours, the duration is also doubled.
use the action again this turn. Indomitable Beasts. Creatures with the animals,
Fluid in Form. When a creature casts a transmutation beasts, or elemental trait gain a +2 status bonus to
spell, its range is doubled; if that spell has a Fortitude and Will saves. Upon its arrival in
duration of at least 1 minute but less than 24 hours, Lamannia, any elemental or beast that’s under the
the duration is also doubled. effects of an enchantment spell or bound in any
Embrace the Unknown. To use the Cast a Spell activity way may choose to immediately end the effect.
for a 1st level or higher Divination spell, a creature Primal Power. When you Cast a Spell on the primal
must succeed on a flat check of DC 5 + spell level. list, that spell is automatically heightened 1 level, up
On a failed check, the action fails and its spell slot is to a level equal to the highest spell level you can
not expended, but the actions are still consumed. cast.
Divination spells cast on other planes can’t affect or The Land Provides. You gain a +2 status bonus to all
target creatures, places, or objects on Kythri. Survival checks.
The Odds Are Odd. When you roll a check, you Primordial Matter. It’s difficult to destroy or
critically succeed if you beat the DC by 5 or more. If contaminate the matter of Lamannia. All nonmagical
you fail the DC by 5 or more, you critically fail food and drink are purified and rendered free of
instead. poison and disease. In addition, natural materials
Constant Change. Every 24 hours spent in Kythri, such as wood and stone are tougher than their
some minor or major aspect of your character mundane counterparts. All objects made of
changes. This could be the colour of your clothing, Lamannian materials increase their hardness by 5.
the colour of your hair, or your gender. This aspect Standard Time. Time passes at the same pace as on
is determined by each player. the Material Plane and is consistent across its
Chaotic Time. Time is fluid in Kythri, inconsistent both layers.
with the Material Plane and within its islands. When
MANIFEST ZONES
returning to the material plane, a random amount of
Lamanna manifest zones are relatively common and
time has passed.
usually have at least one of the plane's properties.
MANIFEST ZONES COTERMINOUS AND REMOTE
Kythri manifest zones are often chaotic in minor or
While Lamannia is coterminous, spells that target
major ways. They may manifest one or more of the
creatures with the animal, beast, or elemental trait are
planar effects of Kythri, or simply cause the local zone
extended; if a spell has a duration of 1 minute or
to behave in unpredictable ways such as the sudden
longer, the duration is doubled; spells with a duration
change of weather.
of 24 hours or more are unaffected.
COTERMINOUS AND REMOTE
While Lamannia is remote, the duration of spells that
Neither coterminous nor remote periods have any
affect creatures with the animal, beast, or elemental
discernable effect on Eberron.
trait are cut in half, to a minimum duration of one
round.
Version 2.3.0
When Shavarath is remote, there is no apparent effect When Syrania is remote creatures gain a +2 status
on the material plane. bonus to intimidation checks, and a -2 status penalty
to diplomacy checks. Outside of Syranian manifest
zones, all flying speeds are reduced by 10 feet, to a
minimum of 5 feet.
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Guns
Eberron is a world of widespread arcane industry and advancement - rather than
technological. The second section of Guns and Gears - Guns - provides rules for the
introduction of black powder firearms into the world, a significant technological
advancement. This is incongruent with the lore of Eberron. While you may simply
declare the content universally disallowed, you instead may wish to integrate the
content in a lore friendly way. The Guns conversion allows just that.
weapons are sometimes referred to as guns. For the same changes as mundane firearms. Given that
purposes of mechanics, any weapon that operates in standard firearms are already Uncommon to Rare in
this way may only interact with firearm rules, while Eberron, consider where this particularly unique
wands and staves may still only interact with wand creation may have come from. Is it an old Dhakaani
and stave rules. creation? Or is this weapon designed by your own
hand?
Firearms Unique and Rare firearms require individual attention
Items that utilise black powder can relatively easily be from the GM to fit into the world of Eberron, but the
reskinned to utilise siberys powder instead. Weapons firearm portion of which should require no more than
like the arquebus or blunderbuss might simply replace the same changes as mundane firearms.
black powder with siberys powder, or replace the
bullet altogether to discharge a unique cantrip Firearm Siege Weapons
powered by the siberys powder instead of a bullet. Firearm siege weapons, commonly referred to as siege
These changes can be anything that your GM staves, instead use charges of the breath of siberys to
approves the flavour of, aim for an arcane create explosive effects, propel ammunition, or create
implementation of the standard item. Keep in mind, long-range bludgeoning spell effects by casting a spell
however, that these changes should have no powered by the Breath of Siberys.
mechanical effect on the functionality of the weapon.
If your new weapon fires a special cantrip, it is still Tools and accessories
subject to the traits of a mundane bullet; it still deals Tools and accessories typically continue to function as
mundane bludgeoning or piercing damage, requires normal, though you could consider how some might
reloading, and costs the same amount per shot. be more magical in nature. Perhaps the scope you
attach doesn't use lenses to magnify light, but a
Ammunition permanent spell effect.
Mundane ammunition needs no reskinning,
continuing to function as a simple physical projectile. Wandslingers
Magical ammunition can be used without change, or Those who are brave enough to wield these unstable
you may flavour the ammunition as the discharge of a arcane firearms, and test the speed of their hand with
unique spell powered by the siberys powder. the cutting edge of arcane innovation, are typically
Mechanically this reskinning has no effect. referred to as wandslingers. Wandslingers utilise
arcane firearms to engage in battle relying on their
Uncommon, Rare, and Unique guns sharp eye and fast hand. These wandslingers, wielding
Some of these weapons are uncommon in Golarion, wands and staves to fight are sometimes referred to as
but in the world of Eberron, most of these weapons Gunslingers.
would be Rare if not Unique rarity. Consider Wandslingers are a simple rename of the Gunslinger
adjusting all of these items to at minimum Rare rarity, class and utilise all of their features and progressions
and consider how they might fit into the world if you with the arcane firearms of Eberron. Despite the
decide to include them. rename, they can typically only use firearms and most
Beast Guns need no change to fit into the world due to do not have any understanding of how a spellcasting
their inherent arcane nature. Think about where your wand might function. A limited few however have
beast gun was created if you gain one. picked up methods of integrating arcane power into
Cobbled firearms should make the same changes as the blast of their firearm - these wandslingers typically
mundane firearms, though make more sense as follow the Way of the Spellshot or the Way of the
creations of an independent gunslinger creating their Wandslinger. See the Wandslinger class archetype in
own weapons. While most cobbled firearms are the Archetypes section for more.
assembled by goblins, Dhakaani smiths are
significantly more talented than these independent
goblins and rarely create weapons that would be
considered cobbled. Given their talent with firearms
innovations, however, all Dhakaani still gain the
benefits of the use of the cobbled firearms as goblins.
Combination weapons do not require more than the
Version 2.3.0
Gears
Eberron is a world of widespread arcane industry and advancement - rather than
technological. The first section of Guns and Gears - Gears - provides rules for the
introduction of technological clockwork and contraptions into the world, a significant
mundane technological advancement - though less than the Guns section. While you
may simply declare the content universally disallowed, you instead may wish to
integrate the content in a lore friendly way. The Gears conversion allows just that.
Ancestries
Humanoids of all kinds have made their mark on the continent of Khorvaire.
Presented in alphabetical order, the playable Ancestries in this section have especially
shaped the land’s recent history.
TABLE 3-1: ANCESTRY RARITY This guide does not aim to provide information about
Ancestry Rarity the Ancestries, but instead guidance about
Bugbears Uncommon implementing their mechanics in the world.
Dwarves Common For more information about the Ancestries of
Drow Uncommon Eberron, see the Eberronicon entries.
Eberron Changelings Uncommon The Pathfinder 2e mapping is denoted in brackets if
Elves Common necessary. All of the following ancestries note their
Gnolls Uncommon rarity, which replaces any pre-existing rarity trait if it
Gnomes Common exists.
Goblins Common
Half-Elves Common
Bugbears
Bugbears are uncommon in the world of Eberron.
Half-Orcs Common
The Bugbear Ancestry is provided in this document.
Halflings Common
Hobgoblins Uncommon For more information on Goblinoids of Eberron, see
Humans Common Exploring Eberron (p. 96).
Kalashtar Uncommon
Kobolds Common Dwarves
Lizardfolk Uncommon Dwarves are common in the world of Eberron.
Orcs Uncommon Dwarves of Eberron are well represented by the
Shifters Uncommon Pathfinder 2e implementation.
Warforged Common
For more information on the Dwarves, see Exploring
*All others not noted here are Rare.
Eberron (p.112)
TABLE 3-2: VERSATILE HERITAGE RARITY
Heritage Rarity Drow
Aasimar Uncommon Drow are uncommon in the world of Eberron.
Tieflings Uncommon If playing a Drow, use the Elf Ancestry with one of the
**All others not noted here are Rare. Cavern Elf, Seer Elf, or Whisper Elf.
Core Ancestries The use of these Heritages for Drow does not preclude
Pathfinder 2e integrates a significant amount of their use with Non-Drow Elves. With GM permission,
Golarian lore into the mechanics and feats of core you could also use any Elf Heritage to play a Drow.
ancestries. While all of the mechanics are solid, the
flavour associated with the ancestries and their feats For more information on the drow, see the Eberronicon
occasionally diverge from the flavour or lore of (p. 8).
Eberron. In the majority of cases, it is close enough to
Eberron that it doesn't warrant a rewrite, however,
you should consider modifying the flavour of your PC
to fit the world of Eberron. As always, work with
your GM if you are unsure.
Version 2.3.0
For more information on Gnolls of Eberron, see For more information on Halflings, see Eberron
Exploring Eberron (p. 93.) Campaign Setting (p. 16).
Gnomes Hobgoblins
Gnomes are common in the world of Eberron. Hobgoblins are uncommon in the world of Eberron.
Gnomes of Eberron are well represented by the Hobgoblins of Eberron are well represented by the
Pathfinder 2e implementation. Pathfinder 2e implementation.
For more information on Gnomes of Eberron, see For more information on Goblinoids of Eberron, see
Eberron Campaign Setting (p. 14). Exploring Eberron (p. 96).
Goblins Humans
Goblins are common in the world of Eberron. Humans are common in the world of Eberron.
Goblins of Eberron are well represented by the Humans of Eberron are well represented by the
Pathfinder 2e implementation. Pathfinder 2e implementation.
For more information on Goblinoids of Eberron, see For more information on Humans, see Eberron Campaign
Exploring Eberron (p. 96). Setting (p. 12).
Kalashtar
Kalashtar are uncommon in the world of Eberron.
The Kalashtar Ancestry is provided in this document.
Warforged
Warforged are common in the world of Eberron.
The warforged ancestry is provided in this document.
Bugbears
Bugbears are celebrated for their strength and courage. Though they appear slow, they
are capable of great bursts of strength or speed when necessary.
Bugbears, for many, are monsters belonging to storybooks and nightmares. Stories speak of bugbears as great
hairy beasts that lurk in the shadows - it is the bugbears that lie in the darkness undetected, waiting for the
children that strayed off the beaten path or too far from their parents, or for the villagers wandering out at night
away from their homes.
You might…
Present an air of indolence that hides the vicious ferocity you display in battle.
Use your great strength, long limbs, and endurance to perform feats of athletics that few others are capable
of.
Move slowly and in time with the world around you, listening and waiting until the time is right to expend
your energy.
Others Probably…
Walk and talk cautiously around you, in fear of invoking your ire.
Look to use your might to their advantage, assuming that you are easily outsmarted.
Underestimate your silent step - assuming that your great mass could not possibly move as quietly as the
stories say.
Physical Description…
These stealthy and strong goblinoid creatures can thrive in the mayhem of battle or move slowly with the world
around them - regardless they usually conserve their great reserves of energy until needed. Standing between 6 to
8 feet tall and weighing 250 to 300lbs, bugbears outsize most humanoids that they meet. Bugbears are typically
extremely muscular, able to lift and move great weights with their long limbs. They are covered in thick short
yellowish fur and share the same pointed ears as their goblinoid cousins. Due to their longer limbs, weapons
wielded in the hands of bugbears have a greater reach than typical.
Despite their great size, bugbears show an uncanny ability to sneak up on the unsuspecting. They can use their
quiet step and darkvision to move quietly through the night, unnoticed if they so desire.
Bugbears reach physical adulthood around the age of 16, and they can live up to 80 years. For those that strive
for glory in battle or perform dangerous manual labour, death by old age is far less common.
Society…
Of the communities bugbears can belong to, the ones that are primarily goblinoid are Dhakaan, Darguun, or the
isolated druidic communities found throughout Khorvaire but primarily in the Khraal.
However, bugbears can also be found integrated within human settlements, and needn't originate from strictly
goblinoid communities. These bugbears often take up the culture of the nations they are found in and can play a
diversity of roles within them.
See Exploring Eberron (p. 96) for more information on Dhakaani Society.
Version 2.3.0
RARITY
Alignment and Religion… Uncommon
The religion of an individual bugbear depends on the culture in which
HIT POINTS
they were raised.
10
Bugbears tend towards lawful alignments. This can manifest in a tendency SIZE
towards organization, whether this is found in centralized or Medium
decentralized communities.
SPEED
Names… 25 feet
Goblinoid names often feature drawn-out vowel sounds (represented by ABILITY BOOSTS
doubled letters). Goblinoids typically use the same names and naming Strength
conventions. Free
LANGUAGES
Sample Names Common
Male Names: Aruget, Chetiin, Daavn, Dabrak, Dagii, Drevduul, Duulan, Goblin
Fenic, Gudruun, Haluun, Haruuc, Jhazaal, Kallaad, Krakuul, Krootad, Additional languages equal to your
Mazaan, Munta, Nasaar, Rakari, Reksiit, Tariic, Taruuzh, Thuun, Intelligence modifier (if it's
Vanii, Vanon, Wuudaraj positive). Choose from Gnomish,
Dwarvish, Elvish and any other
Female Names: Aaspar, Aguus, Belaluur, Denaal, Draraar, Duusha,
languages to which you have
Ekhaas, Eluun, Graal, Gaduul, Hashak, Jheluum, Kelaal, Mulaan, access (such as the languages
Nasree, Raleen, Razu, Rekseen, Senen, Shedroor, Tajiin, Tuneer, Valii, prevalent in your region).
Wuun
TRAITS
Bugbear
Humanoid
DARKVISION
You can see in darkness and dim
light just as well as you can in
bright light, though your vision in
darkness is only black and white.
Version 2.3.0
creature at most one size larger than you. If your Frequency once per day
check is a critical failure, it is a failure instead. Trigger An ally within 30 feet of you makes a saving
throw against an effect with the fear trait.
UNARMED LUNGE FEAT 5
You can use your reaction with a shout to reinforce
BUGBEAR your ally's courage in battle. If your ally can hear you,
Requirements You have at least one hand free your ally gains a +2 circumstance bonus to their save.
You have an extraordinarily long reach - and practice
using it. With a combination of lunges and arcing Special You can use your reaction after you know the
swings, you can deliver blows at a distance on the result of the check.
Version 2.3.0
Eberron Changelings
Known under the moniker of "The Children of Jes", changelings are humanoid
creatures with shape-changing abilities. In particular, their abilities allow them to take
the form of other humanoid creatures with little limitation.
Changelings are shapeshifters capable of replicating any other humanoid creatures near perfectly. While this
talent makes them a highly-valuable asset to espionage agencies, most Changelings simply wish to make their
own way with their own personas.
You might…
Shift your shape to a persona that matches your mood or current activity. Though you, never use a
particular form for too long before moving on to the next.
Travel light, and keep an eye on the road, never settling down - whether that be a fear of being driven away
or simply a restless desire to travel.
Take a great interest in the people around you, their stories, and their histories. After all, these new
learnings might be the basis for one of your future personas.
Others Probably…
Others assume that because you have the uncanny ability to change their faces at will, that you will use it
for malevolent ends, cheating honest folk before moving on.
Employ you for your ability to shift your shape to any number of forms, whether this is for entertainment,
acting, or protection.
Don't understand the fluid nature you have with gender, form, or personality.
Physical Description…
Changelings are typically 5 to 6ft tall, weighing between 120 to 180lbs. Their base form is a nondescript
humanoid shape with white skin, hair, and featureless eyes - not unlike a mannequin. Beyond this, because of
their ability to shift-shape, changelings do not have a set physical description.
Society…
Changeling society is fragmented, and no two groups of changelings have the same culture. However, for
changelings that live in areas where other of their kind reside, and often shared feature is a fluidity in concepts of
identity, gender, and personality.
RARITY
Names… Uncommon
The true name of a changeling tends to be simple and monosyllabic.
HIT POINTS
Sample Names 6
Changeling Names: Aunn, Bin, Cas, Dox, Fie, Hars, Jin, Lam, Mas, Nix, SIZE
Ot, Paik, Ruz, Sim, Toox, Vil, Yug Medium
SPEED
See the Exploring Eberron entry on Changeling personas on pg. 34. 25 feet
ABILITY BOOSTS
SHIFT SHAPE Charisma
CONCENTRATE OCCULT EBERRON CHANGELING POLYMORPH TRANSMUTATION Free
Frequency Once per 10 minutes LANGUAGES
You can change your appearance and your voice. You determine the Common
specifics of the changes, including your colouration, hair length, and sex. Additional languages equal to 1 +
your Intelligence modifier (if it's
You can also adjust your height and weight, but not so much that your
positive). Choose from any other
size changes. You can make yourself appear as a member of another languages to which you have
ancestry, although your game statistics do not change. You cannot access (such as the languages
duplicate the appearance of a creature you have never seen, and you must prevalent in your region).
adopt a form that has the same basic arrangement of limbs that you have. TRAITS
However, your clothing and equipment are unchanged by this trait. Eberron Changeling
Shift shape counts as setting up a disguise for the Impersonate use of Humanoid
Deception; it ignores any circumstance penalties you might take for SHAPESHIFTER
disguising yourself as a dissimilar creature, it gives you a +4 status bonus You gain the Shift shape action as
to Deception checks to prevent others from seeing that you are a noted in the Changeling entry.
shapeshifted changeling, and you add your level even if you're untrained.
Special You stay in the new form until you use shift shape to change your
form again or until you die.
As per the wording of shift shape, it requires two applications of shift shape to change from one disguise to another.
Once to revert to your true form, and once to shift to the new disguise.
Version 2.3.0
Changeling Heritages sustenance at the local temple, a folk hero who will be
sheltered by the common people, or a veteran soldier
Changelings are nearly homogenous in their
physiology, however, the formative years of a who can always get a bed at the local garrison. Once
changeling have a large impact on their future. Choose this check has been made against a settlement, you
one of the following changeling heritages at 1st level. may not make it again for another month.
You are in tune with the emotions of those around The Traveller's gifts have manifested an ability for you
you. You gain a +2 circumstance bonus to perception to read others, and see or trouble before it happens.
checks to sense motive. If you succeed on a sense You can cast mind reading once per day as an occult
motive check (even if it reveals nothing), you gain a +1 innate spell. When you do so, mind-reading loses the
circumstance bonus to the next Diplomacy, Deception, verbal and somatic casting requirements, and a critical
or Intimidation check you make to interact with the failure becomes a failure instead.
creature.
RAPID REGENERATION FEAT 9
SKIN GLIDER FEAT 5 EBERRON CHANGELING
CONCENTRATE EBERRON CHANGELING Frequency once per day
Trigger You begin to fall more than 30 feet. You're able to shift your shape to repair wounds and
When you begin to fall, you're able to shift your shape injuries. You gain fast healing equal to half your level
to maximize your air resistance, not unlike a flying for 1 minute. While Rapid Regeneration is active, you
squirrel. Your fall slows to 60 feet per round. This revert to your base changeling form and can't use shift
rapid change is extremely obvious to any observers shape. This counts against the frequency of your shift
watching, and all of them become aware that you are a shape.
changeling.
You are a master of the unique changeling art of skin Frequency Once per 10 minutes
dancing. You can create intricate patterns and even With a rapid change, you take on a monstrous form for
images on your skin, and shift them about in an instant before shifting back. Choose any creatures
mesmerizing ways. You can achieve effects such as that you're aware of within 30 feet as your targets.
lighting coursing up your arms, or and fire dancing in a Make an Intimidation check and compare the result of
crown around your brow. You gain the Virtuosic the check to each target's Will DCs. It’s possible to get
Performer skill feat in the speciality of dance (if you a different degree of success for each target.
already have the Virtuosic Performer in dance, you Regardless of your result, all targets are temporarily
may choose an additional different speciality). When immune to your Demoralize attempts for 10 minutes.
you use the Virtuosic Performer feat for dance, you
gain a +1 status bonus if you augment your Critical Success The target becomes frightened 2.
performance with a special use of shift shape, or +2 if Success The target becomes frightened 1.
you are Legendary in Performance. This use of shift
17th level
shape is free as part of the performance and lasts until
you shift shape again. THE TRAVELLER'S PROTECTION FEAT 17
EBERRON CHANGELING SECRET
Special Skin dancer counts for the favourable form of
Frequency Once per 10 minutes
the Personable Performer feat as well.
With your ability to read a situation and change your
13th level form in precise and subtle ways, people second-guess
whether or not they did see through disguise - as if
MARVELOUS MIMIC FEAT 13 the Traveller protects you still.
UNCOMMON EBERRON CHANGELING
Prerequisite Deep Shift If a creature succeeds on a check to see through your
Your ability to change is at a level only seen in true impersonation, you become aware of their increasing
mimics. When you shift shape, you can take on the disbelief. The GM will make you aware that a creature
appearance of any Medium creature or object - within succeeded on their check. You may choose to use the
practical limits. This transformation doesn't change Traveller's protection to force a reroll of the dice to
your statistics in any way, and you don't gain any take the lower of the two options. If you do so, their
special abilities of the form you assume (including check gains the misfortune trait, and the outcome of
potential functional features of an object - such as a this new roll is a secret to you.
key, ladder, rope, or crowbar).
Similarly, if you fail an impersonation check against a
You can recreate non-fleshy materials such as chitin or creature, you are aware of your blunder. The GM will
metal plates such that they are visually and tactilely make you aware that you have failed the check, and
deceptive to quick inspections. Materials created in you may choose to use the Traveller's protection to
this way do not have any functional properties of the force a reroll to take the higher of the two options. If
material. you do so, the check gains the fortune trait, and the
outcome of this new roll is a secret to you.
Version 2.3.0
Gnolls
Powerfully-built humanoids that bear resemblance to hyenas, gnolls are cunning
warriors and hunters. Their frightening visage and efficient tactics have given them an
ill-starred reputation.
Gnolls began their existence being bred for and recruited by the overlords of War, Rak Tulkhesh, and the Wild,
the Wild Heart. Those who absolved themselves of servitude took their idols to the Znir - a word that means
stone - and destroyed the sculptures of the fiends that kept them bound to violence. All of these clans - warrior,
shaman, hunter - vowed that no god, chib, nor demon would hold dominion over them and while their clans
differed, they all were of the same pact. These were the ancestors of the Znir Pact gnolls, now found throughout
Khorvaire but most prevalently in Droaam.
You might…
Always try to work smarter, not harder.
Be very physically demonstrative-often hugging, punching, or licking your friends.
Chew through scraps and bones others would throw away.
Others Probably…
Are intimidated by your size, teeth, and eerie laugh.
Assume that you are dishonourable or worse.
Respect the brutal efficiency of your hunting style.
Physical Description…
Gnolls are large, hyena-like humanoids with short muzzles, sharp teeth, and large and expressive round ears.
Their bodies are covered in shaggy fur, lighter on the stomach and throat. The colour varies depending on the
gnoll, but brown shade—spots and stripes are common. Gnolls typically stand between six and seven feet tall.
The women are typically larger and stronger than the males. Gnolls are considered adults at fifteen, and live
about 60 years on average.
Society…
The Znir gnolls include a dozen different clans, each of which holds distinct traditions. All gnolls skillfully hunt
and fight, but the Barrakas are known to be the finest trackers of the Pact; the Aryth, the deadliest archers; the
Olarune, the strongest warriors and most forceful in the vanguard. Typically, mercenary units are comprised of
gnolls of a single clan, assigned based on the nature of the task that lies ahead, and contracts are usually
negotiated for a period based on cycles of the clan’s moon.
Names…
A Gnoll's most important identifier is its whoop. Impossible for most non-gnolls to properly replicate a whoop,
thus gnolls also use contract names.
Olarune Clan
count as difficult terrain for you.
Eyre Clan Your clan is tied to the moon Olarune - The Sentinel.
Your clan is tied to the moon Eyre - the Anvil. You Considered the strongest and most disciplined of the
become trained in Crafting (or another skill if you Znir gnolls, you gain the Shield Block general feat and
were already trained in Crafting), and you gain the the Rapid Cover action.
Quick Repair skill feat. In addition, if you roll a
RAPID COVER
Critical Failure on a Repair check, you get a failure
instead. GNOLL FLOURISH
Frequency Once per day
Requirements You are wielding a raised tower shield
You are trained to hold the line against any charge.
You may take cover behind the shield, gaining the
higher bonus for the tower shield.
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Rhaan Clan
Your clan is tied to the moon Rhaan - the Book. The
Rhaan clan maintains the history of the clans through
story and song, and you have a deeper connection to
the Primal energies of the world. Choose one cantrip
from the primal spell list. You can cast this spell as a
primal innate spell at will. A cantrip is heightened to a
spell level equal to half your level rounded up. You
can change this cantrip to a different one from the
same list once per day by meditating and connecting
to the Primal energies of Eberron; this is a 10-minute
activity that has the concentrate trait.
Sypheros Clan
Your clan is tied to the moon Sypheros - the Shadow.
You have a natural resilience to the dark
manifestations of the world. You gain negative
resistance equal to half your level (minimum 1). You
also have Darkvision instead of Low-Light vision.
Therendor Clan
Your clan is tied to the moon Therendor - The
Healer's Moon. You become trained in Medicine (or
another skill if you were already trained in Medicine),
and you gain the Battle Medicine skill feat. In
addition, when you roll a medicine check to
Administer First Aid a critical failure becomes a
failure, and a failure becomes a success.
Vult Clan
Your clan is tied to the moon Vult - the Warding
Moon. You gain the Armor Proficiency general feat. In
addition, you may cast the Shield cantrip as an innate
occult spell at will. A cantrip is heightened to a spell
level equal to half your level rounded up.
Zarantyr Clan
Your clan is tied to the moon Zarantyr - the Storm.
You can take advantage of the chaos of battle, ripping
and tearing through the enemy. You gain the Rampage
reaction.
RAMPAGE
GNOLL
Frequency Once per day
Trigger You reduce a creature to 0 hp.
You take advantage of the opening. You may spend
your reaction to step, stride half your speed, or make a
strike.
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You gain a +2 circumstance bonus to saving throws Aryth With keen eyes, your shots land true. You may
against afflictions, against gaining the sickened ignore the penalty for targetting a creature in the
condition and to remove the sickened condition. When second range increment of your ranged weapons,
you roll a success on a Fortitude save affected by this and the volley trait of your weapons is reduced by
bonus, you get a critical success instead. All these 15 feet.
benefits apply only when the affliction or condition Barrakas The range of your imprecise smell sense is
resulted from something you ingested. increased to 60 feet. In addition, when you track
creatures that you have previously sensed with
RUNNER FEAT 1
your scent you gain a +2 circumstance bonus.
GNOLL
Dravago You gain Terrain Expertise in the arctic (or a
You move more quickly on foot. You gain the Fleet different terrain if you have the arctic already) and
feat. In addition, when you step you may ignore become trained in survival (or expert if you are
difficult terrain. already trained).
ZNIR LORE Eyre You can repair damaged weapons and armour on
FEAT 1
the field, and return companions to the fight swiftly.
GNOLL
You gain a +1 circumstance bonus to Crafting checks
You've picked up skills and tales from the Znir pact to repair items, and you don’t need a repair kit for
leaders. You gain the trained proficiency rank in non-magical item repairs as long as you have any
Occultism and Survival. If you would automatically amount of junk, spare parts, or debris at your
become trained in one of those skills (from your disposal. The gear you are repairing can be worn for
background or class, for example), you instead become the duration of the repair, but the wearer cannot do
trained in a skill of your choice. You also become anything without interrupting the repair.
trained in Gnoll Lore. Lharvion Once per day, you can cast Protection. At 7th
level, the spell is heightened to 2nd level, and every
5th Level
2 levels thereafter, the spell is heightened an
GNOLL COMMUNICATOR FEAT 5 additional spell level.
GNOLL Nymm The frequency of bark orders becomes once per
The Gnoll language is unique, with a range of pitches hour instead. Additionally, you may instead single
that are difficult for humanoids to hear, let alone out an ally to use their reaction to make a strike.
duplicate. Olarune The frequency of Rapid Cover becomes once
per hour instead. In addition, when you use the
When in combat with allies that you have been shield block reaction you have resistance 10 to any
travelling with for at least a week, you can damage over the shield's hardness.
communicate simple orders and messages to them. Rhaan Your connection to the primal energies of
These barks and laughs are unintelligible to any Eberron lets you reach the fey more easily. You gain
creature without the gnoll trait that has not been the Summon Fey primal spell which you can cast
similarly trained in the gnoll language. once per day. At 7th level, the spell is heightened to
2nd level, and every 2 levels thereafter, the spell is
heightened an additional spell level.
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Sypheros The DC of your recovery checks is equal to 9 NEITHER GOD NOR DEMON FEAT 9
+ your dying value, or 8 + your dying value if you
GNOLL
have the Toughness general feat. In addition,
Trigger You attempt a saving throw against a divine
whenever someone returns you to life using magic
magical effect, but you haven't rolled yet.
that would normally leave you debilitated for a
The Znir pact shattered the images of the fiends they
week (such as raise dead or the resurrect ritual),
you don't suffer that condition. once served and swore they would allow no one-not
chib, god, or demon-to hold dominion over them.
Therendor With experience performing first aid in
Channelling the power of your ancestors, you
adverse conditions, hostile environments do not
increase the difficulty of your Treat Wounds checks. ferociously resist divine magic. You gain a +2
circumstance bonus against divine spells, and if you
In addition, when you make a Treat Wounds check
the healing dice are increased to d10s, and if you roll a critical failure on the saving throw against that
roll a critical failure it becomes a failure instead. spell, you get a failure instead.
Vult Your warding abilities extend to others as well. PACK FRENZY FEAT 9
You can cast the Forbidding Ward cantrip at will,
GNOLL
and once per day, you can cast Protection as innate
Prerequisites Pack Attack
occult spells. Both these spells are heightened to
half your level. More than able to just hone in on vulnerabilities, an
Zarantyr The frequency of rampage is reduced to once enemy is always vulnerable to you simply by the
per 10 minutes. Additionally, if you miss the strike support of your pack. Any creature that’s within reach
of you and at least one of your allies is flat-footed to
from your rampage it does not count against your
multiple attack penalty. you.
You may pick an additional Gnoll clan heritage, as you Prerequisites clan heritage
begin to understand their learnings. You may pick this By the clan and the pact your powers are heightened,
feat multiple times, each time picking a different clan. and your senses keen. You channel a connection to
When you pick a clan, it must not be the same as a your clan that few have ever been able to achieve. You
clan that you already have learned from. gain the bonus depending on your original clan. Gnoll
of many tribes does not count for this feat.
INTIMIDATING FEROCITY FEAT 9
GNOLL Aryth The impact of your ranged weapons is aided by
Survivors of gnoll attacks speak of the terrible fear your precision. Once per turn, you gain a
that seized them before encountering a gnoll on the circumstance bonus to your ranged attack damage
battlefield, leaving them frozen in place. Whenever rolls equal to the number of weapon damage dice.
you get a critical success on a demoralize check, if the
creature is lower level than you, you may also choose
to make the creature stunned 1.
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Barrakas Your scent sense becomes a precise sense. maximum price of the shield). For instance, crafting a
Creatures under the effects of magic that would standard-grade adamantine tower shield is a total cost
hide their passing or presence find it foiled by your of 440 GP with at least 55 GP of adamantine and 55
keen smell unless accounted for. If you make a GP of darkwood.
survival check to track a creature under the effects
of Pass Without Trace, the DC has a -4 circumstance Rhaan The tricks of the fey have become part of your
penalty (no lower than their regular survival DC). repertoire. You can cast haste and slow as primal
Dravago You gain the Terrain Stalker feat for snow and innate spells once per day. At 17th level, these are
can move up to half your speed without attempting heightened to 7th level.
a Stealth check. In addition, you can translate your Sypheros The realm of the dead grants you a pathway
experience with the difficult terrain of the arctic to to many abilities some consider to be unnatural. You
anywhere. Creatures in difficult terrain are flat- can save others from death, and also yourself. The
footed to you. DC of your recovery checks is to 8 + your dying
Eyre You can sharpen weapons, polish armour, and value, or 7 + your dying value if you have the
apply special techniques to temporarily gain better Toughness general feat. In addition, once per day
effects from your armaments. By spending 1 hour you can cast death ward as an occult innate spell.
working on a weapon or armour, you can grant it Therendor Your healing abilities channelled by the
the effects of a +1 potency rune until your next daily power of the moon can bring back those others
preparations, gaining a +1 item bonus to attack rolls could not. If a creature has died of mortal wounds
for a weapon or increasing armour’s item bonus to within the last minute, you may attempt an
AC by 1. Once per day, you may choose one of these Administer First Aid check. On a critical success, the
items to gain a bonus of 2 instead. This has no creature is revived, loses the dying condition (but
effect if the weapon or armour already had a remains unconscious), and becomes drained 1 for 1
potency rune. week. This check can not overcome extraordinary
Lharvion Aberrations of the world are the speciality of circumstances, such as diseases, curses, or massive
your clan, and in particular, the series of blows to damage to the body. After you attempt this special
best fell one. You become trained in Aberration lore. check, the creature becomes immune to it for a
In addition, if you succeed on a strike against an week.
Aberration, it becomes flat-footed to you until the Vult You can ward off even the eyes that would follow
start of your next turn. your movements. You gain nondetection as an
Nymm Leadership is what keeps the Znir strong, and innate occult spell once per day, which can only be
you have trained to maximize the potential of cast on yourself and is automatically heightened to
yourself and your allies. When you are adjacent to half your level rounded up.
at least one ally, you and adjacent allies gain a +1 Zarantyr Rip and tear until it is done, there is no
circumstance bonus to AC and saving throws. This frequency on rampage, but it gains the flourish trait.
bonus increases to +2 to Reflex saves against area
17th Level
effects.
Olarune You no longer need to take cover to gain the PROFESSIONAL MERCENARY FEAT 17
higher bonus from tower shields, instead, you GNOLL
always have the higher bonus. In addition, with You have trained relentlessly to become the best in
your great strength, you can wield tower shields your field. You may pick an additional feat from your
beyond what any other mortal could carry. Anyone class of 13th level or lower.
may craft tower shields out of any precious
material, but only you may wield them due to their
great bulk. When crafting a tower shield out of a
precious material that is not darkwood, you must
have the equivalent value in darkwood (up to the
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Kalashtar
Kalashtar are born with a bond to an otherworldly being. They have memories of lives
never lived, visions of combat with fiends that they never fought, and the sense of an
endless struggle against darkness. For all the pain and suffering in the world, the
Kalashtar know that there is a path to light. Some faceless enemies would hunt all the
Kalashtar down and would see their bloodlines eradicated. The Kalashtar's path to
light is a dangerous one, as death awaits in the shadows.
As a result of their bonds to their Quori spirit, Kalashtar experience the world differently than other creatures.
Their bonded nature enables an aptitude for psionics and greater resistance against psionic attacks.
You might…
Aim to understand the emotions of those around you, even if the situation doesn't call for it.
Very rarely consider the limitations you may encounter as you draw up your goals and aspirations.
Believe that the rules of reality can be bent like those in dreams.
Others Probably…
Think you're human, though you move and act in a slightly otherworldly way.
Find themselves drawn to your raw charisma, and the otherworldly presence you exhibit.
Opening their emotions to you, even before they realize they are doing so.
Physical Description…
Kalashtar appear human, most people struggle to detect physical differences between Kalashtars and Humans.
Society…
There are a few main kalashtar societies. The Adaran Kalashtar, the Khorvairian kalashtar, and kalashtar that
do not belong to a community with others of their kind at all.
Names…
A kalashtar name adds a personal prefix to the name of the quori spirit within the kalashtar.
Sample Names
Quori Names: Ashana, Ashtai, Ishara, Hareth, Khad, Kosh, Melk, Nari, Tana, Tari, Tash, Ulad, Vakri, Vash
Kalashtar Names: Coratash, Dalavash, Dolishara, Halakosh, Khoratari, Koratana, Lanhareth, Molavakri,
Nevitash, Sorashana, Torashtai, Valakhad, Vishara
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RARITY
LINK MIND CANTRIP 1 Uncommon
UNCOMMON CANTRIP CONCENTRATE ILLUSION KALASHTAR MENTAL
HIT POINTS
Cost somatic 6
Range 30 feet; Targets 1 creature SIZE
Duration 10 minutes Medium
You link your mind with a creature you can see, allowing two-way SPEED
communication with a creature while they are in range. You can 25 feet
communicate basic ideas telepathically with creatures using shared ABILITY BOOSTS
mental imagery even if you don't share a language. You can Dismiss the Charisma
spell, and the link ends if the target moves outside the range. You may Free
only have one active Link Mind in this way at a time. LANGUAGES
Common
If the creature is unwilling, they must attempt a Will saving throw to Quori
resist your connection. Regardless of the result, the creature is immune to Additional languages equal to your
Link Minds as long as they are unwilling for up to 1 hour. Intelligence modifier (if it's
positive). Choose from Riedran,
Success The Link Mind spell fails. Gnomish, Dwarvish, Elvish and any
Failure You successfully link your mind with the creature. The creature other languages to which you have
access (such as the languages
may make a Will saving throw at the end of each of their turns.
prevalent in your region).
Critical Failure As failure, but the creature may only make a Will saving
TRAITS
throw once per minute.
Kalashtar
Heightened (+1) The range increases by 15ft, and the duration increases by Humanoid
10 minutes.
LINK MINDS
Kalashtar Heritages You gain the link mind cantrip as an
innate occult spell that you can
The abilities and the personalities of kalashtar are heavily influenced by
cast at will. A cantrip is
their quori spirit. Recall that the fiendish heritage of each spirit can be
automatically heightened to half
used either to strengthen the Light or enable the Darkness. Choose one of your level rounded up.
the following kalashtar heritages at 1st level - what does your choice
represent about your character's relationship with their spirits?
two psi-blades if both your hands are free. These You are in tune with your mind, and the spirit within.
simple weapons are attacks that deal 1d4 slashing Others who would seek to control you seem to need to
damage. The blades are in the Knife group and have struggle against an otherworldly force. You gain a +1
the agile, finesse, and twin traits. circumstance bonus to Will saving throws against
You can choose to dissipate the blades at any time as a mental effects. If you roll a success on your saving
free action. throw against a mental effect that would make you
Special If you gain the Mind Smith dedication, the Psi- controlled, you get a critical success instead.
Blades you manifest from this feat are included as one
MANIPULATE DESIRES FEAT 5
of the statistics your mind smith weapon can take on.
KALASHTAR
In addition - rather than during your daily preparations
- you can complete a 10 minute activity to focus and Prerequisites Hashalaq Kalashtar heritage
change the form of your mind smith weapon to any Like the quori that guides you, you have learned how
other mind smith weapon. to manipulate other creatures based on their desires.
You can cast charm once per day as a 1st-level occult
PSI-SHIELD FEAT 1 innate spell.
KALASHTAR
BROAD LINK FEAT 5 You can project your emotions into any creature's
KALASHTAR
mind, conveying thought without language. When you
cast a spell or use an action with the Auditory and
You have honed your telepathic abilities, allowing you
Linguistic traits, you may replace the Auditory and
to communicate with more targets at once. Your mind
Linguistic traits with the Mental trait. Diplomacy
link can target up to 2 creatures at once, and you can
checks made in this way take a -2 circumstance
have two active telepathic communications at once.
penalty.
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17th Level
SPEAKER FOR THE DREAMERS FEAT 17
KALASHTAR
The control you have over your dreams lets you
extend them to others, intercepting their travels to Dal
Quor. You can cast Dream Council or Possession once
per day as occult innate spells.
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Shifters
Shifters are an ancestry with many similarities to the werecreatures of Eberron. While
shifters cannot completely change like werecreatures, they can shift to take on the
features of their beast within. From their beast within a shifter gains extraordinary
abilities, such as deadly fangs, refined senses, speed, and other similar traits.
Shifters are a diverse ancestry that combines the traits of humanoid and beast heritage, not unlike a were-
creature.
You might…
Prefer the companionship of other shifters or a close group of friends.
Feel strong emotions, typically manifesting in the spirit of your beast within.
View survival as a challenge, and strive to be self-reliant, adaptable, and resourceful.
Others Probably…
Assume that you have a natural connection to animals and the natural world. Especially that of your beast
within.
Worry that you can't control yourself and may give in to your feral instincts to attack others, especially
when the moon is full.
Have difficulty relating to the strong emotions you can feel.
Physical Description…
Shifters are humanoid in shape, but their ancestry gives shifters a distinctly lithe form compared to humans.
Their faces and bodies typically show traits of their beast within, such as longer fangs, pointed ears, feline eyes,
and other such features. Their bodies -especially their legs and forearms -are typically covered in more hair than
a human, creating a fur-like covering over their limbs.
A Shifters' beast within is more obvious when they are transformed into their hybrid shape, their features
shifting to resemble the animal to which they are connected. The manifestation of these features varies from
shifter to shifter, but typically, their teeth become more prominent, their skin toughens like hide, their hair
lengthens, and their eyes reshape.
Society…
Shifters are a relatively uncommon race in the Five Nations.
Names…
Shifters typically take on names similar to that of humans, or that of the community around them though with a
more rustic inclination. Shifters typically have a personal name that they use with their friends and a wandering
name that they use with strangers.
Sample names
Aethelwulf, Bennin, Bree, Burch, Dominic, Erylis, Geth, Karmos, Lorelai, Lyndra, Taria, Volante
RARITY
CHANGE SHAPE
Uncommon
CONCENTRATE POLYMORPH PRIMAL TRANSMUTATION
HIT POINTS
Frequency Once per hour. 8
You assume a more bestial shape. This hybrid shape has a specific, SIZE
persistent appearance, which appears to be a half mix between a human Medium
and your beast within. This change is not similar to the change of a were- SPEED
creature. While in hybrid shape, you gain a feature of the beast within 25 feet
your heritage. This transformation lasts for 1 minute, or until you spend an ABILITY BOOSTS
action to dismiss it. While in your hybrid form, you gain the beast trait. In Dexterity
addition, you gain a claws unarmed Strike resembling the features of your Free
beast within (claws for felines, talons for Free
eagles, and so on). Your claws deal 1d4 piercing damage, have the agile, ABILITY FLAW
finesse, and unarmed traits, and are in the brawling weapon group. Charisma
LANGUAGES
Shifter Heritages Common
You select a heritage at 1st level to reflect abilities passed down to you Additional languages equal to 1 +
from your ancestors or common among those of your ancestry in the your Intelligence modifier (if it's
environment where you were born or grew up. You have only one positive). Choose from any other
heritage and can’t change it later. A heritage is not the same as a culture languages to which you have
or ethnicity, though some cultures or ethnicities might have more or fewer access (such as the languages
members from a particular heritage. prevalent in your region).
TRAITS
Beasthide Shifter Shifter
Typically manifesting traits of the bear or the boar, beasthide shifters can Humanoid
have traits of any animal known for its toughness. Beasthide shifters are SHAPECHANGER
known for being straightforward, although sometimes this leads them to You gain the Change Shape action
be misunderstood as rude. These shifters are also characterized by a as noted in the shifter entry.
steadfast - sometimes stubborn - drive to complete the tasks they take up.
LOW-LIGHT VISION
You gain 10 Hit Points from your ancestry instead of 8, and Change You can see in dim light as though
Shape loses the concentrate trait. it were bright light, so you ignore
the concealed condition due to dim
Hybrid form light.
While in your hybrid form, you gain the following action
BRACE
SHIFTER
Requirements You are in your hybrid form.
You brace yourself, using your thick skin and fortitude to protect yourself. You gain a +1 circumstance bonus to
AC. You remain braced until the start of your next turn.
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Hybrid form
Despite your beast within, flying is extraordinarily
challenging for a swiftwing shifter. However, while in
their hybrid form most can use a strong flap of their
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Your survival instinct and drive to be self-sufficient Your heritage gives you a strong animal presence. You
allow you to learn a wide variety of skills. You gain the gain a +1 circumstance bonus to Diplomacy, and
trained proficiency rank in two skills of your choice. Intimidation against animals and beasts, and to Nature
checks to Command an Animal.
NIGHT SENSES FEAT 1
SHIFTER Special If you have the Dreamsight shifter heritage,
Your senses sharpen and you have the ability to see your circumstance bonus is +2.
through the dark and gloom. You gain darkvision. QUICK SHAPE FEAT 1
PACK HUNTER FEAT 1 SHIFTER
The preparation you did to help must still apply to the Prerequisites Longtooth shifter heritage
other allies, and you can Aid each ally only once. For Your proficiency with your bite becomes devastating.
example, if you helped lift up an ally to Aid them on an Your jaws unarmed attack becomes part of the Pick
Athletics check to scale a wall, you could keep the weapon group and you gain the Critical Specialization
same posture to give a boost to other allies attempting effect for your jaws unarmed attack.
to scale the wall in the same round.
PACK BOND FEAT 9
HARDY TRAVELER FEAT 9 SHIFTER
SHIFTER Prerequisites Pack Hunter
There's no journey too far or burden too heavy when You have developed a soul-deep bond with your
your friends are at your side. Increase your maximum comrades and maintain an even greater degree of
and encumbered Bulk limits by 1. In addition, you gain cooperation with them. If you are at least an expert in
a +10-foot circumstance bonus to your Speed during the skill you are Aiding, you get a success on any
overland travel. outcome rolled to Aid other than a critical success.
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17th Level
ANIMAL SWIFTNESS FEAT 17
SHIFTER
You move like an animal. Your Speed increases by 5
feet. In addition, you gain one of the following Speeds
available to your beast within: climb, fly, or swim. You
gain this Speed only while in your hybrid shape. The
new movement is as fast as your standard Speed; for
example, if you have a 30-foot Speed, you can gain a
30-foot climb Speed. If your beast within doesn't
typically have a specific type of Speed, you can't gain
it with this feat. If your beast within doesn't typically
have a climb, fly, or swim Speed, your Speed increases
by 10 feet instead.
Warforged
Trained from the instant they were constructed, until the moment they were deployed,
warforged were invented and born for war. As the war came to an end, warforged
were recognized and granted their rights as humanoids by the Treaty of Thronehold.
Now, they are soldiers whose only purpose has come to an end and must find meaning
in a world that has abandoned them.
Warforged were created as expendable construct soldiers to fight in the HIT POINTS
last war. 8
SIZE
You might… Medium
Have scars and wounds from fighting in the last war, dealing with SPEED
old injuries and trauma that has never healed 25 feet
Often misread other creatures' emotions, struggling to understand
ABILITY BOOSTS
their - and your own - feelings
Constitution
Apply wartime thinking to every situation, analyzing every situation
Free
as a tactical puzzle
Free
ABILITY FLAW
Others Probably… Charisma
Believe you do not experience emotions and are incapable of higher LANGUAGES
thinking beyond your programming Common
Are an expendable asset, and to be taken advantage of for your Additional languages equal to 1 +
tireless nature and lack of world experience outside the war your Intelligence modifier (if it's
See you as a valuable ally to have on the battlefield, even if positive). Choose from Dwarvish,
Elvish, Gnomish, Goblin, Halfling,
sometimes they struggle to relate to you
and any other common languages
Physical Description… to which you have access (such as
the languages prevalent in your
Warforged exterior is covered in a series of flexible metallic or leather
region).
plates, creating a form of integrated armour which grants them protection
on the battlefield. TRAITS
Warforged
As constructs, warforged typically don't need to breathe, eat, or sleep; Construct
however, the body of a warforged needs to vent alchemical impurities at a
LIVING CONSTRUCT
constant rate. This venting process requires breathable air to prevent a
Your physiological needs are
buildup of impurities in a warforged's alchemical fluids which can seize a different from those of living
warforged's biological components, sometimes to fatal effect. Thus, creatures. You don't need to eat or
warforged can still suffocate much like living creatures, but can in a drink, but can if you choose to for
limited sense hold their breath as other humanoid creatures can. Though the effects of consumable spells
they don't sleep, warforged require a period of restoration to allow the and magic items. You don't need to
alchemical fluids of their body to replenish. Without this process, a sleep, but you still need a daily
warforged is incapable of fully restoring their body and they enter an period of rest. During this period of
inefficient state (similar to a humanoid who doesn't get 8 hours of sleep). rest, you must enter a recuperating
standby state for at least 2 hours,
Society… which is similar to sleeping except
Warforged do not have any established cultures or traditions, or any sort you are aware of your surroundings
of developed place in society. and don't take penalties for being
unconscious. Much like with
sleeping, if you go too long without
entering your standby state, you
become fatigued and can't recover
until you enter standby for 2 hours.
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LIVING BODY
Alignment and Religion… Your body is formed of both wood
Warforged tend to be neutrally aligned. Warforged similarly tend to be and steel which by the powers of
unreligious. the creation forge are granted life.
This life energy flows through you
Names… much like the blood of humanoids.
Most warforged do not have a name for themselves beyond their creation As a result, you are a living
number such as unit 4859. Others come up with a specific name, typically creature. You don't have the typical
just a single noun or adjective. construct immunities, can be
affected by effects that target a
Sample warforged names living creature, and can recover Hit
Anchor, Banner, Bastion, Blade, Blue, Bow, Cart, Church, Crunch, Points normally via positive energy.
Crystal, Dagger, Dent, Five, Glaive, Hammer, Iron, Lucky, Mace, Oak, Additionally, you are not destroyed
Onyx, Pants, Pierce, Red, Rod, Rusty, Scout, Seven, Shield, Slash, Smith, when reduced to 0 Hit Points.
Spike, Temple, Vault, Wall Instead, your life energy attempts
to keep you active even in dire
straits; you are knocked out and
Integrated Armor begin dying when reduced to 0 Hit
Points.
Your heritage grants you one type of integrated armour, as noted below. If
your integrated armour becomes destroyed, it no longer grants an item CONSTRUCTED RESISTANCE
bonus to your AC but remains integrated into your body. However, your Your constructed body has
destroyed integrated armour can still be repaired at a very hard DC for its advantages and disadvantages that
most humanoid creatures do not.
level, losing the destroyed condition when its HP is above 0.
You gain a +1 circumstance bonus
Nominal Integrated Armour to saving throws against diseases
and poisons. However, you are
Your body does not have the armour protections afforded to most other
considered to be a creature
warforged. Though you are still physically wearing integrated armour,
composed entirely of wood and
you are considered unarmored. Your integrated armour is in the leather
metal for the purposes of magical
armour group and has a Dex cap of +5. This armour has no bulk, but you or other effects regardless of your
can never wear other armour or remove your integrated armour; however, integrated armour type. Your
you still don't become fatigued from sleeping. Finally, you can etch integrated armour and physical
armour runes onto your armour as normal. composition do not violate
anathemas - such as the druid's
Light Integrated Armour anathema - against metals.
Your body is designed to be agile with some protection. Your integrated
EMOTIONALLY UNAWARE
armour is light armour in the leather armour group that grants a +2 item
Warforged find it difficult to
bonus to AC, a Dex cap of +3, a check penalty of –1, and a Strength value understand and express complex
of 12. This armour has no bulk, but you can never wear other armour or emotions. You take a –1
remove your integrated armour; however, you still don't become fatigued circumstance penalty to Diplomacy,
from sleeping. Finally, you can etch armour runes onto your armour as and Performance checks, and on
normal. Perception checks to Sense Motive.
Warforged Heritages
You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among
those of your ancestry in the environment where you were born or grew up. You have only one heritage and
can’t change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities
might have more or fewer members from a particular heritage.
Vanguard Warforged
The primary soldier of the warforged armies of the last war, the Vanguard warforged was the most commonly
created of the warforged.
You have medium integrated armour and gain the Weapon Proficiency general feat.
Juggernaut Warforged
Used as shock troops in the last war, they are a heavier version of the Vanguard Warforged but otherwise have
many of the same physical attributes.
You have heavy integrated armour. You gain the Armor Proficiency general feat.
Skirmisher Warforged
Designed as lightly armoured but more mobile warforged, the Skirmisher Warforged were widely deployed
throughout Khorvaire.
You have light integrated armour and gain the fleet general feat.
Enhancement Your body has more space for Enhancement You can see mistakes as they happen
integration, or you have become more adept at and rapidly adjust to prevent them. If you use
using your tools. You can now either integrate two Skilled Capability on a skill check and fail, you may
tool kits of 2 bulk or less, or gain a +1 circumstance reroll the triggering check without the +2 status
bonus to a tool kit of your choice when it is bonus from Skilled Capability. If you do so, skilled
integrated into your body. Capability gains the fortune trait. You must use the
new result, even if it's worse than your first roll.
REPLACEABLE INTEGRATED ARMOUR FEAT 1
WARFORGED WARFORGED ARMAMENT FEAT 1
Though it is an extremely uncomfortable process - less WARFORGED
painful but akin to a human replacing their skin - you You gain either a claw or slam unarmed attack. The
can replace your integrated armour. You can remove claw deals 1d4 slashing damage, is in the brawling
the integrated armour that you are wearing, and group, and has the agile, and finesse, and unarmed
replace it with any other set of armour. This activity traits. The slam deals 1d8 bludgeoning damage, is in
takes 1 hour, and while you replace your armour you the brawling group, and has the shove and unarmed
are considered unarmoured and flat-footed. When you traits. This attack is not affected by the material
complete the process, the new armour is incorporated configuration of your integrated armour.
into your body and has no bulk as a result. You can
still never wear other armour on top of this armour, Your weapon can be reconfigured; you can select this
and can only have one integrated armour at a time. feat at any level, and you can retrain into or out of this
While this armour is integrated, you don't become feat or change the type of attack you gain.
fatigued from sleeping in it. As before, you can etch
Enhancement Your attacking part is reinforced.
armour runes onto your armour while you are wearing
Increase the damage die of the unarmed attack you
it as normal.
gain from this feat by one step (from 1d4 to 1d6, or
If you are removing the Integrated Armour from your from 1d8 to 1d10).
Heritage, it is considered worthless scrap metal and WARFORGED LORE FEAT 1
can only be used as armour if you reincorporate it into
WARFORGED
your body.
You have come to better understand the process that
Enhancement Your armour becomes more integrated made your body and the magic that powers it. You
into your body. You gain the Chassis Deflection gain the trained proficiency rank in Arcana and
reaction. Crafting. If you would automatically become trained in
one of those skills (from your background or class, for
CHASSIS DEFLECTION example), you instead become trained in a skill of your
Trigger A critical hit deals physical damage to you
choice. You also become trained in Warforged Lore.
Attempt a DC 17 flat check. If you are successful, the
attack becomes a normal hit. Enhancement You gain a greater understanding of
your creation. Increase your proficiency rank in
SKILLED CAPABILITY FEAT 1 either Arcana or Crafting, as well as Warforged
WARFORGED CONCENTRATE Lore, to expert. If you were already an expert in the
Prerequisites Skilled Warforged heritage chosen skill, increase your rank to master instead.
Frequency once per hour
Trigger You attempt a skill check in which you are at
least trained requiring three actions or fewer.
Your training allows you to rapidly adapt
circumstances to give yourself the best chance of
success. You gain a +2 status bonus to the triggering
skill check.
Version 2.3.0
Critical Success You slam the foe down and the force 13th Level
overwhelms it. The creature is knocked prone,
becomes dazzled for 1 round, and takes damage CONSTRUCT REJUVENATION FEAT 13
equal to 2d6 plus your Strength modifier. The foe is WARFORGED
no longer grabbed or restrained by you. Frequency once per day
Success You slam the foe down. The creature is Trigger You have the dying condition and are about to
knocked prone and takes damage equal to your attempt a recovery check.
Strength modifier. The foe is no longer grabbed or Your willpower taps into the physical essence of your
restrained by you. construction to push against the grasp of death and
Failure You are unable to slam the creature, but your allow you to recover consciousness. You're restored to
hold on the creature remains. 1 Hit Point, lose the dying and unconscious conditions,
Critical Failure The creature breaks free and is no and can act normally on this turn. You gain or increase
longer grabbed or restrained by you. the wounded condition as normal when losing the
Enhancement Your arms better channel your core's dying condition in this way.
power. You no longer take penalties for attempting
Enhancement You can push yourself even harder to
to slam larger foes. Your foe takes damage equal to
rise from death, granting you additional benefits.
2d6 plus your Strength modifier on a success (or
When you use Construct Rejuvenation, you also
double that on a critical success).
gain a number of temporary Hit Points equal to
WARFORGED OFFENSE FEAT 9 three times your level. These Hit Points remain for 1
WARFORGED minute.
Prerequisites Vanguard Warforged heritage ENHANCED LOCOMOTION FEAT 13
Frequency once per hour
WARFORGED
Trigger You make an attack roll.
You've modified your body or developed the ability to
Your innate combat ability enables you to strengthen
augment your movement. You gain either a climb
your attack. You gain a +1 status bonus to the
Speed of 20 feet or a swim Speed of 20 feet, your
triggering attack roll.
choice.
Enhancement You can execute a series of practised
Enhancement Your body allows for even further forms
blows to take advantage of this surge of strength,
of movement. You can either select the option from
the +1 status bonus applies to each attack roll you
this feat you haven't chosen yet (climb Speed or
make until the start of your next turn.
swim Speed), or you can increase your land Speed
PRECIOUS MATERIAL TRACERY FEAT 9 by 5 feet and increase the Speed you chose from
this feat increase to be equal to your adjusted land
WARFORGED
Speed.
Prerequisite in possession of 1 ingot of the precious
material you select 17th Level
Regardless of your integrated armour type, your body
GREATER AUGMENTATION FEAT 17
becomes covered and traced with thin root-like
strands of a precious material as you incorporate it WARFORGED
into your body. Select either Cold Iron or Silver. A You've greatly improved your abilities and your core
creature with weakness to any of these materials is can support further augmentations. You gain the
subject to its effects as if you were wearing armour enhancement benefits of one of your 1st-, 5th-, 9th-, or
made of the precious material. 13th-level warforged ancestry feats.
Enhancement You may select the other precious You are also capable of reconfiguring your
material type and become traced in both. augmentations to meet your needs. You can spend one
week of downtime to change the enhancement you
gain with this feat.
Version 2.3.0
Dragonmarks
With a flash from the Dragonmark of a Deneith heir, the swing of a blade is deflected
at the last moment. As a peace negotiation comes to a close, the glow of a Mark of
Detection stops a hidden blade from ending it in war. Dragonmarks are powers that
the heirs of twelve houses use to empower their skillset and specialize in their fields.
Dragonmarks are arcane symbols marked on the skin of seven of Khorvaire's common races. Dragonmarks
are weaved of blue, green, and purple streaks so vivid, that they seem to glow even without producing light
As marks manifested on the peoples of Khorvaire, they did so exclusively in specific bloodlines. Each of these
bloodlines has since joined with all other bloodlines of the same type of mark to form a dragonmarked house -
gaining complete monopoly over the use of their mark in the world. With the power of their marks, these
powerful houses now control large pieces of the economy of Khorvaire.
Dragonmarks
Dragonmarks provide arcane power related to a specific and limited area of specialization. Depending on its
type, a dragonmark will produce effects related to Detection, Finding, Handling, Healing, Hospitality, Making,
Passage, Scribing, Sentinel, Storm, or Warding. The powers manifested by dragonmarks are spell-like effects, the
variety and strength of these powers increase with your power, and the size of the dragonmark itself. These
powers granted to you by your dragonmark, are in the form of Dragonmark Spells.
Dragonmark Spells
When you select a Dragonmarked Heritage, you do not start with Dragonmark Spells. When you gain a
Dragonmark, it will grant you Dragonmark Spells which are a type of focus spell. It costs 1 Focus Point to cast a
focus spell, and the Dragonmark grants you a focus pool of 1 Focus Point. You refill your focus pool during
your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to
restore the powers of your dragonmark.
Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots,
nor can you cast them using spell slots. Certain feats can give you more focus spells and increase the size of your
focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells
appear here.
All Dragonmark Focus Spells are considered to be of the arcane tradition, though use their own Dragonmark
proficiency. When you gain a Dragonmark Focus Pool - while most dragonmarks use Charisma as their
spellcasting ability modifier - you may choose to instead use either Intelligence or Wisdom. You may not change
which spellcasting ability modifier you use once you have selected it.
Dragonmarks are unique in that they provide arcane specialization in specific and limited areas, and originate
directly from your Dragonmark. All Dragonmark Focus Spells require the Dragonmark component. This
component is supplied by the dragonmark itself, and so long as nothing is interfering with the dragonmark's
powers, the component is automatically provided for the casting of the spell. When the dragonmark component
is provided, it is evidently visible as the dragonmark glows with a dim light and shifts about on the caster's skin.
Version 2.3.0
By spending a week retraining, you may change any dragonmark focus spell in your repertoire with a different
dragonmark focus spell you select.
Version 2.3.0
marks you as a valuable asset to your house. You gain Thanks to your training, you are more difficult to push
or increase your Focus Pool by 1 and select a new around on the battlefield. You gain a +1 circumstance
dragonmark Focus Spell. bonus to saves to resist forced movement.
When you gain new dragonmark focus spells, you may EYE OF MEDANI FEAT 1
select from any focus spell with the Dragonmark trait FORTUNE GENERAL MARK OF DETECTION SKILL
and the same trait as your Mark (e.g. Mark of Frequency Once per day
Detection). The spell you select may be up to half your Trigger you fail a perception check.
level rounded up. Your eye for detail is enhanced by your training with
house Medani. If you fail a perception check, you can
You become Legendary Proficiency in Dragonmark
reroll the check. You may select the better of the two
attack rolls and DCs.
rolls.
Dragonmark general feats GRACE OF GHALLANDA FEAT 1
The following feats are available to all ancestries
FORTUNE GENERAL MARK OF HOSPITALITY SKILL
unless otherwise denoted by a Dragonmark trait or a
Mark trait. When you gain a general feat, you may Prerequisites trained in Diplomacy
additionally select from among one of the following Frequency once per day
feats as long as you meet the Trait requirements and Trigger you fail a diplomacy check.
prerequisites. Formal training with house Ghallanda allows you to
upkeep your social grace. If you fail a Diplomacy
check, you can reroll the check. You may select the
better of the two rolls.
Version 2.3.0
7th Level
KHYBER'S REAPER FEAT 7
GENERAL DRAGONMARK ABERRANT MARK
Frequency once per day
Trigger You reduce an enemy to 0 Hit Points with the
powers of your mark.
As your powers wreak havoc, your mark reaps the
chaos. You instantly regain 1 focus point.
11th Level
FOREWARNED FEAT 11
DRAGONMARK GENERAL MARK OF DETECTION
Your dragonmark maintains your awareness of the
world around you at all times, you gain a +1 status
bonus to your perception. In addition, you are never
flat-footed to hidden enemies.
Mark of Detection
The Mark of Detection is an inquisitive's dream. It sharpens powers of observation
and intuition, allowing the bearer to draw connections and interpret clues others
might miss. By actively drawing on its powers, the bearer can detect poisons and study
the energies of magic.
Mark of Finding
The Mark of Finding sharpens the senses, guiding the hunter to prey. Alone among the
dragonmarks, the Mark of Finding is carried by half-orcs. It first appeared in the
Shadow Marches, where clan hunters used it to find their prey.
Mark of Handling
The Mark of Handling gives its bearer a primal connection to beasts and the natural
world, granting the power to calm and coax. This extends beyond purely natural
animals; the mark allows its bearer to guide a hippogriff as easily as a horse.
DRAGONMARKED HANDLER FOCUS 2 Heightened (7th) You may cast Dragonmarked Handler
up to three times per day. Only one of these casts
DRAGONMARK MARK OF HANDLING
may be from the heightened level 6 or above.
Cast see replicated spell; dragonmark, somatic
Heightened (9th) Spells of the third heightened level
Frequency The strain of bending your dragonmark to
or lower do not count against the frequency of
replicate a specific spell is so great, that you can
Dragonmarked Handler. The spells you cast are no
only cast this spell once per day - even if you have
longer restricted by Animal or Beast trait
focus points to cast it with.
restrictions.
With a concentrated effort to bend the powers of your
mark, you can replicate the effects of a spell.
When you begin to cast Dragonmarked Handler, you
can select a spell from the Dragonmarked Handler
spell list at the heightened level of Dragonmarked
Handler or lower. Dragonmarked Handler gains the
traits of the selected spell, then you may replicate the
spell's effect by completing the Cast a Spell activity
using the selected spell's number of actions. The
replicated spell is automatically heightened to the
level of Dragonmarked Handler.
A spell cast by Dragonmarked Handler doesn’t
require material or verbal components but always
requires a dragonmark and somatic component. If the
spell requires a focus, you must still have that focus to
cast the spell, and if the spell has a cost, you must still
pay that cost to cast the spell.
DRAGONMARKED HANDLER SPELL LIST
Heightened Spell
Level
2 Friendfetch, Pet Cache
3 Animal Messenger, Speak with Animals
4 Animal Vision
5 Aromatic Lure
Mark of Healing
A halfling with the Mark of Healing can save a life with a touch, restoring vitality and
the will to live. When dealing with mundane medicine, the mark helps its bearer sense
the nature of maladies, aiding them in finding a cure. When equipped with
dragonshard focus items, the mark can even draw the dead back from the depths of
Dolurrh.
DRAGONMARKED HEALER FOCUS 2 Heightened (9th) Spells of the third heightened level
or lower do not count against the frequency of
DRAGONMARK MARK OF HEALING
Dragonmarked Healer.
Cast see replicated spell; dragonmark, somatic
Frequency The strain of bending your dragonmark to HEALER'S INTUITION FOCUS 1
replicate a specific spell is so great, that you can DRAGONMARK MARK OF HEALING NECROMANCY
only cast this spell once per day - even if you have
Cast dragonmark, somatic
focus points to cast it with.
Duration sustained up to 10 minutes
With a concentrated effort to bend the powers of your
You call upon your dragonmark's power to better
mark, you can replicate the effects of a spell.
mend wounds. When you Cast the Spell, any time you
When you begin to cast Dragonmarked Healer, you
Recall Knowledge (Medicine), Administer First Aid,
can select a spell from the Dragonmarked Healer spell Battle Medicine, Treat Disease, Treat Poison, or Treat
list at the heightened level of Dragonmarked Healer or
Wounds you gain a +1 status bonus to the skill or
lower. Dragonmarked Healer gains the traits of the
perception used for the roll. This bonus remains as
selected spell, then you may replicate the spell's effect
long as you Sustain the Spell.
by completing the Cast a Spell activity using the
Heightened (3rd) You do not need to sustain Healer's
selected spell's number of actions. The replicated spell
Intuition.
is automatically heightened to the level of
Heightened (5th) The bonus increases to +2.
Dragonmarked Healer.
Heightened (7th) The duration is 1 hour.
A spell cast by Dragonmarked Healer doesn’t require
Heightened (9th) The bonus increases to +3.
material or verbal components but always requires a
dragonmark and somatic component. If the spell HEALING WORD FOCUS 1
requires a focus, you must still have that focus to cast DRAGONMARK HEALING MARK OF HEALING NECROMANCY
the spell, and if the spell has a cost, you must still pay
Cast dragonmark, somatic, verbal
that cost to cast the spell.
Range 30 feet; Targets 1 living creature
DRAGONMARKED HEALER SPELL LIST You call upon your dragonmark's power to heal the
Heightened Spell wounded. Your dragonmark channels a burst of
Level
positive energy, healing a living creature. If you use
2 Endure, Soothe
healing word on a living target, they restore 4 Hit
3 Restoration, Remove Paralysis, Restore
Senses Points.
4 Neutralize Poison, Remove Disease Heightened (+1) The amount of healing increases by 4.
5 Remove Curse
6 Breath of Life
7 Raise Dead
8 Regenerate
9 Moment of Renewal
Heightened (3rd) You may cast Dragonmarked Healer
up to twice per day. Only one of these casts may be
from the heightened level 4 or above.
Heightened (6th) You may cast Dragonmarked Healer
up to three times per day. Only one of these casts
may be from the heightened level 4 or above.
Heightened (7th) You may cast Dragonmarked Healer
up to three times per day. Only one of these casts
may be from the heightened level 6 or above.
Version 2.3.0
Mark of Hospitality
They may not always have gold, but a halfling with the Mark of Hospitality is sure to
be rich in friends. The magic of the mark allows the bearer to keep a place clean, and
to heat, chill, and season food. But it also helps the bearer connect with others.
DRAGONMARKED HOSPITALITY FOCUS 2 Heightened (9th) Spells of the third heightened level
or lower do not count against the frequency of
DRAGONMARK MARK OF HOSPITALITY
Dragonmarked Hospitality.
Cast see replicated spell; dragonmark, somatic
Frequency The strain of bending your dragonmark to KINDLE FRIENDSHIP FOCUS 1
replicate a specific spell is so great, that you can DRAGONMARK EMOTION ENCHANTMENT LINGUISTIC
only cast this spell once per day - even if you have MARK OF HOSPITALITY MENTAL VERBAL
focus points to cast it with.
Cast dragonmark, somatic, verbal
With a concentrated effort to bend the powers of your Range touch; Targets 1 creature
mark, you can replicate the effects of a spell.
With a warm handshake and a friendly smile, the
When you begin to cast Dragonmarked Hospitality,
powers of your dragonmark help others open
you can select a spell from the Dragonmarked
themselves to you. If the creature is unwilling, they
Hospitality spell list at the heightened level of
may make a will save. They gain a +4 circumstance
Dragonmarked Hospitality or lower. Dragonmarked
bonus to this save if you or your allies recently
Hospitality gains the traits of the selected spell, then
threatened or were hostile to it. Creatures are always
you may replicate the spell's effect by completing the
unaware that you have cast Kindle Friendship. The
Cast a Spell activity using the selected spell's number
creature is immune to all future uses of Kindle
of actions. The replicated spell is automatically
Friendship from you.
heightened to the level of Dragonmarked Hospitality.
A spell cast by Dragonmarked Hospitality doesn’t Success No change in attitude.
require material or verbal components but always Failure The creature's attitude towards you increases
requires a dragonmark and somatic component. If the by one step.
spell requires a focus, you must still have that focus to Critical Failure The creature's attitude towards you
cast the spell, and if the spell has a cost, you must still increases by two steps.
pay that cost to cast the spell.
SHIELD OF GHALLANDA FOCUS 3
DRAGONMARKED HOSPITALITY SPELL LIST
ABJURATION DRAGONMARK MARK OF HOSPITALITY
Heightened Level Spell
1 Soothe Cast dragonmark, somatic
2 Sleep, Charm Trigger a creature makes a melee strike against you.
3 Calm Emotions, Create Food The power of your dragonmark turns your diplomacy
4 Cozy Cabin, Enhance Victuals into your shield. You gain a +1 status bonus to your AC
5 Enthral against the strike.
6 Suggestion Heightened (6th) The status bonus becomes +2
7 Magnificent Mansion Heightened (9th) The status bonus becomes +3
8 Moment of Renewal
9 Resplendent Mansion
Heightened (3rd) You may cast Dragonmarked
Hospitality up to twice per day. Only one of these
casts may be from the heightened level 4 or above.
Heightened (6th) You may cast Dragonmarked
Hospitality up to three times per day. Only one of
these casts may be from the heightened level 4 or
above.
Heightened (7th) You may cast Dragonmarked
Hospitality up to three times per day. Only one of
these casts may be from the heightened level 6 or
above.
Version 2.3.0
Mark of Making
The Mark of Making guides its bearer through any act of creation. The bearer of the
mark can mend broken things with a touch, and always has a minor magic item
they’ve been working on. A crafter will get the most out of the mark, but anyone can
find a use for an enchanted blade.
Mark of Passage
The Mark of Passage governs motion, allowing its bearer to move with uncanny
speed. The bearer of the mark can even slip through space in the blink of an eye.
DRAGONMARKED MOBILITY FOCUS 2 Heightened (9th) Spells of the third heightened level
or lower do not count against the frequency of
CONJURATION DRAGONMARK MARK OF PASSAGE
Dragonmarked Mobility.
Cast see replicated spell; dragonmark, somatic
Frequency The strain of bending your dragonmark to DIMENSION STEP FOCUS 2
replicate a specific spell is so great, that you can CONJURATION DRAGONMARK MARK OF PASSAGE
only cast this spell once per day - even if you have
TELEPORTATION
focus points to cast it with.
Cast dragonmark, somatic
With a concentrated effort to bend the powers of your
Range 30 feet
mark, you can replicate the effects of a spell.
You instantly transfer yourself from your current
When you begin to cast Dragonmarked Mobility,
location to another spot you can see within range. You
you can select a spell from the Dragonmarked Mobility
always arrive at exactly the spot desired. You can
spell list at the heightened level of Dragonmarked
bring along any objects you are touching as the spell is
Mobility or lower. Dragonmarked Mobility gains the
cast, so long as you are not encumbered. You cannot
traits of the selected spell, then you may replicate the
bring along other creatures.
spell's effect by completing the Cast a Spell activity
using the selected spell's number of actions. The If this spell would put you in a place that is already
replicated spell is automatically heightened to the occupied or is not empty, the spell fails.
level of Dragonmarked Mobility.
Heightened (+2) the distance increases by 15 feet
A spell cast by Dragonmarked Mobility doesn’t
require material or verbal components but always LONG MARCH FOCUS 3
requires a dragonmark and somatic component. If the UNCOMMON DRAGONMARK ENCHANTMENT EXPLORATION
spell requires a focus, you must still have that focus to MARK OF PASSAGE MENTAL
cast the spell, and if the spell has a cost, you must still Cast dragonmark, somatic
pay that cost to cast the spell. Area 60-foot emanation
DRAGONMARKED MOBILITY SPELL LIST Duration 1 hour
Heightened Level Spell Your dragonmark sustains your allies' endurance,
2 Fleet Step, Longstrider enabling longer travel. You can only use this spell as
3 Safe Passage an exploration activity, during the duration of the spell
4 Haste you and your allies in the area can move at double
5 Freedom of Movement, Dimension Door speed. You and your allies then become temporarily
6 Return Beacon immune for 1 day. You can dismiss this spell, and it
7 Teleport ends early if you exit exploration mode.
8 Ethereal Jaunt
Heightened (3rd) You may cast Dragonmarked
Mobility up to twice per day. Only one of these casts
may be from the heightened level 4 or above.
Heightened (6th) You may cast Dragonmarked
Mobility up to three times per day. Only one of
these casts may be from the heightened level 4 or
above.
Heightened (7th) You may cast Dragonmarked
Mobility up to three times per day. Only one of
these casts may be from the heightened level 6 or
above.
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Mark of Scribing
The Mark of Scribing deals with communication-both the written and spoken word. A
gnome who bears the mark can feel words as though they are living creatures,
struggling to make their meaning known. The mark provides a range of gifts. It
translates languages, but it also allows its bearer to communicate with others at a
distance.
Heightened (+2) you may enchant one additional item. Heightened (7th) You may cast Dragonmarked Scribe
Heightened (5th) the item may transmit again after up to three times per day. Only one of these casts
only 1 hour has passed. may be from the heightened level 6 or above.
Heightened (8th) the item may transmit again after Heightened (9th) Spells of the third heightened level
only 1 minute has passed. or lower do not count against the frequency of
Dragonmarked Scribe.
DRAGONMARKED SCRIBE FOCUS 2
ILLUSION DRAGONMARK MARK OF SCRIBING
SCRIBE'S INSIGHT FOCUS 1
Cast see replicated spell; dragonmark, somatic DRAGONMARK MARK OF SCRIBING ILLUSION
Mark of Sentinel
The Mark of Sentinel warns and protects. It heightens senses and reflexes, allowing an
heir to respond to threats with uncanny speed. It can shield its bearer from harm.
Whether on the battlefield or the ballroom, someone who carries the Mark of Sentinel
is prepared for danger.
DRAGONMARKED SENTINEL FOCUS 2 Heightened (9th) Spells of the third heightened level
or lower do not count against the frequency of
ABJURATION DRAGONMARK MARK OF SENTINEL
Dragonmarked Sentinel.
Cast see replicated spell and somatic
Frequency The strain of bending your dragonmark to SENTINEL'S INTUITION FOCUS 1
replicate a specific spell is so great, that you can ABJURATION DRAGONMARK MARK OF SENTINEL
only cast this spell once per day - even if you have
Cast dragonmark, somatic
focus points to cast it with.
Duration sustained up to 10 minutes
With a concentrated effort to bend the powers of your
You call upon your dragonmark's power to heighten
mark, you can replicate the effects of a spell.
your awareness of danger. When you Cast the Spell,
When you begin to cast Dragonmarked Sentinel,
any time you disarm, grapple, shove, trip, or roll
you can select a spell from the Dragonmarked Sentinel initiative you gain a +1 status bonus to the skill or
spell list at the heightened level of Dragonmarked
perception used for the roll. This bonus remains as
Sentinel or lower. Dragonmarked Sentinel gains the
long as you Sustain the Spell.
traits of the selected spell, then you may replicate the
Heightened (3rd) You do not need to sustain Sentinel's
spell's effect by completing the Cast a Spell activity
Intuition.
using the selected spell's number of actions. The
Heightened (5th) The bonus increases to +2.
replicated spell is automatically heightened to the
Heightened (7th) The duration is 1 hour.
level of Dragonmarked Sentinel.
Heightened (9th) The bonus increases to +3.
A spell cast by Dragonmarked Sentinel doesn’t
require material or verbal components but always SIBERYS' SENTINEL FOCUS 10
requires a dragonmark and somatic component. If the ABJURATION DRAGONMARK MARK OF SENTINEL
spell requires a focus, you must still have that focus to
Cast dragonmark, somatic
cast the spell, and if the spell has a cost, you must still
Duration until the start of your next turn
pay that cost to cast the spell.
Channelling the power of your mark, you ward
DRAGONMARKED SENTINEL SPELL LIST yourself from damage in a shimmering golden aura,
Heightened Level Spell becoming indestructible. For the duration of the spell,
2 Mage Armor, Sanctuary you are immune to any effect or damage that would
3 Resist Energy harm you, excluding effects caused by artefacts, deific
4 Fire Shield power, and similarly powerful sources. You can still be
5 Rebounding Barrier affected by anything you're willing to have affect you.
6 Scintillating Safeguard
7 Wall of Force
8 Spell Turning
Heightened (3rd) You may cast Dragonmarked
Sentinel up to twice per day. Only one of these casts
may be from the heightened level 4 or above.
Heightened (6th) You may cast Dragonmarked
Sentinel up to three times per day. Only one of these
casts may be from the heightened level 4 or above.
Heightened (7th) You may cast Dragonmarked Sentinel
up to three times per day. Only one of these casts
may be from the heightened level 6 or above.
Version 2.3.0
Mark of Shadow
The Mark of Shadow lets an elf weave illusions, crafting magic to distract or delight. It
also allows its bearer to sculpt shadows, making it easy to avoid detection.
DRAGONMARKED SHADOW FOCUS 2 Heightened (9th) Spells of the third heightened level
or lower do not count against the frequency of
DRAGONMARK ILLUSION MARK OF SHADOW
Dragonmarked Shadow.
Cast see replicated spell; dragonmark, somatic
Frequency The strain of bending your dragonmark to SHADOW'S VEIL FOCUS 1
replicate a specific spell is so great, that you can DRAGONMARK MARK OF SHADOW ILLUSION
only cast this spell once per day - even if you have
Cast dragonmark, somatic
focus points to cast it with.
Duration sustained up to 10 minutes
With a concentrated effort to bend the powers of your
You call upon your dragonmark's power to weave
mark, you can replicate the effects of a spell.
illusions. When you Cast the Spell, any time you
When you begin to cast Dragonmarked Shadow, you
Perform, Hide, Sneak, or roll Initiative (stealth) you
can select a spell from the Dragonmarked Shadow gain a +1 status bonus to the skill or perception used
spell list at the heightened level of Dragonmarked
for the roll. This bonus remains as long as you Sustain
Shadow or lower. Dragonmarked Shadow gains the
the Spell.
traits of the selected spell, then you may replicate the
Heightened (3rd) You do not need to sustain Shadow's
spell's effect by completing the Cast a Spell activity
veil.
using the selected spell's number of actions. The
Heightened (5th) The bonus increases to +2.
replicated spell is automatically heightened to the
Heightened (7th) The duration is 1 hour.
level of Dragonmarked Shadow.
Heightened (9th) The bonus increases to +3.
A spell cast by Dragonmarked Shadow doesn’t
require material or verbal components but always
requires a dragonmark and somatic component. If the
spell requires a focus, you must still have that focus to
cast the spell, and if the spell has a cost, you must still
pay that cost to cast the spell.
DRAGONMARKED SHADOW SPELL LIST
Heightened Level Spell
2 Pass Without Trace, Penumbral Shroud
3 Darkness, Invisibility, Mirror Image
4 Hypnotic Pattern
5 Illusory Scene
6 Blanket of Stars
7 Mislead
8 Project Image
9 Disappearance
Heightened (3rd) You may cast Dragonmarked Shadow
up to twice per day. Only one of these casts may be
from the heightened level 4 or above.
Heightened (6th) You may cast Dragonmarked Shadow
up to three times per day. Only one of these casts
may be from the heightened level 4 or above.
Heightened (7th) You may cast Dragonmarked Shadow
up to three times per day. Only one of these casts
may be from the heightened level 6 or above.
Version 2.3.0
Mark of Storm
Wind and water welcome the half-elves who carry the Mark of Storm, and some learn
to call on the power of the storm itself.
DRAGONMARKED STORMBRINGER FOCUS 2 Heightened (9th) Spells of the third heightened level
or lower do not count against the frequency of
CONJURATION DRAGONMARK MARK OF STORM
Dragonmarked Stormbringer.
Cast see replicated spell; dragonmark, somatic
Frequency The strain of bending your dragonmark to RAIN CLOUD FOCUS 2
replicate a specific spell is so great, that you can DRAGONMARK EVOCATION MARK OF STORM
only cast this spell once per day - even if you have
Cast dragonmark, somatic
focus points to cast it with.
Range 60 feet; Area 15-foot burst
With a concentrated effort to bend the powers of your Duration 1 minute
mark, you can replicate the effects of a spell.
You can condense the humidity in the air and bring
When you begin to cast Dragonmarked
down precipitation. Depending on the region and
Stormbringer, you can select a spell from the weather, this may bring down rain or snow. The spell
Dragonmarked Stormbringer spell list at the
does not require sustainment, however if you use the
heightened level of Dragonmarked Stormbringer or
Sustain a Spell action on this spell, you may move the
lower. Dragonmarked Stormbringer gains the traits of
area of effect 15 feet in a direction you choose.
the selected spell, then you may replicate the spell's
Creatures in the area of precipitation are concealed.
effect by completing the Cast a Spell activity using the
Creatures outside the area are concealed from those
selected spell's number of actions. The replicated spell
inside the area. If you are in an extremely arid area,
is automatically heightened to the level of
the spell fails. You may dismiss this spell.
Dragonmarked Stormbringer.
A spell cast by Dragonmarked Stormbringer doesn’t When the spell finishes, the area under the cloud
require material or verbal components but always becomes difficult snowy terrain if it was snowing, or
requires a dragonmark and somatic component. If the non-magical fires are extinguished if it was raining.
spell requires a focus, you must still have that focus to
cast the spell, and if the spell has a cost, you must still
STORM'S RIPOSTE FOCUS 1
pay that cost to cast the spell. DRAGONMARK EVOCATION MARK OF STORM
Cast dragonmark, somatic; Trigger a creature you
DRAGONMARKED STORMBRINGER SPELL LIST
can see within 5 feet fails a Strike against you.
Heightened Level Spell
Saving Throw basic Reflex
2 Gust of Wind, Personal Rain Cloud
As an enemy strikes at you, the power of your mark
3 Obscuring Mist
strikes back - lightning arcs into the target. You deal
4 Wall of Wind
electricity damage equal to 1d4 plus your spellcasting
5 Air Walk, Solid Fog
ability modifier.
6 Fly, Control Water
7 Lightning Storm Heightened (+1) The damage increases by 1d4.
8 Wind Walk
9 Punishing Winds
Heightened (3rd) You may cast Dragonmarked
Stormbringer up to twice per day. Only one of these
casts may be from the heightened level 4 or above.
Heightened (6th) You may cast Dragonmarked
Stormbringer up to three times per day. Only one of
these casts may be from the heightened level 4 or
above.
Heightened (7th) You may cast Dragonmarked
Stormbringer up to three times per day. Only one of
these casts may be from the heightened level 6 or
above.
Version 2.3.0
Mark of Warding
The Mark of Warding helps its bearers protect things of value. Using the mark, a
dwarf can weave wards with mystic force. It also provides its bearer with an intuitive
understanding of locks used to protect and seal.
DRAGONMARKED WARDER FOCUS 2 Heightened (9th) Spells of the third heightened level
or lower do not count against the frequency of
ABJURATION DRAGONMARK MARK OF WARDING
Dragonmarked Warder.
Cast see replicated spell; dragonmark, somatic
Frequency The strain of bending your dragonmark to GUARD AND SEAL FOCUS 2
replicate a specific spell is so great, that you can DRAGONMARK MARK OF WARDING ABJURATION
only cast this spell once per day - even if you have
Cast dragonmark, somatic
focus points to cast it with.
Range touch; Targets 1 object of light bulk or less
With a concentrated effort to bend the powers of your Duration until the next time you make your daily
mark, you can replicate the effects of a spell. preparations
When you begin to cast Dragonmarked Warder, you
You draw upon your powers of warding to guard the
can select a spell from the Dragonmarked Warder spell presence of an item. Once the spell has been cast, you
list at the heightened level of Dragonmarked Warder
can choose to make the item come under the effects of
or lower. Dragonmarked Warder gains the traits of the
Invisible Item If the target is magical, you can choose
selected spell, then you may replicate the spell's effect
to also have it appear as entirely non-magical.
by completing the Cast a Spell activity using the
If a caster uses Detect Magic or Read Aura of an
selected spell's number of actions. The replicated spell
equal or higher level than this spell, the GM can roll a
is automatically heightened to the level of
secret counteract check for them to see the presence
Dragonmarked Warder.
of this ward.
A spell cast by Dragonmarked Warder doesn’t
If a creature interacts with the item, you
require material or verbal components but always
immediately become aware of this fact.
requires a dragonmark and somatic component. If the
Heightened (3rd) You may target 1 object of 1 bulk or
spell requires a focus, you must still have that focus to
less.
cast the spell, and if the spell has a cost, you must still
Heightened (4th) The object is additionally warded as
pay that cost to cast the spell.
if was behind running water and a thin sheet of lead
DRAGONMARKED WARDER SPELL LIST to any magical effects that would attempt to locate
Heightened Level Spell it.
2 Alarm, Lock, Tether Heightened (6th) You can target 1 object of 3 bulk or
3 Knock, Magical Fetters less. You can target a creature instead of an object.
4 Circle of Protection, Glyph of Warding When you do, you can conceal the auras of all
5 Dimensional Anchor, Private Sanctum magic items it has.
6 Wall of Stone Heightened (8th) The duration is permanent until the
7 Dimensional Lock object moves more than 15 feet from its starting
8 Force Cage location. You may target up to 10 items at once in
9 Disappearance this way. You can dismiss this spell.
Heightened (3rd) You may cast Dragonmarked Warder
up to twice per day. Only one of these casts may be
from the heightened level 4 or above.
Heightened (6th) You may cast Dragonmarked Warder
up to three times per day. Only one of these casts
may be from the heightened level 4 or above.
Heightened (7th) You may cast Dragonmarked Warder
up to three times per day. Only one of these casts
may be from the heightened level 6 or above.
Version 2.3.0
Aberrant Mark
The twelve dragonmarks are predictable, and their powers are generally constructive.
But there is another kind of dragonmark, which is dangerous to both the bearer and
the people around them. Aberrant dragonmarks can appear on members of any race,
at any age, regardless of bloodline. No two aberrant dragonmarks are exactly alike-
even if they grant the same power, they manifest in different ways.
Aberrant marks are unique - no two marks are the Aberrant Feedback
same - though they might produce similar effects. See
One of the reasons that aberrant marks are so feared,
the notes on Building a Spell list for how you might
is their potential for causing unintentional harm
work with your GM to customize your mark.
resulting from their use. The Aberrant Feedback trait
Aberrant Mark is a versatile Heritage, which can only applies to most spells that an aberrant mark can cast.
be applied to the following ancestries: Dwarf, Elf,
After you cast a focus spell with the Aberrant
Gnome, Human, Human (Half-Elf), Human (Half-
Feedback trait, you must make DC 5 flat check. On a
Orc), or Halfling. By picking this Heritage at first level
failure, you increase your drained condition by 1. On
you gain access to all of the Mark of Aberrant Mark
a critical failure, a random creature within 30 feet of
ancestry feats.
the caster (potentially including the caster) takes 1d4
Aberrant Mark [Uncommon Versatile persistent acid, cold, fire, bleeding, or poison damage
(Dragonmarked Ancestries) of the GM's choice. This is in addition to increasing
Heightened
Level Spell
Acidic Burst, Agitate, Burning hands, Charm, Chilling Spray, Fear, Grease, Grim Tendrils, Noxious Vapors,
2 Phantom Pain
3 Animated Assault, Blood Vendetta, Feast of Ashes, Flaming Sphere, Ghoulish Cravings, Harm, Slough
Skin
4 Agonizing Despair, Blindness, Cup of Dust, Curse of Lost Time, Faerie Fire, Hypnotic Pattern, Lightning
Bolt, Paralyze, Paranoia, Stinking Cloud, Sudden Blight, Vampiric Touch
5 Chroma Leach, Confusion, Countless Eyes, Enervation, Phantasmal Killer, Rusting Grasp, Weapon Storm
6 Acid Storm, Black Tentacles, Blister, Cloudkill, Cone of Cold, Crushing Despair, Impaling Spike
7 Abyssal Plague, Disintegrate, Feeblemind, Flesh to Stone, Phantasmal Calamity, Vampiric Exsanguination
8 Eclipse Burst, Fiery Body, Mask of Terror, Warp Mind
9 "All is One, One is All", Earthquake, Finger of Death, Possession, Volcanic Eruption
10 Massacre, Meteor Swarm, Nature's Enmity, Power Word Kill, Storm of Vengeance
Version 2.3.0
Backgrounds
These backgrounds allow you to create a character tied to the world of dragonmarks,
explaining how they may relate to their house.
TABLE 4-1 HOUSE SKILLS
House Skill Feat
Cannith Crafting Specialty Crafting
Deneith Athletics Armor Assist*
Ghallanda Diplomacy Group Impression
Phiarlan Performance Fascinating Performance
Jorasco Medicine Inoculation
Kundarak Crafting Crafter's Appraisal
Lyrandar Acrobatics Steady Balance
Medani Deception Lie to Me
Orien Survival Terrain Expertise
Sivis Society Multilingual
Tarkanan Stealth Experienced Smuggler
Tharashk Survival Experienced Tracker
Thuranni Stealth Terrain Stalker
Vadalis Nature Train Animal
*Due to your extensive training, you always succeed on the check to put on the armour
FOUNDLING BACKGROUND
Characters can develop dragonmarks only by virtue of
blood ties to a dragonmarked house, and many
dragonmarked discover their lineage only after the
mark appears.
Archetypes
These new archetypes allow you to interact with your dragonmark and grow its power
alongside your own
or stave, use your advanced firearm proficiency for the energy into a bullet form. Choose acid, cold, electricity,
spell attack roll and gunslinger class DC for DCs. Your or fire. When you fire the bullet manifested by Arcane
key spellcasting ability for wandslinger archetype Blowback, you deal 1d6 additional damage of this
spells is Intelligence, and they are arcane gunslinger type. At 12th level, this increases to 2d6 additional
spells. damage, and at 18th level, it increases to 3d6
additional damage.
During your daily preparations, you can prepare a staff
as a prepared spellcaster. If you do not have the basic EXPERT WANDSLINGER CASTING FEAT 12
bounded spellcasting benefits yet, your highest-level ARCHETYPE
spell slot is considered 1st level for the purposes of Prerequisites Basic Wandslinger Casting; master in
preparing a staff during your daily preparations. Arcana
You gain the expert bounded spellcasting benefits
You become trained in Arcana; if you were already
(SoM 74). During your daily preparations, you may
trained in Arcana, you instead become trained in a skill
create a unique wand for each of your prepared spell
of your choice.
slots. Due to the unstable arcane energy supporting
HAND FOR WANDS FEAT 4 them, only you are capable of using these wands.
ARCHETYPE These wands follow the normal rules of wands,
Prerequisites Wandslinger Dedication including once per day use, but they may not be
overcharged. For each spell slot you gain from this
Wandslinging takes a quick hand, and fortunately, you
feat, add a spell of that level or lower to your
have two. When you use the Quick Wand action, you
spellbook.
may stow an item in either of your hands, and you
may draw a stave or wand to either. MASTER WANDSLINGER CASTING FEAT 18
BASIC WANDSLINGER CASTING FEAT 6 ARCHETYPE
ARCHETYPE
Prerequisites Expert Wandslinger Casting; legendary
in Arcana
Prerequisites Wandslinger Dedication
You gain the master bounded spellcasting benefits
You gain the basic bounded spellcasting benefits (SoM
(SoM 74). During your daily preparations, you may
74). However, your use of scrolls, staves, and wands is
create a unique wand for each of your prepared spell
bounded as described by the wandslinger dedication.
slots. Due to the unstable arcane energy supporting
During your daily preparations, you may create a
them, only you are capable of using these wands.
unique wand for each of your prepared spell slots. Due
These wands follow the normal rules of wands,
to the unstable arcane energy supporting them, only
including once per day use, but they may not be
you are capable of using these wands. These wands
overcharged. For each spell slot you gain from this
follow the normal rules of wands, including once per
feat, add a spell of that level or lower to your
day use, but they may not be overcharged. For each
spellbook.
spell slot you gain from this feat, add a spell of that
level or lower to your spellbook. ARCANE OVERCHARGE FEAT 20
CHARGED SHOT FEAT 6 ARCHETYPE
Trigger you used Arcane Blowback to reload a There's no overcharge like arcane overcharge. Wands
weapon. prepared by your Wandslinger features may be
overcharged, following all the rules of regular wands.
Prerequisites Wandslinger Dedication
In the event one of your wands is destroyed, you take
As the discharge of your wands builds up arcane
force damage equal to your level. You may prepare the
energy around you, you channel that overcharge of
wand again during your next daily preparations.
Version 2.3.0
Feats
The following feats are accessible to most characters in Eberron, allowing you to
connect to the world of Eberron and all it has to offer.
Medium Armour Price AC Dex Check Speed Strength Bulk Group Armour Traits
Bonus Cap Penalty Penalty
Darkleaf branded 10 +3 +2 -2 -5ft 14 2 Composite Flexible,
mail gp Primal
Boomerang, Talenta 4 sp 1d4 B L 1 Boomerang Agile, Finesse, Halfling, Returning, Thrown 20ft
Nonlethal
Boomerang, Xen'drik 8 sp 1d4 S L 1 Boomerang Agile, Finesse, Drow, Returning, Thrown 20ft
Sharrash 2 gp 1d6 S 1 2 Polearm Reach, Finesse, Halfling, Trip
Tangat 4 gp 1d6 S 1 1 Sword Finesse, Forceful, Halfling, Sweep
Trait Changes*
Boarding Axe - - - - - Agile, Climbing, Versatile P
Buugeng - - - - - Agile, Sweep, Twin
Claw Blade - - - - - Agile, Deadly d8, Disarm, Finesse, Shifter, Versatile P
Gill Hook - - - - - Grapple, Reach
Wish Blade - - - - - Disarm, Resonant, Two-Hand 1d10
Wish Knife - - - - - Agile, Disarm, Finesse, Resonant, Versatile S
Whip Claw - - - - - Finesse, Hampering, Reach, Shifter
* All stats as in source books except traits as noted
Uncommon Advanced Weapons Price Damage Bulk Hands Group Weapon Traits
Double-Bladed Scimitar 10 gp 1d6 S 1 2 Sword Backswing, Dual, Elf, Forceful
Myrnaxe 4 gp - 1 - - Gnoll, Attached*
Uncommon Advanced Price Damage Range Reload Bulk Hands Group Weapon Traits
Weapons
Gnoll bow 5gp 1d8 P 150ft. 0 2 1+ Bow Fatal d10, propulsive, gnoll, volley
50ft.
10 Gnoll arrows 2sp
magical items of any nature. If you have a set of these Cosmetic Transmutation With the widespread arcane
tools, you do not need different sets for different work, magic that exists in Eberron, transmutation has
as may be required of regular Artisan's Tools. These become widespread for cosmetics. This can be
tools may also be used in place of the repair kit. anything from a minor natural change such as hair
colour to a moderate change such as height or sex,
ARTIFICE TOOLS ITEM 0 to a major change such as a full physical
Price 4 gp impersonation of a specific individual.
Hands 2; Bulk 2 See Exploring Eberron pg 28 for more information
STERLING ARTIFICE TOOLS ITEM 3 Courier service (House Orien) The price varies based
on the weight, and ease of access to the destination
Price 62 gp
of the package. For an extra fee, Orien will use
Hands 2; Bulk 2
House Kundarak's services to apply a glyph of
Sterling artisan's tools give you a +1 item bonus to the warding spell to the package.
check.
Mail service (House Orien) Sending mail is
inexpensive, but is limited in size. If the security of
the letter is important, Orien will use House Sivis'
Services services to protect the messages - either by
The following services are available to the people of
cryptography or secret page spell.
Khorvaire.
Message Station (House Sivis) For even faster
TABLE 7-5-1: SERVICES communication, House Sivis' services are employed.
Service Price On a per word basis, House Sivis broadcast stations
Hireling can send messages across their network. These
Magewright 7 sp per day
networks are built with Speaking Stones, which are
TABLE 7-5-2: HOUSE SERVICES detailed in the magic items section.
Service Price Translation (House Sivis) For a fee, House Sivis can
Courier service (House Orien) 1 cp per 10 miles translate any document, provided it is a Common or
Mail service (House Orien) 1 cp per 100 miles Uncommon language. Exotic languages might be
Message station (House Sivis) 2 cp per word translated by experts in House Sivis for an increased
Translation (House Sivis) 1 cp per word fee.
Version 2.3.0
Transportation Animals
The following modes of transportation are available as TABLE 7-7: ANIMALS
services to the people of Eberron. Rental Price (per Purchase
Animal day) Price
TABLE 7-6: TRANSPORTATION 32 gp (level
Service Price Speed Carver 1 gp per day
2)
Airship (House Lyrandar) 5 sp per 5 miles 20 26 gp (level
mph Clawfoot 1 sp per day
2)
Elemental galleon (House 20 Fastieth 9 cp per day 8 gp
Lyrandar) 25 cp per 5 miles mph
Magebred Animal
Lightning rail, first-class (House 2 sp, 5 cp per 5 30
Orien) miles mph Magebred Guard 2 cp per day 4 sp
Dog
Lightning rail, standard (House 1 sp per 5 miles 30
Orien) mph Magebred Riding 12 cp per day 8 gp
Dog
Lightning rail, steerage (House 1 cp per 5 miles 30
Orien) mph Magebred Riding
Horse 2 sp per day 16 gp
Magebred coach (House Orien) 5 cp per 5 miles 5 mph
60 gp (level
Teleportation circle (House Magebred Warhorse 1 gp per day 3)
Orien) 250 gp Instant
Magebred Pack 4 cp per day 4 gp
Airship (House Lyrandar) Airships primarily travel Animal
between major cities with docking towers, but not Magebred Riding 16 cp per day 14 gp
Pony
bound to terrain, these airships can provide
transportation to any location. Magebred Warpony 16 sp per day 48 gp (level
2)
Elemental galleon (House Lyrandar) Elemental 20 gp* (level
Valenar Riding Horse 3 sp per day 3)
galleons have an advantage over more mundane sea
fairing vessels, as they are not subject to the will of Valenar Guard Dog 3 cp per day 1 gp* (level 3)
the wind. * Valenar elves do not sell their animals. However on the
rare occasions when a Valenar animal chooses an
Lightning Rail A large elemental engine tows cars adventurer of a different ancestry as a companion, it is
universally accepted. Price provided for GM balance use.
behind it on a rail system that can handle heavy
weights over a long distance. The various classes of Carver: Known in some worlds as the deinonychus,
transportation provide different levels of standards the statblock is in Beastiary 1 as the Deinonychus.
of living for the time that passengers are on the rail Clawfoot: A human-sized predator of the Talenta
network. First Class is in the realm of Fine living, Plains, this dinosaur is the halfling equivalent of a
Standard is Comfortable, and Steerage affords warhorse.
cheap-but a sustenance-level of travel.
Fastieth: A fast-running, plant-eating dinosaur, the
Magebred Coach These coaches are much like a fastieth is the halfling equivalent of a pony or riding
Carriage trip but are pulled by well trained and a horse on the Talenta Plains.
swift animals that provide an advantage over
standard Carriages. Magebred Animal: An animal magically bred by
House Vadalis might have any of a number of useful
Teleportation Circle House Orien manages a network
qualities and is easier to train than a mundane
of teleportation circles between the major cities of
animal.
Eberron. For a fee per person, House Orien allows
transit between any of these points. Valenar Animals: Valenar animals are awakened to
advanced intelligence and power by the touch of an
ancestral spirit.
Version 2.3.0
mostly full (at least 400 doses remaining) it can be DRAGONSEYE OAK ACORN ITEM 4
detonated to deal 1d6 fire damage in a 5-foot burst (DC
COMPONENT CONSUMABLE METAMAGIC
16 basic Reflex save). It takes 1 round per 15 feet of
Price 13 gp
powder trail laid down for a horn to detonate after the
Usage material component of a spell; Bulk -
trail is lit. If multiple horns detonate simultaneously, it
Activate interact; Trigger You cast a spell from the
can increase the area of the explosion, but the damage
school of Evocation with the acid, cold, electricity,
in overlapping areas doesn't increase.
fire, or sonic trait
Type keg; Level 6; Price 50 gp
When used as a material component (adding the
A keg contains 5,000 doses of siberys powder and
material component to the spell if it doesn't already
can be detonated in the same way as a horn. As
have it) for an evocation spell with the acid, cold,
long as the keg is mostly full (at least 4,000 doses
electricity, fire, or sonic trait you gain a circumstance
remaining) this deals 3d6 fire damage in a 20-foot
bonus to damage equal to twice the level of the spell
burst (DC 20 basic Reflex save). Detonating multiple
as well as 1d4 persistent damage of the same type on
kegs can increase the area, but not the damage, of
a critical hit.
this effect; detonating a keg and any horns at the
same time in an overlapping area also doesn't GHOST OAK ACORN ITEM 3
increase the damage.
COMPONENT CONSUMABLE METAMAGIC
Crafting Requirements The initial raw materials must
Price 10 gp
be half Eberron shards by value.
Usage material component of a spell; Bulk -
Magical Components Activate interact; Trigger You cast a spell from the
school of Illusion
CATHIER SPLEEN ITEM 3
When used as a material component (adding the
COMPONENT CONSUMABLE METAMAGIC
material component to the spell if it doesn't already
Price 12 gp have it) for an Illusion spell, you gain a +1
Usage material component of a spell; Bulk - circumstance bonus to the DC of the spell.
Activate interact; Trigger You cast a spell from the
school of Illusion HATHIL ROOT ITEM 3
When used as a material component (adding the COMPONENT CONSUMABLE METAMAGIC
material component to the spell if it doesn't already Price 9 gp
have it) for an illusion spell, the cathier spleen doubles Usage material component of a spell; Bulk -
the spell’s duration. Activate interact; Trigger You cast a spell from the
school of Transmutation
COVADISH LEAVES ITEM 8
When used as a material component (adding the
UNCOMMON COMPONENT CONSUMABLE METAMAGIC
material component to the spell if it doesn't already
Price 75 gp have it) for a transmutation spell, you gain a +1 item
Usage material component of a spell; Bulk - bonus to your spell DC for this spell.
Activate interact; Trigger You cast a spell from the
school of Necromancy
When used as a material component (adding the
material component to the spell if it doesn't already
have it) for a Necromancy spell, the covadish leaves
heighten the spell level by 1 up to the maximum level
you can cast.
Version 2.3.0
Dragonmark focus items are rarely sold in stores. DRAGONMARK CHANNEL ITEM 2
They can only be created using proprietary tools, and
DRAGONMARK INVESTED MAGICAL
are produced exclusively by House Cannith and the
Twelve for use by trusted agents of the dragonmarked Price 35 gp
houses. Usage worn; Bulk -
Each dragonmark channel is tied to a specific
Dragonmark Focus Items dragonmark, such as the Mark of Healing or the Mark
These common items are available to most
of Making, and you can only attune to it if you possess
dragonmarked house members actively employed in
that dragonmark.
the house's service.
CHANNELING WAND ITEM 3+ Activation Interact (Cast a Spell); Frequency Once per
day; Effect you can cast one of the dragonmark
DRAGONMARK INVESTED MAGICAL
focus spells that you know at level 1.
Usage held in 1 hand; Bulk L
Craft Requirements at least 4 gp of siberys shards
A channelling 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.
Activation (Cast a Spell); Frequency Once per day, plus
overcharge; Effect you can cast the selected focus
spell of your house at the indicated level.
Type 1st-level focus spell; Level 3; Price 60 gp
Type 2nd-level focus spell; Level 5; Price 160 gp
Type 3rd-level focus spell; Level 7; Price 360 gp
Type 4th-level focus spell; Level 9; Price 700 gp
Type 5th-level focus spell; Level 11; Price 1,500 gp
Type 6th-level focus spell; Level 13; Price 3,000 gp
Type 7th-level focus spell; Level 15; Price 6,500 gp
Type 8th-level focus spell; Level 17; Price 15,000 gp
Type 9th-level focus spell; Level 19; Price 40,000 gp
Craft Requirements Supply a listed-level casting of the
spell; At least 25% of the crafting material value
must be Siberys shards.
Version 2.3.0
Magic Items
The following items are advanced developments of arcane talent or ancient
civilizations. These items can be of great value to the average adventurer, and to the
magewrights that would seek to reverse engineer them.
Armour Held Items
The following armours are too expensive to be readily These items need to be held to use them.
available to the common soldier but can be used to
great effect by talented adventurers.
BATTLE ROD ITEM 1
INVESTED MAGICAL
Precious Material Armour Usage held in 2 hands; Bulk L
These suits of armour are made of unique materials
Price 15 gp
available in Eberron. They can be crafted in addition
While holding the staff in two hands, you may use it
to all of the suits of armour available in the base
pathfinder 2e rules. as an arcane focus.
Activate Interact Effect The next cantrip you cast
BRONZEWOOD ARMOUR ITEM 12+ this turn uses the rules for range increments. You may
Usage varies by armour; Bulk varies by armour cast the spell at a target at a maximum of 2 range
It’s easier to wear than normal armour, reducing the increments away. For each range increment above the
Strength score necessary to ignore its check penalty first, you take a -2 penalty to your attacks or DCs.
by 2. Unlike darkwood, bronzewood can be used
instead of metal to fashion armour - it is somewhat
SENDING STONE PAIR ITEM 7
shapeable during manufacturing. MAGICAL
Type standard-grade bronzewood armour; Level 12; Usage held in 1 hand; Bulk L
Price 1,600 gp + 160 gp per Bulk; Craft Price 300 gp
Requirements at least 200 gp of bronzewood + 20 Activate Cast a Spell; Frequency Once per day per
gp per Bulk pair; Effect You cast the sending spell directly to the
Type high-grade bronzewood armour; Level 19; Price other stone. If the stone is attended by another
32,000 gp + 3,200 gp per Bulk; Craft Requirements creature, they become the target of the sending
at least 16,000 gp of bronzewood + 1,600 gp per spell.
Bulk
WAR STAFF ITEM 4
RIEDRAN CRYSTEEL ARMOUR ITEM 12+ INVESTED MAGICAL
Usage varies by armour; Bulk varies by armour Usage held in 2 hands; Bulk 1
Riedran Crysteel armour is capable of warding off Price 100 gp
mental assaults, granting you a +1 circumstance bonus While holding the staff in two hands, you may use it
to saves and DCs against mental effects. as an arcane focus.
Type standard-grade riedran crysteel armour; Level 12;
Price 1,600 gp +160 gp per Bulk; Craft Activate Interact Effect The next cantrip you cast
Requirements at least 200 gp of riedran crysteel + this turn uses the rules for range increments. You
20 gp per Bulk may cast the spell at a target up to 4 range
Type high-grade riedran crysteel armour; Level 19; increments away. For each range increment above
Price 32,000 gp + 3,200 gp per Bulk; Craft the first, you take a -2 penalty to your attacks or
Requirements at least 16,000 gp of riedran crysteel DCs.
+ 1,600 gp per Bulk
Version 2.3.0
Wands Weapons
The following wands are available in the world of The following weapons are too expensive to be readily
Eberron. available to the common soldier but can be used to
great effect by talented adventurers.
LAMPLIGHTER ITEM 1
COMMON MAGICAL WAND Precious Material Weapons
These weapons are made of unique materials available
Usage held in 1 hand; Bulk L
in Eberron. They can be crafted in addition to all of
Price 3 gp
the shields available in the base pathfinder 2e rules.
This dark black wand ending in a copper tip lights
small flames. BYESHK WEAPON ITEM 10+
Activate (Cast a Spell); Frequency Unlimited Effect Usage varies by weapon; Bulk varies by weapon
You can light or snuff out a candle, torch, small Byeshk weapons deal additional damage to creatures
campfire, or similar source of flame within 10 feet of with weakness to Byeshk, or with the aberration trait -
you. at the GM's discretion. This weakness unless otherwise
noted is equal to half the creature's level rounded up
TALKING WAND ITEM 1 (minimum 1).
COMMON MAGICAL WAND
Type standard-grade byeshk weapon; Level 10; Price
Usage held in 1 hand; Bulk L 880 gp + 88 gp per Bulk; Craft Requirements at
Price 5 gp least 110 gp of Byeshk + 11 gp per Bulk
A wand that ends in a rounded cone-like flare. Type high-grade byeshk weapon; Level 16; Price 9,000
Activate (Cast a Spell); Frequency Unlimited Effect gp + 900 gp per Bulk; Craft Requirements at least
While you are holding this wand, your voice and other 4,500 gp of Byeshk + 450 gp per Bulk
sounds you produce are three times as loud as normal.
BRONZEWOOD WEAPON ITEM 10+
Usage varies by weapon; Bulk varies by weapon
Bronzewood weapons are slightly lighter than their
contemporary counterparts but don't offer much else
in terms of benefit. A bronzewood weapon’s Bulk is
reduced by 1 (minimum 1 bulk, with no effect on
weapons that normally have light Bulk)
Type standard-grade bronzewood weapon; Level 10;
Price 880 gp + 88 gp per Bulk; Craft Requirements
at least 110 gp of bronzewood + 11 gp per Bulk
Type high-grade bronzewood weapon; Level 16; Price
9,000 gp + 900 gp per Bulk; Craft Requirements at
least 4,500 gp of bronzewood + 450 gp per Bulk
Version 2.3.0
SPARK ITEM 1
COMMON MAGICAL
Usage held in 1 hand; Bulk L
Price 4 gp
The spark is a small oval stone engraved with Fernian
glyphs.
Activate Interact; Frequency Unlimited Effect You
can light or snuff out a candle, torch, small campfire,
or similar source of flame that you touch with the
stone.
Version 2.3.0
Spells
These new spells are a combination of regular spells and focus spells found throughout
Eberron that allow you to interact with the world in new ways.
0 Shol Flame Modify the appearance of a TABLE 8-4: DIVINE SPELL LIST
flame. Level Name Effect
0 Verran’s Textile Clean a cloth or material Create a disorienting blast in an
Restoration object. 1 Flash Bang area.
0 Zolan Zest Give flavour to food. Dancing You cause all dragonmarks in an
2 Dragonmark area to dance on the skin.
1 Aundair's Silent Create a privacy barrier for
Sanctum conversation. Curse You curse a dragonmark to be
3 Dragonmark unreliable.
1 Magecraft Improve your craft.
Sai'la's You bring a blade of moonlight
4 moonblade down on your enemies, revealing
shapeshifters.
Dragonmark Focus You temporarily remove a
5 Banish dragonmark's powers from a
Dragonmarked heirs channel the powers of these Dragonmark creature.
spells. Some marks create similar effects, despite being
innately different. Individual houses may refer to their
spell effects differently, but the mechanical effects are
the same.
TABLE 8-5: OCCULT SPELL LIST
Level Name Effect
TABLE 8-2: NEW DRAGONMARK FOCUS SPELLS 1 Flash Bang Create a disorienting blast in an
Level Name Effect area.
CURSE DRAGONMARK SPELL 3 Creatures with the dragonmark trait in the area
become nauseated as their marks begin to writhe and
UNCOMMON CURSE TRANSMUTATION
dance on their skin. A creature must attempt a Will
Traditions arcane, divine, occult, primal
saving throw if it is inside the burst when you cast it,
Cast somatic, verbal
when it enters the burst, or when it ends its turn
Range 30 feet; Targets 1 creature with the
within the burst. All creatures without the dragonmark
Dragonmark trait
trait automatically critically succeed.
Saving Throw Will; Duration varies
Critical Success The creature is unaffected.
One of the spells developed by the twelve to hunt
Success The creature is fascinated by its mark.
Aberrant Marks, they found these dragonmark Failure The creature is sickened 1 and fascinated by its
targeting spells could disable any dragonmark - not
mark.
just Aberrant marks. The twelve determined it to be Critical Failure The creature is sickened 2 and
too great a risk to make public. However, this spell has fascinated by its mark.
since been acquired by various intelligence agencies,
held until the day it may be necessary. DRAGONMARKED GUIDANCE FOCUS 1
You trace a pattern in the air with your hand as this DIVINATION DRAGONMARK TRUE DRAGONMARK
spell is cast. In response, the target’s dragonmark Cast dragonmark, somatic
seems to twist and curl in. Duration 1 minute
Every time the target creature attempts to use a Range touch; Targets one willing creature
feature, spell, or item with the dragonmark trait, they
You may substitute your speciality for the creature for
must succeed on a DC 11 flat check or else fail to use it,
the duration of the spell. When the target creature
losing any resources expended.
makes the check, the creature may choose to use your
Critical Success The target is unaffected.
modifier rather than their own. This check depends on
Success The spell lasts for 1 round.
your mark.
Failure The spell lasts for 1 minute.
Mark of Detection perception
Critical Failure The spell has an unlimited duration.
Mark of Finding perception
Heightened (+1) the DC of the flat check increases by 1 Mark of Handling nature
CULINARY TRANSMUTATION CANTRIP 0 Mark of Healing medicine
Mark of Hospitality diplomacy
COMMON CANTRIP TRANSMUTATION
Mark of Making crafting
Traditions Arcane
Mark of Passage acrobatics
Cast somatic, verbal Mark of Scribing lore
Range 5 feet
Mark of Sentinel athletics
You chill or warm up to 1 bulk or 1 cubic foot of Mark of Shadow stealth
nonliving material. Mark of Storm acrobatics
DANCING DRAGONMARK SPELL 2 Mark of Warding thievery
UNCOMMON TRANSMUTATION
Traditions arcane, divine, occult, primal
Cast somatic, verbal
Range 30 feet
Area 15-foot burst
Saving Throw Will; Duration sustained 10 minutes
One of the spells developed by the twelve to hunt
Aberrant Marks, they found these dragonmark
targeting spells could disable any dragonmark - not
just Aberrant marks. The twelve determined it to be
too great a risk to make public. However, this spell has
since been acquired by various intelligence agencies,
held until the day it may be necessary.
Version 2.3.0
MAGECRAFT CANTRIP 1
Critical Failure The creature takes double damage. If
CANTRIP CONJURATION
the creature is under the effects of a Polymorph, this
Traditions Arcane
spell attempts to counteract it. The counteract check is
Cast somatic, verbal, material (a set of artisan's
one degree of success better.
tools)
Heightened (+1) the damage increases by 1d10.
Duration sustained up to 10 minute
Optional Rules
Recommended and suggested rules from the Gamemastery Guide and other sources to
change and capture the feel of Eberron.
Eberron is a world of swashbuckling adventure, noir mysteries, and can fit most other genres with ease. The
following rules help improve both the GM's and the player's experience in Eberron and capture differences from
the assumptions of the world of Golarion.
World Details
Dragonmarks are a unique and magical marking on the flesh of a creature. If you disguise yourself as a
creature with a visible dragonmark, you take a -2 circumstance penalty to your attempts to deceive other
characters. In addition, cosmetic changes fail to capture the true appearance of a dragonmark - or hide its
presence.
World levels on NPCs should be kept relatively low. Cantrips and 1st level spells are common, 2nd-3rd
level spells become uncommon, while 4th-5th spells are rare and primarily on NPCs of note, and beyond
6th should be considered legendary - Unique rarity. Similarly, items become increasingly difficult to obtain,
and the primary source of high-level items may be prototype items, or blueprints developed by Cannith, or
from ancient ruins such as in Xen'drik. See the Services section for more information.
Gunpower plays a large part in the pathfinder 2e core rules - the gunslinger, alchemist bomber, and various
other items depend on black powder. If you keep these items, consider modifying black powder to instead
be a powdered Eberron Shard substance called Siberys Powder. See the Wandslinger entry under classes,
and the Siberys Powder item for more information. It maintains a similar effect but integrates the arcane
nature of Eberron.
Recommended
The optional alignment variants rule of the Gamemastery guide suggests the "Extreme Good and Evil"
modification, which is the primary lore design of Eberron. While creatures of the planes such as Daanvi,
Irian, or Mabar are strongly aligned creatures, on the material plane, things are a shade of grey. On the
material plane, it is strongly suggested you use either the Moral Intentions or the No Alignment major
variants - as to your preference. Many instances of the existing lore fall within these designs: the church of
the silver flame is primarily good, however, it is responsible for the horrors of the Silver Purge; many
dragons are various alignments and not the standard alignment of their colour; most rulers of the nations
are good aligned - desipte waging a brutal hundred year war against each other with countless lives lost. It
is quite possible to meet a good red dragon or an evil gold dragon. If alignment is required for a ruling
consider the creature's general behaviour and motivations. Though a creature might generally be good, they
are not beholden to always be good, and vice-versa. If you do make these changes, modify alignment
damage "Good, Evil, Chaotic, Lawful" to "Radiant, Shadow, Chaos, Order" respectively. All creatures
that are not strongly aligned (such as most creatures of the material plane) take no damage from these types
or consider their general alignment when deciding whether it applies.
PCs are part of the world of Eberron, and they have approximate knowledge of many of the intricacies of
where they come from. Consider giving all players a free starting trained lore skill in the history and politics
of their nation.
Deep backgrounds are an excellent way to increase your player's connection to Eberron. Work with your
players to build out their beginnings, or allow them to roll.
Ley Lines and Magical Terrain help capture the power of manifest zones. While the Planes entry details a
few potential applications of these rules, you can consider enabling all of the features of Ley Lines and
Magical Terrain to apply to manifest zones.
Pervasive magic captures the wide magic feeling of Eberron. It's suggested that you follow the character
creation of pervasive magic, and give NPCs access to the level 0 cantrips detailed in this document or
uncommonly level 1 cantrips from any source. However, though magic is pervasive, it is low level. You
should consider disregarding Creature Adjustments and only apply these widespread cantrips to intelligent
humanoids.
Hero points enable the heroic last-minute changes of luck that are the cornerstone of swashbuckling
adventure. You could consider increasing the frequency with which you award hero points and even
increasing the maximum number of hero points that a player can hold on to.