recursal/Fanatic-Fandom huggingface dataset:
Goodberry

*1st-level transmutation*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** V, S, M (a sprig of mistletoe)

**Duration:** Instantaneous

**Class List:** Druid, Ranger

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment as a normal meal for a Medium creature. A creature can only regain up to a maximum of 10 hit points from goodberries each day, though consuming a goodberry will always stabilize a dying creature.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Half-elf

**Half-elf** are one of the common races. They descend from elves and humans but have since become a new unique race, distinct from both their elven and human ancestors. Half-elves refer to themselves as "Khoravar" and are found throughout the continent; they are not concentrated within a specific geographic region.

## Dragonmarks

### House Lyrandar

The half-elves heirs of House Lyrandar bear the Mark of Storm. Lyran and Selavash were the first of the half-elves to develop the dragonmark of Lyrandar 2000 years ago, during the time of Karrn the Conqueror. The two half-elves told others of their race to embrace their culture, calling them Khoravar, or "Children of Khorvaire", referring to their origin on the continent.

House Lyrandar is a powerful house and their development of elemental airship technology with the aid of the Zilargo gnomes and House Cannith has only enhanced their prestige.

**Guilds**

*Raincallers Guild*: provides weather-manipulation services for agriculture, as well as building dams, irrigation systems and resevoirs to limit the sometimes erratic effects of natural forces.

*Windwrights Guild*: provides shipping services via its airships and waterbound vessels.

### House Medani

The half-elves of House Medani bear the Mark of Detection, giving them various powers of divination. The dragonmark was discovered by House Cannith during the War of the Mark, 1500 years ago. The Medani half-elves had been secretly using them for some time, but were convinced to join the other Houses.

**Guilds**

*Warning Guild*: provides services certifying mercenaries and anticipating attacks for those in power.

## References

* ***Eberron Campaign Setting***.

Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.

* ***Dragonmarked***.

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

**Flint Keep** is a Brelish military installation in southern Breland. It watches over the Hilt, the delta entrance to the major rivers of Breland, in the west and the Silln Hills on the east.

## References

* ***Five Nations***.

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

*Wondrous item, common (requires attunement requires attuenment by a creature with the Mark of Hospitality)*

Engraved with arcane sigils and imbued with ground Siberys shards, this cauldron allows you to prepare food in the blink of an eye. While you have to provide the raw materials, the Ghallanda cauldron can mystically heat, chill, or flavor contents, allowing precise control over temperature and replicating the flavor of spices or herbs you don't possess. While cooking food in the cauldron, you can reduce its cooking time by 90%, and you gain advantage on ability checks made using cook's utensils.
Concussive Burst

*1st-level evocation*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S

**Duration:** 1 round

**Class List:** Sorcerer, Wizard

A pulse of energy tears ripples through the air, dealing minor damage over a wide area. Choose a point within range. Each creature within a 20-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 2d4 force damage and is deafened until the end of your next turn. On a successful save, a creature takes half as much damage and isn’t deafened.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
Games and Sports

Games:

* Bagmon - A TCG similar to Pokemon, created through a collaboration with House Vadalis and Cannith. Instead of trading cards, it uses a specialized Bag of Tricks that summons vadalis-bred beasts to fight each other!
* Baker's Dice - A game similar to blackjack but with dice, based on the legend of *"Thirteen Minus One".*
	+ All players make their initial ante, and roll 2d6. One of the dice are kept hidden from the other players.
	+ Then players take turns rolling an additional die and increasing their wagers until they choose to stand, or bust by going over 13.
	+ If you get double sixes on the first roll, you can try to "bake the dozen" and roll an extra die before any other player gets a turn. If you roll a 1 to bring you to 13, you win an extra prize. Usually this means you are paid the ante from all other players, but certain establishments may also have unique prizes offered by the House *(such as a free drink or a magic item)*. This extra prize is paid to you directly, and is not added to the pot; afterwards, play continues as normal.
	+ At the end, a player with a score of 13 can force all other remaining players to add an aditional ante to the pot, then their score is reduced to 12. If there is a stand-off, no winnings are collected and the tied players continue play by starting again with new rounds of betting.
* Conqueror - A board game similar to chess created by Karrn the Conqueror. It is most popular in Karrnath, but played throughout the Five Nations.
* Thrones - Eberron's verson of poker. It uses a 5-suit deck, with each suit representing one of the Five Nations.
* Zilargo Darts (Explorer's Handbook p.91) - In this game, two players alternate throwing darts from a 10-foot distance at miniature, illusory monsters leaping and squealing across a magewright-crafted landscape board.
* Dragon Flight (Oracle of War) - Yahtzee.
* Dominos. Associated with Olladra. National passtime of Zilargo, with reglar competitions. Baba Brie is a Domino Grandmaster.
* Illimat

Children's Games

* I'm You! - A natural game that changeling children play, where they shapechange into someone they know and see how long they can keep up the lie.
* Hunter and Prey - *Hide and Seek*, especially popular with shifter children.

Sports:

* Amalorkar - A sporting, non-lethal duel used by the Dhakaan as a test of honor.
* Jousting - Popular sport in Breland and Karrnath.
* Hrazhak - A full-contact shifter sport similar to Capture the Flag.
* Race of Eight Winds - A racing event that takes place in Sharn each year between riders of of eight flying beasts.
* The Reachrace - A shifter holiday where communities come together to hold numerous races.
* Six Stones - Droaam tradition brought to Sharn by immigrants, where seven combatants fight to be the last turned to stone by a cockatrice.
* Skyblades - Sky jousting, popular in Sharn.
Graveyard Sludge

Created during the Day of Mourning, **graveyard sludges** are created where the mucky remains of human bodies are awash with unusual energies. Since their creation, graveyard sludges roam the Mournland. In addition, both Karrnathi necromancers and followers of the Lich Queen Vol are said to enter the Mournland and retrieve graveyard sludges for their own use.

## Appearance

Graveyard sludges appear as green gelatinous blobs, usually with the remnants of a body (such as a bones or a skull) swimming inside it. They prefer environments where the undead roam, and can sense and are drawn to necromancy.

## Abilities

Graveyard sludges are unusual creatures, sitting between life and death; as such, they can he healed by both positive (radiant) and negative (necrotic) energies. Graveyard sludges feed on the undead, draining the last remaining life force from dead bodies. Graveyard sludges have the ability to create zombies in this way. Because of their abilities, graveyard sludges can also make other undead more powerful. As a defense mechanism, the graveyard sludge can release its spiritual energy, causing fear in its enemies; it usually does this before retreating.

## References

1. ↑ 1.0 1.1 1.2 ***Monster Manual V***.
 (July 2007). Wizards of the Coast. ISBN 0-7869-4115-4.
Haldren ir'Brassek

Haldren ir'Brassek (NE Human Sorcerer 12) was one of Aundair's greatest lord generals of the Last War. He captured the city of Cragwar twice - once from Breland, and once from Thrane. He is also enjoyed some success in the Eldeen Reaches, proving that his was one of the few military minds in Aundair who could comprehend the gurilla tactics of the Reachers. Many think his wins came with a high cost because he would put whole villages to the flames. These actions resulted in a Thronehold Tribunal inquiry after the war ended. Queen Aurala tried to get rid of ambitious generals and this lead to his capture. He was convicted and sent to Dreadhold. Many officers in the military of Aundair are sympathetic to Haldren and see him as the embodiment of what a soldier of Aundair should be and do. Some think of his slaughter of civilians as massive sacrifices to one of the Dark Six. Haldren sees himself as some sort of reincarnation of Galifar I and that he is destined to forge a new empire from the ashes of the old.

(Sources: FoW 13 & 49)
Galfurd

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.
**Galfurd** is the second-in-command of Gaius Tanaquil's former gang of thieves, **The Black Brigands**. He hates Gaius with a passion because Gaius was always more skilled than Galfurd. When Gaius decided to quit the Black Brigands, Galfurd decided he would let Gaius go for good; he would murder him. This plan faltered though when Baba Moonweave interfered, saving Gaius.

Notes: Criminal
Ghaal'dar

File:Placeholder

Arising from the fallen Dhakaani Empire were the Ghaal'dar. They are an alliance of tribes from the scattered remains of the old empire. Most of the lore and history of the Dhakaani Empire has been lost. This is a new alliance with their own rules and traditions forged from years of survival since the fall.

The Ghaal'dar are a simple people. They are are a warrior culture. Their focus is on building the skills and power to retake all of Khorvaire and reestablish an empire like the old Dhakaani Empire. Additionally, they show little emotion. For the the Ghaal'dar, emotions , especially fear, corrupt the warrior spirit. The emotions of fear and sorrow are seen as another enemy that can make a warrior lose focus and cause the battle to be lost.

## References

### Books

Baker , Kieth and Bill Slavicsek & James Whyatt. Eberron Campaign Setting. Renion, Washington USA: Wizards of the Coast, inc., June 2004. Print.

Wyatt, James and Keith Baker. Eberron Campaign Guide. Renion, Washington USA: Wizards of the Coast LLC, June 2009. Print.
Granite Halls

### Buildings

Temple (Arawai), shrine (Kol Korran), average lodging (15), average food (40), exotic trades (15), upscale trades (50), average trades (140), poor trades (40), upscale services (10), average services (40), poor services (8)

### Location

Sharn, Lower Central Plateau

**Granite Halls** is one of Lower Central’s two mercantile districts. Compared to North Towers, it has more art galleries and fewer bookstores, but otherwise the two districts are very similar. Quirky boutiques and art galleries stand out among a host of more mundane shops.

## Locations

**Sava’s Gallery:** Sava Kharisa (NG female human expert 7/wizard 3) owns this trendy art gallery and serves as the city councilor for the Lower Central ward.
Haunting Song

**The Haunting Song** are one of the ten major flights of harpies that lived in the Byeshk Mountains in Droaam. When the Daughters of Sora Kell announced the founding of the new nation of Droaam, the Haunting Song flight stood against the Daughters. Two other flights that supported the Daughters, the Carrion Callers and the Stormsingers, combined forces to try to destroy the Haunting Song. The survivors of the battle fled to the Shining Valley in the foot of the Graywall Mountains in Breland. There, the flight discovered a manifest zone to Irian. The manifest zone helped replenish their energy and heal their wounds. The flight remains in the Shining Valley, waiting to take vengeance against the Daughters of Sora Kell and the other harpy flights.

## References

1. ↑ ***Five Nations***.
Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the Coast. ISBN 0-7869-3690-8.
Garrek

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.
**Garrek** was a Changeling Rogue from Sharn, Breland that adventurered with the party. He met his end during a battle with Col. Volstagg, an agent of the Order of the Emerald Claw. He was reincarnated thereafter by the Druid Magruith into the form of a human. After returning to Sharn with the party though, **Garrek** vanished and has yet to be heard from again.

Notes: Changeling, Human, Rogue
Heavyload Belt (Item)

*Wondrous Item (Belt), Uncommon (Requires Attunement), Rare (No Attunement)*

This wide leather is held together with two strands of oxen skin threaded through holes on each end. While wearing this belt, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Healer

## The Healer

Healers are good natured divine spellcasters who use their gifts to help the sick and injured. A healer will never refuse to tend to a wounded, good aligned creatures if able and some even extend this favor to enemies and strangers. Healers rarely take to the front lines of combat and prefer to stand back and aid their allies with healing magic and divine blessings.

## The Healer in Eberron

Healers were instrumental during the Last War and without their tireless efforts the casualities from the war would have been even more terrible and staggering. Most healers are, perhaps not surprisingly, members of House Jorasco's Healers Guild and halfling healers form the majority of these selfless magical physicians.

House Jorasco does not, however, have a monopoly on healers and both the Healing Hand of Olladra (a group closely associated with the Sovereign Host) as well as the Silver Knights Hospitallers (associated with the Church of the Silver Flame) sent members to of their organizations to act as field medics during the Last War. These groups still operate in modern times, offering succor and aid to travellers and those in need, regardless of national or religious affiliation.

## References

Player's Guide to Eberron(book)

Miniatures Handbook
Failin d'Orien

Exiled from House Orien.

## Description

Failin is a gangly human with a shock of unruly red hair and bright blue eyes in sunken sockets. His lined and weathered skin contrasts with his clean and well-tailored clothing. He does not appear to be short of gold. He says little, but when he does speak he talks in rapid-fire bursts.

## Bio

The party first met Failin in the Clenched Fist tavern, located in the Bloody Market of Rhukaan Draal. They hired him to take them to Rose Quarry on the border of Darguun and the Mournland, but before they could get to his elemental cart, they were confronted with a few of his former - and dissatisfied - customers.

Failin looked after Richie while Rasmius and the party were exploring Whitehearth.

Failin later crossed paths with the Faded Flame again in Q'Barra when he ferried them across the Adder River from Whitecliff to Newthrone. On their way back home to Korranberg, they smuggled drugs out of the country for Failin.
Istaren d'Lyrandar

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.Istaren d'Lyrandar (sorceress) was born on Stormhome to a Stormlord and his wife. Her family is a powerful family in the House Lyrandar and are closely related to the main line of the house. She was very young with when gained her power in sorcere. Istaren is not very strong and relies on her magic to help her and keep her safe. As she was growing up she would study out side unlike many the people she worked with because she loved the rain and wind. Soon her talent for magic was seen by the leader of the house how sent her to learn with the Twelve. As she study in the Twelve’s keep she meet Alexandria d'Phiarlan and Aldric d'Cannith which became her first friends, for the children of her house found her wired becaues unlike them she did not like to swim, fly kites and fight each other all the time but like to read books. As she and her friends study with the twelve she soon got a rival like her friends. Vardaen ir'Avies (necromancer) always tried to attack Istaren either with is words or magic. Unlike his friend Daren d'Thuranni he did not do it in the shadows but the attack in the public. So after levaeing finish her study she moves back to Stromhome and started to do her magical reached. But she could not get away for Vardaen ir'Avies. She always had to battle Him when very she published a paper or when to a meet. Istaren has a lot of links with the casters in The Wind Whisperers.

Wepons: none

long black hair

ocean blue eyes

6 "1

Religion: Aureon

Notes: Member of House Lyrandar, Sorcerer
Fairhaven Rail Disaster of 968

The Fairhaven Rail Disaster of 968 is an event that occurred at the Fairhaven Lightning Rail Station. Several thieves sabotaged the conductor line going into the station, causing a coach to derail in the early morning. It crashed through the stained-glass windows of Fairhaven station and killed 47 passengers and bystanders.
First Tower

**First Tower** is a thorp, adjacent to the metropolis of Sharn. The thorp is centered on one stone tower, about 30 feet high, that locals claim was the first tower built in the region that Sharn now occupies. Historians dispute the claim, citing the age of the human-constructed tower relative to the goblin ruins of ancient Sharn. However, the inhabitants of First Tower are not to be persuaded by know-it-all scholars from Morgrave and remain steadfast in their beliefs.

The site currently serves as the first stop for all traveling by land to the City of Towers. Lightning rail and caravans pass through the thorp.

### Lightning Rail

* *Note: travel times include 1 hour lay over at each station, and are based on speed of 30 miles per hour.*
* *Note: distances based on map at [1].*
* *Note: times and distances may vary from charts found on pp. 20-21 of the Explorer's Handbook.*

## References

***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
Garrow

**Garrow** is a character featured in the adventure modules Shadows of the Last War and Whispers of the Vampire's Blade. He is a member of the Emerald Claw and first appears as a vampire in the ruins of Rose Quarry in Shadows of the Last War.

> "'**Well done, adventurers. It is futile to fight us. Give me the third schema, and I will let you live. Oppose us, and I will take it from your corpses, and then raise your bodies to serve me.'**" ― Brother Garrow
>
>

**Spoiler warning:** Plot or ending details follow.
## Biography

Garrow is secretly a Changeling that has a fascination with vampires. Garrow was ordered to find the House Cannith schema, a creation pattern used for creating magical weapons. He began his search in Rose Quarry Darguun accompanied with a group of Emerald Claw colleagues including a necromancer named Mallora, a cleric named Keltis Doran and the military commander Kaela. He spent three days in Rose Quarry attempting to excavate any clues that may reveal the location of the schema however, a group of adventurers arrived and seemed to solve a puzzle that directed them to a hidden House Cannith workshop named Whitehearth located in the Mournland. Using his undead vulture servant he tracked the adventurers to Whitehearth and laid an ambush for them outside. After the encounter Garrow escaped but encountered the adventurers again when searching for a vampire named Lucan and the magical weapon he wielded named the Soul Blade. He disguised himself as a half-elf airship captain named Rarwog. He was piloting the airship named Jade's Fury. Along with a contingent of Emerald Claw soldiers he assaulted the House Lyrandar airship Cloud's Destiny.

## Statistics

* Shadows of the Last War p.19
* Whispers of the Vampire's Blade p.31
Familiar Caretaker (Feat)

Return to List of Homebrew Feats

## **Familiar Caretaker**

You have bonded with an animal spirit, granting you the following benefits:

* You can cast the Find Familiar spell as a ritual. When choosing your familiar’s form, you can choose any CR 0 Beast of size Medium or smaller.
* When you take the Attack action on your turn, you can forgo one attack to allow your familiar to make one attack of its own with its reaction.
* If your familiar is within 60 feet of you, you can be teleported as an action, swapping places with the familiar. If your destination space is too small for you to occupy, the teleportation fails and is wasted. Once you teleport this way, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to do it again.
Hexblade

The Hexblades normally appear at a young age. This generally occurs in poor areas where people who have magical talent and abilities cannot afford or receive training. However, it does occasionally appear in the higher economic classes. Most people embrace their magic, but some decide not to. The people who do accept the magic tend to choose a neutral or evil alignment. A few attempt to use their magic as a positive force. The ones that try to use their magic in this way focus on sorcery and do intense studying on the subject. They tend to forsake the Hex magic eventually or completely. Most do not attempt this because the magic itself is usually far too powerful. The majority of Hexblades have a "might makes right" attitude. The tend to see academia as pointless, asceticism as foolish, do-gooders as deluded, and book-learners as weak. Most Hexblades are self-trained, but some learn from mentors. They are essentially lone-wolves, and travel by themselves in order to take sole share in treasure and riches they may find.
Greater Spell: Sending

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***Prerequisite:** Ability to cast the Sending spell*

You’ve learned how to empower the Sending spell, granting you the following benefits:

* Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.
* Sending no longer has a word limit. When you cast Sending, you are able to send a message that is up to a minute long. The recipient is able to respond in a like manner.
* You can cast this feat’s spell without expending a spell slot. You must finish a long rest before you can cast it in this way again.

Un-preparing or replacing this feat’s spell causes you to temporarily lose the benefits of this feat. You still retain the +1 ability score improvement.
Flametouched Iron

Mined only in Thrane, flametouched iron is rare and considered sacred by the Church of the Silver Flame. When mined, this iron variety has a speckled dark red color, resembling rust, but when it is refined, it takes on a shimmering, silvery hue. Adherents of the Church of the Silver Flame believe that flametouched iron carries the particular blessing of their deity, and they use it to make holy symbols, weapons, and armor.
Fifth Crown

In the early days of the Last War, Cyre relied on House Phiarlan to gather intelligence but knew that such an arrangement with a dragonmarked house might not last. Over the course of decades, Cyre began to develop its own spies, the agents of the Fifth Crown, who were largely made up of Assassins, Masterminds, and a few Arcane Tricksters trained to infiltrate enemy territory. In the wake of the Mourning, the fate of the Fifth Crown remains unknown. Most people assume the agency was obliterated with its headquarters, but there are conspiracy theorists who say that agents of the Fifth Crown have worked their way into secure positions across the Five Nations, and that they are simply waiting for Prince Oargev or another Cyran leader to devise an effective way to use them. Until then, they might be the neighbors, postal carriers, teachers, or even community leaders, biding the time until such time leadership activates these pocket splinter cells.
Gorgan

**Gorgan** is one of two warforged titans that were stationed on Construct, the Lord of Blades' mobile fortress within the Mournland. An arena fighter, Gorgan fought in a trial by combat against Kandler, the justicar of Mardakine.

## History

Gorgan is one of two warforged titans on Construct, the Lord of Blades' mobile fortress. They follow the command of Bastard, a lieutenant of the Lord of Blades responsible for Construct while the Lord of Blades is away.

While traveling the Mournland hunting down a changeling agent of Lady Vol named Te'oma, a group of heroes came across Construct, where they were captured by the warforged inhabitants. In order to escape, one of their party, a justicar named Kandler, challenged the warforged to trial by combat. Bastard chose for his champion **Gorgan**, who entered the arena to oppose Kandler. Kandler held his own, giving the rest of the party a chance to arrange an escape. Gorgan tried to bring down their means of escape: a stolen airship, and did significant damage to the ship using his embedded weapons.

While fighting the airship, Gorgan was attacked by Kandler's ally, Burch, who used one of Constructs mounted ballistas to drop the warforged titan. One of Burch's bolts hit the titan's head straight on, splintering Gorgan's head into pieces.

## References

1. ↑ 1.0 1.1 ***Marked for Death***.
Matt Forbeck (2005). Wizards of the Coast. ISBN 0-7869-3610-X.
Forgewraith

A **forgewraith** is the unfortunate result when a humanoid meets his or her demise due to intense heat, like a lava pool, or an arcane-tempered fire, like the various House Cannith forges. Some forgewraiths may actually be made up of multiple weaker spirits.

## Notable Names

* **Haestus d'Cannith** was the overseer of a creation forge in the former nation of Cyre near the border of Darguun. Killed before the Day of Mourning, Haestus was risen by the mists and transformed into a forgewraith.

## Appearance & Personality

Forgewraiths are shadowy, smoky undead figures, outlined in fiery red. Fire burns brightly where their eyes once were. Those eyes lock on any living creature with a fiery hatred.

## Abilities

Forgewraiths are incorporeal undead, and there is a chance that weapons pass harmlessly through them. Born of fire, forgewraiths project a fiery ray at their victims, hoping to engulf them in fire like they had once been; a humanoid slain by a forgewraith may themselves become a forgewraith.

## References

1. ↑ 1.0 1.1 1.2 ***Sharn: City of Towers***.
Keith Baker and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3434-4.
2. ↑ 2.0 2.1 "**Heart of the Forbidden Forge**" (June 2009) by Luke Johnson. *Dungeon Magazine* issue 167.
Grimwall

**File:EBERRON Orgalos Grimwall Piritar.jpg** **Grimwall** is a hidden city on the north coast of Orgalos island in the Lhazaar Principalities. Originally built by goblins in pre-human Khorvaire, probably during Dhakaani Imperial times, the small city is built within the cliff face, which was entirely hollowed out and supported internally using magic. The city itself is carved entirely out of the rock in the chamber which is 300 feet high and occupies approximately one square mile.

The city is currently used and occupied by the Black Fleet, as their base of operations.

### Important Persons

* Erdis Cai
* Onkar
* Jarlain

## References

* ***Eberron Campaign Setting***.

Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.

* Thieves of Blood, The Blade of the Flame Trilogy, book 1. Tim Waggoner (2006). Wizards of the Coast.
Glue (Spell)

*1st-level transmutation (ritual)*

**Casting Time:** 1 action

**Range:** Touch

**Components:** S, M (Any sticky substance)

**Duration:** Instantaneous

**Class List:** Artificer, Wizard

This spell can form an adhesive bond between any two objects, which must be in physical contact when casting the spell. If a target of this spell is being worn or carried, its weilder must succeed a Strength saving throw. On a success, the spell fails.

Once two objects are bonded, the bond can be broken by a successful Strength (Athletics) check against your spell save DC, with any solvent, or by a Remove Curse spell. Once the bond is broken, the spell ends.
Greater Spell: Catnap

Return to List of Homebrew Feats

***Prerequisite:** Ability to cast the Catnap spell*

You’ve learned how to empower the Catnap spell, granting you the following benefits:

* Increase your Intelligence or Charisma score by 1, to a maximum of 20.
* Catnap’s duration is reduced from 10 minutes to 1 minute for you.
* You can cast Catnap without expending a spell slot. You must finish a long rest before you can cast it in this way again.

Un-preparing or replacing this feat’s spell causes you to temporarily lose the benefits of this feat. You still retain the +1 ability score improvement.
Furroughbough “Meeps” d’Sivis

* Age: 77
* Description: Ashy blonde hair in a loose wavy hair style like a mop around his head, Meeps is a quiet man. Rarely speaking, and definitely only around good friends. Meeps is a Psion. They have the strange ability to read into another’s mind, and push his thoughts into the heads of those around him. When Meeps is pushing the limits of their prowess you can tell because a light blue halo surrounds his head and his least dragonmark that is splayed sideways across his cheek, and jaw, creeping into his ear and hairline, lights up brilliantly.
* Developer of the Echoer and singer devices, frequent booth companion

The silent Meeps is shy and reserved. He worked in Tasker’s dream with Alufi and Sylas and helped create the Broad Casting Guild as it is today. Not much is known about him, as the hosts seem to never delve into his personal life as much as their own.
Gnome (language)

**Gnome** is the language of the gnomes, a secretive language used mostly in Zilargo.

## Translations

Below are known gnomish words and their common translations:

* ***Zilargo***: The Home of the Wise

## Behind the Scenes

In the 3rd edition, the gnomes of Eberron spoke their own language. However, with the advent of 4th edition, gnomes now speak Common.

## References

1. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
2. ↑ ***Dragonshards: The Gnomes of Zilargo, Part 1***. Keith Baker (November 29, 2004). Wizards of the Coast.
3. ↑ ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
Goliath

**Goliaths** are a race of stony-skinned humanoids. Their populations are scattered across mountainous regions of many continents on Eberron.

## History

The race of goliaths are believed to have originated in Xen'drik, but have left that continent in large numbers with the rise of giants. Those that remained were enslaved like the elves, but they proved to be poor slaves- they weakened in captivity, failed to reproduce, and died quickly. As a result, few goliaths remain in Xen'drik.

Although they are far-flung, goliaths have never had sufficient population or drive to establish nations or empires. They exist today as they have for centuries, maintaining their traditional ways of life in high mountain ranges on the fringes of civilization.

Garguns are their feral kin, which dwell in the Frostfell.

## Appearance & Personality

Goliaths are not numerous, but they boast a long history and have great pride in their strength and honor.

## Society

In keeping with their scattered communities, goliaths have diverse religious traditions. Some tribes revere Balinor, the god of the hunt, although they often call him Banor the Bowhunter. In the mountains of the Eldeen Reaches, many goliaths follow the primal traditions of druidic sects, particularly the Wardens of the Wood and the Ashbound. A few tribes preserve serpent cult traditions derived from the reverence for the couatls that imprisoned demons; the beliefs of these goliaths are thus related to the faith of the Silver Flame.

## Lands

Goliaths in Khorvaire live in scattered tribes in the Shadwocrags and the Icehorn Mountains, where they have infrequent contact with the people of the forested lowlands. Goliaths are thought to dwell in the Titan's Teeth Mountains in the interior of Xen'drik.

Goliath tribes are also found in Syrkarn, the Tashana Tundra, on the continent of Sarlona, and the mountains of the Frostfell.

## References

1. ↑ 1.0 1.1 ***Races of Stone***.
Jesse Decker, Michelle Lyons, David Noonan (2004). Wizards of the Coast. ISBN 0-7869-3278-3.
2. ↑ 2.0 2.1 2.2 2.3 ***Player's Guide to Eberron***.
James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Wizards of the Coast. ISBN 0-7869-3912-5.
3. ↑ 3.0 3.1 3.2 3.3 ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
4. ↑ ***Secrets of Xen'drik***.
Keith Baker, Jason Bulmahn, and Amber Scott (2006). Wizards of the Coast. ISBN 0-7869-3916-8.
5. ↑ 5.0 5.1 5.2 5.3 ***Eberron Player's Guide***.
David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Wizards of the Coast. ISBN 0-7869-5100-1.
Frostburn (Spell)

*cantrip evocation*

**Casting Time:** 1 action

**Range:** 120 feet

**Components:** V, S

**Duration:** Instantaneous

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

You magically subject the moisture in the air to extreme temperatures, creating steam with one hand and frost in the other. You then weave these magics together to create a short-lived bolt of unstable energy that streaks from your hands. Make a ranged spell attack against the target. On a hit, it takes 1d4 cold damage and 1d4 fire damage.

**At Higher Levels.** The spell's damage increases by 1d4 cold and 1d4 fire when you reach 5th Level (2d4 cold and 2d4 fire), 11th level (3d4 cold and 3d4 fire), and 17th level (4d4 cold and 4d4 fire).
Hand of Deneith

The **Hand of Deneith** is House Deneith's secretive order of elite mercenaries. Very little is known about the organization, but there are at thought to be at least 5 members who identify themselves via a call sign based around the fingers of the hand. Breven d'Deneith and Zamis d'Deneith are thought to be the leaders of this order. *View Source.*

## Members

### Index - Breven d'Deneith

Breven d'Deneith takes the place of the index finger, as he is the coordinator and strategist of the hand. He "indexes" to the rest of the fingers where to go and what needs to be done, but does not directly particpate in the missions. It is unknown whether he takes this place due to his abilities or his official position.

### Thumb - Zamis d'Deneith

Zamis "the Tower" d'Deneith is the leader of the team, he and index are the only fingers who are well-known public figures. Zamis bears the siberys mark of sentinel. Zamis is a juggernaut fighter who usually wields a tower shield and a special weighted glove, or two tower shields.

### Little - Vakvid ir'Bahkud

Supposedly, Little is a young gnome prodigy and Arcanix graduate known as Vakvid ir'Bahkud. After university, he began researching [REDACTED], which is supposedly the basis for a 6th level spell. Vakvid is an abjuration wizard capable of casting at least 5th-level spells. He uses his own version of Counterspell.

### Ring - Chai d'Cannith and Sanoy d'Jorasco

There are two versions of the Ring's identity: Chai d'Cannith, an ingenious alchemist believed to have died in the Day of Mourning; and Sanoy d'Jorasco, an infamous doctor who was excoriated from their house. Ring is an artificer specialized in healing and enchanting, who uses an alternate formula of Jorasco healing potions (healing factor and safety are unknown). It is possible that Ring is a shapechanger that assumes both of these identities.

### Middle - Unknown

The Middle is the most mysterious finger of the Hand. Some versions of the Middle's identity:

* An elf with the mark of shadow
* Several different agents operating under the same call sign
* There is no middle finger at all
Hanbalani altas

File:82131.jpg
The **hanbalani altas** (sanctuaries of the soul)or **quori monoliths** are psionic structures of crystal and stone that occupy a central part of religious life for citizens of Riedra, and the Path of Inspiration that they follow. The monoliths are present in the major cities of Riedra.

Citizens of Riedra believe these places house the spirits of the dead before they transition into their next life along the Path of Inspiration. The monoliths connect Eberron and the severed plane of dreams, Dal Quor.

A smaller monolith exists in the Riedran outpost of Dar Qat in Xen'drik.

## References

1. ↑ 1.0 1.1 ***Secrets of Sarlona***.
Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Wizards of the Coast. ISBN 978-0-7869-4037-0.
2. ↑ ***Faiths of Eberron***.
Jennifer Clarke Wilkes, Ari Marmell, and C.A. Suleiman (2006). Wizards of the Coast. ISBN 0-7869-3934-6.
3. ↑ ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
4. ↑ ***Races of Eberron***.
Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, and Keith Baker (2005). Wizards of the Coast. ISBN 0-7869-3658-4.
5. ↑ ***Secrets of Xen'drik***.
Keith Baker, Jason Bulmahn, and Amber Scott (2006). Wizards of the Coast. ISBN 0-7869-3916-8.
Flexible Casting (Feat)

Return to List of Homebrew Feats

## Flexible Casting

*Prerequisite: Spellcasting feature*

You've learned how to regulate the power of your spells, granting you much greater flexibility in your spellcasting. You gain the following benefits:

* Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
* Instead of using Spell Slots, you use the Spell Points variant rule found on page 288 of the DMG.
Grand Regent Modred

Prince Oargev (suspected)

Grand Regent Modred is the leader of the Throne Wardens and governor of Thronehold. His primary title, Grand Regent, is only cerimonial after the fall of the Kingdom of Galifar. His current role is to maintain the peace between emissaries of the Five Nations within Thronehold. The Grand Regent wants nothing more than to see a united Galifar once again.
Hobgoblin

The hobgoblins of Eberron originated in Khorvaire. They are called the *ghaal'dar*, or "mighty people", in their own tongue. They are a clever, strong and disciplined race with perhaps a tendency to cruelty. Their intelligence and strength, as well as their organizational skills make them the natural leaders of the goblinoid races.

The hobgoblins of Eberron have a keen artistic and crafting sense and are expert stonemasons and weapon and armorsmiths, with the Dhakaani rivaling even the dwarf clans of the Mror Holds in skill. The hobgoblins are also excellent miners and their byeshk mines during the height of the Dhakaani Empire made it possible to make weapons capable of holding back the armies of Xoriat.

## History

### Pre-history

The origins of the hobgoblins and other goblinoid races.

### Dhakaan Empire

**16,000 years ago**
The clans of the Dhakaani tribe, united to form a great empire which stretched, at its height from the Shadow Marches in the west to modern Darguun and the Talenta Plains. Easily contending with, and possibly exceeding both Riedra and the giant kingdoms of Xen'drik in terms of sheer geographical size. It was an empire of great arts, particularly in architecture and metalworking, for which the goblinoids had a natural inclination. And no other Khorvairan race could stand before their armies.

**10,000 years ago**
Colonial Aereni elves clash with the Dhakaani, but manage to maintain a foothold in what is now Valenar.

**9,000 years ago**
Daelkyr invade Eberron from Xoriat, the Plane of Madness. The hobgoblins will fight the invaders for thousands of years.

**5,000 years ago**
Scholars maintain a general consensus that this is the approximate end of the hobgoblins' empire, though it had long been in slow decline. Civil Wars ravage what is left of the Empire. The gnomes of south central Khorvaire take this opportunity to move into abandoned Dhakaani settlements, creating the foundations of modern Zilargo.

### Kingdom of Galifar

Hobgoblins are used as expert mercenaries under the employ of House Deneith.

### Last War and Modern Times

**969 YK**
The Lhesh Haruuc leads clans of Ghaal'dar to revolt, creating the nation of Darguun.

**986 YK**
The Daughters of Sora Kell lead the monsters of western Breland in revolt. The goblinoids of Droaam participate in the revolution, which is successful in the following year when Breland removes its settlers from the region, pulling back to the east side of the Graywall Mountains. Droaam declares its own sovereignty.

**996 YK**
The Treaty of Thronehold recognizes the goblinoid nation of Darguun, but not the nation of Droaam, which holds a large percentage of goblinoids.

## Hobgoblin Tribes

* Dhakaan
* Ghaal'dar
* Marguul

## References

***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
Fragments of the Prophecy

*The secrets revealed in the Draconic Prophecy drove the progenitor wyrms, Eberron, Khyber, and Siberys, to split the world at the dawn of time. Esoteric fragments of its revelations inspired another generation of draconic creatures to reclaim Eberron from fiendish overlords. The fragments of the Prophecy, scattered throughout the world, constantly fascinate the dragons of Argonnessen and small groups of erudite scholars among the lesser races.*

*Although it appears that only dragons have the capability to fully comprehend the Prophecy, individual fragments convey guidelines to possible futures or manifest other magical powers. Every fragment is of great value and attracts the attention of dragons, who ever seek to glean hidden meanings within the Prophecy, or members of the Mosaic Committee of Aundair, who wrongly believe the Prophecy heralds an apocalypse and its fragments should be destroyed.*

*Interpreting the general meaning of marks tied to the Prophecy requies the ability to read Draconic and a successful DC 30 Knowledge (arcana) check. What a mark signifies is up to the DM, who can use it as a springboard to adventure.*
Haka'torvhak

Haka'torvhak is an ancient ruin from the Age of Demons in central Q'barra carved into the side of a volcano.

## History

Haka'torvhak was the site of a massive battle between the dragons and fiends during the Age of Demons.

Haka'torvhak was once the seat of an Overlord known as the Cold Sun, whose influence affects the creatures that slither and crawl across Q'barra to this day.For one million years, a line of black dragons culminating in Rhashaak has guarded the ruins of Haka'torvhak and maintained the wards that keep the fiends bound below.

Haka'torvhak now serves as a center for the religion of the lizardfolk tribes of Q'barra, though few among them are allowed to enter and only then to offer tribute or themselves to the living god Rhashaak. The local tribes of lizardfolk of Q'barra revere Rhashaak like a god, and will obey his whims.

## References

1. ↑ 1.0 1.1 1.2 1.3 ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
2. ↑ 2.0 2.1 ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
3. ↑ 3.0 3.1 ***Explorer's Handbook***.
David Noonan, Rich Burlew, and Frank Brunner (2005). Wizards of the Coast. ISBN 0-7869-3691-6.
4. ↑ "**Poison Dusk, Black Sun: Explore Q'barra, Part 2**" (December 2010) by Keith Baker. *Dungeon Magazine* issue 185.
5. ↑ Keith Baker (04/18/2005). Dragonshards - The Role of Dragons. Wizards of the Coast. Archived from the original on 10/28/2017. Retrieved on 02/13/2019.
Gnoll (language)

**Gnoll** is the language of the gnolls packs of Droaam.

## Behind the Scenes

In the 3rd edition, the gnolls of Eberron spoke their own language. However, with the advent of 4th edition, gnolls now speak Abyssal.

## References

1. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
2. ↑ ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
Glass Wand (Item)

*Wand, rare (requires attunement by a spellcaster)*

The tip of this twisted clear glass wand is razor-sharp. It can be wielded as a magic dagger that grants a +1 bonus to attack and damage rolls made with it. The wand weighs 4 lbs and is roughly 18 inches long. When you tap the wand, it emits a single, loud note which can be heard up to 20 feet away and does not stop sounding until you choose to silence it.

This wand has 5 charges. It regains 1d4 charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand shatters and is destroyed. While holding it, you can use an action to expend charges to cast one of the following spells, which manifest as razor-sharp shards of glass (save DC 17):

* Ice Knife (1 charge)
* Spike Growth (2 charges)
* Cloud of Daggers (2 charges)
* Conjure Barrage (3 charges).
Healers Guild

The **Healers Guild** of House Jorasco operates facilities of the healing arts across Khorvaire and even has extended to continents beyond. All members of the house must perform service in the guild each year, and even the matriarch, currently Baron Ulara d'Jorasco, is not exempt from this requirement.

### Services

 Heal check
 Long-term care
 *Restoration* | 2800

## References

* ***Eberron Campaign Setting***.

Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.

* ***Dragonmarked***.

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

**Fort Deepdark** is a military installation in eastern Karrnath about 150 miles southwest of Irontown. It is the easternmost of the forts guarding the Karrnath-Talenta border.

## References

* ***Eberron Campaign Setting***.

Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.

* ***Five Nations***.

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

**Garblers**, which are extraplanar creatures, are commonly found in ancient libraries or underground, but they can be found in any place in Xen'drik where they can read about magic. They come from the Realm of Madness, the plane of Xoriat. They use truename magic. The reason they are often found in libraries is because they are looking to expand their knowledge of truename magic. Beware of them because even though they are small solitary creatures of a chaotic neutral alignment, Garblers are very powerful and aggressive aberrations.

## Appearance & Personality

Garblers are horrible, gibbering masses of flesh and teeth, constantly babbling incoherently. It will occasionally utter a word of power amongst its babbling. Gablers do not speak or understand any language, even through telepathic means. Garblers weigh about 40 to 50 pounds, and measures three feet long. When it moves, it latches several of its mouths to the ground or walls, and drags its body behind it.

Garblers are insane. They ruthlessly attack any living creature that it can sense.

## Abilities

In addition to the random utterances of words of power, garblers are immune to gaze attacks, visual effects, and illusions. Garblers possess darkvision.

## References

1. ↑ 1.0 1.1 ***Tome of Magic***.
Matthew Sernett, Dave Noonan, Ari Marmell, and Robert J. Schwalb (2006). Wizards of the Coast. ISBN 0-7869-3909-1.