recursal/Fanatic-Fandom huggingface dataset:
Dorius Alyre ir’Korran

Dorius Alyre ir'Korran was a gnome scholar that lived approximately 3000 years ago. He famously founded the Library of Korranberg and was a follower of the Church of the Wyrm Ascendant.

Dorius was obsessed with the theory that the Sovereign Host were ascended dragons, and that this indicated *anybody* could ascend to take the place of a Sovereign. He dedicated his life to the pursuit of knowledge, in the hopes that he would accumulate enough information to supplant Aureon and become the Sovereign of Law and Lore.

Not only did Dorius found the Library of Korranberg, and in so doing also lead to Korranberg becoming the major power it is today, he also contributed to the libraries vast vaults personally. Dorius funded research into all manner of things, and even went on several expeditions around the world himself. He penned books on a wide variety of subjects, including the planes and even Khyber.

The *Codex of All Mysteries* was Dorius' magnum opus, a thick tome detailing the most intriguing things he discovered during his life. The *Codex* contains information on all of the planes of Eberron, many of the Overlords, the mysterious Sphinx's, and all manner of other mysteries. It was Dorius who drew the classic planar map that modern sages still use as the model of the universe.
Essay: The Shopping Quotient

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.
Perhaps one of the more interesting aspects of my first Eberron campaign was the effect that shopping has had on the overall tone and attitude of the game. Much of our first session was spent shopping, not for typical adventuring gear, but for household affects that would have very little practical application in the field. Of the items acquired, the most memorable were the +1 *Couch of Comfort*, the *Pan of Perfect Sauce* and the now-infamous (in our game at least) *Plate of Holding*.

In a setting as "high magic" as Eberron, the application of household magics, usually in the form of magecraft items, truly sets the tone of an urban campaign. While I do not typically engage in Monte Haul-ism, I have found that the general level of power within the game has increased dramatically because of these shopping sessions; far from being detrimental to the course of the game, however, this level of power has only served to enhance the "Extreme Adventure" attitude of the game, even before leaving the city of Sharn.

Part of the allure is the shopping experience itself. Though not specifically "encounters" in the strictest sense of the term, making the shopping process interesting is an important part of any game, doubly so when there are so many great things worth buying. Providing a bit of personality to every shopkeeper the players meet can be taxing, but is well worth the effort; players become more involved in the game, and pacing never falters even in what is, traditionally, downtime. Keeping characters interested in the shopping process, through presenting interesting items in an interesting fashion, can also act as a springboard for side-quest-type adventures.

The key to maintaining balance in cases where magical items are an important part of establishing the correct mood, is to ensure that the opponents faced by the characters are also in possession of such items (in roughly the same abundance). When a player character is packing a +2 *longsword* and a *cloak of elvenkind* at level 2, orcs and goblins dual-wielding +2 *daggers* and wearing *rings of invisibility*. Also of great importance is ensureing that opponents are magically inclined without benefit of such items; NPC wizards and sorcerers, creatures with magical abilities, and limited-use wands or rods are an important part of ensuring that, regardless of the level of magical items in the game, balance is maintained.
Doran Cantar

A former advocate, **Doran Cantar** (NG male human expert 4/adept 1) is an honest and devout man dedicated to making a difference for the people of Northedge. He obtained his position largely through charisma and dedication, and the support of the priests of High Hope. He has a deep and abiding faith in the goddess Boldrei, and attributes all of his successes to the good will of the goddess. However, his honesty is often a hindrance in Council intrigues.
Explore Taer Lian Doresh: Villains and Vendettas

**Edition** | 4th ed.

*The Fortress of Fading Dreams is more than a dreaded fixture on the mainland of the Lhazaar Principalities -- more than a prison where explorers and lost hunters can meet a fate worse than death. It is a true bastion of evil and the launching point of schemes that threaten much more than the mortal lives it touches. Having been exiled in Dal Quor for tens of thousands of years -- themselves victims of its horrors -- Taer Lian Doresh only recently has had a taste of the waking world again. Once, long ago, the fey of the Spire of Dreams dallied in Eberron's forests and upon its shores. Their actions were driven by caprice, scholarly interest, or benevolence. But now their attention is focused on the directive of its liege: The world must suffer as they did.*

*It is unlikely that Shan Lian Doresh, the Lord of the Fading Dream, will open his gates and march out his soldiers in military force. For now, it benefits him to keep the feyspire beyond the awareness of his enemies. It is no longer his style or wish to conquer lands or claim political power. Countless years in the Region of Dreams have given the eladrin lord great patience and greater power. With the force of his will and the assistance of his subjects -- the wyrds, who are fey transformed into nightmarish reflections of their former selves -- he can study the horrors dreamed up by mortals and turn them in revolt.*

*He needs only to reach out to the world beyond, three plots at a time.*
Dragonhide

Armorsmiths can work with the hides of dragons to produce armor or shields of masterwork quality. One dragon produces enough hide for a single suit of masterwork hide armor for a creature one size category smaller than the dragon. By selecting only choice scales and bits of hide, an armorsmith can produce one suit of masterwork banded mail for a creature two sizes smaller, one suit of masterwork half-plate for a creature three sizes smaller, or one masterwork breastplate or suit of full plate for a creature four sizes smaller.
Bottled Lightning

Electricity crackles along a metal filament inside this small glass bottle. You can open the bottle as a standard action, unleashing a small bolt of lightning toward an enemy within 20 feet of you. The target must make a DC 13 Dexterity saving throw, or take 2d8 lightning damage. Each creature in a line between you and the target (excluding you and the target) must make a DC 13 Dexterity saving throw, or take 1 thunder damage from the terrific clap of thunder the bolt generates.
Dungeon Ring (Item)

*Ring, Rare (Requires Attunement) or Very Rare*

A *jailer’s* *dungeon ring* is worked gold, set with carnelians. The ring is magically attuned to one or more iron *prisoner’s dungeon rings*. When the wearer of a *jailer’s ring* places a *prisoner’s ring* on a subject, the prisoner cannot remove the ring without the use of the *remove curse* spell or similar magic. The wearer of the *jailer’s ring* can also remove a linked *prisoner’s ring* at any time.

The jailer is aware of any wearer of a linked *prisoner’s ring* like a constant *status* spell. Additionally, all wearers of linked *prisoner’s rings* count as very familiar to the jailer for purposes of spells such as *scrying* and *teleport*.
Dhakaani Golin'Dar (Race)

Return to List of Homebrew Races

Dhakaani goblins are known as golin’dar, “quick folk.” They reproduce and mature faser than other dar, and form the bulk of the labor force in Dhakaani society. This includes menial labor, agriculture, food preparation, and skilled craftwork. Though ghaal’dar are the primary smiths of weapon and armor, most other manufacturing is done by the golin’dar. While this work may be less dramatic than the martial paths of the ghaal’dar and guul’dar, it’s vital to survival and the golin’dar are respected for their contributions. Other golin’dar take a different path, that of the Khesh’dar, the Silent Folk who live in the shadows of the empire. Your golin’dar character has the following traits.

***Ability Score Increase.*** Your Dexterity score increases by 2.

***Age.*** Golin’dar reach adulthood at age 8 and live up to 60 years.

***Size.*** Golin’dar are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.

***Speed.*** Your base walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

**Darkvision.** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

***Naturally Stealthy.*** You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

***Languages.*** You can speak, read, and write Common and Goblin, and can translate Ancient Dhakaani.

***Subrace.*** Within the Dhakaani caste system, young golin’dar are trained to fulfill one of two roles. Artisans are clever laborers, while the Khesh’dar are trained to serve as spies, scouts, and assassins. Choose a subrace for your golin’dar character.

## Artisan

As an artisan, you’ve learned a trade. But beyond that, your training has helped to sharpen your wits and hone your instincts.

***Ability Score Increase.*** Your Intelligence score increases by 2.

***Basic Training.*** You have proficiency with one artisan’s tool of your choice.

## Khesh'Dar

As one of the Silent Folk, you’ve received extensive training in the arts of stealth. This work has also sharpened your senses and focused your will.

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

***The Silent Arts.*** You are proficient in the Stealth skill. Your proficiency bonus is doubled for any ability check you make using that skill.
Eberron Wiki:Tavern

## About this place

I've created this page for us to have a place to sit down and talk about the direction this project is heading, decide on matters of policy and just have a random chat if you like. ;)

Just a few basic tips so that we don't get lost during conversations:

* please **sign your posts** at the end, using 4 tilde signs (~~~~) or the "signature" button on the toolbar -- this will be converted into a link to your user page on save
* try to use indentation to keep thins threaded so that we know who you're replying to, to get indent in wikimarkup use the colon (or multiple colons for more indentation)
* if you wish to discuss a new topic, create a new heading by typing `== Topic name here ==`

Since it's late and I'm beat I didn't really streach any brain muscles ;) to come up with a name. This being the Eberron wiki, though, the meeting place should have a nice ring to it, don't you think? So... If you have any proposals, write them here.

Cheers, TOR 00:50, 23 March 2008 (UTC)

## Copyright issues

Gah... This sucks. I just had to delete a bunch of articles which were copied word for word from WotC's Dragonshards articles. If you stumble upon anything similar, please mark it for deletion by putting a `{{delete}}` template on it.

It's vital that we keep this place clean from copyright violations from the start, it'll get harder and harder to spot them as we grow bigger.

Thanks, TOR 00:50, 23 March 2008 (UTC)
Documents

The countries of Khorvaire, especially the prosperous nations of the central region, are especially fond of documentation. From identification to credit, grants of passage and indulgences of activity, proper records can be more valuable than gold in Khorvaire.

## Property

**Sharn Property & Rentals**
 Apartment or Home, Average
 Apartment or Home, Upscale
 Shop, Poor
 Shop, Average
 Shop, Upscale

**Apartment or Home.** A place to stay. Poor homes are barely enough to support a family of four. Average homes can support a family of four with some amneities. Upscale homes can easily support larger families and have some luxuries.

**Shops.** A place to conduct business. Poor shop have little to no security or storage. Average shops have average locks and enough storage for day to day operations. Upscale shops have excellent locks and enough storage to hold months of product.
Dhampir

A **dhampir** is a living creature with vampiric traits and a consuming hunger, reflecting their connection to the plane of Mabar.

## Description

Poised between the worlds of the living and the dead, **dhampirs** retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire’s deathless prowess in the form of increased speed, darkvision, and a life-draining bite. With unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who’d tempt their hunger.

## Dhampir Origins

Dhampirs often arise from encounters with vampires, but all manner of macabre bargains, necromantic influences, and encounters with mysterious immortals might transform someone into such a creature.

Much like tieflings, a dhampir can be born when a child is conceived in a Mabaran manifest zone; there’s at least one dhampir noble family in Karrnath, though they couldn’t reproduce if they moved away from that zone. Some legends claim dhampirs can be created when an unborn child survives their parent being slain by a vampire. Others say dhampirs can be created by forging a pact with the Keeper or the overlord Katashka—creatures killed by the dhampir’s Vampiric Bite empower their patron, and if the dhampir doesn’t supply a steady stream of victims, their own life is forfeit.

Whether you’re a dhampir warlock, sorcerer, or another class, you could flavor your class abilities as coming from such a bargain. You needn’t have ongoing interactions with the force that created you—but their power is part of you, and you learn to manipulate it in ever more effective ways. An interesting twist would be if your character unintentionally forged such a pact; perhaps you were delirious from plague and had a vision, only later learning what you truly committed to. Can you feed your appetite (and your patron) with the blood of evildoers, or will innocents suffer so you can survive?
Dolurrh's Dawn

**Dolurrh's Dawn** is a small village, with the primary population aged to the equivalent of humans in their mid-to-late twenties. There are no village elders or children, and only one pregnancy. The people know nothing about the outside world, and the few who have set out in search of a greater civilization have never returned due the dangers of the Forest of Flesh or the environs of Droaam.

The village is surrounded by a high stockade wall of sharp tree trunks, with access available by climbing roped, or through a pulley system for heavier loads.

## Inhabitants

* Galifar Wynarn (male human warlord)
* Ashalyn Vol (female elf cleric)
* Aundair Wynarn (good female human wizard)
* Cael Vadallia (good male elf ranger)
* Dorius Alyre Korran (evil male gnome wizard)
* Kaius Wynarn I (male human warlord)
* Karrn (evil male human warlord)
* Kordran Mror (lawful good male dwarf)
* Jarot Wynarn (male human fighter)
* Jhazalen Elorrenthi (female elf ranger)
* Lhazaar (evil female human rogue)
* Malleon Kas (evil male human fighter)
* Rasha'Toorn (good female orc)
* Sasselassum (male halfling rogue)
* Talas Thorn (Male human)

## References

1. ↑ "**Expeditionary Dispatches: Dolurrh's Dawn**" (July 2008) by Keith Baker. *Dragon Magazine* issue 365. , *p. 63-67*.
Dhakos

User Contribution: **The following represents the contribution of a user and is not to be taken as canon.****Dhakos** runs Dhako's Repairs - A Dwarven Eye For Excellence!, a repair shop in the lower wards of Sharn. He is greedy dwarf and doesn't take kindly to workers who show up late. Fixer worked for Dhakos until the beginning of the campaign when Dhakos fired Fixer for being late.

Notes: Dwarf
Energon

**Energons** are sentient energy that has coalesced into an alien form of life. These beings wander the energy planes of Irian and Mabar.

## Species

Two different species of energons have been discovered:

### Xag-Ya

The **Xag-Ya** are native to the plane of Irian, and are infused with positive energy. They will harm any undead they come into contact with, and bolster any deathless.

### Xeg-Yi

The **Xeg-Yi** are native to the plane of Mabar, and are infused with negative energy. They will harm any deathless they come into contact with, and bolster any undead.

## Appearance & Personality

Energons appear as translucent globes roughly two feet in diameter. Emerging from the "rear" of the globe are anywhere from six to twelve tentacles that aid the energon in locomotion. Energons float in the air, and use their tentacles to move. Energons give off an aura (either of heat for the Xag-Ya or cold for the Xeg-Yi). Within the translucent globe are a pair of spots that vaguely resemble eyes.

Energons are barely sentient, and usually do not get involved with matters of the Material Plane. However, they may be captured by necromancers or other undead mystics and used to bolster their forces.

## Abilities

In addition to their ability to fly and their incorporeal nature, energons can project an energy blast: Xag-Ya can project a positive energy blast, while Xeg-Yi can project a negative energy blast. When an energon is destroyed, it explodes in a wave of whatever power it contained.

Energons possess no strength, and a great deal about them is still a mystery: how they sense the world, how they consume food, and how they procreate. Energons cannot speak, nor do they seem to even be able to communicate with each other.

## Behind the Scenes

A number of other energons were outlined in the 3rd edition Planar Handbook, including the Xac-Yel, Xac-Yij, Xap-Yaup, Xong-Yong, and Xor-Yost. However, none of these energons were placed in the Eberron campaign setting, so they are not listed.

## References

1. ↑ 1.0 1.1 ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
2. ↑ 2.0 2.1 2.2 2.3 ***Manual of the Planes***.
Jeff Grubb, Bruce R. Cordell, and David Noonan (2001). Wizards of the Coast. ISBN 0-7869-1850-0.
3. ↑ ***Planar Handbook***.
Bruce R. Cordell and Gwendolyn F.M. Kestrel (2004). Wizards of the Coast. ISBN 0-7869-3429-8.
Expanded Psionics Handbook

***Expanded Psionics Handbook*** is a sourcebook for the 3.5-edition ruleset of *Dungeons & Dragons for the core setting. It details a system of psionics, with classes and races.*

> "''***Tap into the power of the mind.***
>
>
> *Through sheer force of will, a psionic character can unleash awesome powers that rival any physical force or magical energy. Within these pages, you will discover the secrets of unlocking the magic of the mind -- the art of psionics.*
>
>
>
> *With updated and increased content, including a newly balanced psionics power system, the Expanded Psionics Handbook easily integrates psionic characters, powers, and monsters into any Dungeons & Dragons campaign.''*"
>
>

## Appendix

### External Links

* Errata
* *Expanded Psionics Handbook* Web Enhancement
	+ 9 Character Sheets for 8½ x 11 inch paper
	+ 9 Character Sheets for 11 x 17 inch paper
* Dungeon Masters Guild product page
Dying: Last Stand (Rule)

Return to Homebrew Rules

## Last Stand

On a your turn while at 0 hit points, you can take a point of exhaustion to act during the turn. If you do so, you are affected by the following:

* You begin your turn Prone, and fall Prone at the end of your turn.
* You are still Unconscious, but you are not Incapacitated until the end of your turn. You can move, speak falteringly, and are somewhat aware of your surroundings.
* You are Slowed until you regain at least 1 hit point.
* During a Last Stand, you can't restore hit points to yourself in any way.

If you don't use this ability on your turn, you can't use it until you regain at least 1 hit point.

## Heroic Death

If you fail 3 death saving throws on your turn, you can take your turn in combat with no restrictions. At the end of your turn, you die. This is your heroic sacrifice; no amount of healing or any other effect can prevent this death.
Dolweave

Rumored to be woven from the hair of aberrations, this fabric reacts to the wearer's more violent emotions. Dolweave clothing costs 200 gp more than a normal outfit of the same sort, and weighs the same.

When you make a Charisma (Intimidation) check while the target can see you wearing Dolweave clearly, 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 dawn.
Dragonhawk

The **dragonhawk** resembles a cross between a dragon and a hawk. The dragonhawk is the national symbol of Aundair.

## History

The dragonhawk has a long and storied history in the nation of Aundair. A number of large aeries dot Aundair and the Eldeen Reaches, which are numbered: The First Aerie sits in the midst of the Eldeen Reaches, while the Fourth Aerie is in southern Aundair. The majestic dragonhawk appears on the heraldry of Aundair, as a silhouette on a deep blue background. In fact, the noblest of knight will ride dragonhawks into combat, and dragonhawk-mounted troops flew on Aundair's side during the Last War.

In fact, the dragonhawks played a key part in the Sky Battle of Daskaran. In 909 YK, the Last War saw its first aerial combat, as a force of 27 Sky Knights of Aundair flew dragonhawks against 30 Wyvernriders of Thrane. Fought across the sky, both sides lost a fifth of their forces, and both sides claimed victory. In addition to the Sky Battle of Daskaran, dragonhawks were also key in the siege of Eston of 913 YK, the Sack of Westhaven in 953 YK, the Battle of the Crying Fields in 955 YK, and the Battle of Ten Bombards in 971 YK.

At some point after the Eldeen Reaches announced its independence from Aundair, the druids of Aundair began experimenting with *awakened* dragonhawks. These dragonhawks would travel to from the First Aerie to other aeries to turn the non-awakened dragonhawks against Aundair.

## Appearance & Personality

 File:Dragonhawk Rider over Aundair.jpg
This large bird almost looks like across between a bird and a dragon, though there is no dragonblood in its history. The dragonhawk is large enough to ride mounted, and frequently is. Its head had a sharpened beak, with a crest of pointed feathers. Its wingspan is huge, with feathers in varying colors of browns and whites.

## Abilities

The dragonhawk has razor-sharp talons, which it uses to attack prey. Their sharpened beak helps in snapping up prey. Normally, a dragonhawk preys on smaller creatures, though it is not unheard of for dragonhawks to hunt bigger prey, like kobolds. Occasionally, a dragonhawk may feast on an unattended horse.

The thin feather at the base of a dragonhawk's beak is extremely sensitive to vibration. This allows the dragonhawk to detect threats quickly at a far distance, even in complete darkness.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 ***Five Nations***.
Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the Coast. ISBN 0-7869-3690-8.
2. ↑ 2.0 2.1 ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
3. ↑ ***The Forge of War***.
James Wyatt, Wolfgang Baur, Ari Marmell (2007). Wizards of the Coast. ISBN 0-7869-4153-7.
Darro ir'Lain

**Darro Ir'Lain** is Aundair's Second Warlord of the Realm, Commander of the Knights Arcane, and captain among that order's elite Knights Phantom.  He is also a member of the Aundair Triumvirate.

## Biography

Lord Darro is a bold warrior who has augmented his martial skill with considerable arcane power. As a captain of the Knights Phantom, he rides a steed conjured with the Phantom Steed ritual. In 955, after the assassination of his commanding officer, General Retief Dekker,  while still a Captain of Horse, Lord Darro was given command of the defending Aundairian Army at The Crying Fields in the face of a Thrane invasion.  Outnumbered, he nevertheless managed to brilliantly outfox the advancing Thranes, ably using maneuvers, spells and archery to break their advancing cavalry.  Had the Thranes not released a new weapon, the silverye marauders, the battle would have been an easy Aundairian victory. As it was, the marauders were able to break Aundair's right flank, but with their own cavalry already in retreat, Thrane was unable to take advantage. Under Lord Darro's command Aundair held the field, but only just.

Currently he splits his time in Fairhaven between currying the queen's favor and that of Prince Adal.

Lord Darro has been planning a campaign to reclaim part of the Eldeen Reaches. Specially, his plans suggest that Aundair could take back the portion of the Reaches that stretches from the Wynarn River to Mossmantle and the start of the Towering Wood.  This would battle-harden the core of Aundair's army, including his own Knights Arcane, for the resurgence of war that he believes is inevitable.

His ambition to retake the more heavily populated section of the Eldeen Reaches is well known, nevertheless he is careful to maintain deniability for any actions he authorizes in that region. Through sympathetic intermediaries, he hires willing mercenaries and patriots to enter the Eldeen Reaches and spy on fortifications and military targets, disrupt trade, foment dissent, destroy key resources, and even assassinate leaders. Lord Darro only takes the most successful agents into his inner circle however, greatly reducing the likelihood that there are any links between himself and those who get caught.

## References

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

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

* ***Five Nations***.

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

* "**Explore Fairhaven**" (September 2009) by Chris Sims. *Dungeon Magazine* issue 170. , *p. 33,35*.
Essence of the Guard (Item)

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

This dull coppery torc bears symbols representing watchfulness. When attached, it hinges open and locks around your neck, and over the course of attunement it welds onto your body and you feel your eyesight and hearing sharpen. While attached, you gain proficiency in the Perception skill, and you have a +5 bonus to your passive Wisdom (Perception).
David Noonan

**David Noonan** is a game designer who has done a significant amount of work for Wizards of the Coast as a designer and editor for many 3rd and 3.5 edition core rule books and source books including three Eberron supplements. In 2008 David ended his employment with Wizards of the Coast.

## Credits

* 4th edition Eberron Player's Guide: Lead Designer
* Whispers of the Vampire's Blade: Design

 File:David noonan.jpg
Dragon Forge

*It takes power to seize power. And the dragons have power to spare.*

*For millennia, the dragons have watched the great events of the world unfold, nurturing and destroying entire nations when necessary, always guided by the Draconic Prophecy. Grown from the very bones and etched upon the flesh of Eberron itself, the Prophecy has informed the dragons of the present and guided their way to the future.*

*But now, the younger races are seizing their own destiny. Mere mortals have taken a hand in the Prophecy -- and a select few think they have found a way to harness the power of the mighty dragons for their own ends: **The Dragon Forge**.*

*Gaven Lyrandar, Exile and Storm Dragon, stands on the edge of two destinies: Master of the Dragon Forge -- or its slave.*
Druid Initiate (Feat)

Return to List of Homebrew Feats

## **Druid Initiate**

Nature has made a call and you have answered. You learn two cantrip of your choice from the Druid spell list. Wisdom is your spellcasting ability for these spells.

Additionally, you can use your action to magically assume the shape of a beast that you have seen before. The beast must have a CR of 0 and lack a swimming or flying speed. The transformation lasts 10-minutes and can be ended early as a bonus action. This feat uses the same rules as Wildshape, see page 66 of the Player’s Handbook for more details. Once you use this ability, you can't use it again until you finish a long rest.
Eternal Evil The Lords of Dust

**Edition** | 3rd ed. (3.5)

*Many cabals and conspiracies scheme in the shadows of Eberron. The Merchant lords of the Aurum weave deadly webs of gold. The Cults of the Dragon Below spill blood for the amusement of the lords of madness. The lich-queen Vol plumbs the secrets of depths and death in her tower of ice. As terrible as these powers are, one force overshadows them all: the remnants of a power that ruled the world before humanity even existed. Although the fortresses and cities of this long forgotten age have fallen to wind and war, the immortal citizens of this empire still live. The mightiest have been bound in darkness beneath the world, but even the least possesses magical powers to match any mortal. They apply themselves to vengeance with a patience incomprehensible to any mortal mind. They see entire kingdoms and cults as pawns in this vast game. They are **the Lords of Dust**, the fiends of Eberron.*
Esravash d'Lyrandar

File:Esravash.jpg
One of the youngest matriarchs in the history of House Lyrandar, Esravash d'Lyrandar takes her seat of power on Stormhome, an island just north of the coast of Aundair. The once desolate island has been transformed by Lyrandar mages and is now a popular resort destination as well as the home of Esravash. The leader of the house is sometimes referred to as "firstborn" for member believe that the Lyran and Selvash speak through the matriarch.

## References

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

(Ruined Small City): This community, located on the western border of Cyre, used to serve as the base of operations for House Cannith. When Cyre was destroyed, Cannith’s patriarch and many of the house’s most prominent members were lost in the disaster. Since that time, the leadership of the house has been divided among three remaining high-ranking family members.
Eston suffered greater damage than Metrol, with shattered streets that swallowed whole neighborhoods and collapsed buildings on every corner. Scavengers and other fortune hunters nevertheless brave the dangers of the Mournland occasionally, striving to reach Eston to locate whatever Cannith wonders might have survived beneath the rubble and ruins.
The area around the ruined city has become the hunting ground for all manner of mutated monsters and freefloating living spells created in the aftermath of Cyre’s destruction. For this reason, reaching Eston is no simple task. Overland travel puts adventurers at risk from the monstrous inhabitants of the area. Approaching the wall of mist from Lake Arul isn’t a much better route, since mutated creatures have taken up residence in the water and patrol the coast for prey.
Excoriate's Band (Item)

*Wondrous Item, uncommon*

This wide, black leather band is adjustable so that it can be wrapped and secured around any part of the body. In the center of one side of the belt is a flat-cut khybershard. The excoriate's band is a special set of manacles designed to hold dragonmarked criminals. If the excoriate's band is secured to a dragonmarked creature such that the khybershard is in physical contact with the creature's dragonmark, the creature can't use any ability granted to them by thier dragonmark.

These items were originally commissioned from The Twelve by the King of Galifar in 428 YK, when an infamous excoriate of House Orien used the teleportation powers of their mark to burgle priceless works of art from the Vermishard Palaces of Metrol, also using their powers to elude capture. Not even the Sentinel Marshals were able to bring in the excoriate. Today, most city guards in capitals and large metropolises have at least a couple of excoriate's bands in prominent precincts.
Eberron Wiki:Variant Material

This is one of the tags that can be added to Wiki articles to denote how closely it adheres to official sources published by Wizards of the Coast.

"Unofficial Material" covers topics that *would* break or at least radically change the setting - the inclusion of spelljammer ships, using the Great Wheel cosmology with Eberron, new Dragonmarked Houses and similar powerful organizations, and so on.

For more details, see the Eberron Wiki FAQ.
Delumination (Spell)

*cantrip illusion*

**Casting Time:** 1 action

**Range:** Self (10-foot radius)

**Components:** S, M (Soot or Ashes)

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

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

You emit an aura of shadow which darkens a 5-foot radius around you for the duration. The darkness spreads around corners. Until the spell ends, the spell spresses light in the sphere. In this area, a Bright Light becomes Dim Light and Dim Light becomes Darkness. For an additional 5-foot radius, non-magical bright light becomes dim light.

If any of this spell's area overlaps with an area of light created by a cantrip, the spell that created the light is dispelled.
Dragons:Worlds Afire

***Worlds Afire**: Four worlds, five authors, seven artists, and one legendary beast.*

*For the first time ever, five writers from four different settings are gathered together in a single beautiful coffee table book. There is one story each from the foremost authors in the Forgotten Realms, Dragonlance, Magic: The Gathering, and Eberron worlds. Preceding each story will be a beautiful, full-color plate illustration of a dragon.*

*Ancient beasts imbued with magic, and prone to madness. Masters of a world where they are kings among men. Legendary creatures few have ever seen, and lived to tell the tale. Eldritch constructs bent to the service of godlike wizards. From four worlds of magic and mystery, one monster rises above all others to threaten death, offer hope, spread fear, or horde treasure. No matter what the world, only a dragon can set it, and the imaginations of millions, afire. Four of the most exciting shared worlds in the history of fantasy come together for the first time in one volume, drawn together at last by the mighty dragons of myth and legend.*

## Stories

* **"If Ever They Happened Upon My Lair"** by R.A. Salvatore
* **"Here Be Dragons!"** by Margaret Weis & Tracy Hickman
* **"Principles of Fire"** by 'Keith Baker
* **"Unnatural Predator"** by Scott McGough
Dream lilly

This Sarlonan opiate was first Iimported to manage pain during the last war, Dream lilly causes disorienting euphoria and a remarkable resistance to pain.  It is now the most commonly abused illegal substance across the five nations with both Daask  and Boromar Clan competing to supply customers in both Dream lilly dens as well as more casual trasactions.
Doppelganger Telepathy (Feat)

*Prerequisite: Changeling*

Whatever the truth of the connection between your race and the doppelgangers, you have honed a similar talent as them for invading the minds of others. You gain the following benefits:

* Increase your Charisma score by 1, to a maximum of 20.
* You learn the *detect thoughts* spell and can innately cast it once, requiring no components. You can't cast the spell in this way again until you finish a short or long rest. Your spellcasting ability for this spell is Charisma.
Dragonmarked (book)

*You belong to one of the great dynastic houses of commerce, and you bear an arcane symbol of your house's power on your skin. This dragonmark makes you special. It grants you access to arcane powers. Whether it's a gift of the great dragon Eberron or a sign of the Draconic Prophecy, no one knows. However, one thing is certain: those who possess dragonmarks have a destiny, the exact nature of which has yet to be revealed...*

*This supplement explores each of the thirteen dragonmarked houses in detail and presents advice for playing dragonmarked characters within a house or house guild. In addition, the book introduces exciting new options for dragonmarked characters, including prestige classes, feats, and spells. Finally, it discusses aberrant dragonmarks and their role in the campaign.*

## Table of Contents

* Introduction
	+ Dragonmarks
	+ Dragonmarked Houses
	+ Dragonmarked Characters
* The Houses
* Prestige Classes
* New Feats
* Magic and Dragonmarks
	+ New Spells and Infusions
	+ Dragonmarked Items
	+ Aberrant Marks
Elan

**Elans** are an exceptionally rare kind of near-human psionic aberrations created through a special ritual.

## History

The elans represent a dark side of the process of Inspiration that allows a quori to posses a willing empty vessel.

Elans contain the quori spirit, condemned to reside powerless within a human form by its kin for crimes against the quori. This process is not voluntary, and it often ends with the vessel eventually falling to madness over its long life.

## Appearance & Personality

The elans resemble the human vessels from whom they are derived, and retain much of the variety in personalities and appearance of their human forebears. Elans often go mad, and some believe they hear the voices of the spirit trapped within them.

As with all residents of Riedra, Elans are indoctrinated into the Path of Inspiration and believe their noble actions can redemn the evil spirits bound within them. Most elans in Riedra join the Harmonious Shield, and many belong to the Edgewalkers.

A few elan have been known to reject the Path of Inspiration, and flee to other parts of Sarlona to make their own path.

## Abilities

Elan can potentially live for many centuries.

Elans are naturally psionic aberrations, and have several supernatural abilities stemming from their nature. They do not sleep, instead *trancing* for 4 hours each night to replenish their psionic powers. They can temporarily protect themselves from harm, or reduce the damage of an attack.

An elan can sustain itself purely on its own psionic power, and would not need to eat for a day after it uses this power.

## Society

Elans are often integrated into the surrounding human society.

Elans loyal to the Path of Inspiration remain in Riedra, where they join the Harmonious Shield and the Edgewalkers. Those who learn the truth or reject their lot in life have been known to flee to Adar, where they are treated with suspicion but may prove to be powerful opponents to the might of Riedra.

## Lands

Elans hold no land, but primarily reside in Riedra. Besides Riedra, Elans have been known to flee to the continents of Khorvaire, Xen'drik, or Argonnessen as well as to Adar.

## Notable Personalities

* **Murephan, Summit Road Guide:** Murephan is formerly one of the Chosen of Riedra, and now an amnesiac elan ranger/psion who abandoned the Path of Inspiration for Adar. Along with his dromite sidekick Kelki, Murephan travels Syrkarn where he works against the hated Inspired and to begrudgingly aid travelers.

## References

1. ↑ Given the elans reside on Sarlona this may be a form of Riedran
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 ***Expanded Psionics Handbook***.
Bruce R. Cordell (April 2004). Wizards of the Coast. ISBN 0-7869-3301-1.
3. ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 ***Secrets of Sarlona***.
Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Wizards of the Coast. ISBN 978-0-7869-4037-0.
Dwarfblind Stone

Dwarfblind stones are small stones treated with alchemical substances, giving them a faint purple sheen. You can throw a dwarfblind stone up to 20 feet as an improvised weapon. When it strikes a hard surface, it releases a burst of violet light. The light illuminates a 20-foot-wide area for an instant and temporarily interferes with the darkvision of those caught in its effects. Creatures within a 10-foot radius of the stone’s impact point must succeed on a DC 15 Constitution saving throw or lose their darkvision ability for 10 minutes. Dwarfblind has no effect on normal and low-light vision.
Eberron Campaign Guide (book)

The Eberron Campaign Guide is the 4th edition version of the Eberron Campaign Setting. It is one of two books that are essential to play in the Eberron Campaign. The other essential book is the 4th edition Eberron Player's Guide. The Eberron Campaign Guide much like its previous version details the world of eberron and provides game statistics for items and enemies.

*Welcome to a world of swashbuckling action and dark fantasy, a world ruled by great dynasties and tempered by war. The Eberron campaign setting holds many wonders, from dragonmarks to warforged, deadly dungeons to elemental airships. As the shadows of evil and conspiracy threaten to envelope the land, heroes of prophecy come forth to save the day.*

*This Dungeons & Dragons supplement contains everything you need to run thrilling adventures in the world of Eberron: historical and geographical information, adventure hooks, monsters, villains, an introductory adventure, and a full-color poster map of the continent of Khorvaire.*
Dolgaunt

The **dolgaunt** are a kind of aberration created by the daelkyr during their invasion of Khorvaire.

## History

The dolgaunt were formed out of hobgoblins by the daelkyr during the Age of Monsters. They act as commanders of the lesser aberrations, such as the dolgrims.

## Appearance & Personality

Dolgaunts resemble eyeless, emaciated hobgoblins, festooned with tendrils and cilia. They are pale and move with unnatural speed and grace. Their cilia allow them to "see" without their eyes out to impressive distances.

## Society

Dolgaunts speak both Common and Undercommon, but they also possess a unique mode of communication that uses subtle movements of their many tentacle-like appendages. Only other dolgaunts can understand this language, but it is somewhat limited because of how close to one another two dolgaunts must be to sufficiently perceive the subtle movements.

Dolgaunts form monastic cells deep inside of Khyber, and they count a surprisingly large amount of monks among their numbers. A rare few becomes clerics instead.

## Weapons & Equipment

Most dolgaunts eschew weapons and armor, preferring to rely on their tentacles and unarmed attacks. They sometimes use magical equipment, such as enchanted belts or cloaks. A dolgaunt's cilia can be used to absorb liquids, including draining the vital fluids from a living creature.

## Notable Personalities

* **Hruucan** is a dolgaunt who appears in The Dragon Below trilogy. He serves Dah'mir and his master, the daelkyr known as the Lord of Silence. He is burned to death by Singe, and returns as a fiery undead abomination.

## 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 2.2 ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
3. ↑ ***The Binding Stone***.
Don Bassingthwaite (2005). Wizards of the Coast. ISBN 0-7869-3784-X.
4. ↑ ***The Grieving Tree***.
Don Bassingthwaite (2006). Wizards of the Coast. ISBN 0-7869-3985-0.
Eldritch Machine

**Eldritch machines** are large and powerful magical devices with a wide array of applications. Examples of eldritch machines include the creation forges of House Cannith, or the dimensional seals used by the Gatekeepers to protect Eberron from the Daelkyr.

Many eldritch machines require special components or locations to function, and are often difficult to operate. They are generally stationary, due to their large size making them difficult to move.
Evix ir'Marasha

Another member of the Sharn Sixty,

Evix ir’Marasha (LN female human aristocrat 2/

bard 4) owns the Celestial Vista in Skyway, along

with a host of other valuable properties. She is one

of the most eloquent members of the Council,

and she takes a great interest in Sharn’s role in the

greater politics of Breland. She is part of the cabal

who believe that the monarchy should be abolished

when King Boranel dies, and she is a close friend of

Hass ir’Tain. Evix also believes that Sharn should

be recognized as an independent province, a view

shared by Sava Kharisa. However, first and foremost

she represents the people of Skyway and the interests

of these wealthiest citizens of Sharn. Because of this,

she usually sides with Javan Tomollan, Maza Thadian,

and Bestan ir’Tonn in Council debates.
Dragon's Breath (Item)

Dragon's Breath does not technically explode. Instead, it creates intense heat meant to burn or melt through an object upon which the explosive is set. Ghorad'din forces use Dragon's Breath charges to quickly burn through locks or destroy key pieces of equipment.

A Dragon's Breath charge can be placed on a doorknob, a set of Manacles, a padlock, a cannon, or similar metal object. You can use an action to light the charge, causing it to burn for 1 minute. In this time, the Dragon's Breath can melt through up to 1 cubic foot of non-magical metal. If you choose a target that is held shut with Arcane Lock, or similar warding magic, the Dragon's Breath has no effect. Any creature in the flame's space while it is burning must make a DC 12 Dexterity saving throw or take 2d6 fire damage.
Dust of Greater Disappearance (Item)

*Wondrous Item, uncommon*

Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 rounds. The duration is the same for all subjects, and the dust is consumed when its magic takes effect.
Diraz d'Jorasco

**Diraz d' Jorasco** is a House Jorasco healer of Deathsgate in Sharn, Breland. He was once overheard saying the following:

* *Time alone will not heal your friend. I would very much like to help him, but am bound by my oath. Do you wish to pay now, or shall we wait and see if the wasting curse ravages his form further?*

## References

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

The material presented here is the original creation of the contributers, intended for use with the Eberron setting by Wizards of the Coast. This material is not official and is not endorsed by Wizards of the Coast.

*Dungeons & Dragons*, *Eberron*, *D&D*, *Dungeon Master*, *d20*, *d20 System*, *Wizards of the Coast*, *Player's Handbook*, *Dungeon Master's Guide*, and *Monster Manual* and their respective logos are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries.
All Wizards characters, character names, and the distinctive likenesses thereof are trademarks of Wizards of the Coast, Inc.

See also Wikia disclaimers.