recursal/Fanatic-Fandom huggingface dataset:
Chaotic Good

**Chaotic good** combines a good heart with a free spirit.

A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He is kind and benevolent, a strong individualist hostile to the claims of rules, regulations, and social order. He hates it when people try to intimidate others and tell them what to do. He will actively work to bring down unjust rulers and organizations and to liberate the oppressed. He finds lawful societies distasteful and will avoid them, often living as a nomad or hermit.

Noble rebel leaders fighting corrupt or venal regimes, vigilantes acting for what they see as the greater good, mercenaries who only work for the "good guys" and anyone who "robs from the rich to give to the poor" are all examples of chaotic good characters.

## Characters

Some of the characters identified as Chaotic Good in the Eberron setting include:

* King Boranel ir'Wynarn
* Queen Etrigani ir'Wynarn
* Haydith ir'Wynarn

## References

1. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
Daren d'Thuranni

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.
Daren d'Thuranni (Hexblade) was born to the Thuranni line in House Phiarlan in Farlnen. He got to show his talents in warlock powers almost at birth. He was also very good at fighting and got his dragonmark early. He very rarely got along with other the children because they did not understand his magic. The Thuranni gave him much training in magic, but he easily outdid them because warlocks are so rare. So the Thuranni sent him to The Twelve to study magic. As he studied in The Twelve keep he meet Vardaen ir'Avies who was a necromancer and knew what he was and had gone through, and so they soon became good friends. Daren soon became rivals with Alexandria d'Phiarlan because she was a phiarlan and she was born in the elven homeland. He also hates her because her goal is his, becoming a member of the Twelve themselves. He also met Dithen Elaren and he fell in love with her but she was in love with Aldric d'Cannith so they stayed friends. But by the end of their studies Dithen and him started to love each other and when they went back to Farlnen they stayed in touched with Vardaen ir'Avies and they help each other form time to time. He became a follower of the Blood of Vol and is one of they few that know of Vol and she teaches him news spells because she sees him as her way into the Twelve.

Weapon: 2 long-swords.

Long black hair

Blue eyes

Religion: The Blood of Vol

Notes: Elf, Member of House Thuranni, Dragonmarked, Blood of Vol
Corecut Dagger (Item)

*Weapon (dagger), very rare (requires attunement)*

This dark metal blade bends in a wicked, hooked curve. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this weapon, you can spend 1 Hit Die to deal an extra 3d6 necrotic damage.

***Curse.*** This weapon is cursed, a fact that is revealed only when an Identify spell is cast on the weapon or you attune to it. Attuning to the dagger curses you until you are targeted by the Remove Curse spell or similar magic; disposing of the dagger fails to end the curse. While cursed, whenever you receive magical healing, you must spend 1 Hit Die to regain any hit points. If you spend all your Hit Dice at any point, you die.
Counterstrike Bracers (Item)

*Wondrous Item (arms), rare, 1/2 lb.*

Each of these steel bracers bears the image of a stacked pair of daggers pointed in opposite directions. Counterstrike bracers allow you to answer an unsuccessful melee attack against you with an unexpected riposte. When a creature misses an attack against you, you can use your reaction to make a melee weapon attack against it. Once these bracers have been used, they can't be used again until the next dawn.
Cadence

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.
LG Female Type Warforged Bard 4/Rogue5
Size/Type: Medium Humanoid, (Living Construct)
Hit Dice: 9d6 = 54hp
Initiative: +3 (+5 if weapon is held)
Speed: 30 ft. (6 squares)
Armor Class: 20 (+3 Dex , +7 Armor), touch 13, flat-footed 17
Base Attack/Grapple: +6/+8
Attack: +10 Crossbow (1d8+1+1d6 fire and chance to ignite target 19-20/x2)
Full Attack:
Space/Reach: 5 ft./5 ft.
Special Attacks: Slam Attack (1d4+2), Sneak Attack +3d6
Special Qualities: Warforged Traits, Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain, does not need to eat, sleep, or breathe, but she can still benefit from the effects of consumable spells and magic items.Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, inspire competence, Trapfinding, Evasion, Uncanny Dodge, Trap Sense +1
Saves: Fort +2, Ref +8, Will +5
Abilities: Str 15, Dex 16, Con 11, Int 12, Wis 14, Cha 17
Skills: 4 levels bard, then 5 levels rogue
Feats: Unarmored Body, Weapon Focus (Crossbow), Point Blank Shot, Exotic Weapon Proficiency (Repeating Crossbow)
Languages: Common (Additional?)
Equipment: (+1 burning Repeating Light Crossbow {1d8 19–20/×2}), Wand Sheath (Freezing Ray {Scorching Ray with cold damage, with 35 charges left, Ranged Touch 4d6 cold, 2 rays.), +2 Mithral Breast Plate (AC Penalty -3)
Spells Per Day: 3 0lvl, 3 1lvl, 1 2lvl

Notes: Warforged, Bard, Rogue
Dantian d'Lyrandar

**Dantian d'Lyrandar** is a trade minister for House Lyrandar. He spends most of his time in the luxury of his own Upper Northedge estate, Stormwind Keep, rather than at the Lyrandar enclave at Dragon Towers. The house often uses Dantian's estate to host important events or special diplomats. Dantian is uninclined to dealing with lower class individuals, including adventurers.

Dantian bears a lesser Mark of Storm and is of second highest rank in House Lyrandar in the city of Sharn, after his aunt, Solia d'Lyrandar.

## References

* ***Sharn: City of Towers***.

Keith Baker and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3434-4.
Briarvex

No one is really sure where the **briarvexes** came from; they came trudging out of the Mournland after the Day of Mourning. Naturally evil, these walking viney tree-like creatures have been migrating in a pattern that have piqued the interests of those that study the Draconic Prophecy.

## Apprearance & Personality

A briarvex is a humanoid-shaped walking plant. Large in size, the briarvex is covered in moss, amber sap, and mushrooms, and has spikes protruding across its body. Writhing tentacles jut from the briarvex's waist.

Briarvexes are generally evil, with an intense hatred for treants. As a briarvex gets older, its hatred increases.

## Abilities

The briarvex is a large, strong creature, much like an ogre. It uses its spines to attack its enemies, most frequently by using them like brass knuckles when punching their opponents. Once the punch lands, the spines can detach from the briarvex and burrow under the opponent's skin. The vines at the briarvex's waists can stretch out and entangle foes.

## References

1. ↑ 1.0 1.1 1.2 ***Monster Manual IV***.
 (July 2006). Wizards of the Coast. ISBN 0-7869-3920-6.
Dalin d'Vadalis

File:Dalin.jpg
After his brother, Sasik d'Vadalis, renounced his claim to House Vadalis when he married Queen Aurala of Aundair it fell to Dalin d'Vadalis (CG male human expert 8) to take the reigns of leadership. Even though he no longer holds any power within the house Sasik is still a member of the Vadalis family and relations between the siblings remain strong.
House Vadalis, unlike the other houses, has no titles for its members and even its patriarch is only referred to as such by those outside the house. Dalin is a deeply humble man who makes no claims of greatness or nobility (much to the ire of the other Dragonmarked houses). No true council advises him, house meetings are a chaotic, family affair that some see as too long and wasteful but which house members feel are intregal to running House Vadalis.

## References

* ***Dragonmarked***.

Keith Baker, Ari Marmell, Michelle Lyons and C.A. Suleiman (2006). Wizards of the Coast. ISBN 0-7869-3933-8.
Chimes at Midnight

*The brilliant (if somewhat eccentric) detective Victor Saint-Demain has put more criminal masterminds behind bars than any three other inquisitives. But when the master sleuth fails to get the recognition he deserves, he sets out to prove to Sharn that it can't live without him. Set in the famed City of Towers, **"Chimes at Midnight"** is an event-based adventure of criminal intrigue in the Eberron campaign setting for four PCs of 5th level. With some adaption, this adventure can be played in any urban environment regardless of setting. This adventure is suitable for any character, but those with Intelligence- or Charisma-related skills who can investigate crime scenes and interrogate suspects and witnesses will be helpful.*
Chaotic Neutral

**Chaotic neutral** is freedom from both society's restrictions and a do-gooder's zeal.

A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but does not strive to protect the freedom of others. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character doesn't intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or by evil (and a desire to make others suffer), or be lawful neutral. A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it.

A wandering rogue who lives both by work for hire and petty theft is an example of a chaotic neutral character.

## Opposing Alignment

A chaotic neutral character dislikes laws and regards them as restrictions to his or her freedom. Lawful neutral characters are obsessed with guidelines and restrictions, and follow these codes to the letter. These two alignments are opposites.

### Characters

Some of the characters identified as Chaotic Neutral in the Eberron setting include:

* Renn ir'Tanar

## References

1. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
Bodvar d'Kundarak

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.**Bodvar d'Kundarak** is the party's account manager at the Kundarak Bank of Sharn in Sharn. He has worked with the party since they recieved their first large sum of money, the reward for capturing Firedeath. Later he put the party in touch with an "associate" of his, Gasslak, who paid the party a handsome chunk of gold in exchange for some ancient Dhakaani coinage.

Bodvar is a Dwarven banker and he's a bit greedy, although he means well.

Notes: Dwarf, Member of House Kundarak
Class Feature Variants: Cleric

Return to Homebrew Rules

Return to Character Creation House Rules

Return to List of Homebrew Classes

Charismatic clerics draw their power as much or more from their ability to bolster the faith of others as from the strength of their own faith. In return for being able to powerfully represent the ideals of their domain, such clerics are blessed with access to divine might.

When you become a cleric, you can choose to replace all instances in all your cleric class features where you would use your Wisdom score or modifier with your Charisma score or modifier respectively.
Dagger Span

The **Dagger Span**, or "Guur'shaarat" in goblin, is an ancient bridge that crosses the Dagger River between Wroat and Galethspyre. Austere and brutalist, the 10-mile bridge stands out among the architecture of the Five Nations. It is the only bridge to cross the Dagger, although most towns along it's coast offer ferry crossings.

While the Dhakaani are renowned for their weaponcraft, it may be surpassed by their skill with fortifications and civic engineering. Many of the greatest cities of the Five Nations are built on Dhakaani foundations, and ruins of other Dhakaani fortresses still linger after many thousands of years. The Dagger Span is one such landmark: an incredible work of Dhakaani engineering that spans over 10 miles, a feat that hasn't been successfully replicated by the Five Nations. The Dagger Span isn't the only bridge ever built across the Dagger, but it's the only bridge sturdy enough to remain intact after years of foot traffic. Both Breland and the Kingdom of Wroat before it have tried to construct a number of other bridges over the years, and the remnants of these bridges can still be seen both up and down the Dagger River. The engineers of the Five Nations don't yet fully understand the materials or the techniques used by the Dhakaani and haven't been able to replicate goblin engineering.
Bright Blade (Spell)

*cantrip evocation*

**Casting Time:** 1 action

**Range:** Self (5-foot radius)

**Components:** S, M (a melee weapon worth at least 1 sp)

**Duration:** 1 round

**Class List:** Cleric

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes enveloped in glowing radiant energy until the start of your next turn. The target sheds bright light in a 5 foot radius around them and dim light an additional 5 feet until the spell ends. If the enveloped creature targets a creature other than you with an attack or a harmful spell before the spell ends, the target takes 1d8 radiant damage, and the spell ends. This spell doesn't trigger from area effects, such as the explosion of a fireball, as long as you are within the effect's radius.

The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

**At Higher Levels.** At 5th level, the melee attack deals an extra 1d8 radiant damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
Brian Campbell

File:Briancampbell.jpg
**Brian "Chainsaw" Campbell** a game developer, author and contributor to various roleplaying games through the years contributed to the Five Nations sourcebook. Although not well associated with Eberron, Campbell's main bodies of work have included White Wolf Games, Green Ronin Publishing, Holistic Design Inc and Star Wars and Call of Cthulu d20 for Wizards of the Coast as well as the board game Betrayal at House on Haunted Hill produced by Wizards of the Coast subsidiary Avalon Hill.

#### External Links

* Pen & Paper Listing of Brian Campbell's Works
Cataclysm Bolts (Item)

*Wondrous item, very rare*

These steel crossbow bolts were first created by giants of the Su'lat League, and was a common ammunition in their wars used by both giants and their humanoid servants. Although hundreds of these bolts have been recovered from Xen'Drik, the secret to crafting them remains a mystery. *Cataclysm bolts* are usually kept in sets of ten, though anyone who holds even one can feel it thrumming with magical power. When you hit with an attack using a *cataclysm bolt*, the attack deals normal damage. Then roll a d6 on the following table to determine its additional effect.

 2-5
 6-9
 9-10
 11-12

Once the bolt hits, the enchantment ends and it becomes a normal piece of ammunition.

Other types of magic ammunition of this kind exist, such as *cataclysm* *arrows* meant for a bows, though bolts are most common.
Cold Snap

*2nd-level evocation*

**Casting Time:** 1 action

**Range:** 90 ft (5 ft radius)

**Components:** V, S, M (a drop of water or a piece of ice)

**Duration:** Instantaneous

**Class List:** Sorcerer, Wizard
A swirling burst of freeze wind erupts at a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 cold damage on a failed save, or half as much on a successful one. The ground in the area is covered with slick ice, making it difficult terrain until the start of your next turn.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Centaur

A **centaur** had the upper body of a humanoid, and the lower body of an animal (usually a horse or tribex). Centaurs are unusual to see in civilization, but not unheard of.

## Monsterous Centaurs

Khorvaire has two distinct ancestries of monstrous centaurs: the Kaan'dar and the Trascalando. Both the Kaan’dar and the Trascalando are unique ancestries with a distinctive appearance—they are half-humanoid, not half-human. Humans would consider their features to be somewhat animalian, especially the horned Trascalando.

**Kaan’dar.** “Horse People” in goblin, are equine centaurs who were nearly exterminated by the Dhakaani Empire during the Age of Monsters. The surviving Kaan’dar became nomads in the Barrens, allying with the peaceful Gaa’ran orcs but often clashing with other chibs. In modern-day Droaam, the Kaan’dar have forged an alliance with the Daughters of Sora Kell, and Maenya’s Fist includes an elite force of centaur cavalry. The Kaan’dar have recently begun working with House Tharashk, serving as mercenaries with the Dragonne’s Roar.

**Trascalando.** “People with the Thundering Hooves” in the Talenta tongue, are a blend of humanoid and tribex rather than humanoid and horse. They sport bone headplates and short horns, though these aren’t strong enough for an effective gore attack. The Trascalando are nomads who usually travel with herds of tribex. Though they prefer their isolation and usually have little interest in the world beyond the Talenta Plains, most Trascalando bands are friendly toward the Talenta halflings and have a long tradition of trade and storytelling. The Valenar incursions have disrupted this long peace, and the Trascalando are deeply suspicious of elves.

## Fey Centaurs

Khorvaire’s fey centaurs trace their roots to powerful Thelanian manifest zones. In particular, a few tribes of centaurs in the southern Eldeen Reaches have ancient ties to the Twilight Demesne. Fey centaurs are neither limited to being half-horse nor half-human, and different tribes can vary drastically. For example, in the Eldeen Reaches, one tribe of centaurs is half-human, half-horse—but another is half-deer, half-elf. If you look long enough, you might even find a tribe that’s half-gnome, half-wolf! These cosmetic details don’t affect their statistics, and aren’t limited by genetics; while each tribe tends toward a common form, variations aren’t unheard of, so the child of an elf-stag centaur could be a gnome-wolf.

These centaurs of the Towering Wood are relatively rare, far fewer in number than the shifters who inhabit the same forest, but they play a similar role. Over the last century, some have chosen to work with the Wardens of the Wood, and centaur cavalry supported the Eldeen secession. However, others prefer to remain in the deep woods and the Twilight Demesne, ignoring the violence and brutality of the world beyond the woods.
Disk of Illumination

**Source** | Dragon Magazine issue #341

The **disk of illumination** is a warforged component that can be attached to the chest of a warforged. It is a slim disk of metal shaped in the form of the glowing sun. When activated, the makes the non-wood portions of a warforged's body glow.

## 3rd Edition Mechanics

The disk of illumination bestows upon the warforged the effects of the *daylight* spell for one hour. Whenever activated, the bright light shed by the warforged makes him or her painful to look at. The warforged receives a +2 concealment bonus to AC, though this bonus does not apply to creatures who do not rely on sight to detect or target the warforged. The disk takes up the amulet slot of the warforged.

## References

1. ↑ 1.0 1.1 "**Arcane Upgrade: Warforged Magic Items**" (March 2005) by John Polojac. *Dragon magazine* issue 341.
Cityscape (book)

*There's more to adventuring that crawling around in dungeons. This city holds many avenues of peril and intrigue. It teems with adventure and offers unsurpassed opportunities and challenges. Dark alleys, busy guildhalls, rowdy taverns, fetid sewers, and palatial manors hold secrets to be discovered and mysteries to be explored.*

*This supplement for the Dungeons & Dragons game reveals the city in all its grandeur and grimness. It makes the "urban dungeon" feel alive with politics and power, especially through influential guilds. This tome also describes new feats, spells, urban terrain, hazards, and monsters guaranteed to make the party's next visit to the city a vibrant and exhilarating event.*
Cail d'Deneith

**Lord Cail d'Deneith**was a high ranking member of House Deneith who is remembered for being the first to recruit goblin mercenaries into Deneith a century ago. He has had a fort named after him in the Deneith enclave in Rhukaan Draal.

## References

***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
Daelkyr War

An invasion of Eberron by creatures from Xoriat, led by the daelkyr, approximately nine thousand years before the present. Centered around the Shadow Marches, it ended with the defeat of the daelkyr by the united forces of the orcs of the Shadow Marches and the hobgoblins of the Empire of Dhakaan, but left both races decimated.
Castle Garodya

**Castle Garodya** is the base of operations of Mishva Garodya Stormhorn, also known as Mishva the Conqueror. This dragonborn of the Stormhorn clan seeks to build an army to return the dragonborn empire to greatness. From her fortress in Q'barra, she prepares for the coming conflict against the other races.

## History

A decade ago, Mishva Garodya Stormhorm's brother died at the hands of Wedon Nevillom, the elder of the human settlement of Wyrmwatch. Though the death was over a misunderstanding, Mishva saw the human settlers in Q'barra as a threat to her people. Seeking to bring back the glories of the dragonborn, she started a movement against the humans.

Over the next few years, she gathered quite a number of dragonborn, kobolds, and lizardfolk to her cause. They lave left their respective clanhomes and settled in Castle Garodya.

Though Castle Garodya is still under construction, it houses all of Mishva's troops. Her troops are primarily dragonborn who have become disenfranchised with the peace of their clanhomes, as well as young warriors yearning for battle. In addition to troops, Castle Garodya is home to priest, arcanists, and support staff. In addition to humanoid troops, Mishva has a number of drakes, a half-dozen dragonspawn and three young blue dragons at the castle.

## Geography

Castle Mishva is in the southwest portion of Q'barra, in a forested section close to the Stormhorn clan. Not coincidentally, it is within striking distance of Wyrnwatch, Pitchwall, and Newthrone.

## References

1. ↑ 1.0 1.1 ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
Electrocute

*3rd-level evocation*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S, M (a bit of fur and a rod of amber, crystal, or glass)

**Duration:** Instantaneous

**Class List:** Artificer, Sorcerer, Wizard
A massive arc of lightning leaps from your hand to a target you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 4d12 lightning damage and is stunned until the start of your next turn. On a successful save, the target takes half as much damage and isn't stunned.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Courageous (Feat)

Return to List of Homebrew Feats

## **Courageous**

You are able to overcome your fear, granting you the following benefits:

* Increase your Charisma, Constitution, or Wisdom score by 1, to a maximum of 20.
* You have advantage on saving throws made to resist the Frightened condition.
* Your movement is no longer affected by the Frightened condition.
Character classes

All of the character classes from the Player's Handbook have a place in Eberron, and a few character classes from other sources also make good additions to the setting. Eberron, for instance, is one of the few settings in which ninjas, by their tone and attitude, seem to fit perfectly.

While the basic character classes provide fair coverage in regard to the roles players may want to assume, there are gaps that can be filled with the addition of new base classes. All of the character classes presented here may be used for player characters, with the permission of the DM.

Eberron also presents a new core class, the Artificer, who uses the power of magical infusions.
Boumman

**Boummans** are a race of humanoids that inhabit the Astral Plane. These humanoids do not speak, but communicate through song, known as Boummi. Most Boummans live their lives amongst Astral debris, within temples and shrines.

## History

No one is sure how the Boumman race came to live on the Astral Plane. Boummans have criss-crossed the Astral Plane, building shrines and temples amongst debris scattered across the astral sea. The Boumman believe this debris to be the remnants of sleeping gods, and worship them accordingly.

## Appearance & Personality

Boummans resemble humans, with slightly distended faces and elongated hands and feet, especially in the extremities. Boummans are generally shorter and heavier than humans. Male boummans have long, bushy hair, while female boummans have no body hair at all.

Boummans are quiet, solumn creatures, having taken a vow of silence from their childhood. They communicate with each other through a song they call the Boummi. Most boummans can understand Common. Boummans are quite friendly with outsiders, whether they are native of the Astral Plane or not.

## Abilities

Boummans possess low-light vision. Though they live on the Astral Plane, they have no special abilities to traverse the plane or to travel back and forth between the Astral and Material Plane.

## References

1. ↑ 1.0 1.1 1.2 1.3 ***Planar Handbook***.
Bruce R. Cordell and Gwendolyn F.M. Kestrel (2004). Wizards of the Coast. ISBN 0-7869-3429-8.
2. ↑ ***Player's Guide to Eberron***.
James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Wizards of the Coast. ISBN 0-7869-3912-5.
Cleric

Health
 Martial
 Skill
 Save
 Spellcasting

The **Cleric** is a divine servant of gods and other celestial forces and does their bidding through their combat prowess and divine spells. The typical cleric wears heavy armor and wields simple weapons dealing out a good bit of damage while also using their divinely granted magic abilities to buff themselves and other party members. Good clerics are powerful healers due to the large number of healing and curative magics available to them and their ability to cast them spontaneously while evil clerics inflict damage with equal proficiency. Clerics also possess the ability to hold sway over undead either turning them away or commanding them to do their bidding depending on their chosen alignment.

## Special Abilities

**Spells** - Clerics channel divine energies from celestial forces. Though the existence of gods may be in doubt in Eberron there is no doubt that the devout can call upon some supernatural power to help them. Clerics must pray for their spells as druids and rangers, however the cleric has the ability to swap a prepared spell for a healing spell of equal or lesser level for good clerics or wounding spells for evil clerics. This ability makes the cleric particularly useful in keeping the other members of the party alive.

**Domains** - In addition to the clerics regular spells he also possess the ability to cast a spell based on two chosen domains. Domains are specific areas of influence that the clerics chosen divine force has particular sway over. Each domain has its own special list of spells and the cleric can prepare and cast spells from these lists.

**Turning Undead** - The cleric also has the ability to influence undead in special ways depending on their alignment and power level. Good clerics find they are able to turn undead through the power of their divinely good god. As the good cleric increases in power he may find that lesser undead simply explode into dust from the sheer force of the cleric's faith. Evil clerics gain the ability to command undead (also known as rebuking) with the power of their divinely evil god's command behind them.

## Clerics in Eberron

Although the gods may not walk among mortals in Eberron there is no shortage of faith. Some argue that it is because of this faith that clerics can cast their divine magic, not because of the gods themselves. Further support for this theory comes from clerics of cults or other non-divine lead religions such as the Lord of Blades who find themselves still able to perform the same abilities as those with more divine inspiration at their behest. Whatever supernatural power clerics tap into on Eberron there is no doubt of the force behind this power and its ability to shape Eberron. See Religions for more information.
Duster (Item)

*Wand, common*

While holding this wand, you can use an action to instantly clean an area within 10 feet of you that is no larger than 1 cubic foot, removing dirt and grime. There are many variations of the duster; the two-handed staff of cleansing covers a five-foot cube with a single action, while the bright basin cleans clothing and cloth objects placed within it.
Daskaran Statue of Tira Miron

The statue of Tira Miron at Daskaran stands between the Temples of Dol Arrah and the Silver Flame. The statue is notable, other than its artistic quality, for actually being part of a large sundial, the entire statue being the gnomon, with the shadow of Tira Miron's sword indicating the hour.

## References

* ***Five Nations***.

Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the Coast. ISBN 0-7869-3690-8.
Bonal Geldem

Bonal Geldem was a Provost of the School of Pre-Galifar Studies at Morgrave University working with Lady Elaydren and Cannith South to find the location of a lost schema hidden in the Forgotten Forge amidst the ruins beneath Thronehold. Geldem was assassinated by Lilith, who was apparently hired by The Blades to recover Geldem's journal that held the forge's location. Unfortunately, Cleric and Mogis found the scene and forced Lilith to flee without the journal. Oddly, a strange pink cat-like creature was seen fleeing the site of his death in the opposite direction from where Lilith ran.

He was working for Lady Elaydren d’Cannith, which goes against University protocols, possibly explaining his recent "strange behavior."
Brass Talons

**The Brass Talons** are one of the ten major flights of harpies that live in the Byeshk Mountains in Droaam. Unlike other flights such as the Last Dirge and the Stormsingers, the Brass Talons do not openly support the Daughters of Sora Kell, but remain in their own territory. Their territory is comprised of the southernmost end of the Byeshk Mountains and part of the Eldeen Reaches beyond. They are neighbored by the Wind Howlers to their north.

## References

1. ↑ ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
2. ↑ ***The Queen of Stone***.
Keith Baker (November 2008). Wizards of the Coast. ISBN 978-0-7869-5009-6.
Elemental Weapon (Item)

*Weapon (any), common*

Elemental Weapons are attuned to a particular damage type, one of: acid, cold, fire, lightning, or thunder. As a bonus action, you can make this weapon deal damage of the attuned type instead of its normal damage type. This effect lasts ten minutes, and can't be used again until the next dawn. You can use a bonus action to end the effect before the duration expires.
Decker

**Decker** is a character featured in the Eberron novel Blood and Honor. He is a Warforged Wizard, engineer and sailor. He owns his own mechanical ship which he built himself.

## Biography

During The Last War Decker was a sailor in the navy. Mordan spoke highly of his navigation skills. After his naval career he joined House Lyrandar working aboard a elemental galleon. House Lyrandar taught him how to speak Aquan so that he could communicate with the ship's water elemental. During the nights when the rest of the crew were asleep he use to converse with the elemental and upon learning of how the elemental felt about being captured he decided to never enslave anything living. It is not detailed in the book but when Decker is first approached by Vedykar Mordan he acts hostile to him and is unwilling to help. It is stated that Mordan wronged Decker on a previous job.

## Trivia

Decker has an Iron Defender named Fang though according to the Eberron Campaign Setting p.287 an Iron Defender is created using a pint of the creator's blood though Warforged are constructs and have no blood.
Explosive Bloat

*1st-level necromancy*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S, M (vial of stomach acid)

**Duration:** Instantaneous

**Class List:** Sorcerer, Warlock, Wizard

Choose a Small or larger corpse within range that has died within the last minute. A portion of the corpse explodes with necrotic energy. Each creature within 10 feet of the corpse must make a dexterity saving throw. On a failed save, a creature takes 3d8 necrotic damage. The corpse remains partially intact, but gains a mortal wound and can only be raised from the dead with magic of 5th-level or higher.

A corpse can only be targeted by this spell once.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Entomb

*1st-level conjuration*

**Casting Time:** 1 action

**Range:** 30 feet

**Components:** V, S, M (a drop of water or a piece of ice)

**Duration:** Concentration, up to 1 minute

**Class List:** Druid, Sorcerer, Wizard

You attempt to encase a creature you can see within ice. The creature must make a Strength saving throw or become restrained by ice for the duration. While restrained in this way, the creature has resistance to bludgeoning, piercing, and slashing damage.

At the end of each of its turns, the target takes 1d8 cold damage and can make another Strength saving throw. On a success, the spell ends on the target. If the creature takes 5 or more fire, bludgeoning, piercing, or slashing damage on a single turn while restrained, the ice breaks and the target is freed, ending the spell for the target.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st.
Corius Corralyn d'Sivis

**Corius Corralyn d'Sivis** is a respected barrister of the Speakers Guild of House Sivis. Though he devotes most of his time to the law, he occasionally sells his services as an advocate, lobbying for clients or negotiating high-stakes legal agreements. Corius possesses the Mark of Scribing.

## References

1. ↑ ***Dragonmarked***.
Keith Baker, Ari Marmell, Michelle Lyons and C.A. Suleiman (2006). Wizards of the Coast. ISBN 0-7869-3933-8.
Eberron Wiki:Mission statement

Welcome to the Eberron Wiki Project.

This was started for a number of reasons:

1. to offer a picture of the world of Eberron that DMs and Players can reference without having a stack of books at their side.
2. to provide a reference of Eberron material so that DMs and Players can quickly locate information about the world of Eberron as well as what book and page it can be found on.
3. to provide a place where DMs and Players can add their own non-canon created material for other players to use, abuse and mangle.

This wiki is in no way intended to eliminate the need or usefullness of the sourcebooks, and material protected by copyright is not allowed on the Wiki. As of yet there are no official rules to the editing and adding of pages to the wiki, however we do ask that you observe templates and formats already posted, and if there is no example of existing templates feel free to add them with the understanding that they may be edited.

We appreciate any and all contributions to the Wiki and hope it becomes a valuable reference for your campaign.
Dwarven

*This entry is about the Dwarven language. If you are looking for the race, see the entry for **Dwarf**.*

The dwarven language is the language spoken by the dwarves throughout Eberron.

## Language

**Grammar.**

-u: Plural form

**Glossary.**

Aulan: Council

Korran-Thiven: Korran’s Blade, a financial district in Sharn

Mror Aulan: The Iron Council

Mror Solu: The Realms of Iron, The Mror Holds

Sol Udar: The Realm Below

Sol: Realm

Thiven: Blade

Udar: Below, Caves, Underground
Curses and Swears

The humans of Khorvaire excrete and reproduce much as we do – so swear words related to those functions are just as applicable on Eberron as Earth. Setting-specifice swears generally invoke things that are unique to the world, whether that’s deities or planes.

### Cosmology

* *Thrice-damned -* Invokes the Progenitors, essentially *Damned by Eberron, Khyber, and Siberys*.
* Dragons below...
* *Dolurrh!, or Damn you to Dolurrh!* - Much like saying *Hell!*
* Khyber-spawn.
* *By Syberis...*
* *What in khybers crusty asshole...*
* Khyber's taint
* Twelve Moons...

### Religious

* *Sovereigns above...*, *Six!*, *By the Host!*, or *Sovereigns and Six!*
* *Boldrei’s bloody feet!*
* *Boldrei's bawdy bed!*
* *Aureon’s eyes!* or *Shadow's eye!*
* *Flame!*
* Tira's Tits
* *Olladra smiles* or *Olladra scowls - "That was Good/Bad luck"*
* Keeper take you!
* Onatar's flame
* Hotter than Onatar's forge
* *"Keeper's Breath!"* when in stunned exclamation.
* *Fangin'...* - Reference to the Keeper, a less-offensive F-word.

### Goblin

* *Khaavolaar!* - “Blood of the word!” A curse of frustration or amazement.
* *Maabet! - An ancient curse whose meaning has never been translated into Common.*
* *Marhu orr!* - “Emperor's ears!” An exclamation of surprise.

### Aundair

* “Chattering doesn’t roll the barrel.” Shut up and get to work, in other words.
* “Brightness be!” An expression of surprise.
* “Aundair dares! Aundair dares!” A warcry and taunt popular among Aundairian soldiers during the Last War.

### Breland

* *“Ogre’s eyes!”* An expletive, similar to “drat!”
* *“Dagger take you.”* An expression of annoyance or anger, referring to the fast-moving currents of the Dagger River which quickly wash away whatever falls in it.
* *“Tower spit!”* An expression of discontent or an indication of nonsense, similar to *“hogwash!”* It refers to the spray that falls from the towers of Sharn during and immediately after it rains.
* *"Step off a tower."* - Sharn

### Karrnath

* “Blunted!” An expression of dismay or failure.
* “Khoot! Khoot! Karrnath!” A battle cheer common among rank-and-file Karrn troopers. The “oo” sounds are often drawn out into a howling wail.
* Rotters - Undead that stink
* Rattlers - Undead that don't stink.

### Thrane

* *“Crooked!”* An expletive, similar to “drat!”
* *“Flame forgive me.”* An expression usually preceding or following a nasty curse or insult.
* *“What filth!”* An expression of discontent or an indication of nonsense, similar to “hogwash!”

### Other

* *Dragonshards* - A lighthearted or self-censoring exclamation
* Clank - Slur against warforged
* Meatbags (or Meatfolk, when trying to be polite), bleeders, bloodies, breathers - Slur against humanoids from warforged. "Meatfolk" if they're trying to be polite (but are doing a terrible job).
* *Square as a Kronan Beard.* - Beards in Krona Peak are immaculately groomed.
* Pricker - Deragatory term for a faithful of the Blood of Vol, for their practice of using a lancet to draw blood from their practioners
Dézmōnd the Genie

A Djinn that the party released from the Iron Flask found in Edmond’s study in Wildernia. He granted us one wish - a map that would point to whatever the holder most desired. Dézmōnd gave us the McGuffin Map… but he only made it an inch long.

Dézmōnd is defensive about his name… It was originally spelled “Desmond,” but he changed it so he would sound more important.

The Djinn offered to grant more wishes if the party helps him to break through the barrier into the Forbidden Land.

After the events of the 1st Campaign, Dézmōnd briefly appeared to Rasmius in the Mournland due to a Wild Magic Surge. It was here that he met the Order of the Faded Flame. Rasmius wished for knowledge of all animals, which Dézmōnd granted by apparating a book of fauna that Rasmius had already read.

Dézmōnd is the only non-deity character thusfar to appear in both campaigns.
Droranath

Dwarven **Clan Droranath** is a throwback to earlier times. Its warriors are temperamental and train to enhance their natural rage; naturally, the clan boasts a large number of barbarians. It battles the Jhorash'tar continuously, which puts it at odds with Toldorath and Tordannon. Droranath has a lesser concentration of natural resources than most other holds, but it contains enough to make it a decent power and a worthwhile ally. Droranath mercenaries command high prices throughout Khorvaire.
Druid's Vestment (Item)

Wondrous Item (Torso), uncommon

This light garment is worn over normal clothing or armor. Most such vestments are green, embroidered with plant or animal motifs. If you have at 2 or more levels in the Druid class, once per day when you use the Wild Shape ability, you can do so without expending a use of it.
Dava Gate

### Buildings

Temples (Olladra and Onatar), shrine (Boldrei), average lodging (15), upscale food (11), average food (25), exotic trades (11), upscale trades (15), average trades (40), upscale services (40), average services (80), upscale residences (40), average residences (80)

### Location

Sharn, Middle Central Plateau

**Dava Gate** is a quiet district where professional services outnumber trades. Architects and cartographers, barristers and sages, healers and fortunetellers all coexist in Dava Gate’s small business parks. These clusters of professionals are sometimes themed by the type of service offered—for example, one floor of Calsin Tower includes a number of services devoted to animals: an animal trainer, a kennel, a mews, a stable, and a veterinarian—but others are not. Small businesses cluster in towers surrounded by residential areas, and look little different than the homes around them.
Eberron Wiki talk:FAQ

I propose we revise the canon policy. Kieth Baker has continued to detail aspects of Eberron on his blog and on the Manifest Zone podcast. These may not be "officially published", but I think they deserve to have a place - especially sinc they might detail areas of Eberron lore that might not have gotten as much attention. -Babilfrenzo (talk) 17:19, November 17, 2017 (UTC)
Draconic

**Draconic** is the language of the dragons. Some say that the draconic script was created by Io, the great dragon of magic and knowledge.

The draconic of today is much different than Ancient Draconic, the language of the Draconic Prophecy and the dragonmarks; however, there are enough similarities that someone who understands modern draconic could translate a dragonmark into the reader's language.

In the current day, draconic is still spoken by the dragons of Argonnessen, as well as their descendants: the dragonborn, the kobolds, the lizardfolk, and the troglodytes.

## Phonology and Grammar

Draconic was a language of hard consonants and sibilants that usually sounded like hissing when spoken, like *sj*, *ss*, and *sv*. It also included a sound similar to a creature clearing its throat, *ach*. Draconic words were emphasized on the first syllable, and speakers of Draconic expressed important ideas by stressing the beginnings and the ends of words. Dragons often used this when referring to themselves, or when they wanted to command, warn, threaten, or otherwise make their point clear.

Words that modified other words were placed before or after the word they modified, with the most important modifier always placed before. Draconic speakers often placed it a second time directly after the word for additional emphasis. Draconic had no specific word for “my” or “mine,” instead using several prefixes that depended on the exact meaning.

## Translations

Below are known draconic words and their common translations:

* ***drakamakki***: dragon-kings
* ***drakatha***: dragonborn of Argonnessen
* ***hathandra***: travelers or pilgrims (*those who travel*)
* ***randravekk***: elf (*giant-slave*)
* ***takarra***: wings
* ***trothlorsvek***: dragonborn of Q'barra (*defenders of the prophecy*)
* ***ukristroth***: bard

## Behind the Scenes

In the third edition, draconic was the language of the dragons, complete with its own script, also called draconic. With the fourth edition, the script changed to Iokharic, with the debut of the Iokharic script in the sourcebook Draconomicon: Chromatic Dragons.

## References

1. ↑ 1.0 1.1 ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
2. ↑ ***Dragons of Eberron***.
Keith Baker, Scott Fitzgerald Gray, Nicolas Logue, and Amber Scott (2007). Wizards of the Coast. ISBN 0-7869-4154-5.
3. ↑ ***Dragon Forge***.
James Wyatt (2009). Wizards of the Coast. ISBN 0-7869-5105-2.
4. ↑ "**Poison Dusk, Black Sun: Explore Q'barra, Part 2**" (December 2010) by Keith Baker. *Dungeon Magazine* issue 185.
Eneko

The **eneko**, or Children of the Sand, are found in the Syrkarn deserts and steppes of Sarlona. Many outsiders say the eneko descended from the ogres of Borunan and the humans of the steppes. However, the eneko say their roots run deeper, claiming they carry the blood of giants who roamed the desert long before the rise of any human civilization.

The eneko were born in Syrkarn after the Sundering, as ogre refugees joined with half-giant nomads. Deemed "mongrels" by Riedra, the eneko nevertheless thrived in their new environment, able to endure the elements while leaving no trace of their passing. To this day, most mongrel ogres reside in Syrkarn, though some have made their way to Adar and the Tashana Tundra. While the Syrkarn eneko are well known in Sarlona, they don’t sail and have almost no contact with the people of Khorvaire. In Riedra, they are rarely allowed to exist, save as members of the Savage Legion.
Duskblade

The **duskblade** is a combination of arcane caster and melee fighter. They typically serve as support characters not being able to specialize in combat or casting as certain other classes can.

In Eberron, duskblades are most likely come from Aundair, where they may have served to support war mages cadres, such as the Ninth Wands, in the Last War. The may also be trained to serve at Arcanix, to guard the wizards there in a physical capacity, but also requiring, due to the nature of the place, to have an understanding of magical forces.

Others may be Cyran refugees, who suffered seeing their nation die on the Day of Mourning, but survived due to the combination of their arcane knowledge and physical abilities, which allowed them to avoid or combat the likes of the living spells and wandering monstrosities both.

## References

* Player's Handbook II. David Noonan (2006). Wizards of the Coast.