Yeah, I've been considering making an Eberron game in the style of the anime Outlaw Star. On the surface, the idea should hold merit. Even with the current UA build of the Artificer. I can easily break down the elements that can quickly graft or adapt in.
Magical pirates searching for a treasure of immense power/value? Easy to fit in on both counts. Could have an organized pirate group that's founded after the Last War.
Caster gun? Basically the Thunder Cannon, though a finished version might indicate how much I might have to house rule for it. Right now, I might need to overhaul the Gunsmith's abilities to make sense in the late game.
Shapeshifting heroes and villains? Check on that, between Shifters and Changelings.
A multitude of organizations that could vie for wealth or powerful artifacts? Easy enough to plug in. Already planning on pirates, so getting some Dragonmarked Houses as well as say the Church of the Silver Flame interested should be reasonable. Could even find a way for the Inspired to search for some artifacts, perhaps to expand their influence beyond Sarlona.
Grappler ships. We have airships, so it should be easy enough to give them grappling arms for interesting airship battles. And I can fit it in lore as a more recent thing from House Cannith, initially for ease of loading and docking. Between Zilargo Secret Police and pirates, the arms became a necessity for airship defense.
Been looking at the Eberron 5e site, so I found some other stuff that's workable. Some good homebrewed things there, although I'd make a few adjustments once we find out if the Mystic and Artificer are actually in Xanathar's Guide to Everything. I'll probably also houserule some things like a Vehicles (Air) proficiency that one could use instead of the other Vehicle proficiency skills in some backgrounds.
Some good homebrewed things there, although I'd make a few adjustments once we find out if the Mystic and Artificer are actually in Xanathar's Guide to Everything.
Artificer and Mystic will not be in a book this year.
Crawford confirmed that we won't see revisions for either until this Winter, at which point they will open playtesting for AL. The earliest we will see them as an official addition is November 2018 most likely.
Thanks for the update. I have been playtesting a Mystic from 3rd level and we're now 8th. They are game changers... he's been amazing to play, a lot of fun. but He can change a field of battle very quickly. My DM has been very good at letting this class in the game and also for dealing with his awesome powers. I feel like the Mystic is on par with a wizard, just way more customizable. I can't wait to see the next edition of the Mystic!
Rollback Post to RevisionRollBack
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
As soon as I heard about the Tomb of Annihilation, I thought it was perfect for a Eberron. I'd heard there would be conversion notes, so assuming something similar to what was in Princes of the Apocalypse, I was disappointed to see a couple of throwaway sentences… so I'm doing it myself. I figured I'd share some of my thoughts on the conversion to get feedback.
Adventure Setting
So far, the only Eberron idea that I saw in the book were to set the adventure in Xen'drik and Stormreach. I'm not entirely sure that's the way I want to go though. In many ways Xen'drik is the stand in for a pulp-version of Africa, and Chult certainly had that vibe… but I think Q'barra might work better. Here are some arguments to that end (but I'd be interested in hearing other ideas):
While dinosaurs may well exist in Xen'drik, they seem a more natural fit in Q'barra (especially given their proximity to the Talenta Plains).
The city of Stormreach us pretty well defined, so a simple drag and drop won't work for Port Nyanzaru. It'd be easy enough to use Stormreach by subbing in the dragonmarked enclaves for merchant princes, but it's a different feel to have a single, powerful figure in the region as opposed to a massive house. I feel like I could more or less just make Port N. part of Hope and call it a day (Newthrone is too civilized).
If I set the adventure in Xen'drik, I would probably just make all the Chultans drow (which could be fun). In Q'barra they could be lizardfolk or dragonborn, but I like the idea of a rich human culture… so I was thinking maybe making Chultans the descendants of Seren Islanders who came to the area centuries ago (maybe just re-purpose the lost dragonborn empire idea from 4e).
Factions
The guidance from PotA works pretty well for the major factions. I've only read about half way through the book at this point, but here are my thoughts on the groups encountered.
Emerald Enclave: Probably Wardens of the Wood, but I could the Gatekeepers. The nature of Acererak may influence this choice.
Harpers: I'm leaning toward the Library of Korranberg (perhaps mixing in some elements if the Trust), but I could go Morgrave U. This may be subject to the choices of my players as far as race, background, and region of origin.
Lord's Alliance: The Twelve
Order of the Gauntlet: Church of the Silver Flame
Zhentatim: The Aurum
Flaming Fist/Baldur's Gate: Blademarks/House Deneith. There isn't a good equivalent for city-states in Khorvaire, but a house looking to make a big move seems right; also the relationship to the Lords Alliance/Twelve is equivalent. I figure Ft. Beluarian could also have a few other house represented (Ghallanda for the provisioned, Jorasco handles healing, etc.).
Red Wizards: The Emerald Claw, with Lady Vol in a similar position as Szass Tam.
Pirates of Jahaka Anchorage: Either members of one if the Lhazaar fleets, or indepenadt operators working on becoming sea princes themselves. The proximity to the Principalities is another mark in the Q'barra column for where to set the adventure.
Albino Dwarves: I was thinking these guys could be part of the lost dwarvish clan--Noldrun (I think). The proximity to the Mror Holds to Q'barra makes this plausible, and it could be a fun reveal.
Frost Giants: Still frost giants, but where are they from? Xen'drik? The Frostfell? Droaam?
Tinder the red dragon: It looks like the adventure presents her as a run-of-the-mill treasure hoarding sort, but in Eberron I imagine she's got some tie to the prophesy. I can foresee using this in some interesting ways.
The Nine Gods: I haven't though much on this, but Sovereign Host are nine gods… maybe the nine were a version of the sovereigns? Maybe they were aspects of the sovereigns who picked it the cultural traits of their worshipers (accounting for alignments and other differences). Just the kernel of an idea at this point
Tabaxi: I may make them Shifters. Maybe a lost tribe type of deal? I may just keep them as is though.
The Big Bads
One of the big questions is Acererak himself. Do I keep him a powerful lich, or is he something more?
As a lich, perhaps he was one of Vol's earliest followers (maybe an ally in life?), who had since gone on his own.
He could be the powerful servant of an overlord (I'm thinking Katashka the Gatekeeper because of the undeath aspect, but Masvirik the Cold Sun is local to Q'barra) and the Soulmonger is using the souls to free the master. The atropal is somehow part of the plan.
Acererack could be a rogue member of the Undying Court. Perhaps he sees his plan as benefiting the elves in some way. Alternately he could be an elf who was denied his "rightful" place in the undying court centuries ago and took another path... new he seeks to destroy the Court.
Random Thoughts
Perhaps something like the death curse was rumored to have hit Cyre in the weeks leading up to the Day of Mourning. It could just be a red herring or coincidence to hook characters, but if true perhaps the destruction of Cyre was an early, botched attempt, or perhaps the first step in the plan.
Regardless of if Acererak is connected to them, how does the death curse affect the Undying Court? Are they immune? Are they threatened?
How does the death curse impact the warforged? If the effects are similar, it could be significant to the nature of the warforged (they have souls). If they are immune, I can see the Lord of Blades getting involved, perhaps thwarting threats to Acererak's plan in hopes that it will put his people on top.
How does all of this impact the draconic prophesy?
That's all I have for the moment other than some homemade backgrounds, subraces, subclasses, and feats (which I'd be happy to share if there is interest). I'm interested in people's thoughts.
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
As soon as I heard about the Tomb of Annihilation, I thought it was perfect for a Eberron. I'd heard there would be conversion notes, so assuming something similar to what was in Princes of the Apocalypse, I was disappointed to see a couple of throwaway sentences… so I'm doing it myself. I figured I'd share some of my thoughts on the conversion to get feedback.
Adventure Setting
So far, the only Eberron idea that I saw in the book were to set the adventure in Xen'drik and Stormreach. I'm not entirely sure that's the way I want to go though. In many ways Xen'drik is the stand in for a pulp-version of Africa, and Chult certainly had that vibe… but I think Q'barra might work better. Here are some arguments to that end (but I'd be interested in hearing other ideas):
While dinosaurs may well exist in Xen'drik, they seem a more natural fit in Q'barra (especially given their proximity to the Talenta Plains).
The city of Stormreach us pretty well defined, so a simple drag and drop won't work for Port Nyanzaru. It'd be easy enough to use Stormreach by subbing in the dragonmarked enclaves for merchant princes, but it's a different feel to have a single, powerful figure in the region as opposed to a massive house. I feel like I could more or less just make Port N. part of Hope and call it a day (Newthrone is too civilized).
If I set the adventure in Xen'drik, I would probably just make all the Chultans drow (which could be fun). In Q'barra they could be lizardfolk or dragonborn, but I like the idea of a rich human culture… so I was thinking maybe making Chultans the descendants of Seren Islanders who came to the area centuries ago (maybe just re-purpose the lost dragonborn empire idea from 4e).
Factions
The guidance from PotA works pretty well for the major factions. I've only read about half way through the book at this point, but here are my thoughts on the groups encountered.
Emerald Enclave: Probably Wardens of the Wood, but I could the Gatekeepers. The nature of Acererak may influence this choice.
Harpers: I'm leaning toward the Library of Korranberg (perhaps mixing in some elements if the Trust), but I could go Morgrave U. This may be subject to the choices of my players as far as race, background, and region of origin.
Lord's Alliance: The Twelve
Order of the Gauntlet: Church of the Silver Flame
Zhentatim: The Aurum
Flaming Fist/Baldur's Gate: Blademarks/House Deneith. There isn't a good equivalent for city-states in Khorvaire, but a house looking to make a big move seems right; also the relationship to the Lords Alliance/Twelve is equivalent. I figure Ft. Beluarian could also have a few other house represented (Ghallanda for the provisioned, Jorasco handles healing, etc.).
Red Wizards: The Emerald Claw, with Lady Vol in a similar position as Szass Tam.
Pirates of Jahaka Anchorage: Either members of one if the Lhazaar fleets, or indepenadt operators working on becoming sea princes themselves. The proximity to the Principalities is another mark in the Q'barra column for where to set the adventure.
Albino Dwarves: I was thinking these guys could be part of the lost dwarvish clan--Noldrun (I think). The proximity to the Mror Holds to Q'barra makes this plausible, and it could be a fun reveal.
Frost Giants: Still frost giants, but where are they from? Xen'drik? The Frostfell? Droaam?
Tinder the red dragon: It looks like the adventure presents her as a run-of-the-mill treasure hoarding sort, but in Eberron I imagine she's got some tie to the prophesy. I can foresee using this in some interesting ways.
The Nine Gods: I haven't though much on this, but Sovereign Host are nine gods… maybe the nine were a version of the sovereigns? Maybe they were aspects of the sovereigns who picked it the cultural traits of their worshipers (accounting for alignments and other differences). Just the kernel of an idea at this point
Tabaxi: I may make them Shifters. Maybe a lost tribe type of deal? I may just keep them as is though.
The Big Bads
One of the big questions is Acererak himself. Do I keep him a powerful lich, or is he something more?
As a lich, perhaps he was one of Vol's earliest followers (maybe an ally in life?), who had since gone on his own.
He could be the powerful servant of an overlord (I'm thinking Katashka the Gatekeeper because of the undeath aspect, but Masvirik the Cold Sun is local to Q'barra) and the Soulmonger is using the souls to free the master. The atropal is somehow part of the plan.
Acererack could be a rogue member of the Undying Court. Perhaps he sees his plan as benefiting the elves in some way. Alternately he could be an elf who was denied his "rightful" place in the undying court centuries ago and took another path... new he seeks to destroy the Court.
Random Thoughts
Perhaps something like the death curse was rumored to have hit Cyre in the weeks leading up to the Day of Mourning. It could just be a red herring or coincidence to hook characters, but if true perhaps the destruction of Cyre was an early, botched attempt, or perhaps the first step in the plan.
Regardless of if Acererak is connected to them, how does the death curse affect the Undying Court? Are they immune? Are they threatened?
How does the death curse impact the warforged? If the effects are similar, it could be significant to the nature of the warforged (they have souls). If they are immune, I can see the Lord of Blades getting involved, perhaps thwarting threats to Acererak's plan in hopes that it will put his people on top.
How does all of this impact the draconic prophesy?
That's all I have for the moment other than some homemade backgrounds, subraces, subclasses, and feats (which I'd be happy to share if there is interest). I'm interested in people's thoughts.
(Moved over from another thread I'd created.)
I, for one, would love to see your Homebrew backgrounds and such...
Rollback Post to RevisionRollBack
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
I'm itching for another Manifest Zone... It's been too long :/ I really liked the Con episode, but I need some more deep diving into lore and stuff. lol It's been my addiction this past summer lol
Rollback Post to RevisionRollBack
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
I'm itching for another Manifest Zone... It's been too long :/ I really liked the Con episode, but I need some more deep diving into lore and stuff. lol It's been my addiction this past summer lol
We're recording the next episode this Wednesday, and it should drop by the end of the week.
I'm itching for another Manifest Zone... It's been too long :/ I really liked the Con episode, but I need some more deep diving into lore and stuff. lol It's been my addiction this past summer lol
We're recording the next episode this Wednesday, and it should drop by the end of the week.
Awesome awesome awesome!!! This just made my day, which is hard to do for me on a Monday when I work six days straight lol
If you don't mind me asking, what will y'all be discussing this week?
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
Great! Getting into races! I'm so excited!!! WOO!!!
Rollback Post to RevisionRollBack
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
Oh, that's great! And funny...lol And Kalashtar in November because they're TheGmoat's favorite race? And I mean, what else goes well with Thanksgiving? lol Thanks for keeping us updated, Kristian. I really appreciate it!
Rollback Post to RevisionRollBack
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
Following up on my Tomb of Annihilation in Eberron post... The first session scheduled for is this weekend, so I have been working to get things prepped for my group.
The hardest part was putting together the maps for myself and the players (I honestly considered scrapping my plans to use Q'barra, and just turn Kaparian Island into Chult), which I made using Hexographer. Negotiating between the maps of Chult and Q'barra meant some changes to both, but I think ti should work. I figured this would be of use to folks, so here are my Maps (hopefully that link works).
After working on the map, I've got a couple of potential extra encounters to build since there are some lizardfolk clanholds and a House Joraso Enclave in the undead zone.
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
I, for one, would love to see your Homebrew backgrounds and such...
In addition to the relevant info from Unearthed Arcana (Artificer, Mystics, Eberron races, etc.), here are some of the things I am using in the campaign.
Subraces
Steppe Elf: The elves of the northern steppes of Aerenal have evolved a different culture from that of other elves. Steppe elves are all but exclusive to the nation of Valenar.
Ability Score Increase. Your Constitution score increases by 1
Born in the Saddle. You have proficiency with the Animal Handling skill. You can mount and dismount a horse using only 5 feet of your movement.
Desert Dweller. You have advantage on Constitution saving throws made to resist exhaustion due to heat.
Valenar Weapon Training. You have proficiency with the double scimitar, scimitar, shortbow, and longbow.
Plainsrider Halfling: The halflings of the Talenta Plains are fearsome dinosaur-riding nomads.
Ability Score Increase. Your Constitution score increases by 1
Dinosaur Riders. You have proficiency with the Animal Handling skill.
Talentan Weapon Training. You have proficiency with the boomerang, sharrash, and tangat.
Equipment: All Halflings of the Talenta Plains have a hunter’s mask, a sacred mask made of wood, bone, and feathers. Halflings believe that when they wear the mask, they become one with the hunt. The loss of a hunter’s mask is tantamount to the loss of one’s soul.
Subclass
Sorcerer Origin: Heir of Siberys
Your innate magic comes from the power of a particularly powerful dragonmark. Perhaps you were born during a special alignment of the moons, or are the descendant of a great hero of your house, or have some great role to play in the Draconic Prophecy. You may not even be born into the house, but a member of a bloodline long removed from the family.
Whatever the case, your dragonmark has manifested in a particularly powerful form, granting you power beyond that normally seen among the dragonmarked houses. Those with marks like yours are known as Heirs of Siberys; great things may be expected from you, or perhaps others in your house fear your power.
Restriction: To take this origin, you must be a member of the appropriate race for your dragonmark. Furthermore, you cannot have or ever choose the Dragonmark or Aberrant Dragonmark feat.
Bonus Proficiencies: At 1st level, you gain proficiency with simple weapons (or one martial weapon of choice), light armor, and one proficiency for you dragonmark as seen below.
Dragonmark Spells
Bonus Spells. You gain the cantrip and 1st level spell listed for your mark under the Dragonmarked feat (see Unearted Arcana) as bonus spells.
Expanded Spell List. At higher levels, your dragonmark lets you choose from an expanded list of spells when you gain a sorcerer spell. The Syberis Dragonmarks table contains the spells that are added to the sorcerer spell list for you.
gust of wind, shatter (2nd), sleet storm (3rd), control water (4th), control winds (5th)
Warding
Dwarf
Thieves’ Tools
alarm, resistance
arcane lock, find traps (2nd), magic circle (3rd), Leomund’s secret chest (4th), wall of force (5th)
Blessing of the Progenitors
At 6th level, you can select one of the following features:
Dragonmarked Recovery. You can spend an action point to regain one sorcery point.
Extra Attack. You can attack twice, instead of once, whenever you take the attack action on your turn.
Fearsome Magic. You can spend an action point when casting a spell provided by your dragonmark to increase the DC by the number rolled on the die.
Potent Magic. Add your Charisma modifier to the damage or hit points recovered from a spell provided by your dragonmark.
Dragonmarked Mastery: At 14th level, double your proficiency bonus for the skill or tool associated with your dragonmark. You also become proficient with Wisdom saving throws.
Bloodof theProgenitors: Starting at 18th level, when you cast one of the spells you learned from your Dragonmarked class feature, you regain hit points equal to your Charisma modifier (minimum 1) + the spell’s level.
Warlock Patron: The Quori
In your dreams, you have made a pact with one of the masters of Dal Quor, a manifest nightmare bent on ruling the world. Perhaps you made the connection perhaps after spying a Hanbalani Altas monolith in Sarlona, or as a convert to the Path of Inspiration.
Your patron is likely one of the kalaraq, the nobility of the quori, such as Dreamweaver, the Devourer of Dreams, the Eater of Worlds, or the Sleepless Claw. Perhaps your patron is the master of all quori, il-Lashtavar, the Dreaming Dark.
Expanded Spell List: The quori lets you choose from an expanded list of spells when you learn a new warlock spell. The following spells are added to the warlock spell list for you.
Spell Level
Spells
1st
sleep, Tasha’s hideous laughter
2nd
detect thoughts, phantasmal force
3rd
clairvoyance, nondetection
4th
arcane eye, Evard’s black tentacles
5th
Rary’s telepathic bond, seeming
Awakened Mind: Starting at 1st level, your connection to the quori gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Power of Dreams: Starting at 6th level, you can call on the Region of Dreams to alter reality in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.
Once you use this feature, you can’t use it again until you complete a short or long rest.
Thought Shield: Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.
Dark Delirium: Starting at 14th level, you can plunge a creature into an illusory realm of dreams. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken. This effect ends early if the creature takes any damage.
Until this illusion ends, the creature thinks it is lost in a dream realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.
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Yeah, I've been considering making an Eberron game in the style of the anime Outlaw Star. On the surface, the idea should hold merit. Even with the current UA build of the Artificer. I can easily break down the elements that can quickly graft or adapt in.
Been looking at the Eberron 5e site, so I found some other stuff that's workable. Some good homebrewed things there, although I'd make a few adjustments once we find out if the Mystic and Artificer are actually in Xanathar's Guide to Everything. I'll probably also houserule some things like a Vehicles (Air) proficiency that one could use instead of the other Vehicle proficiency skills in some backgrounds.
Even a blind squirrel finds a nut once in awhile.
Well, it's not a guarantee it won't be in an actual book. So there's something.
Artificer and Mystic will not be in a book this year.
Crawford confirmed that we won't see revisions for either until this Winter, at which point they will open playtesting for AL. The earliest we will see them as an official addition is November 2018 most likely.
Thanks for the update. I have been playtesting a Mystic from 3rd level and we're now 8th. They are game changers... he's been amazing to play, a lot of fun. but He can change a field of battle very quickly. My DM has been very good at letting this class in the game and also for dealing with his awesome powers. I feel like the Mystic is on par with a wizard, just way more customizable. I can't wait to see the next edition of the Mystic!
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
As soon as I heard about the Tomb of Annihilation, I thought it was perfect for a Eberron. I'd heard there would be conversion notes, so assuming something similar to what was in Princes of the Apocalypse, I was disappointed to see a couple of throwaway sentences… so I'm doing it myself. I figured I'd share some of my thoughts on the conversion to get feedback.
Adventure Setting
So far, the only Eberron idea that I saw in the book were to set the adventure in Xen'drik and Stormreach. I'm not entirely sure that's the way I want to go though. In many ways Xen'drik is the stand in for a pulp-version of Africa, and Chult certainly had that vibe… but I think Q'barra might work better. Here are some arguments to that end (but I'd be interested in hearing other ideas):
Factions
The guidance from PotA works pretty well for the major factions. I've only read about half way through the book at this point, but here are my thoughts on the groups encountered.
The Big Bads
One of the big questions is Acererak himself. Do I keep him a powerful lich, or is he something more?
Random Thoughts
That's all I have for the moment other than some homemade backgrounds, subraces, subclasses, and feats (which I'd be happy to share if there is interest). I'm interested in people's thoughts.
(Moved over from another thread I'd created.)
^^^^ MY MAN!!!! :) Thank for posting!!! :)
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
That's a great post about bringing ToA into Eberron! I think I'll steal some of those ideas myself! :)
Is better than the actual suggestions they gave in the adventure (a line or two, but well...)
Time fades even legend...
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
I'm itching for another Manifest Zone... It's been too long :/ I really liked the Con episode, but I need some more deep diving into lore and stuff. lol It's been my addiction this past summer lol
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
~ Kristian
Manifest Zone
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
~ Kristian
Manifest Zone
Great! Getting into races! I'm so excited!!! WOO!!!
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
~ Kristian
Manifest Zone
Oh, that's great! And funny...lol And Kalashtar in November because they're TheGmoat's favorite race? And I mean, what else goes well with Thanksgiving? lol Thanks for keeping us updated, Kristian. I really appreciate it!
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
Following up on my Tomb of Annihilation in Eberron post... The first session scheduled for is this weekend, so I have been working to get things prepped for my group.
The hardest part was putting together the maps for myself and the players (I honestly considered scrapping my plans to use Q'barra, and just turn Kaparian Island into Chult), which I made using Hexographer. Negotiating between the maps of Chult and Q'barra meant some changes to both, but I think ti should work. I figured this would be of use to folks, so here are my Maps (hopefully that link works).
After working on the map, I've got a couple of potential extra encounters to build since there are some lizardfolk clanholds and a House Joraso Enclave in the undead zone.
Very awesome! The link works too! :)
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
In addition to the relevant info from Unearthed Arcana (Artificer, Mystics, Eberron races, etc.), here are some of the things I am using in the campaign.
Subraces
Steppe Elf: The elves of the northern steppes of Aerenal have evolved a different culture from that of other elves. Steppe elves are all but exclusive to the nation of Valenar.
Plainsrider Halfling: The halflings of the Talenta Plains are fearsome dinosaur-riding nomads.
Subclass
Sorcerer Origin: Heir of Siberys
Your innate magic comes from the power of a particularly powerful dragonmark. Perhaps you were born during a special alignment of the moons, or are the descendant of a great hero of your house, or have some great role to play in the Draconic Prophecy. You may not even be born into the house, but a member of a bloodline long removed from the family.
Whatever the case, your dragonmark has manifested in a particularly powerful form, granting you power beyond that normally seen among the dragonmarked houses. Those with marks like yours are known as Heirs of Siberys; great things may be expected from you, or perhaps others in your house fear your power.
Restriction: To take this origin, you must be a member of the appropriate race for your dragonmark. Furthermore, you cannot have or ever choose the Dragonmark or Aberrant Dragonmark feat.
Bonus Proficiencies: At 1st level, you gain proficiency with simple weapons (or one martial weapon of choice), light armor, and one proficiency for you dragonmark as seen below.
Dragonmark Spells
Mark
Race
Proficiency
Bonus Spells
Expanded Spell List
Detection
Half-Elf
Perception
detect magic, mage hand
detect poison and disease, detect thoughts (2nd), clairvoyance (3rd), arcane eye (4th), scrying (5th)
Finding
Half-Orc, Human
Investigation
identify, mage hand
hunter’s mark, locate object (2nd), clairvoyance (3rd), locate creature (4th), scrying (5th)
Handling
Human
Animal Handling
druidcraft, and speak with animal or beast bond
animal messenger, beast sense (2nd), conjure animals (3rd), dominate beast (4th), awaken (animal only, 5th)
Healing
Halfling
Medicine
cure wounds, spare the dying
aid, lesser restoration (2nd), revivify (3rd), aura of life (4th), mass cure wounds (5th)
Hospitality
Halfling
Brewer or Cook Tools
friends, unseen servant
protection from poison, rope trick (2nd), Leomund’s tiny hut (3rd), Mordenkainen’s private sanctum (4th), hero’s feast (5th)
Making
Human
Artisan’s Tools
identify, mending
cloud of daggers, magic weapon (2nd), fabricate (3rd), Fabricate (4th), animate objects (5th)
Passage
Human
Vehicles (Land)
expeditious retreat, light
pass without trace, misty step (2nd), teleportation circle (3rd), dimension door (4th), teleportation circle (5th)
Scribing
Gnome
Calligraphers’ Tools
comprehend languages, message
magic mouth, sending (2nd), tongues (3rd), Compulsion (4th), Rary’s telepathic bond (5th)
Sentinel
Human
Intimidation
blade ward, compelled duel
blur, warding bond (2nd), protection from energy (3rd), staggering smite (4th), destructive wave (5th)
Shadow
Elf
Stealth
dancing lights, disguise self
darkness, silence (2nd), Nondetection (3rd), Evard’s black tentacles (4th), Mislead (5th)
Storm
Half-Elf
Vehicles (air or water)
fog cloud, shocking grasp
gust of wind, shatter (2nd), sleet storm (3rd), control water (4th), control winds (5th)
Warding
Dwarf
Thieves’ Tools
alarm, resistance
arcane lock, find traps (2nd), magic circle (3rd), Leomund’s secret chest (4th), wall of force (5th)
Blessing of the Progenitors
At 6th level, you can select one of the following features:
Dragonmarked Mastery: At 14th level, double your proficiency bonus for the skill or tool associated with your dragonmark. You also become proficient with Wisdom saving throws.
Blood of the Progenitors: Starting at 18th level, when you cast one of the spells you learned from your Dragonmarked class feature, you regain hit points equal to your Charisma modifier (minimum 1) + the spell’s level.
Warlock Patron: The Quori
In your dreams, you have made a pact with one of the masters of Dal Quor, a manifest nightmare bent on ruling the world. Perhaps you made the connection perhaps after spying a Hanbalani Altas monolith in Sarlona, or as a convert to the Path of Inspiration.
Your patron is likely one of the kalaraq, the nobility of the quori, such as Dreamweaver, the Devourer of Dreams, the Eater of Worlds, or the Sleepless Claw. Perhaps your patron is the master of all quori, il-Lashtavar, the Dreaming Dark.
Expanded Spell List: The quori lets you choose from an expanded list of spells when you learn a new warlock spell. The following spells are added to the warlock spell list for you.
Spell Level
Spells
1st
sleep, Tasha’s hideous laughter
2nd
detect thoughts, phantasmal force
3rd
clairvoyance, nondetection
4th
arcane eye, Evard’s black tentacles
5th
Rary’s telepathic bond, seeming
Awakened Mind: Starting at 1st level, your connection to the quori gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Power of Dreams: Starting at 6th level, you can call on the Region of Dreams to alter reality in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.
Once you use this feature, you can’t use it again until you complete a short or long rest.
Thought Shield: Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.
Dark Delirium: Starting at 14th level, you can plunge a creature into an illusory realm of dreams. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken. This effect ends early if the creature takes any damage.
Until this illusion ends, the creature thinks it is lost in a dream realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.