recursal/Fanatic-Fandom huggingface dataset:
Hruit

## Hruitt

**Hruitt** (or **Hruit**) is a giant owl who represents the Middle Dura ward of Sharn on the City Council.

## History

Once known to be a shifter druid with a peculiar affinity for owls, Hruitt once flew in the Race of Eight Winds to represent the Bazaar of Dura, competing as a rider on a giant owl, before apparently being revealed to be the owl himself.Template:Speculation

He now negotiates on behalf of the Bazaar and Middle Dura as a whole on Sharn's Council.

## Activities

On the Council, Hruitt works for the benefit of Middle Dura and the merchants of the Bazaar, looking after their interests. In this, he regularly comes into conflict with Ilyra Boromar, representative of Lower Dura, and by extension the Boromar Clan and their allies, as well as the councilors representing other market wards of Sharn.

## Abilities

Hruitt has all the skills and powers of a druid and Sharn skymage, and was talented in aerial combat and fighting with a falchion. Hruitt is a skilled negotiator.

He can assume human form.

## Possessions

In humanoid form, Hruitt fights with magical falchion and wears magical hide armor. He has a number of potions and a *feather fall talisman*.

## Relations

He has an animal companion in the form of an owl named Feritis.

## Appendix

### Background

In 3.5-edition *Sharn: City of Towers*, Hruit (one 't') was a shifter druid. Subsequently in the novel *The City of Towers* and 5Template:Th-edition's *Rising from the Last War*, Hruitt (two 't's) is stated to be a giant owl. According to Keith Baker on Discord, this was the original vision of the character. Hence, this article treats this as a retcon and attempts to marry the two versions.

### Notes

1. ↑ Given the change of Hruit's race from shifter to giant owl, it might be considered that Hruit can also take the form of a shifter.

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Template:Cite book/Rising from the Last War
2. ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 Template:Cite book/Sharn: City of Towers
3. ↑ Keith Baker (2020-02-02). Eberron: Races (instant messaging). Discord. Retrieved on 2020-11-15. “I've always preferred Hruit as an owl; I think it was too weird for folks when we wrote Sharn CoT. Per 3.5 rules giant owls are just as intelligent as people and wiser than most (default Int 10, Wis 14) and can speak Common. There has been a community of owls in the city for centuries -- since the Race of Eight Winds began -- and we called out that there were owl merchants. So I liked the idea that you could have an owl politician. I'll note that in the novel *City of Towers*, Hruit is simply presented as a giant owl, with no suggestion of being a druid-in-owl-form... I suspect that I was already writing CoT when the Sharn sourcebook was going through editing - so Hruitt was changed into a druid in the sourcebook, but remained an owl in the novel.”
Kandler

**Kandler** was once a fighter for the nation of Breland during the Last War. During the war, Kandler met an elf named Esprina, and Esprina's elven daughter Esprë. Kandler and Esprina married, though Esprina died shortly after. Kandler was forced to raise Esprë alone; a task made much more difficult when Esprë manifests the long lost Mark of Death.

## References

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

A silver-haired and young-looking khoravar sits alone in a cool cell. She sits, covered in a wisp of gauzy cloth, playing a simple board game against herself. Her silver eyes lock with yours as you look through the slot in the thick door, and she smiles sweetly.

Around her on all sides are cruel iron spikes pointing inwards, giving her perhaps 15 square feet to move around in. If she were to stand, the spikes on the ceiling are perhaps a foot above her head.

You look in puzzlement at the guard, who quickly shuts the slot. He shakes his head, "Lady Sivarian, also known as The Lady Flenser. She's a silver dragon - an old one, you know? The spikes keep her from shifting back... but I swear, every time I look in on her, she's just sitting there. Waiting."
Husk

**Husks** are harmless shades that have been overcome by ennui and possess only the vaguest memories of their mortal existence. Most retain a semblance of their mortal shape, but they continue to fade over decades, eventually merging with other husks of Dolurrh to form masses of moaning mist. Having no true consciousness of their own, husks are immune to ennui’s effects. Occasionally, a group of husks cluster around a strong memory, forming an ectoplasmic mass that prowls in search of more scraps of memory, absorbing other husks. Such a creature is called a meld.
Isik d'Tharashk

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.**Isik d'Tharashk** is a contract scout and guide for the Cyran Army from House Tharashk. Currently, Isik is the party's guide to the ancient Dhakaani empire ruins, where a relic wanted by the queen of Cyre and some missing operatives are presumed to be.

*Isik always has a toothpick rolling in his mouth and generally has a cockney accent. He wears short, woolly black hair with a thick, neatly trimmed beard. A wolf-fur cloak and thick hide complements the dual scimitars at his hips. Arrogant, rude, and snarky, Isik is a straight up military style ranger. He's up-front and very sarcastic. Although, at times, the more human side of Isik can show its face. He is experienced in dropping into dangerous locales and getting out alive. He's trained in search and rescue ops as well as covert recon missions. Generally, Isik works alone. Occasionally, brass will put him on a mission to escort some adventurers.*

Notes: Member of House Tharashk
Kuldus Droum

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.Kuldus Droum was a male human werebadger from the Coldwood and was a cleric of the People of the Black Blood living there.

Possessions

Kuldus was usully equipped with a heavy mace, longbow and hide armor. He carried a large shield for protection.

Notes: Cleric, Human, Werebadger, Lycanthrope
Kendal Santor d'Sivis

**Viceroy Kendal Santor d'Sivis** is the current head of the Ninth College of House Sivis. This organization, based within the House Sivis enclave in Korranberg, is dedicated towards the exploration of magic and its documentation.

Kendal Santor d'Sivis is also a lord seneschal of House Sivis, and as such advises the Doyenne of House Sivis, Lysse Lyrriman d'Sivis, on all things magic.

## References

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

A **Letter of Credit** is an item that was featured in the 3.5 edition's Eberron Campaign Setting on page 122. Letters of credit are issued to those who have funds deposited in a House Wildsteel bank. With a letter of credit an individual can withdraw their funds at any other Wildsteel bank branch. The item itself features an arcane mark created by the gnomes of House Sivis making it near impossible to forge. House Wildsteel does not charge a fee for the issuing of a letter of credit. Alternatively a character can rent a safe-deposit vault.

## 4th edition

The letter of credit does not appear as an item in the 4th edition of Eberron though, it is mentioned in the Eberron Campaign Guide on page 228 under Notaries Guild.
Houserules for Elephantium's Game

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.

### Classes:

1. Clerics are always proficient in the favored weapon of their deity, even if martial or exotic. In my campaigns, it is assumed temples train their priests in the use of their deity's favored weapon (I also assume, however, that most of my players are into roleplaying enough to use this appropriately).

### Skills:

1. All characters gain two extra skill points at each level (e.g. Fighters get 4/level, Rangers get 8/level, and Rogues get a princely 10/level!).
2. Characters gain a +3 bonus to all class skills. Multiclass characters only apply the +3 once (so a multiclassed Rogue/Ranger doesn't get a +6 to stealth-related skills).
3. Skill points are not multiplied by 4 at level 1, and the maximum number of ranks allowed in a skill is equal to your class level.
4. For prestige class skill requirements, the +3 "trained skill" bonus counts towards "ranks needed".

The following skills get lumped together:

1. Hide and Move Silently become Stealth.
2. Spot and Listen become Perception.
3. Use Rope gets rolled into Survival.
4. Bluff, Diplomacy, and Intimidate become Persuade.

### Spells:

1. The "orb" spells from Complete Arcane/Spell Compendium are Evocation with SR: Yes.

### Game Mechanics:

1. Iterative attacks:

* At 6th level, you get a 2nd attack, but both attacks suffer a -2 penalty (-2/-2 instead of 0/-5).
* At 11th level, the penalty drops to -1/-1 (instead of 0/-5/-10).
* At 16th level, the penalty drops to -0/-0 (instead of 0/-5/-10/-20).
Khyber (Progenitor)

*This article is about the dragon. For the subterranean realm, see Khyber (Underdark). For the plane, see Elemental Chaos.*

Khyber is one of the Progenitor Dragons that created the world of Eberron. Creation myths hold that Khyber killed Siberys and was enveloped by Eberron - forming the Ring of Siberys, the world of Eberron, and the subterranean realm of Khyber in the process.

## 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.
Kalaash'arrna

*"I know what you're looking for. . .better than you do".*

Kalaash'arrna is member of House Tharashk and an inquisitive. He is an independent inquisitive with the lesser Mark of Finding and runs an inquisitive service named Information Acquisition in Sharn (Lhash’ta’raak in Orc).

## Stats

Full 3.5 edition statistics for Kalaash can be found in the Dragonmarked source book on page 81.

## Notes

His relationship with Kava Velderan is never mentioned though, she is an heir to House Tharashk and an inquisitive in Sharn. Neither has the question as to why he would create his own independent inquisitive service when Kava already runs the largest service in Sharn.
Ibrahm van Helsing

The Hallowed Host

Silent Shroud

Ibrahm van Helsing is a Dark Lanterns counter-intelligence agent tasked with rooting out Karrnathi spies and other vampiric activity within Breland. His primary quarry: Calderus the Athirsted, a rumored vampire lord operating just under their noses within the borders of Breland.

## Description

Ibrahm van Helsing is man of medium height, strongly built, with his shoulders set back over a broad, deep chest and a neck well balanced on the trunk as the head is on the neck. The poise of the head strikes me at once as indicative of thought and power. The head is noble, well-sized, broad, and large behind the ears. The face, clean-shaven, shows a hard, square chin, a large resolute, mobile mouth, a good-sized nose, rather straight, but with quick, sensitive nostrils, that seem to broaden as the big bushy brows come down and the mouth tightens. The forehead is broad and fine, rising at first almost straight and then sloping back above two bumps or ridges wide apart, such a forehead that the greyed hair cannot possibly tumble over it, but falls naturally back and to the sides. Big, dark blue eyes are set widely apart, and are quick and tender or stern with the man's moods.

## Trivia

* Ibrahm's musical theme is Alan Silvestri's "Journey to Transylvania" from Van Helsing (2004).
* Unsurprisingly, Ibrahm van Helsing is based off Abraham van Helsing from Dracula.
* The Party first met Ibrahm van Helsing at The Victory Pit tournament held on New Year's Day 9499 AV.
Mystic Conflux (Feat)

Return to List of Homebrew Feats

## Mystic Conflux

You possess an intuitive understanding of the way magic ebbs and flows within enchanted items. Such items easily attune to you, and you are able to sound out their secrets. You gain the following benefits:

* The maximum number of magic items you can be attuned to is increased by one.
* You can cast the identify spell without expending a spell slot or material components. You must finish a long rest before you can do so again.
Matt Forbeck

**Matt Forbeck** is the author of the well-received Secret of the Spiritkeeper, the first book in the Knights of the Silver Dragon series.

Matt has worked full-time in the adventure game industry for over fifteen years, ever since he graduated from the University of Michigan with a degree in Creative Writing. With the exception of a four-year stint as the president of Pinnacle Entertainment Group, he was a freelance game designer for most of that time. Nearly all of the leading companies in the industry have published Matt’s work, including Wizards of the Coast, Games Workshop, TSR, Decipher, White Wolf, Pinnacle, Green Ronin, AEG, Reaper Miniatures, Image Comics, WildStorm Productions, Idea + Design Works, and many others. Matt has designed collectible card games, roleplaying games, miniatures games, and board games, and he has written short fiction, comic books, and novels.

## Books

* Marked for Death
* Road to Death
* The Queen of Death
Marketplace Permit

Many towns across Khorvaire require monthly permits for people to set up shop in order to cover the cost of the city guard to patrol that area. The prestige and security of a marketplace directly affects the cost of permits in that area, with poor marketplaces only patrolled to prevent full scale rioting, up to excellent marketplaces, where the city guard will safeguard individual shops from even vandalism.
Mind Trick (Spell)

*cantrip enchantment*

**Casting Time:** 1 reaction, which you take when a creature within 30 feet of you fails a Charisma check directed at a single creature

**Range:** 30 feet

**Components:** V, S

**Duration:** Instantaneous

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

The creature being spoken to must make a Wisdom saving throw. If you or your companions are fighting it or if the creature can't be charmed, they automatically succeed on this saving throw. If the creature fails the saving throw, you can reroll the Charisma check. If the creature succeeds the saving throw, it realizes that you attempted to use magic to influence its mood and may become hostile toward you. Otherwise, the creature is unaware the spell has been cast. You can’t use this spell against the creature again for 24 hours.
Nightwood Ale

**Nightwood Ale** is an alcoholic beverage, native to Karrnath and the region around Korth. Several brewers claim to have invented it, Brinter Distillery in Korth among them. Nightwood Ale is popular now among most of the Five Nations, and is a major export of Karrnath.

Nightwood Ale, has a strong flavor and cloudy color due to the top-fermenting yeasts used in brewing it combined with the bitter hops, which balance out the full-bodied, fruity flavor of the fermented yeast.

Karrns refer to the beverage as *Nightwood Pale*, refering to its golden color, which is light compared to the dark ales of the dwarves of the Mror Holds, which are also popular in Karrnath.

## References

* ***Five Nations***.

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

* Bound by Iron. Edward Bolme (2007). Wizards of the Coast.
Lumina

Holy symbol of Lumina

The Resilient Ember

Zaaman Rul (Rumored Bastard Son)

 The Vaati (Formerly)

Ehkahk (Formerly)

Chilimba (Formerly)

Chilimba

## Known Worshippers

* Cleric
* Bargard Wildsteel
* Kalel Mal-estik

## Ablilities

***The Blessing of Lumina.***

*You have been marked by a primordial power, and manifested volcanic cracks in your physical form. Through the mark, you can sacrifice some of your own life essence to mend the wounds of another creature. As an action, you can spend one of your Hit Dice to heal a creature you touch. Roll the die, add your Wisdom modifier, and that creature regains a number of hit points equal to the total.*

## History

**Bristia Pel** was the original Archomental Princess of Good Elemental Fire, and one of the first elementals to be born from Croft; it's rumored that she was the mother (with Imix) of Zaaman Rul.

Bristia Pel allied with the Vaati during their war against Chaos, and was murdered by her allies Ehkahk and Chilimba. As a result, Ben-Hadar turned against Law and fought with Chaos for the duration of the war.

Ten millennia after her death in the Vaati war against Chaos, Bristia Pel was reborn as Lumina. After being reborn into her new form, Lumina became a relatively minor figure in the Elemental hierarchy. She is worshiped by some mortals as a Goddess of Candles to this day.
Mark of Storm

File:Dragonmarks Lyrandar.jpg
The Mark of Storm gives its bearer power over the weather, from calm winds to raging rainstorms.

### House

The half-elves of House Lyrandar bear the Mark of Storm and through the Windwright Guild they all but monopolize in the business of shipping and transportation across sea and sky. The house also aids farmers through its Raincallers Guild who help to supplement farming communities during both floods and droughts. Unmarked house members are often successful farmers, crew mates on water based and air ships or plantation owners.

### Marks

* **Least**: *Endure elements*, *fog clouds* or *gust of wind* 1/day; +2 bonus on Balance checks
* **Lesser**: *Sleet storm*, *wind's favor* or *wind wall* 1/day
* **Greater**: *Control winds* or *control weather* 1/day

## References

Aberrant Marks (House Tarkanan) · Mark of Death (House Vol)
Nolan Toronak

The Cogs: Nolan Toranak (LE male dwarf commoner 7) represents the industrial powers behind Ashblack and Blackbones. The nobles and merchant princes of Skyway and the Upper-City own many of the foundries and forges in the Cogs, and Nolan usually aligns himself with one of the more eloquent councilors. The one issue that he does feel strongly about is the status of the warforged. His children were killed by warforged during the Last War, and he has never forgiven House Cannith or the warforged as a whole. If Nolan had his way, all warforged would be melted down or banished. As it is, he tries to find ways to bypass the stipulations of the Treaty of Thronehold, so warforged can be treated as property. There are a few groups of people in Sharn who share Nolan’s fear and hatred of the warforged, and he often channels funds to these organizations. He might hire adventurers to take action against House Cannith or the prominent warforged of Blackbones; or if there is a warforged among the party, Nolan could use his power to try to discredit the adventurers and drive them from the city.
Lawful Evil

**Lawful evil** is the methodical, intentional, and frequently successful devotion to a cruel organized system.

A lawful evil character methodically takes what he wants within the limits of his personal code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He's comfortable in a hierarchy and would like to rule, but is willing to serve. He is loath to break promises, and he is therefore very cautious about giving his word unless a bargain is clearly in his favour.

This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They feel these personal morals put them above unprincipled villains.

Many lawful evil characters use society and its laws for selfish advantages, exploiting the letter of the law over its spirit whenever it best suits their interests.

Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master.

Lawful evil is sometimes called "diabolical", because devils are the personification of lawful evil.

A tyrannical ruler who drafts the rules to suit himself, a corrupt lawyer or judge who uses the law to mask his own misdeeds, and the ruthless bosses and minions of organized crime are all examples of lawful evil characters.

## Characters

Some characters identified as Lawful Evil in the Eberron setting include:

* Solgar Dariznu
* Charl ir'Loran
* Vedim ir'Omik
* King Kaius ir'Wynarn I / King Kaius ir'Wynarn III
* High Cardinal Krozen
* The Lord of Blades
* Malevanor
* Moranna ir'Wynarn

## 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 Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
3. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
4. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
5. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
Oil of Slaying

This clear, gelatinous oil shines with streaks of a color based on the oil's type. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing Ammunition. Oil of Slaying is a Magic Oil meant to slay a particular kind of creature. Some are more focused than others; for example, there are both Oils of Dragon slaying and Oils of blue Dragon slaying. There can also be oils created to slay a specific individual.

Applying the oil takes 1 minute. For 1 hour, the coated item is magical and deals an ammount of additional damage to creatures belonging to the type, race, or group associated with the oil as seen on the chart below. A weapon can only be coated with one type of Oil of Slaying at a time.

Oil of Slaying
 Species or Race
 Blood Relative
 Specific Individual
Mourningsteel

Perhaps unfortunately named, Mourningsteel was discovered and put into use long before the Day of Mourning. Long associated with demonic cults, mourningsteel is actually a relatively benign alloy created through a merging of steel and rare red clay. However, that hasn't stopped demonic cults from embracing the association and utilizing mourningsteel heavily for their weapons and tools. Mourningsteel is a shiny metal suffused with streaks of brilliant crimson. Used predominantly for weapons, mourning steel hisses as it passes through the air, traveling faster and striking deeper than conventional weapons.
List of Magic Weapons

Shopping Center Home Page

Items on this page are commonly available for purchase throughout Khorvaire, but a particular item might not always be found in your area. You can only purchase an item on this page if the cost does not exceed the local Gold Piece Limit.

## Modular Enchantments

These enchantments can be added to any other magic item of the appropriate type. See Shopping Center Home Page for more details.
Londurak

Little is known about the dwarven clan **Londurak**, except for its legendary feud with clan Laranak. All dwarves know of the mutual enmity between these two clans, and it was only with reluctance and gifts from the other clans that the two agreed to work together to present a unified front at Thronehold. Their councilors disagree with each other out of habit and ancestral hatred more than reason. Now, the two clans wage their private war in whatever socially acceptable ways they can, each shifting alliances with the other clans to outplay the other.
Ignan

**Ignan** is the language of fire-based creatures, like fire elementals from the plane of Fernia. It shares the same Iokharic script that the Draconic language uses.

## Behind the Scenes

In the third edition, Ignan was the language of the fire elementals. However, with the consolidation of languages in fourth edition, all elementals now speak Primordial.

## 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.
List of Homebrew Classes

Return to Homebrew Rules

Character Creation House Rules

## Class Feature Variants

Each class in D&D gains features at particular levels. Have you ever wanted an alternative to one of those features? Or do you have a feature that gives you options to choose from and you’d like more options? If your answer is yes to either of those questions, the following class feature variants are for you. Here you’ll find features that replace or enhance the normal features of your character’s class. The class feature variants each specify which feature they replace or enhance. If a feature is replaced, you gain no benefit from it and don’t qualify for anything in the game that requires it. If a feature is enhanced, you continue to enjoy its benefits but now with new capabilities.

These pages do not incude the class feature variants found in Tasha's Cauldron of Everything, which are still available for your use. These variants are a lot more generous than the standard rules, so please do not exploit them for insane builds. If problems come up, features may need to be removed or reballanced.

* Class Feature Variants: Artificer
* Class Feature Variants: Barbarian
* Class Feature Variants: Bard
* Class Feature Variants: Cleric
* Class Feature Variants: Druid
* Class Feature Variants: Fighter
* Class Feature Variants: Monk
* Class Feature Variants: Paladin
* Class Feature Variants: Ranger
* Class Feature Variants: Rogue
* Class Feature Variants: Sorcerer
* Class Feature Variants: Warlock
* Class Feature Variants: Wizard
Morrigan Schnoerg

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.The only thing known of **Morrigan Schnoerg** is that he led the attack on **Khulmo d'Kundarak's** estate in Sharn, witnessed by Fixer. He bares a wicked scar across his face and has greasy black hair.
Delethorn

**Delethorn** is a port city in central Eldeen Reaches, on the shores of Lake Galifar. Its port is used for entertainment sailboats, trade vessels and military as its the only large port in the Eldeen Reaches.

The City boasts many commerce establishments for nobles such as the highly exclusive restaurant Chef De Arb at the city square as well as the Salty Fish Inn for seafarers near the docks. During the nights the city square is filled with food stands and the various bars around the square serve drinks via street windows.
Jonas Wylkes

File:Placeholder
Jonas Wylkes is one of five Storm Lords . He is also the leader of the Wylkeses . However he is such a poor steward of his family fortune that even his mother, Tulea Wylkes, is terrified by his poor managment skills. He spends most of his time as though he were on vaction by spending it at places like the Red Ring or Shadows .
Merfolk

**Merfolk** are a race of aquatic humanoids that live underwater.

## History

Merfolk have clashed with the sahuagin in the past.

## Appearance & Personality

A merfolk has the upper body, arms, and head of a fair-featured human, and instead of legs it has the scaled tail of a great fish. Merfolk are marine, but amphibious, and prefer to avoid combat.

## Society

Merfolk live in cities and isolated settlements within shallow seas and coral reefs, where protection and food are abundant. They train aquatic animals to serve as their guardians, similar to the way humans train dogs and horses.

The Devourer of the Dark Six is sometimes depicted as a merfolk, though whether they worship this deity is not stated.

## Lands

Merfolk reside underwater in coastal, temperate regions.

## Notes

Keith Baker has mentioned on his website that his original proposal for Eberron included sahuagin and the **merfolk** as major races of the seas of Eberron, with a smaller presence of the aquatic elves around Aerenal. The merfolk would be a diverse race that occupied the Lhazaar Sea from the western coast of Khorvaire to the eastern coast of Sarlona, with vastly different cultures on either coast.

## References

1. ↑ 1.0 1.1 1.2 1.3 ***Monster Manual***.
Skip Williams, Jonathan Tweet, and Monte Cook (July 2003). Wizards of the Coast. ISBN 0-7869-2893-X.
2. ↑ ***Secrets of Xen'drik***.
Keith Baker, Jason Bulmahn, and Amber Scott (2006). Wizards of the Coast. ISBN 0-7869-3916-8.
3. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
4. ↑ Keith Baker (02/06/2018). Eberron Flashback: Under The Sea. Archived from the original on 08/15/2018. Retrieved on 02/26/2019.
North Towers

### Buildings

Temple (Aureon), 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

**North Towers** is one of Lower Central’s two mercantile districts. It has a higher concentration of bookstores than any other district in Sharn except the University District. Quirky boutiques and small bookstores stand out among a host of more mundane shops.
Merrix d'Cannith

Baron **Merrix d'Cannith** is the current head of House Cannith in Breland. He is one of the most renowned artificers in Khorvaire today.

## Biography

Merrix is the grandson of the first Merrix, Son of Arren d'Cannith. He is also the former patriarch's grandnephew. He was an infant when the first warforged were made and is the youngest of the three leaders trying to become the "Great Gorgon." Being the youngest of the three he also has the weakest claim, but his skill makes the other two leaders wary of him. Merrix does not want to be the leader for the sake of personal power; he simply feels that the other two are not strong enough to do a good job of it. He's willing to lead for now, but he'd prefer to be left to his experiments. If he could find someone whom he thought was forceful enough to be taken seriously by the other houses and also willing to give Merrix a voice in house decisions, he'd be happy to hand over the routine politics of leadership.

## Novels

Merrix d'Cannith is a character featured in the novel Son of Khyber.

## Trivia

* Merrix is rumored to have a secret laboratory somewhere underneath Sharn, which supposedly holds one of the last working Creation Forges.

* The party suspects that he has somehow been corrupted by the mysterious figure known as Quorth.

## External links

* The Warforged, Part One – this Dragonshard describes Merrix's role in the creation of modern warforged
Matthew Sernett

**Matthew Lee Sernett** is an author and game designer who has worked with Wizards of the Coast for a number of Dungeons & Dragons projects, including Races of Eberron for the "Races" series of sourcebooks.

### Core D&D Credits

* Tome of Magic (2006) (design credit)
* Monster Manual III (2004) (design credit)
* Fiend Folio (2003) (design credit)
* Dragon Magazine article credits (editorial and author credits)

### Eberron Credits

* Races of Eberron (2005) (design credit)
Oil of Sharpness

This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing Ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a bonus to Attack and Damage Rolls. The bonus recieved depends on the oil’s rarity, as shown in the Oil of Sharpness table.

Oils of Sharpness
 Greater Sharpness
 Superior Sharpness
 Supreme Sharpness
Lucky Weapon (Item)

*Weapon (any), common (requires attunement)*

While holding this weapon, Olladra smiles upon you. Once per day, when you make an attack with this weapon, you can use your reaction to reroll the attack. You must use the new roll.

The weapon is only considered magical for the purposes of overcoming resistance to non-magical damage for the attack that you use this property to reroll.
Marsheila Rockwell

**Marsheila Rockwell** is the author of book 3 in "The Inquisitives" series of Eberron novels: Legacy of Wolves, which concerns a series of murders in the Thrane town of Aruldusk. Shifters are being blamed, and agents of both the Church of the Silver Flame and the usurped queen of Thrane are sent to investigate. She is also the author of The Shard Axe and its sequel, Skein of Shadows, both set in Xen'drik and based on the MMORPG, Dungeons and Dragons Online.
Necromancy Master (Feat)

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## Necromancy Master

*Prerequisites: The ability to create Undead, level 8*

You have mastered the art of bending Undead to your will.

* You can create undead using the remains of destroyed undead creatures.
* The distance which you can mentally command undead creatures under your control is doubled.
* You can cast Animate Crawling Claw as a ritual.
* You have learned to impose your will upon your undead servants from any distance. When you cast either the Animate Dead or Create Undead spells, you can reassert your control over undead if it is on the same plane as you, regardless of distance.
List of Great Lakes of Khorvaire

The lakes of Khorvaire, in order of size (greatest to least), according to the scholars of Wynarn University:

1. Lake Galifar, Eldeen Reaches and Aundair
2. Mirror Lake, Mror Holds
3. Lake Cyre, Talenta Plains
4. Silver Lake, Breland and Eldeen Reaches
5. Lake Brey, Breland
6. Lake Dark, Karrnath
7. Blackwater Lake, Droaam
Magecraft (Spell)

*1st-level divination*

**Casting Time:** 1 action

**Range:** Self

**Components:** V, S, M (A set of artisan's tools worth at least 1 sp)

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

**Class List:** Artificer, Bard, Wizard

You must be proficient in the artisan’s tools used as the material component of this spell. Once before the spell ends, you can gain advantage on an ability check using these tools.
Lich Censer

*Wondrous item, very rare*

*Crafted by: Lich Dust x30 (Smith’s tools, Religion)*

This censer has an innate connection with the lich from whom it was crafted. The censer has 30 charges. A creature holding this item can expend a charge, causing a faint wisp of smoke to emerge and blow in the direction of the lich if that lich is still animate and on the same plane of existence as the holder. The intensity and thickness of the smoke will increase with proximity to the lich. The censor can regain charges only by feeding it Lich Dust of the attuned lich.

***Curse.** If the lich is animate and on the same plane of existence as the censer when it is activated, the lich knows that it has been activated. If the lich is within 1 mile of the censer when it is activated, the lich knows the censer's exact location.*
Marked for Death

**Marked for Death** is the first installment of the Lost Mark trilogy written by Matt Forbeck and published in 2005.

> "'**Twelve Dragonmarks. Sigils of immense magical power. Borne by scions of mighty Houses, used through the centuries to wield authority and shape wonders throughout Eberron. But there are only twelve marks. Until now. Matt Forbeck begins the terrifying saga of the thirteenth dragonmark... The Mark of Death'**"
>
>

## Notable Characters

* Kandler: is the human Justicar of the small town of Mardakine on the border of the Mournland, where he and his step-daughter Esprë settled after the death of his wife Esprina.
* Bastard: a warforged who is in charge of the fortress Construct.
* Burch: a shifter and the deputy Justicar of Mardakine. Burch is an old, trusted friend of Kandler and is a master with the crossbow.
* Esprë: the blonde half-elven daughter of Esprina, and step-daughter to Kandler. Young Esprë manifests the Mark of Death, a dragonmark thought lost to time.
* Deothen: commander of a squad of Knights of the Silver Flame sent to Mardakine by the Voice of the Flame in search of the lost Mark of Death.
* Sallah: a female hot-tempered red-haired knight and second-in-command under Deothen.
* Te'oma: a changeling agent of the Lich Queen Vol, sent by her mistress to find the wearer of the Mark of Death.
* **Xalt**: a warforged artificer who displays a higher sense of morality than his former comrades who were aligned to the Lord of Blades.

## Minor Characters

* Brendis: a young human male and knight of the silver flame under the command of Deothen.
* Entiss: a veteran of the Last War who resides in Mardakine.
* Esprina: an elven woman who was the Mother of Esprë and wife of Kandler. She is now deceased.
* Fradelko: a resident of Mardakine.
* Gurn: the local baker in Mardakine.
* Gweir: a young human male knight of the silver flame who is under the command Deothen.
* Levritt: a lanky young blonde-haired knight under the command of Deothen. Levritt was too young to completely remember the Last War.
* Majeeda: is an undying elf presumably she is of the Undying Court religion.
* Mardak: the dwarven founder and mayor of Mardakine. Mardak helped clear the environs of the city with Kandler and Burch.
* Norra: a female human and friend of Kandler. She often watches over Esprë.
* Nortok: a resident of Mardakine.
* Patelko: a resident of Mardakine.
* Pradak: a young dwarf male and inhabitant of Mardakine. He is the child of Priscinta and Mardak.
* Priscinta: a female dwarf and wife of Mardak.
* Rissa: a female human and inhabitant of Mardakine.
* Rislinto: a male human and occupant of Mardakine.
* Shawda: a female human and occupant of Mardakine.
* Superior: a warforged who is ranked above Xalt and the other warforged at his post.
* Tan Du: a male vampire who was sent by Lady Vol to search for the Lost Mark.
* Temmah: a female dwarf inhabitant of Mardakine that serves as deputy justicar.

## Notes

The character Esprë has the Mark of Death on her back but on the front cover's illustration a young elf girl matching Esprë's description bears the mark on her upper arm.
Lucan Stellos

Lucan Stellos is a vampiric antagonist introduced in the Whispers of the Vampyr Blade chapter.

## Biography

Lucan Stellos was originally a human spy working for the Dark Lanterns. He was a well respected agent within the spy network and was described by Viorr Maelak, another Dark Lantern agent as being one of the best.

 Lucan engaged in a brief battle with Cleric while trying to escape after stealing the Vampyr Blade from the blood vaults of Sister Alkava. Lucan did not want to fight and held back his true power, but still won their duel easily.

The Party then hunted Lucan and chased him through Korranberg, until they finally managed to corner and defeat him in Caravan Crossing's Ziggurat in Thrane. Lucan lost both of his hands, and was delivered back to the Dark Lanterns. Lucan is now serving a lifetime sentence in Dreadhold prison.
Mountaineer (Feat)

Return to List of Homebrew Feats

## **Mountaineer**

No peak is beyond your reach. You gain the following benefits:

* You gain a climbing speed equal to your walking speed.
* You can use your reaction when you fall to reduce any falling damage you take by an amount equal to your character level.
* You gain advantage on any Strength (Athletics) checks you make in relation to climbing.
Dimensional seal

**Source** | Eberron Campaign Setting,pg. 272

The **dimensional seal** is a minor artifact that seals off a planar manifest zone. The Gatekeepers used dimensional seals to sever the various manifest zones to Xoriat at the end of the Daelkyr War.

## History

The origins of the magics of creating dimensional seals has been lost to time, though it is assumed that the knowledge originated with the dragon Vvaraak, the mentor of the first Gatekeeper druids. The goblins of the Dhakaani Empire tried to duplicate their magics, and an artificer named Taruuzh came close with his binding stones, but even he could not duplicate the dimensional seal.

Towards the end of the Daelkyr War, the Gatekeepers began placing these seals throughout the Shadow Marches and Eldeen Reaches after combined orc and goblin forces pushed the daelkyr armies back to the plane of Xoriat. The seals severed ties with the Realm of Madness, preventing the daelkyr from returning to Eberron.

Since the dimensional seals were created nine thousand years ago, though, their magics have been slowly deteriorating. The Gatekeeper druids have been tasked with maintaining their magics; but the Gatekeepers' numbers grow smaller and smaller each year. Now, an estimated thousand Gatekeepers are spread across the Eldeen Reaches and the Shadow Marches. While the Gatekeepers have the ability to temporarily generate the effects of a dimensional seal, they do not have the abilities to recreate the artifacts.

## Appearance & Abilities

A dimensional seal is a massive stone slab covered in an intricate pattern of runes and sigils.

The seal has two major effects. The first is that it projects an aura with a radius of two miles. This aura prevents effects such as teleportation, planar shifting, summoning, or dimensional travel. The second is that it contains the effects of a manifest zone, negating its influence upon the Material Plane.

In addition, the placement of these seals disturbed Xoriat's orbit in the Astral Plane, preventing it from becoming coterminous with Eberron.

## Locations

* A dimensional seal sits beneath Yarkuun Draal, though it has been partially corrupted by the daelkyr lord Bhodex'av'gr.
* A dimensional seal sits beneath the Bonetree Clan of the Shadow Marches. This seal was attempted to be breached by the dragon Dah'mir.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 ***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 ***The Grieving Tree***.
Don Bassingthwaite (2006). Wizards of the Coast. ISBN 0-7869-3985-0.
3. ↑ ***Player's Guide to Eberron***.
James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Wizards of the Coast. ISBN 0-7869-3912-5.
4. ↑ ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
5. ↑ ***Five Nations***.
Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the Coast. ISBN 0-7869-3690-8.
Lysse Lyrriman's Instant Captions

*cantrip divination*

**Casting Time:** 1 action

**Range:** Self

**Components:** S

**Duration:** 1 hour

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

Illusionary captions appear whenever a creature you can see speaks louder than a whisper within 60 feat of you. The captions appear in the color, alphabet, and font of your choice and are harmless illusions. Only creatures of your choice can see the illusions. The captions appear in the language the creature is speaking.

This spell was invented by **Lysse Lyrriman d'Sivis**.
Multishot (Spell)

*1st-level evocation*

**Casting Time:** 1 bonus action

**Range:** Touch

**Components:** V, S, M (a piece of ammunition or weapon with the thrown property worth at least 1 cp)

**Duration:** 1 round

**Class List:** Ranger

You touch a piece of ammunition or weapon with the thrown property, giving it a magical duplicate superimposed over it for the duration. The first time you attack with the empowered item, select a secont target within range of the weapon for the attack, making a separate ranged weapon attack for the magically duplicated projectile. This damage roll does not add any modifiers or bonus associated to weapon attacks.

Once an attack has been made with the piece of ammunition or weapon, the spell ends.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd Level or higher, you can select one additional target for each slot level above 1st.
Manifest zone

File:82142.jpg**Manifest zones** are certain locations on the world of Eberron that share a particularly close connection with one of the thirteen planes that orbit Eberron within the astral sea. Within a manifest zone, the area takes on properties of that plane; for instance, a manifest zone on Eberron with a like to the plane of Risia, the Plain of Ice may make the area much colder than under normal circumstances. Manifest zones also allow passage between one plane and the next; though for some zones this may only be a one-way trip.

The effects of a manifest zone may be related to a plane's proximity to Eberron. For instance, the effects of a zone may grow stronger as the plane approaches Eberron within the astral sea, or grow weaker as the plane grows more distant. However, even at a plane's most remote location, a manifest zone still has great effects on the world of Eberron.

Manifest zones may be located in the air, in the ground, or even deep within the Khyber. Manifest zones, are extremely long lasting, if not permanent; though it is remotely possible for an old zone to disappear and a new zone to appear. Zones can also range in size from the small (encompassing a city block) to the larger (encompassing a large forest). The locations of these manifest zones do not follow any scheme and scholars have failed to detect a pattern to their location.

While once manifest zones for all thirteen planes exist, now manifest zones only exist for twelve since the Cul'sir giants severed the plane of Dal Quor from Eberron.

About ten thousand years ago, the Gatekeeper Druids developed a way to seal off a manifest zone during the Daelkyr War. They developed dimensional seals (or Gatekeeper Seals), which magically lock down the effects of a manifest zone. All of these seals, however, were designed to lock down manifest zones to Xoriat, and the magic to produce them was lost to the ages.

## References

1. ↑ 1.0 1.1 1.2 ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
2. ↑ ***Secrets of Xen'drik***.
Keith Baker, Jason Bulmahn, and Amber Scott (2006). Wizards of the Coast. ISBN 0-7869-3916-8.
Mishann ir'Wynarn

**Mishann ir'Wynarn** (858 - 908 YK)

The eldest daughter of King Jarot ir'Wynarn Mishann was the regent of Cyre until her father's death in 894 YK. In that year, following the succession of rulers that had been observed since the reign of Galifar I Mishann should have inherited the crown. Instead Thalin her younger brother and regent of Thrane opposed her ascension. Supported by Kaius and Wroann it was only Wrogar's intervention that prevented the shedding of royal blood in Thronehold. This objection would spark the century of bloody conflict known as the Last War and Mishann would rise to the position of Queen of Cyre.

In 908 YK Mishann was assassinated by the Order of the Emerald Claw. Mishann was succeeded by her son Brusst ir'Wynarn and is the great-great grandmother of the current leader of what was once the nation of Cyre, Prince Oargev ir'Wynarn.

## References

* ***Five Nations***.

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

* ***The Forge of War***.

James Wyatt, Wolfgang Baur, Ari Marmell (2007). Wizards of the Coast. ISBN 0-7869-4153-7.
Logokron Devil

File:Placeholder
Logokron devils are from the plane called Shavarath. They fight in an unending battle alongside the lawful evil faction. And there is nothing they despise more than a word archon. Logokron devils are very powerful creatues who specialize in stealthy activities (like stealing important documents). They are very well armored large creatures who use truename magic.