recursal/Fanatic-Fandom huggingface dataset:
Corrode

*3rd-level conjuration*

**Casting Time:** 1 action

**Range:** 20 feet

**Components:** V, S

**Duration:** Instantaneous

**Class List:** Artificer, Wizard

You blast a target with mass of acid. The target must make a Dexterity saving throw. On failure, the target takes 8d4 acid damage immediately and becomes covered in acid. The target takes 2d4 acid damage at the end of each of its turns. The target or a creature within 5 feet of it can end this damage by using its action to clear away the acid.

If you target a metallic creature or object, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 3rd.
Byam

**Byam** is the captain of the *Sea Dart*, an elemental bonded underwater vessel. Captain Byam works out of the Grayflood ward of Sharn. He is a loyal retainer to House Cannith, and frequently ferries people from Sharn to Stormreach in Xen'drik at their request. Captian Byam typically commands a crew of 6, all gnomes. Byam has short, dark hair and colorful speech.

## References

1. ↑ ***Grasp of the Emerald Claw***.
Bruce R. Cordell (2005). Wizards of the Coast. ISBN 0-7869-3907-9.
Darfellan

**Darfellan** are a race of coastal humanoids who have a long-running feud with the sahuagin. They are found in the western region of the Bitter Sea.

## History

The darfellan were once a more numerous people, who survived as hunter-gatherers on the coasts. They clashed with the sahuagin and their population was decimated to their current levels.

## Appearance & Personality

Darfellan have a distinctive appearance with black and white markings reminiscent of the whales they hunt. Occasional individuals are born pure black with no markings at all or, rarely, all white. These individuals are celebrated in their communities and their birth is viewed as an omen.

Darfellan are a brooding people who have a deep enmity against the sahuagin. They will often fall into a rage if they encounter them. They are otherwise secretive and reserved when it comes to many other humanoids they encounter.

## Abilities

Darfellan are adept swimmers and can hold their breath for a long time. They have the ability to maneuver like the whales they resemble in water, using echolocation for *blindsense*.

## Society

Much of their society and culture has been lost since their conflict with the sahuagin. Darfellan society was once a caste-based system. Now their population is too low to support this system. As a result they consider a person's role more significant than their name.

 File:90723.jpg
The darfellan worship a deity they call the *Whale Mother*, who is said to be the patron of the darfellan and all aquatic mammals. Communities follow ceremonies to praise her and do not construct temples in her name. Darfellan believe their prayers went unanswered during the Sahuagin wars, and believe predominantly that the gods have abandoned them. They do, however, hold belief in a figure known as the "Deep Dweller", a messianic figure who will someday emerge and unify the scattered remaining Darfellan, destroy the Sahuagin, and restore the race.

## Lands

The darfellan range along the coasts for food. They are found in the Bitter Sea of western Khorvaire, and are particularly common near Icewhite Island.

## Notes

In Stormwrack the darfellan follow the patron deity they call the *Whale Mother*. In Eberron the *Whale Mother* may be an aspect of Boldrei or Dol Arrah due to similarity in portfolios and alignments.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 ***Stormwrack***.
Richard Baker, Joseph D. Carriker, Jr., Jennifer Clarke Wilkes (August 2005). Wizards of the Coast. ISBN 07-8692-873-5.
2. ↑ 2.0 2.1 2.2 ***Player's Guide to Eberron***.
James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Wizards of the Coast. ISBN 0-7869-3912-5.
Chaotic Evil

**Chaotic evil** is power without control, selfishness unfettered by any law.

A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. His plans are haphazard and any groups he joins or forms are poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him.

These characters will commit any act to further their own ends. Chaotic evil is sometimes called "demonic" because demons are the embodiment of chaotic evil.

Many serial killers would fit this description, as would indeed most of the more violent and reckless criminals found in the worst sorts of places.

## Characters

Some characters in the Eberron setting identified as Chaotic Evil include:
Cazha Bloodwing

**Cazha Bloodwing** is a member of Daask, a criminal organization made up of numerous monstrus races, that makes its home in Sharn, the City of Towers. She is one of three who oversee military operations for Daask under the command of the ogre mage Cavallah. Cazha operates from Daask's holdings in the wards of Malleon's Gate or the Cogs.

## References

1. ↑ ***Sharn: City of Towers***.
Keith Baker and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3434-4.
Aquan

**Aquan** is the language of water-based creatures, like water elementals from the plane of Lamannia. It shares the same script, Rellanic, that the Elven language does.

## Behind the Scenes

In the third edition, Aquan was the language of the water 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.
Briar the Greensinger

**Prisoner Briar** is a prisoner held in one of the silent cells of Dreadhold.

## History

Briar the Greensinger is a folk hero known of the Eldeen Reaches and western Aundair who stoked the fires of rebellion among the populace to rise up against their rulers.

Following the independence of the Eldeen Reaches from Aundair in 958 YK, he continued to embarass and mock Queen Aurala. In 968 he was captured and sentenced by the government of Aundair to reside in a *silent cell* in Dreadhold, where he has since neither spoken nor heard a sound.

## Appearance & Personality

Briar is a middle-aged half-elf with thinning blonde hair that drapes down to his shoulders.

Briar is able to endure his harsh sentence due to his intense resolve and relentlessly upbeat perspective.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 "**Dreadhold: Eberron's Inescapable Island Prison**" (June 2006) by Keith Baker and Jason Bulmahn. *Dragon Magazine* issue 344. , *p. 69-82*.
Artemis Stak

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.Artemis Stak was a ruthless assassin. Stak lived an empyu life devoid of any pleasure except that of the kill. the passage of time caused him to soften his sentiments but he was still a dangerous fighter.

Notes: Ranger, Rogue, Fighter, Human, Inhabitant of Valenar.
Central Plateau

**Central Plateau** is the heart of Sharn. Its top levels include the seat of the city's government and its bustling finance districts. Its middle levels host the enclaves of the dragonmarked houses (which some describe as the real government of the city) and embassies of the other nations of Khorvaire. Its location makes its residential neighborhoods highly desirable and its marketplace perhaps the busiest in the city.

A long wall circles the Central Plateau at it's lowest level, interrupted by towers along it's entire length. Inside the wall, structures rise higher and higher towards the middle, creating a huge artificial mountain at the heart of the city.

## Districts

#### Upper Central Plateau

* **Highest Towers** - Civic district
* **Korranath** - Finance district
* **Korran-Thiven** - Finance district
* **Mithral Tower** - Wealthy residential
* **Platinum Heights** - Fine shops
* **Skysedge Park** - Park district

#### Middle Central Plateau

* **Ambassador Towers** - Embassy district
* **Dava Gate** - Professionals
* **Dragon Towers** - Guildhall district
* **Sovereign Towers** - Temple district
* **Sword Point** - Garrison
* **Tradefair** - Marketplace

#### Lower Central Plateau

* **Boldrei's Hearth** - Inn district
* **Granite Halls** - Shops
* **Myshan Gardens** - Average residential
* **North Towers** - Shops
* **Olladra's Kitchen** - Tavern district
* **Vallia's Towers** - Average residential
Casual Cantrips

Return to Homebrew Rules

Return to List of Homebrew Spells

## Casual Cantrips [WIP]

In Aerenal, almost every citizen knows a few cantrips. The Five Nations aren’t quite so advanced; there, cantrips are common, but still reflect specialized training. Most people rely on common magic items; a magewright can be proud of their talents, though just as magewrights have a narrow spell selection, their cantrips are also more limited than those used by player characters. A magewright chef uses effects similar to prestidigitation to heat and flavor food, but they can’t conjure illusions or extinguish flames. The idea is that the most versatile cantrips -- such as prestidigitation and thaumaturgy -- represent knowledge of a range of discrete spell effects, all categorized under one greater cantrip. Your spell list merely says prestidigitation, but that encompasses a host of lesser cantrips; when you extinguish a fire, you’re actually casting incendiary purge, and when you chill your drink, you’re performing culinary transmutation.

Not all spellcasters are adventurers and many will never have reason to ever cast a single magic missile. While some utility spells like heat metal and prestidigitation have made it into the spellbooks of great wizards, most don't find use for everyday townsfolk spells like grow hair or Boldrei's Broom. These spells are most often used by magewrights and the magically-inclined layperson.

Casual cantrips are particularly easy to learn. A character can spend downtime to study and master a casual cantrip that is on their class's spell list. If a cantrip does not have a listed class, any character that can cast at least one spell can learn it, but the training takes twice as long if they do not have either the Spellcasting or Pact Magic feature. A mastered casual cantrip does not count against the number of cantrips known. A character can master a number of casual cantrips equal to their intelligence modifier (minimum of 0). Additionaly, there exists a 1st-level ritual version of each casual cantrip.

## Cantrips by Class

These cantrips can be mastered by characters of the specified class.

## Classless Cantrips

These cantrips can be learned by a character of any class, if they have the ability to cast at least one spell.

###### Additional Mundane Magic lists:

* d100 Mundane Spells
* Mundane Magic- A collection of everyday spells
* Hearth Magic - Small spells for the commoners of the world
Court Aasimar (Race)

Return to List of Homebrew Races

Court aasimar appear among the elves of Eberron, and combine the celestial gifts of the aasimar with the long lifespan and fey blood of the elves. They have the aasimar traits from Volo’s Guide to Monsters, plus the traits below.

***Ability Score Increase.*** Your Dexterity score increases by 1.

***Age.*** You mature at the same rate as an elf, but you can live up to 1,000 years. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

***Trance.*** You don’t need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

***Extra Language.*** You can speak, read, and write Elvish.

***Guidance From the Past.*** Starting at 3rd level, you can use an action to draw on your connection to your ancestors. Misty tendrils flow around you, whispering advice only you can hear. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you gain advantage on all Wisdom checks and saving throws. Once you use this trait, you can’t use it again until you finish a long rest.
Conductor's Baton (Item)

*Wondrous item, rare (requires attunement by a bard)*

This small, wooden stick is 12" long and tapers slightly towards the tip. At the other end it widens to a small bulb sufficient to counterbalance the shaft. Once attuned by a bard, as an action, the baton can be used to cast Silence and Compulsion. Once the instrument has been used to cast these spells, it can’t be used to cast them again until the following dawn. Additionally, as an action, the baton can be used to make a number of mundane musical instruments you can see equal to twice your bard level, start playing themselves if they are not already being played. This requires concentration and the effect ends if concentration is broken.
Calderus

Ally's picture of "papa"

Zerth

Vampire

Calderus

## Recovered Letter

> "*To my sweet Alkava,*
>
>
> I have decided to allow your continued studies into the Vampyr Blade. I have long since given up my original purpose in collecting the artifact, but I have no doubt that if the mysteries hidden within are ever to be discovered it will be by your hand. You are, of course, the most talented sorceress in the art of blood magics that I have ever seen -- due in no small part to our newly shared heritage, I’m sure. You have exceeded my every expectation thusfar, even if a few of your methods leave much to be desired.
>
>
> Stand vigilant, Alkava, and report to me any suspicious behaviour. There is likely a traitor in our midst. My agent within the Dark Lanterns was compromised by someone who far knew too much of our existance and operations. I will find them, and I will end them.
>
>
> If we are being targeted, I fear it may be by the source of that psychic disruption I have sensed prior. I am more than aware that I was not the only survivor, yet I fear there is something fast approaching which we are not yet prepared to face. Unknowns are dangerous. Mind your work, Alkava, and continue to send your shipments.
>
>
> With kindest regards,
>
>
>
> Zerth Calderus the Athirsted*"*
>
>

## Known Followers

* Sister Alkava
* Ally
* Collin Lasseter
* Ibrahm van Helsing? (MIA, possible connection)
* Lucan Stellos (formerly)
* Mogis? (Cursed by Sister Alkava, possible connection)
* Nessus
* Nicolai d'Deneith
Chris Sims

**Chris Sims** lives with his wife in the Seattle exurb of Covington where he keeps his treasure.

## Credits

* ***Eberron Campaign Setting***.

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

* "**Explore Fairhaven**" (September 2009) by **Chris Sims**. *Dungeon Magazine* issue 170. , *p. 29-36*.
Character Theme: Sentinel Marshal

**Edition** | 4th ed.

*Hailing from an ancient line of warlords and mercenaries, Sentinel Marshals are the quintessential elite in law enforcement in Eberron. Contracted to pursue criminals across national borders and beyond into uncivilized realms, they are an international police force dispensed by House Deneith. The Sentinel Marshals hold a reputation of honor, courage, and neutrality unrivaled by traditional chivalric agencies. Where royal courts, churches, and noble houses produce knights sworn to feudal lords, House Deneith produces knights sworn to the immortal ideology of a vanished kingdom. Their devotion to justice is second to none.*

*The life of a Sentinel Marshal is far from easy, and even the men and women who meet its formidable standards seldom choose it. Most marshals travel constantly, work alone, and regularly cross blades with ruthless outlaws. More than mere soldiers of House Deneith, they are agents of justice and the law, warrior-diplomats who traverse physical and political hazards every day.*

*Sentinel Marshals aren’t flawless in their actions. They are, however, expected to be.*
Cloak of Gliding (Item)

*Wondrous item, uncommon (requires attunement) or rare*

When you fall at least 10 feet above the ground, you can use your reaction to spread the cloak like wings to glide horizontally a number of feet equal to your walking speed, and you take 0 damage from the fall. You determine the direction of the glide.
Cerulean Hills

Nestled south and east of Stormreach the Cerulean Hills are a region of lightly forested rolling hills that have recently been settled by farmers and others choosing to live on the edge of Stormreach.

The landscape is dotted with ruins of previous settlements and the former Giant Empires.

## References

***Dungeons and Dragons Online***
Standing Stone Games, Turbine (Former) (February 28, 2006). Daybreak Games, Warner Bros. Interactive Entertainment (Former), Atari (Former), Code Masters (Former).
Carralag

**Carralag** is a gargoyle native of Sharn, the city of towers. Each year, Carralag participates in the city's Race of the Eight Winds, a great aerial race on the 23rd of Lharvion. For the race, each of the districts of Sharn fund a flying creature to participate in an amazing race that weaves its way through the towers of Sharn. Carralag represents the Fallen and Malleon's Gate districts, and is also secretly funded by the monstrous criminal organization Daask. Though Carralag has yet to win a face, his fierce cleverness as gained him a strong following amongst the Darguuls and Droaamites of Sharn, who love seeing the gargoyle challenge the more "elite" districts.

## Abilities

Carralag possesses the *Manifest Flight* feat, which makes him a better flier in the city of Sharn than other gargoyles, thanks to Sharn's manifest zone with Syrania.

## References

1. ↑ 1.0 1.1 ***Dragonshards: The Race of the Eight Winds***. Keith Baker (December 20, 2004). Wizards of the Coast.
Bracers of the Merciful Knight (Item)

*Wondrous item, very rare (requires attunement)*

These golden bracers are engraved with images of celestial creatures. If you have 1 or more level in the Paladin class, the pool of healing power of your Lay on Hands ability is increased by 20. Additionally, you can expend 5 hit points from your pool of healing to cast lesser restoration.
Calculate (Spell)

*1st-level divination (ritual)*

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S

**Duration:** Instantaneous

**Class List:** Artificer, Wizard

When this spell is cast on a writing utensil, it writes the correct solution to any equation comprised of basic mathematical functions (addition, subtraction, multiplication, division, percentage) spoken aloud.
Boranel ir'Wynarn

**King Boranel ir'Wynarn** (?? YK - present)

A bear-like warrior King Boranel is the leader of the nation of Breland. Instrumental in negotiating the Treaty of Thronehold, he's a man who suffers from the fact that he may be too noble to successfully govern his kingdom. He is, currently, one of the most popular rulers that Breland has ever known. Only time will tell if King Boranel's decisions will see the end of the monarchy in his nation or its revitalization.

King Boranel is the third son of Boranex ir'Wynarn, the previous King of Breland. Boranel's two older brothers died in the Last War, and his younger brother Kor ir'Wynarn is the commander of the King's Citadel. Ascending to the throne 37 years ago in 9462, he received a broad education with a focus on the arts of war. His most memorable teacher was an elven weaponmaster named Eliri. The impressionable young prince fell in love with her, but it was never meant to be.

In the Last War Boranel would rise to become a great general, strictly through merit alone. He earned this fame by defeating a brutal Karrnathi officer by the name of Count Vladimir Creighton in single combat at the Battle of Baran's Keep.

He married Lady Chaseva ir'Maasat from Cyre, in a great romance of Breland. During this time, he was a great treasure hunter in Xen'drik, and sought out tremendous wealth in the ruins of that land. Eventually, his happiness came to an end when his Queen was murdered by parties unknown.

Boranel has outlived three wives and has eleven children. The destruction of Cyre was only the final straw for what developed into a tremendous need for peace in him. It was he who chiefly negotiated the Treaty of Thronehold and was tireless in its defense.

## Trivia

* The King has two Magebred Ghost Tigers that he keeps as pets.
Campaign Workbook: The Blasphemer

**Edition** | 4th ed.

*The earth groaned in protest and pain as the dragonfire coursed over it. Kathrik Mel crouched down and placed his palm on the ground. The grass died at his touch, and the earth’s outcry grew louder in his ears. He lifted his hand, looked at his fingers, and rubbed away flecks of gray ash from the tips. He drew a slow breath, and the mingled aromas of autumn and smoke turned to rot in his nostrils. He stood, stretched his arms wide, and shouted.*

*"Forward! Trample their bones into the ground! For Kathrik Mel!"*

*His warriors took up the cry: "Kathrik Mel! Kathrik Mel!"*

*He felt the heat of the dragonfire at his back and smiled. The warriors before him were too slow. He spoke a word, and fire leaped around him to lash at their backs, impelling them forward. For a moment he was bathed in fire, and he cackled.*

*As he strode behind his onrushing horde, he listened to the cries of the earth, searching for the painful harmonies of the Gatekeepers' seal and the stifled chorus behind it. Softly, he began to hum his part of that entropic chorus, a song of madness that would unmake the seal -- the song that would soon unmake the world.*
Cleansing Stone

A **Cleansing Stone** is an Aundairian invention used to quickly rinse the body without the need to bathe. It consists of a marble orb set upon a pedestal. When the orb is touched, a wave of cleansing energy rolls over the user's skin, hair and clothes, repulsing dirt, removing bodily oils and leaving behind a pleasing scent reminiscent of fresh rain.

## References

1. ↑ ***The Queen of Stone***.
Keith Baker (November 2008). Wizards of the Coast. ISBN 978-0-7869-5009-6.
Carcass Crab

Mutated by the Mournland, the **carcass crab** is a huge crustacean with dead bodies, abandoned weapons and armor, and other battleground remnants covering its outer shell. While they mainly patrol the Mournland with its camouflaged shell, carcass crabs have been seen passing into Darguun and Valenar.

## Appearance

Upon first glance, the carcass crab appears to be a pile of rotting corpses and abandoned armor. However, this is just an outer layer of a crustacean shell. beneath the shell juts out eight legs, four eyes on eyestalks, and two powerful pincers. The crab's orange shell is barely visible beneath all the remnants of war that make up the crab's outer covering.

## Abilities

The carcass crab primarily relies on its pincers to attack its foes. The various barbs that jut out from the crab's armor are poisonous. In addition, the crab has an adhesive layer on the outside of its shell; it is this layer that creates the detritus that adds to the crab's armor.

## 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.
Darkweave

Darkweave fabric has strands of shadow interwoven with black threads to produce a coarse but beautiful cloth. Darkweave fabric can be made into a set of clothing, being nothing more than spun cotton grown in areas near manifest zones to Mabar. Darkweave clothing costs 150 gp more than a normal outfit of the same sort, and weighs the same.

When you make a Dexterity (Stealth) check while wearing Darkweave in dim light or darkness, you can roll a d4 and add the number rolled to the check. Once you use this property, it can't be used again until the next dusk.
Cannith South

This part of the house is lead by Merrix d'Cannith. Cannith South is seen by many people as the closest replacement for Whitehearth that the house will ever get. This Enclave possesses the last creation forge. The Cannith of the South send expeditions to Xen'drik to find new artifacts and to the Mournland to regain the lost items and plans of Whitehearth. The Southern Cannith's enclave are all over Breland, Zilargo, and Darguun. There are rumors that they will seat an enclave in Xen'drik but the house denies these plans. Merrix has secured an enclave to be built in Stormreach. The heirs of Cannith South are driven to create new things that that can help Merrix gain control of the house. Worship of the Traveler, in his artificer aspect, has taken a slow hold on members of Cannith South. This troubles Cannith West in particular.
Cannith 12

**Cannith 12** is a secret workshop site of House Cannith, specifically, Cannith East, which is governed by Zorlan d'Cannith from Korth, Karrnath. The workshop is in the far northeast of the nation of Karrnath, north of the Mror River and east of the Icewood.

## References

* ***Five Nations***.

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

Immense eldritch machines that produce the warforged, the **Creation Forges** have all been officially dismantled according to the agreements in the Treaty of Thronehold. The creation forges were first crafted by Merrix d'Cannith, but it was his son Aaren d'Cannith who perfected his fathers work and turned the forges to the creation of the warforged. For thirty-one years the creation forges churned out numbers of warforged through processes only scions of House Cannith fully understand.

Although the creation forges have been outlawed two still operate in secret. Merrix d'Cannith II, the grandson of the progenitor of the warforged, still runs a creation forge deep in the bowels of Sharn; however he performs creations sparingly, so as not to alert any outsiders to its presence. The other creation forge is located deep in the Mournland and controlled by the Lord of Blades. This forge was damaged either during the Last War or the Mourning, and so only produces warforged at a fraction of the rate at which it used to. It is not unusual for warforged to emerge this forge with deformities in either body, mind, or both.

### The Genesis Forge

House Cannith once had a fortress-sized creation forge known as the Genesis Forge. There was only one, as construction required enormous amounts of raw materials and a connection to the elemental planes. The Genesis Forge was lost in the Mourning, but while it existed and was fed enormous amounts of raw materials, it was able to mass produce mundane and magical items, and if rumor are to be believed, it could even produce other creation forges. To this day, House Cannith still reels from the loss, and struggles to gather components and locate a viable site to rebuild the forge.

## References

* ***Eberron Campaign Setting***.

Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.\*
Creation's Muse

**Creation's Muse** is a variant sect of worshippers of the Dark Six who revere the Traveler above the rest attribtuing the creation of all dieties of the Dark Six and the Sovereign Host either directly or indirectly to the Traveler. Attributing every significant discovery from warforged to dragonmarked houses to the Traveler they hold him higher than all other gods and travel the world in constant search for him. They bear a special hatred for the Scions of the Forge and warforged followers of Onatar holding that the true god of creation is the Traveler and should be worshipped as such. Followers of Creation's Muse come from all races and walks of life and all of which work to bestow gifts of the Traveler to others.

### References

* ***Faiths of Eberron***.

Jennifer Clarke Wilkes, Ari Marmell, and C.A. Suleiman (2006). Wizards of the Coast. ISBN 0-7869-3934-6.
Crypt of Crimson Stars

*For centuries the Crypt of Crimson Stars has lain hidden in the vast expanse of the Talenta Plains. Now it has been found, and its legendary lost treasures draw adventurers from across the continent. Can you navigate deadly traps, fearsome guardians, and vengeful nomadic halflings to claim the prize?*

***"Crypt of Crimson Stars"** is an Eberron adventure designed for four 7th-level characters, scalable for levels 6-9. This adventure is part one of the three part "Shards of Eberron" Campaign Arc. This adventure originally appeared as round one of the Eberron open adventure at Gen Con Indy 2004. While the story continues in the following issues, "Crypt of Crimson Stars" is also easy to run as a stand-alone adventure.*
Breven d'Deneith

**Baron Breven D'Deneith** is the current patriarch of House Deneith. Breven d'Deneith commands the Sentinel Marshals and the Defenders Guild out of the House Deneith enclave in Karrlakton.

Breven is a an honorable man who helped his house maintain a neutral stance in the Last War, despite his house and personal connections to Karrnath. Though some within his ranks whisper of rebellion and of House Deneith using its military might to take the throne, Breven considers such ideas to be utter madness as it would compromise all he has worked for in the name of his house, not to mention getting involved with other powers, such as the Chamber.

## References

1. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
2. ↑ ***Dragonmarked***.
Keith Baker, Ari Marmell, Michelle Lyons and C.A. Suleiman (2006). Wizards of the Coast. ISBN 0-7869-3933-8.
Boneyard

The Boneyard is an area in the Talenta Plains filled with many skeletons of dragons. The halfling clans of the Plains consider the place to be cursed and will not willingly enter it. It is extremely ancient and may date from the Demon Wars. Filled with all manner of aberrations, it seems to lie atop a Xoriat manifest zone.

## References

* ***Eberron Campaign Setting***.

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

* ***Voyage of the Mourning Dawn***.

Rich Wulf (June 2006). Wizards of the Coast.

* ***Flight of the Dying Sun***.

Rich Wulf (February 2007). Wizards of the Coast. ISBN 978-0-7869-4316-6.

* ***Rise of the Seventh Moon***.

Rich Wulf (November 2007). Wizards of the Coast. ISBN 978-0-7869-4342-5.
Courtesan

Gifted in etiquette and guile, courtesans move from one benefactor to the next, infiltrating social circles to spy on their enemies…and just as often their allies. Betrayal is their past time, victims played like the fine chords of a harp. At times courtesans serve as high-priced assassins, though they prefer to ruin foes without resorting to violence. However, once blades are drawn, they prove to be devious combatants, sowing discord among foes and leveraging weaknesses to lure foes to their doom. Few can say whose side a courtesan truly belongs to, or what really drives their plays for power – those who know have long since fallen silent to blade or blackmail.

Courtesans weather the inevitable questioning of moral character with poise, an unreadable veil across their face as they plan their next scheme. They could be the recently freed servant of a deposed king, a reluctant prisoner of war seeking to return home, a worldly entrepreneur secretly blackmailed into assisting the throne, or a gifted dancer sent to kill the marquis oppressing your people. This class can be found in the *Experts v3.5* supplement by Skirmisher Publishing.

In Eberron courtesans would likely come from the courts of the Five Nations, from Korth, Fairhaven, Wroat, Flamekeep, or Thronehold. But they could come from other major cities such as Sharn as well. Anywhere, there is a lot of power and money. They could come from other courts as well, even Rhukaan Draal or the Great Crag. A clever manipulator can make their way anywhere there are people and heirarchies to maneuver among.
Cayla

**Cayla d'Jorasco** is a young and beautiful halfling from the Fairhaven Jorasco enclave. She was recently transferred to the Sharn enclave where her *restoration* ability is more needed.

Cayla is a dragonmark heir who bears a lesser Mark of Healing on her left thigh and is favored in her house.

Cayla spent a lot of time at the court of Aurala in Fairhaven while she served there and is well-versed in etiquette, heraldry, nobility, and dancing. Because of this she is sometimes chosen to represent Jorasco in diplomatic or upper-class social affairs.
Braeden d'Cannith

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.**Braeden d'Cannith** was the only human child of Herrgoth d'Cannith. He inherited Herrgoth's fortune after Herrgoth was excoriated and was enrolled at Morgrave University when the party found him. He directed them to Herrgoth's old estate after the party helped him avoid an attack from the Boromar Clan. Braeden was found hanging by a rope from his dorm window - most likely killed by the Boromar Clan - by Selktash.

Notes: Human, Member of House Cannith
Daric d'Velderan

Daric d'Velderan (CG male human ranger 6/dragonmarked heir 2) is one of the three triumvirs who make up the ruling council of House Tharashk, the Triumvirate. He is also the leader of Clan Velderan but, like the other triumvir he must not allow his clan status to affect decisions that will influence the entire house. Unlike his fellow triumvirs Daric's clan appears to have no strong connection to either the Cult of the Dragon Below or the Gatekeepers.

## 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.
Common

**Common** is the official common language of the Kingdom of Galifar, descended from the Middle Common spoken by settlers from the continent of Sarlona, and Old Common from the ancient kingdoms before that. Though both Riedran and Common come from the root Old Common, they have evolved differently enough that someone speaking one cannot understand the other.

## References

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

A mountain chain on the western coast of Khorvaire, separating Droaam from the Eldeen Reaches. The mountains are home to medusas, basilisks, several flights of harpies, and other horrible creatures.

The Byeshk and Graywall Mountains hold abundant resources of byeshk, a purple metal widely used in jewelry as well as for bludgeoning weapons. Such weapons are particularly effective against daelkyr and some aberrations. The Dhakaani hobgoblins mined byeshk for use against the daelkyr, and some of those mines still exist today. Many of them remain inhabited by the descendants of the horrible creatures the daelkyr sent in to shut the mines down.
Corrupture

**Corruptures** are oozes created from the warping of nature. Created on the Day of Mourning, corruptures emerged from the dead gray mists to threaten nations neighboring the Mournland, especially Darguun, Thrane, and the Talenta Plains.

## Appearance

Corruptures are disgusting gelatinous blobs, covered in pustules that erupt. They can appear any color, from tan to pink, and sometimes even red. Webs of veins and bruises crisscross its acid-filled flesh. Mindlessly hungering for meat, corruptures instinctively move towards any moving creature.

## Abilities

Like other oozes, corruptures are covered in acid. Their acid burns away anything it touches, especially organic material. Corruptures' pustules can explode, spouting acid out in a large burst. Corruptures are also aquatic in nature, and can live easily in bodies of water. Because of their nature, corruptures are immune to acid attacks.

## References

1. ↑ 1.0 1.1 1.2 ***Monster Manual IV***.
 (July 2006). Wizards of the Coast. ISBN 0-7869-3920-6.
Class Feature Variants: Bard

Return to Homebrew Rules

Return to Character Creation House Rules

Return to List of Homebrew Classes

Whenever you finish a long rest, you can you can replace one bard spell of 1st-level or higher you learned from this *Spellcasting* feature with another spell from the same spell list. The new spell must be the same level as the spell you replace.

### Countercharm

*6th-level Bard feature (enhances Countercharm)*

When you start a Countercharm performance, if any creature that gains its benefit is currently charmed or frightened, it can immediately make another saving throw against the effect that imposed the condition.
Bronzewood

The mightiest trees the world has ever seen, **bronzewood** can reach 30 feet across at their base, and over 300 high. Its flesh is so tough that woodsmen opt for drills and picks over saws. This exceptionally hard wood, native to Aerenal, is useful in the manufacture of armor and weapons. Unlike most woods, bronzewood can be used instead of metal to fashion heavy armor and weapons—it is somewhat shapeable during manufacturing, and it keeps a sharp edge. Although dense and weighty compared to other woods, it is still lighter than steel: Items weigh 10% less when made from bronzewood rather than metal. A similar species of tree, known as Ironwood, is used by the warrior-druids of the Eldeen Reaches.
Coming Home

As a prelude to the Lost Mark trilogy, Matt Forbeck wrote *Coming Home* for Dragon magazine issue #330. The story tells of the founding of the town of Mardakine on the border of the Mournland.

## Notable Characters

* Kandler, a human fighter from Breland. Kandler was enlisted by his friend Mardak to help the Cryan start a new live near his old nation of Cyre.
* Mardak, a dwarven fighter who lost his nation of Cyre during the Day of Mourning. Mardak recruits his friends to help he and his fellow Cyrans find a new home.
* Burch, a male shifter and old friend of Kandler.
* Risintlo, a huge bear of a man who fought alongside Markdak during the Last War.
Carrion Callers

**The Carrion Callers** are one of the ten major flights of harpies originating from the Byeshk Mountains in Droaam. When the Daughters of Sora Kell announced the founding of the new nation of Droaam, the Carrion Callers pledged their flight to the Daughters' cause and migrated to the Great Crag and Graywall. When the harpy flight known as the Haunting Song opposed the Daughters, the Carrion Callers combined forces with the Stormsingers to drive the flight from the Byeshk Mountains into Breland.

## 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.
3. ↑ ***Five Nations***.
Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the Coast. ISBN 0-7869-3690-8.
Citadel of Lidless Eyes

**The Citadel of Lidless Eyes** is the personal domain in Khyber of the daelkyr Belashyrra, the Lord of Eyes.

The building seems to be constructed from stone, flesh, and chitin. Thousands of eyes of varied form dot the structure and stare into the surrounding darkness. Belashyrra dwells in the throne room, where he is said to be able to see through any creature's eyes if he touches the walls.

## References

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

Author and game designer C.A. Suleiman has worked for WotC, White Wolf Publishing, Green Ronin Publishing, Necromancer Games, Zeitgeist Games, Goodman Games, Z-Man Games, and Margaret Weis Productions.

**Core D&D Credits**

* Heroes of Horror
* Cityscape
* The Hollow of the Horn (Dungeon magazine adventure)

Eberron Credits

* Dragonmarked
* Faiths of Eberron
* City of Stormreach

## References

* Dungeons and Dragons, All Products List. Wizards of the Coast. Retrieved on 2008-8-25.
Channeling Wand (Item)

Wand, rare (requires attunement by a creature with a specific dragonmark)

A channeling wand is a short metal wand tipped with a Siberys dragonshard, which usually bears a house's crest. Each wand is tied to a specific dragonmark, such as the Mark of Healing or the Mark of Making, and you can only attune to it if you possess that dragonmark

A channeling wand has 7 charges for the following properties. The wand regains 1d6+1 expended charges daily at dawn. If you expend the rod’s last charge, roll a d20. On a 1, the rod crumbles into ashes and is destroyed.

**Draw Power.** While holding the wand, you can cast any spell of 1st-level or lower on your racial Spells of the Mark list, expending a number of charges equal to the level of the spell you cast. Your spellcasting ability for this spell is the same as the spellcasting ability for the spells you can cast once per long rest as a racial feature. You must provide material components for spells cast in this way.

As your character levels up, you are able to cast more spells in this way. At level 3, you can cast spells of 2nd-level or lower; at level 5, you can cast spells of 3rd-level or lower; at level 7, you can cast spells of 4th-level or lower; and at level 9, you can cast spells of 5th-level or lower.

**Channel Magic.** As part of casting any spell on your racial Spells of the Mark list, you can expend charges to enhance the spell, choosing one of the following effects:

* The range of the spell is doubled. If the spell normally has a range of touch, you can cast it with a range of 30 feet. (Expends 1 charge)
* The duration of the spell is doubled, to a maximum of 24 hours. (Expends 1 charge)
* A spell that normally has a casting time of 1 action can be cast as a bonus action. (Expends 2 charges)
Brother Eli

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

Human cleric of the Silver Flame, Resembles Friar Tuck, Domains Healing and Sun
Languages:
Senses: Spot: Listen:

#### Gear

+1 Holy Silver Heavy Mace (-1 dmg) (Appears as a huge rounded silver ball)
+1 Silvered Breast Plate, with a white smock underneath
Boots of the Mountain King, Brooch of Shielding 63 points of magic missile damage left that can be absorbed.
Potion of Cure Serious Wounds x1, Potion of Cure Moderate Wounds x2, Potion of Bull's Strength x1, Bear's Endurance x1
A Masterworked symbol of the Silver Flame, +2 to turn attempts.
Money:

Notes: Turning Attempts 1d20+5 4/day, can perform a greater turning attempt to destroy undead that would otherwise be turned 1/day. Turning Undead

Notes: Silver Flame, Cleric, Thrane, Human
Candle of Restfulness (Item)

*Wondrous item, common*

This pillar candle is made from sparkling green wax and engraved with the crest of House Jorasco. The candle has six charges. Burning the candle for one hour consumes one charge, filling the air within 10 feet with healing vapors. If the candle is lit during a short or long rest, anyone spending hit dice may reroll any 1s.
Darguun

**Darguun** is a nation that broke off from Cyre during the Last War, when goblin mercenaries seized the region for their own. The nation has become a host for many members of their race seeking a homeland including hobgoblins and bugbears. Some believe it will allow them to return to the glories of the ancient Dhakaani Empire.

## Location

Darguun has been described as encompassing "all the lands from the ocean to the river Ghaal, and from Sterngate to Kraken Bay." Note that the map in the 4th edition campaign guide incorrectly shows Darguun being bordered on the north by Thrane. Breland is actually the country on Darguun's northern border.

## Society

The nation is almost unique in Khorvaire as it practices slavery against the Code of Galifar. Slaves are treated as cattle in this land with no rights and an ever present need for more to be delivered or captured. The land is currently united by the warlord Lhesh Haruuc but expected to explode into violence with the death of its current warchief.

### Power Groups

* Dhakaani
* duur'kala "dirge singers"
* Ghaal'dar
* Kalkor
* Kech Shaarat "bladebearers"
* Kech Volaar "wordbearers"
* Marguul tribe
* Rhukaan Taash
* Shaarat'khesh "silent blades"
* Taarka'khesh "silent wolves"

## Cities and Settlements

* Brokentooth
* Ghaal'tash
* Gorgonhorn
* Grellreach
* Khraal
* Olkhaan
* Rheklor
* Rhukaan Draal (capital)
* Skullreave
* Volaar Draal
* Wyvernskull

### Other Notable Features

 File:Darguun Hobgoblins.jpg
* The Gathering Stone
* Ghaal River
* Khraal, The (rainforest)
* Marguul Pass
* Torlaac Moor (swampland)
* Torlaac River

## References

* ***Eberron Campaign Setting***.

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

*6th-level illusion*

**Casting Time:** 1 action

**Range:** Self

**Components:** V, S, M (A small Khyber dragonshard worth 50 gp)

**Duration:** 7 days

**Class List:** Bard, Druid, Sorcerer, Warlock, Wizard
The Cloak of Khyber grants you the benefits of Greater Magic Aura. If you maintain the same disguise (either through shapechanging or illusion) for 24 hours, you gain the following benefits:

* Your disguise can't be seen through, even by a creature with truesight.
* Magic can't recognize the false aura of Greater Magic Aura.

If the Khyber dragonshard used as a material component for this spell is ever taken more than a foot away from you, the spell immediately ends. The dragonshard's aura of magic can't be hidden by Magic Aura or similar spells.
Contact Patron

*1st-level divination (ritual)*

**Casting Time:** 1 minute

**Range:** Self

**Components:** V, M (25 gp worth of incense and an offering to your patron, which the spell consumes)

**Duration:** Instantaneous

**Class List:** Warlock

You reach out and mentally contact your patron, a feat that can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 2d6 psychic damage and must roll on the long-term madness table.

On a successful save, you send a short Message of twenty-five words or less that is telepathically sent to your Warlock patron over the course of the next month. Upon receiving your message, your patron can reply to you with a message of any length instantaneously.

**At Higher Levels.** If you cast this spell with a spell slot of 2nd level or higher, the time it takes for your Patron to receive your message shortens. At 2nd level it takes your Patron two weeks to get your message, at 3rd only one week, at 4th only one day, and at 5th it reaches them instantaneously.
Conflagration Ooze

**Conflagration oozes** are a rare sight: a sentient ooze. Created on the plane of Fernia, the Sea of Fire, conflagration oozes are rolling spheres of pure fire. Conflagration oozes use tactics to hunt, and some are even known to horde treasures.

## Appearance & Personality

Conflagration oozes look like masses of liquid plasma, constantly on fire, and held together by a thin, transparent membrane. Bursts of fire constantly jet from its surface.

Unlike other oozes, conflagration oozes are sentient, and are usually evil. They usually lair near a volcano or lava pool, and hunt out other creatures for sustenance. Conflagration oozes revel in the destruction they cause, and love seeing their prey catch fire.

Some conflagration oozes are taken in by devils, like the pit fiends of Fernia, and are infused by their infernal energies. These *infernal conflagration* oozes have additional abilities, and often learn the Infernal language of their fiendish masters.

## Abilities

Conflagration oozes are big balls of fire, and can burn anything that comes into contact with their outer membrane. This fire also acts as a toxin, as the plasma of the conflagration ooze enters the target's skin. The heat of the conflagration ooze can boil an opponent's blood. Conflagration oozes are immune to fire-based attacks, and are vulnerable to cold-based attacks.

Conflagration oozes also have innate spell-like abilities. They can affect the minds of their prey, causing them to be distracted, paralyzed, or even fall asleep.

Conflagration oozes that have been transformed by devils have more powerful fire attacks, and can be more deadly to good-aligned foes.

## References

1. ↑ 1.0 1.1 1.2 ***Monster Manual III***.
 (April 2005). Wizards of the Coast. ISBN 0-7869-3430-1.