I am an eberron enthusiast and I working with some friends on converting staff from previous editions into 5e rules.
I will try to post weekly and all criticism and feedback is more than welcome in order to improve the material.
Credit goes to homebrewery.naturalcrit.com for the templates I am using and of course to the creator of the world Keith Baker who had the inspiration to bring it to life.
1)Paladin Oath: Oath of The Bone Bone knights are Karrn patriots, living protectors who fight alongside the undead legions of their land. During the Last War, they provided tactical expertise and fine control to the legions of undead Kaius raised to defend his people. In postwar Karrnath, they serve as elite knights who travel abroad to complete missions that serve the greater glory of their king. They wear suits of bonecrafted armor that they create themselves and learn to harness the power of necromancy, turning hordes of undead into disciplined, even cunning, troops.
The Art of Bonecrafting Paladins of this Oath gather the bones of their fallen comrades and attach them to their armor and weapons for two reasons: to honor the fallen and to bring fear to their enemies. The prosses requires specific skill, both mandane and necromatic, taught only by the knights themselves.
The Knight must gather a specific amount of bones, which he can then forge onto his armor and weapons. This process can be used on any physical weapon or armor and takes 8 hours of effort, or can be incorporated into the forging of new weapons or armor without any significant delay in the construction process. The resulting equipment has a particularly menacing visage, and those that use them in combat sow fear in their enemies. A Bone Knight leading a battalion of Karrnathi undead is a sight that haunts the dreams of any warrior.
You gain proficiency to Intimidation while wearing armor or wielding weapons treated with Bonecrafting. If you are already proficient, your proficiency bonus for it is doubled instead.
When using Divine Smite with a weapon treated with Bonecrafting, the extra damage of the Divine Smite is necrotic instead of radiant.
Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Bone March.You can use your Channel Divinity to rally undead to your command. As an action, choose one zombie or skeleton within 30 feet of you that you can see. The creature must succeed on a Wisdom saving throw or be Charmed by you for 24 hours. While Charmed, the creature must obey your commands to the best of its abilities. Using Bone March on a creature already affected by it refreshes its duration to the full 24 hours without requiring a new saving throw. Additionaly you can use this Channel Divinity on undead created with Animate Dead to expand the duration of your control without casting the Spell again. Creatures whose Challenge Rating is equal or greater than your Paladin level are immune to this effect.
Arms of the Grave.You can use your Channel Divinity to imbue your bonecrafted armor or weapon with necrotic energy. As a bonus action, you choose one bonecrafted weapon you are wielding or one suit of bonecrafter armor you are wearing. If you select a weapon, it deals an extra 1d4 necrotic damage to any target it hits, for one minute. If you select a suit of armor, bludgeoning, piercing, and slashing damage you receive from non-magical weapons while wearing that suit of armor is reduced by an amount equal to half of your Charisma modifier (rounded up, minimum 1), for one minute.
Master of the White Banner At 7th level, all undead under your control have advantage on saving throws against being turned, and those within 10 feet of you gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum 1).
Exoskeleton of Undeath At 15th level, you learn how to expand the necromantic energies that dwell within bonecrafted armor to affect yourself. You can take one hour to perform a ritual that allows you to fuse a suit of bonecrafted armor on your body. This fused suit cannot be removed except by your death or the same ritual, but otherwise retains its traits. While fused with bonecrafted armor, you gain immunity the poisoned condition and resistance to poison and necrotic damage. Additionally you do not need to eat or drink.
Aspect of Death At 20th level, you can assume the mantle of death and become a veritable Reaper on the Material Plane. Using your action, you slip away from the grasp of life to enter death's embrace. For 1 minute, you gain the following benefits:
Death Strike. When you roll a 1 or 2 on a damage die for an attack you make with a Bonecraft Weapon, you can reroll that die and must use the new roll, even if the new roll is a 1 or a 2.
Lord of the Dead. Undead creatures under your command are immune to effects that turn undead. Each undead creature that you can see within 60 feet of you at the beginning of your turn is subjected to the effects of Bone March.
Death Denial. If damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC equal to the damage taken. On a success, you drop to 1 hit point instead.
In order to read the full class details click the link at the begging of the post.
2)The Phantom Knight During the Last War, the knight phantoms were specialized light cavalry that used phantom steeds to reach the critical point in a battle, then a combination of spellcasting and martial prowess to win the day. Part of Aundair’s famed Knights Arcane, the knight phantoms prided themselves on their ability to ride hard and reach strategic points in the battle before the enemy could — or to rescue Aundairian units in danger of being overwhelmed by the enemy. Like other members of the Knights Arcane, the knight phantoms remain in service to the Aundair crown after the end of the Last War. But their numbers are diminished, and many a knight phantom has retired — or put her war-won talents to use as an adventurer.
Knights Arcane Specialized military group headed by Lord Darro ir'Lain and loyal to the crown. They are one of Aundair's strongest and most capable units. Most members of Knights Arcane are Fighters with the Martial Archetype of the Eldritch Knight found in Player's Handbook, pg. 74. The Knight Phantom described here is an even more specialised unit of this organization.
The Code of Conduct Phantom Knights are no traditional wizards. They use magic in order to retrieve persons or items for the Crown, or take over strategic locations long before allies and enemies arrive. It is imperative for their duties that they are quick and effective. The Knight Phantoms always consider the demands of a mission and prepare their spells in order to evade capture, do the job efficiently, and ideally survive the process, because failure often means death. Captivity is not an option for them, and it is expected that no one will come after a captive Knight Phantom to stage a rescue — if one is captured, they have no recourse but escape on their own and report their failure back to Aundair.
Knight Phantom Spellboook Knight Phantoms receive extensive training, both physical and magical, but focus particularly on a set of spells that are considered of paramount importance. Each receives a spellbook that includes those spells, and it is considered a violation of their code of conduct to lose that spellbook or fail to prepare as many of those spells as the Knight Phantom is able to, especially Phantom Steed.
Phantom Training When you adopt this tradition at 2nd level, you gain proficiency to the following: light armor, a one-handed melee weapon of your choice, and your choice of either Acrobatics or Athletics.
Also at this level the Phantom knights have already learned to master the Phantom Steed spell more than any other spell. The Phantom Steed spell is copied to your spellbook and you can cast it once without using a wizard spell slot. You do not need to memorise it in order to use this ability. You can use this ability again after you finish a long rest.
Aspect of the Phantom Starting at 2nd level, the Knight Phantom can take on a gray, semi-insubstantial appearance that allows him to move like a shadow. You activate Aspect of the Phantom as a bonus action and it lasts for as long as you concentrate on it, up to 1 minute. While in that state, your movement does not provoke Opportunity Attacks. Additionally, you hover just above the ground, ignoring difficult terrain and other impediments that don’t extend more than a few inches above the ground. You do not exert weight on the surface under you, so you can move across fragile or liquid surfaces. Using this feature in the same turn that you cast Phantom Steed allows the steed to benefit from its effects for the duration of the spell, but only while you're mounted on it. Once you use this feature, you cannot use it again until you finish a short or long rest.
Alacrity of the Phantom Starting at 6th level, your extensive physical training begins to synergize fully with the arcane aspects of your powers. Whenever you cast one of the Knight Phantom favored spells, or use Aspect of the Phantom or Countenance of the Phantom, and for one minute after that, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, you can cast Phantom Steed as if its casting time was 1 action.
Countenance of the Phantom Beginning at 10th level, when you are attacked by a creature within 60 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, as you take a ghostly pallor, dark mist surrounds you, your eyes shed a baleful red glow, smoky tendrils slither at the shadows around you, and you exhude an ominous feeling of dread. If the attack misses and the attacker is not immune to being frightened, your first attack against that attacker during your next turn has advantage. You can expend a spell slot when using this action to add an additional 1d8 of force damage per level of the slot expended. Once you use this feature, you cannot use it again until you finish a short or long rest
Blade of the Phantom Starting at 14th level, you can extend the nature of the misty arcane shadows of the Phantom into your blade, turning it gray and partially insubstantial, allowing it to swing cleanly through armor while still rending flesh. As an action, choose a target within 5 feet of you. The target must make a Dexterity saving throw against your wizard spell save DC. If it fails, you make a melee weapon attack against it as part of the same action; this attack hits automatically, and deals force damage instead of the normal damage type of the weapon — any bonus effects retain their normal type. You can expend a spell slot when using this action to add an additional 1d8 of force damage per level of the slot expended. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.
In order to read the full class details click the link at the begging of the post.
3)Wizard Tradition:Primal Scholar Primal scholars are spellcasters bent on uncovering and mastering the ancinet magic that lies buried in the jungles, deserts, and mountains or Xen’drik. While some draw this power from giant lore, others seek to learn the secrets of the quori or the dragons themselves. No matter the source of their knowldge, these driven scholars learn to tap the power of ancient magic and weave it into their own spells. In addition to explorers, many of the natives of Xen’drik have taken up this class, rediscovering the magic of their ancestors or former masters.
Xen'drik Lore Starting at 2nd level, a primal scholar gains the ability to recall relevant pieces of information regarding the people, history, legends, and relics of Xen'drik. You gain proficiency to the Same with History skill if you haven't already. Each history roll you make that has to do with Xen'drik lore the profieciency bonus is doubled.
Mysterious Magic When you adopt this tradition at 2nd level, your study of unconventional magic gives your spells an odd appearance and makes them difficult to identify. The first time someone roll arcana check about your magic he has disadvantage on that check.
Additionally when your magic is being detected by a spell such as Detect Magic, the spellcaster needs more time to understand the aura of your spells. He need to focus for a number of rounds equal to your Intelligence modifier in order to understand what spell you casted.
Finally because of untraditional magic you use it can become difficult for others to evade it. You can give disadvange in a saving throw that an opponent rolls against your spells. Once you use this feature, you cannot use it again until you finish a short or a long rest.
Elder Giant Magic Starting at 6th level, you heve learned a technique developed by ancient giant spellcasters, allowing you to channel additional power into your spells. When casting a spell from the Wizard Spell List with a casting time of 1 action, you can increase the casting time by up to 3 rounds. For each additional round you extend the casting time, your increase the level of the spell by 1.
Giants of old could enchance any type of spell but their physic allowed them to do so. Mortal spellcasters cannot endure this amount of pain. Any attempt to go beyond their limits would be lethal for them. This ability is regained after a short or a long rest.
Whispers From Dal'Quor Beginning at 10th level, by studing ancient ruins of a lost war you have managed to reach the home plane of the Quori, the Dal' Quor. You can now imbue your magic with the nightmarish energy of the plane of Dreams. You can choose to cast a spell with a secondary effect. After your opponent roll initial saving throw no matter the result you force that target roll Wisdom saving throw (Spell DC), on failure your enemy is frightened until the end of his next turn and you deal 1d4 phychic damage per level of the spell casted.. If the spell has an area of effect or it affects multiple targets you can use this ability on multiple opponents, the number of them cannot be greater than you Intelligence modifier (minimun 1). This ability is usuable again after a short or long rest.
Mystery of Xen'drik Starting at 14th level,you have gained the understaning of the magic pattern that engulfs the ancient continent of Xen'drik. You have learned to siphon this magical energy to fuel you Arcane Recovery. From now on when you use the Arcane Recovery feauture the combined level of spell slots that can be regain equals your wizard level.
In order to read the full class details click the link at the begging of the post.
4)Background: Knight Templar The Church of the Silver Flame illuminates a way of life for millions of people across Khorvaire, represents the force that governs the nation of Thrane, and inspires bands of crusaders dedicated to exterminating evil from the face of Eberron. If mere membership in the church grants a comforting degree of faith and security, life as a crusader in its order of knights Templar guarantees a career of excitement, virtue, and honor.
Evil is everywhere, but that only strengthens your resolve to fight against it. Your faith in the Silver Flame drives you to wage unending war against the evil in the world, wherever it might be found—even if it lies within your adventuring party, your church, or yourself.
Skill Proficiencies: Insight, Religion
Tool Proficiencies: None
Languages: One of your Choice
Equipment: A small wooden case containing essential supplies for your work. This case holds four Silver Holy Symbol, four flasks of holy water, a small prayer book containing rites and prayers relating to exorcism and protection and two sharpened wooden stakes.
Knight Templar Specialty
There are many kinds roles that a Knight Templar fills in the Church Hierarchy. Not all of them perform the same duties. When you first join the order you are assigned a task, you are bound to it until the church find an other usage for your abilities.
Choose the role you played in the church, or roll on the table below.
Feature:Templar Status As a member of the order, you have the privilege of identifying yourself as a knight Templar of the Silver Flame. You can properly be addressed with "Sir" or "Lady" preceding your given name, and you can wear a silver tabard identifying you as a member of the order.
This status carries the most weight in Thrane, where it guarantees the good will of most citizens. You receive shelter and succor from members of your knightly order us well from temples of the Silver Flame and any citizen of Thrane. The common folk make every effort to accommodate you and avoid your displeasure and you can always secure an audience with the local authorities. These benefits apply within the region of Thrane though. Outside Thrane, it may provoke different responses.
Suggested Characteristics Use the tables for the acolyte background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a knight of your order. Your bond almost always involves the order to which you belong (or at least key members of it), and it is highly unusual for a knight's ideal not to reflect the agenda, sentiment, or philosophy of one's order.
Missions You don't undertake trivial adventures for base purposes such as self-enrichment. An adventure, for you, is a mission: an opportunity to make a difference in the world, to advance the cause of the church or hinder the progress of evil, or preferably both. You have been identified as an agent the church can use in the world, so you might be sent on missions by the church, either with an explicitly spiritual goal or to advance the agenda of Thrane among the other nations of Khorvaire. Even if no one sends you, however, you go regardless—like a knight-errant, you seek out any opportunity to do battle with evil. Supernatural evil is your true foe. The undead, possessing devils, rampaging demons—you can slay these foes without hesitation or qualms. By their mere existence, they corrupt the world; by eliminating them, you help to make the world a better place.
Exorcist of the Silver Flame Prerequisite: Follower of The Silver Flame, Silver Holy Symbol(see the Knight Templar Background)
With this feat you have joined the ranks of the Exorcists. You gain the following benefits:
•Silver Exorcism. As an action you hold your symbol in the air and start chanting holy words that set it on fire yet you are not burned. You choose an ally who is within 30 feet from you and is under the charmed condition. With Silver Exorcism the target gains advantage on his next saving throw to be set free from possession of dark magic.
•Resist Temptation.You can reroll a saving throw that you failed against charm spells and abilities from Fiends or Undead. If you do so you must use the new roll, and you can't use this feature until you finish a short or a long rest.
•Weapon of the Exorcist. As an exorcist of the Silver Flame you choose a weapon with which you dispense the will of the church. The chosen weapon must be a weapon that you are proficient with, and must have been in your possession for the last 24 hours. While wielding this weapon you treat it as silvered for the purpose of overcoming damage reduction.
Silver Pyromancer Prerequisite: Light Domain, Follower of the Silver Flame
Casting fire spells tinged with the holy power of the Silver Flame, you as Silver pyromancer gain the following benefits:
•Bow Proficiency: You gain proficiency with the longbow and shortbow.
•Smiting Spell. You ignore the Magic Resistance property of Fiends and Undeads. These creatures roll saving throw without advantage against spells that deal fire or radiant damage. You can do this a number of times equal to your Wisdom modifier (minimum 1). You regain this ability after a Long Rest.
•Silver Flame. Your spells are blessed with the power of the Silver Flame. By chanting sacred hymns, as a bonus action you can substitute any fire spell to deal radiant damage instead.
Blessed by the Flame Prerequisite: Smite class feature, Lay on Hands class feature, Follower of the Silver Flame
Your devotion to the Silver Flame allows you to burn the Church's foes with holy energies.
• Your lay on hands ability damages Lycanthropes, Fiends and Undead. This damage is radiant and you must succeed a normal melee attack.
• When you roll a 1 or 2 on a damage die for a smite attack, you can reroll that die and must use the new roll, even if the new roll is a 1 or a 2.
Silver Body Prerequisite: Warforged, Follower of the Silver Flame
Alchemical silver tracery covers your body, allowing you to overcome the supernatural defenses of certain creatures and punishing them for attacking you.
• Increase your Constitution score by 1, to a maximum of 20.
• Your natural weapons deal damage are treated as silvered weapons for the purpose of overcoming damage reduction.
• Any lycanthrope or fiend that bites you takes damage equal to your Constitution modifier. This damage ignores their damage reduction.
The following spells first appeared in Thrane during the Last War. Only clerics, paladins,rangers and theurges of the Silver Flame can cast these spells. If the character loose his faith he can no longer cast or memorise any of these spells.
Silver Arrow Evocation Cantrip Casting Time: 1 action Range: Bow range Components: V, M (a bow and an arrow) Duration: 1 round
While aiming with your bow you pull the string back and by chanting holy words you engulf your arrow with silver flame. As part of the action used to cast this spell, you must make a ranged attack with a bow against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects but the damage you deal is not physical, instead you deal full radiant damage High level description: This spell's damage increases when you reach higher levels. At 5th levels the ranged attack deals an extra d6 radiant damage to the target. Damage increase by 1d6 at 11th level and 17th level. Classes: Cleric, Wizard
Flamebound Symbol 3rd-level Evocation Casting Time: 1 bonus action Range: 60 feet Components: V, S Duration: 1 round
Clerics of the Silver Flame devised this spell to dispose of Karrnathi undead legions, since turning them was seldom enough. Casting this spell is a bonus action. If you cast the spell before attempting to turn undead, your turn undead ability changes as follows: Instead of being turned or destroyed, all undead within 30 feet take 6d6 points of fire damage. A successful Con save reduces the damage by half. Undead creatures destroyed by the damage are utterly consumed in silvery fire, leaving nothing behind except their possessions. High level description: When you cast this spell using a spell slot of 4th or higher, the damage increases by 1d6 for each slot level above 3rd. Classes: Cleric, Paladin, Ranger
Flamebound Weapon 1st-level Transmutation Casting Time:1 bonus action Range: Touch Components: V, S Duration: Concentration, up to 1 minute
Casting this spell is a bonus action. With it, you imbue a weapon you hold with the power of the Silver Flame. The weapon becomes sheathed in a silvery nimbus of light and deals an additional 1d4 points of radiant damage upon striking an evil creature. Classes: Cleric, Paladin, Wizard, Ranger
This spell is placed on two candles, which the caster must hold at the time of casting. Anything that is spoken into the flame of one candle can be heard issuing from the fl ame of the other. The candles’ ability to transmit and receive messages works over any distance, provided they’re both on the same plane of existence. Both candles must be lit for the message transfer to occur. Classes: Cleric, Wizard
Many interesting ideas, or interesting approaches, here. Especially the feats.
You've certainly taken Eberron to heart. Some may be a little over the top in terms of power, but the theme is clear.
Rather than a page to collect all your material, however, which will make both feedback for a specific one and posting new ones a complicated matter, I'd suggest having separate threads for each (you already have some, no?) - to collect feedback and respond directly to the relevant feedback, and keep this thread as a general hub with links to those threads on the first post (which you can edit to add new) for discoverability and general feedback.
...I wonder if Keith Baker visits these forums yet.
The Citadel operates in the interests and at the behest of the King and Crown of Breland. Originally formed as an elite unit of spies and scouts during the Last War, the Citadel became the eyes, ears, and sword of the Breland kings. It represents the best of the Crown’s operatives—those with the skills and authority to take on the most harrowing assignments for the benefit and glory of Breland’s king.
The Citadel operates throughout Breland as the ultimate agency for dispensing the King’s justice. Local watches and constabularies can call on its agents when a crime or situation poses a threat that spreads beyond their jurisdictions. Agents can also insert themselves into any situations, as they desire, since they wield the authority of the Crown. The Citadel also conducts operations beyond Breland’s borders, gathering intelligence, performing covert missions, and vigilantly working to keep Breland safe from its enemies.
Part spy, part inquisitive, and part soldier, the agent serves crown and country with his heart and soul. He might have the training of a rogue or a fighter, a wizard or a sorcerer, but he has been forged by the Citadel to rise to the top of this extraordinary institution. Everything the Citadel agent does is for the good of Breland, and he sometimes receives missions from the Crown that require his unique abilities. More often, however, he is left to his own devices. He is trusted to perform in the best interests of King and Crown without having to be constantly monitored or told what to do. He has his oath and his duty to guide him, and he is expected to always operate with the good of Breland in mind.
Skill Proficiencies: Any two skills, depending your field of expertise. Tool Proficiencies: Anyone of your choice, depending your specialty. Languages: One of your Choice Equipment: A signet (a ring or a brooch) from the King of Breland denoting the agent’s favored connection to Crown and Nation.
Citatel Agent Specialty The Citadel agent can serve the crown in many ways depending his training a role. Choose the role you played in the church, or roll on the table below.
Feature: Diplomatic Protection The Citadel Agent acts in the name of the crown and has protection from the law. In Breland, this protection is absolute (though violating the laws of the land can lead to trouble for the agent). In the neighboring lands of Aundair, Thrane, Karrnath, and Zilargo, treaties and longestablished agreements protect agents of the Citadel, but agents who push their luck—meddling in the affairs of government in lands other than Breland, killing wantonly, or otherwise flouting the law at every turn—are likely to suffer “accidents” that are completely disavowed by authorities in those lands. In other realms, a Citadel elite’s diplomatic protection is meaningless.
Alternative Feature: Royal Contact A Citadel agent has a contact close to the crown that provides information, assistance, and resources on an infrequent basis in exchange for the completion of missions and assignments that personally benefit the Brelish king. The type and degree of assistance this contact can provide is largely in the province of the DM. As a general rule, this contact can perform the same function as Persuation check, a bardic knowledge check, any Knowledge skill check, to accomplish a specific task, not simply to earn money, or to make or repair a single item. Other functions are possible, at the DM’s discretion. A Citadel agent can call upon this royal contact no more than once per adventure (or however the DM feels that is needed).
Variant Citadel Agent: Dark Lantern The Dark Lanterns serve the crown of Breland as spies and assassins. Collectively they form the intelligence division of the King’s Citadel, a much larger organization sworn to defend Breland from its enemies and dispense justice in the name of King Boranel. More than any other division within the Citadel, the Dark Lanterns tend toward intelligence-gathering missions that extend beyond Breland’s borders. As the secret servants of the crown, members of the organization are granted the authority to conduct intelligence operations on foreign soil, execute covert missions across the globe, and prevent national secrets from falling into the hands of rival intelligence agencies. The Dark Lanterns also have an unwritten license to eliminate any creature that threatens their nation, its sovereign, or its citizens.
The King’s Dark Lanterns were vital to Breland’s defense during the Last War. However, conspiracies abound in the aftermath of war as nations struggle to rebuild and reclaim what was lost. The Thronehold Accords have done nothing to end the secret conflicts being waged across the Five Nations—confl icts steeped in espionage and subterfuge. With the threat of another war looming on the horizon, Breland needs its Dark Lanterns now more than ever.
Suggested Characteristics
-D8 Personality Trait
1 I idolize my King, and constantly refer to his deeds and example. 2 I’m haunted by memories of the Last War. I can’t get the images of violence out of my mind. 3 I’ve lost too many friends, and I’m slow to make new ones. 4 I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations. 5 I quote (or misquote) The wisdom of Beggar Dane proverbs in almost every situation. 6 I am tolerant (or intolerant) of other nations and respect (or condemn) the rulership of other kings. 7 I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. 8 I always have a plan for what to do when things go wrong.
-D6 Ideals
1 Responsibility. I do what I must and obey just authority.(Lawful) 2 Charity. I always try to help those in need, no matter what the personal cost.(Good) 3 Independence. I must prove that I can handle myself without the coddling of my superior. (Chaotic) 4 Power. I hope to one day rise to the top of the Citadel.(Evil) 5 Nation. My city, nation, or people are all that matter.(Any) 6 Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine.(Lawful)
-D6 Bonds
1 I will face any challenge to win the approval of the Citadel. 2 I will do anything to protect the King and Country. 3 Nothing is more important than my fellow agents and comrades. 4 Those who fight beside me are those worth dying for. 5 I owe my life to the Citadel agent who took in me and trained me when my parents died. 6 I will someday get revenge on the corrupt superior agent who tried to eliminate me for knowing dark secrets.
-D6 Flaw
1 An fellow agent lost his agent status for a violation of the Citadel's rules that I did. I’m okay with that. 2 I have little respect for anyone who is not a proven agent. 3 I made a terrible mistake in a mission that costed lives—and I would do anything to keep that mistake secret. 4 I hide a truly scandalous secret that could ruin some Citadel superiors forever. 5 I obey the law, even if the law causes misery. 6 My hatred for the other nations is blind and unreasoning.
Missions The elite agents are the best of the best, saved for the most dangerous, most important assignments or granted latitude to serve the King and Crown as he sees fit. With a title such as the King’s Blade, the King’s Shield, or the King’s Wand, the Dark Laterns, the elite agent answers to the highest-ranking members of the Citadel, the Breland king’s intelligence adviser, or in rare cases to the King of Breland himself.
Citadel Training Prerequisite: Breland region, proficient with specific skill
The Citadel Academy in Wroat trains its elite agents well. You gain the following benefits: • Increase your Dexterity or Wisdom or Charisma score by 1, to a maximum of 20. • Choose one of the following skills in which you must be already proficient: Insight, Investigate, Perception, Persuasion.The proficiency bonus is doubled for any ability check you make that uses the chosen proficiency. • When you finish your training you gain access to certain resources. When abroad you can take refuge in any Brelish embassy or Citadel safe house. (Brelish embassies exist in every recognized capital city in Khorvaire. Citadel safe houses can be found in every large city, metropolis, or capital city, although they are well hidden). You can also tap into a network of Citadel agents, hidden Brelish nationals, and foreign sympathizers and use them as informants or couriers, although finding one in a given settlement requires some searching.
Academic Prerequisite: proficient with α specific Knowledge skill
You have spent years studying in one of the greatest places of learning in Khovaire. This could be either the Morgrave University in Breland, the Korranberg Library in Zilagro, the Tower of the Twelve in Karnnath, the Arcane Congress in Aundair or the Theology School of Thrane. You gain the following benefits: • Increase your Intelligence or Wisdom score by 1, to a maximum of 20. • Choose one of the following skills in which you must be already proficient: Arcana, Nature, Religon, History.The proficiency bonus is doubled for any ability check you make that uses this chosen proficiency. • As an Academic you have your own room in your chosen institute where you can study or do your research. The doors of the institute are always open for you and you have some status depending your accomplishments. You can also practice your profession as an Academic which gives you a Comfortable lifestyle (PH page 157). You cannot spent any of these money for adventuring or buying equipment.
Sharn Skymage Prerequisite: Ability to fly either naturally or through magic
•Extend Flight: Whenever a Sharn skymage casts a spell or activate a magic item that allows him to fly, the spell’s duration is doubled. •Tenacious Flight: Other spellcasters have disadvantage on dispel checks against you when they try to dispel the spell that allows you to fly. If you touch the ground when the dispel takes place the enemy spellcaster rolls without disadvantage. •Fast Flight: When a Sharn skymage gains or grants the ability to fly by any means (including using a magic item), his (or the spell’s target’s) fly speed increases by 10 feet.
Syrania Manifester Prerequisite: Sharn Region
You have learned to make use of the manifest zone in Sharn. •Increase your Strength or Dexterity score by 1, to a maximum of 20. •When you are within a manifest zone linked to Syrania, including anywhere within the city of Sharn, your jumping distance is doubled and you reduce any falling damage by half.
Druid Options: Creating a Druid in the world of Eberron is the same with Druid of the Circle of The Land described in the Player's Handbook page 64. But instead of territories Druids in Eberron choose Sects to follow. Therefore instead of Land spells you can choose Sect spells reflecting the role of each Sect in the world.
Druidic Magic of Eberron The history of the druids in Eberron stretches back sixteen thousand years, to a time when orcs and goblinoids ruled the continent of Khorvaire. At that time, a black dragon named Vvaraak, a great student of astrology, cosmology, and the draconic Prophecy, foretold a planar invasion of tremendous magnitude. Knowing that the humanoids would have to repel this invasion on their own, she taught the first orc druids about the bond among the three dragons of legend, how to tap into their power, and how they might seal the gate between the planes the next time one opened.
The invasion Vvaraak foretold occurred seven thousand years later, when mind flayers and their daelkyr overlords from the plane of Xoriat stepped through planar gateways and launched an overwhelming attack on the hobgoblin Empire of Dhakaan. Because they had kept Vvaraak's teachings alive, the orc druids were able to seal the planar gateways, striking the decisive blow in the war against the invaders.
Not all druids in Khorvaire are aware of this ancient and illustrious history, and few actually recall the central cosmological teachings that enabled the druids of old to act as Gatekeepers, policing the boundaries between the planes. These few, however, still pass on Vvaraak's teachings, trusting that future generations faced with a similar threat from beyond Eberron are prepared to deal with it as their spiritual ancestors did in millennia past. Most druids come from the Eldeen Reaches, where their animistic religion is the dominant faith. Others are found anywhere that nature's spirit is strong, from the craggy mountains that house the Mror Holds to the fetid swamps of the Shadow Marches. Some druids from the Eldeen Reaches espouse radical philosophies that oppose the use of "unnatural" magic and condemn the building of settlements. Most druids are more moderate in their beliefs about the proper balance of nature, magic, and civilization.
The Main Sects The main Sects that dominate the world of Eberron are five. First were the Gatekeepers who protect the world for thousands of years. After 4900 years from the first ivasion that the Gatekeepers repelled another great druidic tradition sprung out of The Eldeen Reaches. Deep in the ancient forests a great pine named Oalian was awakened. Oalian has since become the central influence in many of the Eldeen Sects of druidism including the Ashbound, the Wardens of the Wood, the Greensingers and the Children of Winter. Though each of these traditions have varying beliefs they all share a commonality in their reverence for Oalian.
Ashbound The Ashbound are an extreme druidic order, who consider all arcane and divine magic (outside of druidic magic) to be "unnatural". They seek to protect all wilderness and consider even common agriculture to be outside the natural balance. They prefer to avoid bloodshed, but the more severe elements within the order are not above terroristic attacks to make their point.
Ashbound and the Circle of the Moon: Many Ashbound Druids prefer to focus on combat and animal forms rather than casting spell in order to enforce their beliefs.
Children of Winter The Children of Winter are the darkest of Khorvaire's druidic traditions and seek to cleanse the land of the blight of civilization through death. They believe the end of the current age is at hand and often will endeavor to help it along, believing that the fittest will survive to repopulate in the new spring that is to follow the coming winter. The Mournland is evidence of the coming end in the minds of the Children of Winter.
Children of the Winter and the Circle of the Moon: Many Children of the Winter follow the Circle of the Moon. Unlike the Ashbound who usually transform into ferocious animals most
Gatekeepers The Gatekeepers are a druidic sect dedicated to keeping Eberron free of "unnatural" external influences, and this order has battled extraplanar invasions and aberrations for centuries. The Gatekeepers are the oldest druidic tradition on the continent of Khorvaire, having descended from the followers of Vvaraak, a black dragon that taught orcs in the Shadow Marches the secrets to the natural world 15,000 years ago.
It was 7,000 years later that the Gatekeepers had their first real test and had to fight to stop the daelkyr invasion.
Gatekeepers seek to defend nature against aberrations, outsiders, undead and other unnatural horrors. While diminished in size, the order remains vigilant and maintains a relatively friendly relationship with the Wardens of the Wood, the largest druidic order on Khorvaire.
Greensingers Nearly all Greensingers are elves or half-elves, with a scattering of humans. They are habitués of Thelanis, if not natives of that plane, spending more time among the fey court than in the material world. Although some learn the sect’s ways on Eberron, most go to Thelanis and return as emissaries and defenders of the fey. Those with elf blood are most closely attuned to the wild freedom embodied by the sect, but anyone who chafes at the strictures imposed by civilization, or even the limitations of another druid sect, is a candidate for the Greensingers.
Greensingers dwell only within the Twilight Demesne and Thelanis, although they might travel to other realms. When they send an ambassador to Eberron, the meeting occurs within the Towering Wood. Communication with far-off nations is through magical means (facilitated by Gatekeepers and the Siberys observatories) or messages carried by emissaries of those lands. It is possible the Greensingers would emerge into the world if a sufficiently great threat demanded it, but so far nothing has met that criterion (whatever it might be).
What motivates the Greensingers as a group, let alone each member, is a mystery to all who are not part of the sect. Indeed, the sheer chaos of the faction is inimical to establishing an overriding philosophy. The Greensingers do have one shared ideal, however, which they reveal only to those who are fit to enter their rarefied circle.
The great purpose of the Greensingers is this: All the planes of existence are part of nature, and all should be made manifest. Unlike every other druid sect, they have no horror of outsiders, considering them to be as natural as earthly creatures. If a thing exists, they say, it was meant to exist. Even such universally reviled monstrosities as daelkyr and undead creatures are obviously intended to be. And existence itself is the highest authority to the Greensingers.
Wardens of the Wood The largest and most influential of the druidic sects of Khorvaire is the Wardens of the Wood. The Wardens are primarily human but include other races.
During the Last War, the Wardens became the de facto governing body of the Eldeen Reaches after Aundair abandoned the region. The Wardens rallied the people to defend their lands against bandit raiders and foreign nations with designs on their abundant woodlands and plains. The Wardens are respected and well-liked thoughout the Eldeen Reaches.
The Order seeks to maintain a balance between civilization and nature, and is in many ways the most liberal of the druidic sects. They have no problem with agriculture or animal husbandry as long as the land and its creatures are not ill-treated or abused. And they often work with farmers and ranchers to help them prosper while maintaining a proper balance with nature.
Zone of Natural Purity 2nd level Enchantment Casting Time:1 action Range: 30 feet Components: V, M ( A bushel of ivy leaves and berries, which must be sprinkled around the area of effect) Duration: Concetration up to 1 minute
This spell sanctifies an area to the forces of nature. Up to four creatures of your choice that you can see within range are affected by this spell. If the targets are fey,plants or beasts whenever they make an attack roll or a saving throw before the spell ends, the targets can roll a additonal d4 and add the number rolled on attack rolls, damage or saving throws. If the targets are aberrations then they must make Charisma saving throws. Whenever an aberration that fails this saving throw before the spell ends, the target suffers a d4 penalty on attack roll or saving throw. High level description: When you cast this spell using a spell slot of 3rd lever or higher, you can target one additional creature for each slot level above 2nd. Classes: Druid, Ranger
Dimensional Anchor 5th level Abjuration Casting Time: 1 action Range:30 feet Components: V, M ( A bushel of ivy leaves and berries, which must be sprinkled around the area of effect) Duration: Concetration up to 1 minute
As an action you create a shimmering emerald sphere of 120 feet radius centered on you. This sphere completely blocks extradimensional travel.
Forms of movement barred by a dimensional anchor include blink, dimension door, etherealness, gate, maze, misty step, plane shift, teleport and similar teleportation abilities (such as a monk's shadow step). This ability also prevents the use of a gate or teleportation circle for the duration of the spell.
A creature can break through the Dimensional Anchor if it succeeds an Intelligence saving throw against your Spell DC. Classes: Druid, Ranger
Ancient Knowledge 1st-level Divination Casting Time: 1 bonus action Range: Personal Components: V, S Duration: Concentration up to 1 minute
You tap the ancient knowledge of fate and fortune, giving you a greater ability to focus on a particularly difficult academic problem. Whenever you make a knowledge roll before the spell ends, you can roll a d6 and add the number rolled to knowledge skill. You can roll the die before or after making the ability check. Classes: Bard, Wizard
Clothier's Closet 2nd-level Conjuration Casting Time: 10 minutes Range: 30 ft. Components: V, S, M( A gem worth at least 100 gp). Duration: 8 hours
When you and your companions need to attend a gale reception at the last minute, you need not despair over your clothing. When you cast clothier's closet, you conjure a 3-inch-diameter wooden rod up to 10 feet long between any two upright supports you choose. For example, you could summon the rod between two walls of a corridor or alcove. On the rod hang a number of outfits as determined by you, each of a size and type you specify while the spell is cast.
The conjured rod can hold a variety of separate outfits whose total price does not exceed 100 gp. The outfit types that you can specify include the following:
The conjured clothing is normal in all respects and does not radiate magic. Even after the duration elapses and the rod and hangers disappear, the clothes remain.
Special: A character with any Mark of Hospitality dragonmark, can cast this spell without the material components, but the conjured clothes last only as long as the spell's duration. Classes: Bard, Wizard
Greetings Adventures,
I am an eberron enthusiast and I working with some friends on converting staff from previous editions into 5e rules.
I will try to post weekly and all criticism and feedback is more than welcome in order to improve the material.
Credit goes to homebrewery.naturalcrit.com for the templates I am using and of course to the creator of the world Keith Baker who had the inspiration to bring it to life.
So the material so far is:
1)Paladin Oath: Oath of the Bone - Bone knights are Paladins giving the Oath of the Bone. They living protectors who fight alongside the undead legions of their land.
2)Wizard Tradition: Knight Phantom- The knight phantom wizard tradition takes wizards and gradually turns them into capable melee fighters, without slowing their spellcasting too much and specializing in skirmishing.
3)Wizard Tradition: Primal Scholar- Primal scholars is a wizard tradition bent on uncovering and mastering the ancient magic that lies buried in the jungles, deserts, and mountains of Xen'drik.
4)Background: Knight Templar- Knight Templars have devoted their life on fighting the supernatural evil in Khovaire. The follow the religion of The Silver Flame.
5)Feats:Exorcist of the Silver Flame, Silver Pyromancer, Blessed by the Flame, Silver Body-These feats are designed for those players who want to play a Silver Flame flavored character.
6)Spells: Silver Arrow, Flamebound Symbol, Flamebound Weapon, Whispering Flame-- Spells that are designed to support a silver flame spellcaster.
7)Background: Citadel Agent. The Citadel trains the agents who operate in the name of the Crown of Breland. If you want to play a Dark Lantern spy or Citadel Diplomat this is the background you are looking for.
8)Feats:Citadel Training,Mograve University Academic,Sharn Skymage,Syrania Manifester- Here are some feats for those who want to play a character from Breland or specifically from Sharn.
9)Class Options: Druidic Magic of Eberron plus Spells:Zone of Natural Purity & Dimensional Anchor- Sect spells substitute the spells that are granted to Druids from the Circle of the Land Subclass.
10)Spells: Ancient Knowledge, Clothier's Closet- Here are some spells to give some extra flavor to you Eberron Campaign.
Take a look at my homebrew list for Eberron http://homebrewery.naturalcrit.com/user/Makis
Follow me on twitter https://twitter.com/Makaros83
1)Paladin Oath: Oath of The Bone
Bone knights are Karrn patriots, living protectors who fight alongside the undead legions of their land. During the Last War, they provided tactical expertise and fine control to the legions of undead Kaius raised to defend his people. In postwar Karrnath, they serve as elite knights who travel abroad to complete missions that serve the greater glory of their king. They wear suits of bonecrafted armor that they create themselves and learn to harness the power of necromancy, turning hordes of undead into disciplined, even cunning, troops.
The Art of Bonecrafting
Paladins of this Oath gather the bones of their fallen comrades and attach them to their armor and weapons for two reasons: to honor the fallen and to bring fear to their enemies. The prosses requires specific skill, both mandane and necromatic, taught only by the knights themselves.
The Knight must gather a specific amount of bones, which he can then forge onto his armor and weapons. This process can be used on any physical weapon or armor and takes 8 hours of effort, or can be incorporated into the forging of new weapons or armor without any significant delay in the construction process. The resulting equipment has a particularly menacing visage, and those that use them in combat sow fear in their enemies. A Bone Knight leading a battalion of Karrnathi undead is a sight that haunts the dreams of any warrior.
You gain proficiency to Intimidation while wearing armor or wielding weapons treated with Bonecrafting. If you are already proficient, your proficiency bonus for it is doubled instead.
When using Divine Smite with a weapon treated with Bonecrafting, the extra damage of the Divine Smite is necrotic instead of radiant.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Bone Spells
Paladin Level Spells
3rd False Life, Inflict wounds
5th Ray of Enfeeblement , Summon Skeletal Steed
9th Animate Dead , Vampiric Touch
13th Animate Karrnathi Dead, Death Ward
17th Raise Dead , Antilife Shell
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Bone March.You can use your Channel Divinity to rally undead to your command. As an action, choose one zombie or skeleton within 30 feet of you that you can see. The creature must succeed on a Wisdom saving throw or be Charmed by you for 24 hours. While Charmed, the creature must obey your commands to the best of its abilities. Using Bone March on a creature already affected by it refreshes its duration to the full 24 hours without requiring a new saving throw. Additionaly you can use this Channel Divinity on undead created with Animate Dead to expand the duration of your control without casting the Spell again. Creatures whose Challenge Rating is equal or greater than your Paladin level are immune to this effect.
Arms of the Grave.You can use your Channel Divinity to imbue your bonecrafted armor or weapon with necrotic energy. As a bonus action, you choose one bonecrafted weapon you are wielding or one suit of bonecrafter armor you are wearing. If you select a weapon, it deals an extra 1d4 necrotic damage to any target it hits, for one minute. If you select a suit of armor, bludgeoning, piercing, and slashing damage you receive from non-magical weapons while wearing that suit of armor is reduced by an amount equal to half of your Charisma modifier (rounded up, minimum 1), for one minute.
Master of the White Banner
At 7th level, all undead under your control have advantage on saving throws against being turned, and those within 10 feet of you gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum 1).
Exoskeleton of Undeath
At 15th level, you learn how to expand the necromantic energies that dwell within bonecrafted armor to affect yourself. You can take one hour to perform a ritual that allows you to fuse a suit of bonecrafted armor on your body. This fused suit cannot be removed except by your death or the same ritual, but otherwise retains its traits. While fused with bonecrafted armor, you gain immunity the poisoned condition and resistance to poison and necrotic damage. Additionally you do not need to eat or drink.
Aspect of Death
At 20th level, you can assume the mantle of death and become a veritable Reaper on the Material Plane. Using your action, you slip away from the grasp of life to enter death's embrace. For 1 minute, you gain the following benefits:
Death Strike. When you roll a 1 or 2 on a damage die for an attack you make with a Bonecraft Weapon, you can reroll that die and must use the new roll, even if the new roll is a 1 or a 2.
Lord of the Dead. Undead creatures under your command are immune to effects that turn undead. Each undead creature that you can see within 60 feet of you at the beginning of your turn is subjected to the effects of Bone March.
Death Denial. If damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC equal to the damage taken. On a success, you drop to 1 hit point instead.
In order to read the full class details click the link at the begging of the post.
Take a look at my homebrew list for Eberron http://homebrewery.naturalcrit.com/user/Makis
Follow me on twitter https://twitter.com/Makaros83
2)The Phantom Knight
During the Last War, the knight phantoms were specialized light cavalry that used phantom steeds to reach the critical point in a battle, then a combination of spellcasting and martial prowess to win the day. Part of Aundair’s famed Knights Arcane, the knight phantoms prided themselves on their ability to ride hard and reach strategic points in the battle before the enemy could — or to rescue Aundairian units in danger of being overwhelmed by the enemy.
Like other members of the Knights Arcane, the knight phantoms remain in service to the Aundair crown after the end of the Last War. But their numbers are diminished, and many a knight phantom has retired — or put her war-won talents to use as an adventurer.
Knights Arcane
Specialized military group headed by Lord Darro ir'Lain and loyal to the crown. They are one of Aundair's strongest and most capable units. Most members of Knights Arcane are Fighters with the Martial Archetype of the Eldritch Knight found in Player's Handbook, pg. 74. The Knight Phantom described here is an even more specialised unit of this organization.
The Code of Conduct
Phantom Knights are no traditional wizards. They use magic in order to retrieve persons or items for the Crown, or take over strategic locations long before allies and enemies arrive. It is imperative for their duties that they are quick and effective. The Knight Phantoms always consider the demands of a mission and prepare their spells in order to evade capture, do the job efficiently, and ideally survive the process, because failure often means death. Captivity is not an option for them, and it is expected that no one will come after a captive Knight Phantom to stage a rescue — if one is captured, they have no recourse but escape on their own and report their failure back to Aundair.
Knight Phantom Spellboook
Knight Phantoms receive extensive training, both physical and magical, but focus particularly on a set of spells that are considered of paramount importance. Each receives a spellbook that includes those spells, and it is considered a violation of their code of conduct to lose that spellbook or fail to prepare as many of those spells as the Knight Phantom is able to, especially Phantom Steed.
Knight Phantom Favored Spells
Level | Spells |
1st Expeditious Retreat
2nd Misty Step
3rd Phantom Steed
4th Dimension Door
5th Mislead
Phantom Training
When you adopt this tradition at 2nd level, you gain proficiency to the following: light armor, a one-handed melee weapon of your choice, and your choice of either Acrobatics or Athletics.
Also at this level the Phantom knights have already learned to master the Phantom Steed spell more than any other spell. The Phantom Steed spell is copied to your spellbook and you can cast it once without using a wizard spell slot. You do not need to memorise it in order to use this ability. You can use this ability again after you finish a long rest.
Aspect of the Phantom
Starting at 2nd level, the Knight Phantom can take on a gray, semi-insubstantial appearance that allows him to move like a shadow. You activate Aspect of the Phantom as a bonus action and it lasts for as long as you concentrate on it, up to 1 minute. While in that state, your movement does not provoke Opportunity Attacks. Additionally, you hover just above the ground, ignoring difficult terrain and other impediments that don’t extend more than a few inches above the ground. You do not exert weight on the surface under you, so you can move across fragile or liquid surfaces.
Using this feature in the same turn that you cast Phantom Steed allows the steed to benefit from its effects for the duration of the spell, but only while you're mounted on it.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Alacrity of the Phantom
Starting at 6th level, your extensive physical training begins to synergize fully with the arcane aspects of your powers. Whenever you cast one of the Knight Phantom favored spells, or use Aspect of the Phantom or Countenance of the Phantom, and for one minute after that, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Additionally, you can cast Phantom Steed as if its casting time was 1 action.
Countenance of the Phantom
Beginning at 10th level, when you are attacked by a creature within 60 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, as you take a ghostly pallor, dark mist surrounds you, your eyes shed a baleful red glow, smoky tendrils slither at the shadows around you, and you exhude an ominous feeling of dread.
If the attack misses and the attacker is not immune to being frightened, your first attack against that attacker during your next turn has advantage.
You can expend a spell slot when using this action to add an additional 1d8 of force damage per level of the slot expended.
Once you use this feature, you cannot use it again until you finish a short or long rest
Blade of the Phantom
Starting at 14th level, you can extend the nature of the misty arcane shadows of the Phantom into your blade, turning it gray and partially insubstantial, allowing it to swing cleanly through armor while still rending flesh. As an action, choose a target within 5 feet of you. The target must make a Dexterity saving throw against your wizard spell save DC. If it fails, you make a melee weapon attack against it as part of the same action; this attack hits automatically, and deals force damage instead of the normal damage type of the weapon — any bonus effects retain their normal type.
You can expend a spell slot when using this action to add an additional 1d8 of force damage per level of the slot expended.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.
In order to read the full class details click the link at the begging of the post.
Take a look at my homebrew list for Eberron http://homebrewery.naturalcrit.com/user/Makis
Follow me on twitter https://twitter.com/Makaros83
3)Wizard Tradition:Primal Scholar
Primal scholars are spellcasters bent on uncovering and mastering the ancinet magic that lies buried in the jungles, deserts, and mountains or Xen’drik. While some draw this power from giant lore, others seek to learn the secrets of the quori or the dragons themselves. No matter the source of their knowldge, these driven scholars learn to tap the power of ancient magic and weave it into their own spells. In addition to explorers, many of the natives of Xen’drik have taken up this class, rediscovering the magic of their ancestors or former masters.
Xen'drik Lore
Starting at 2nd level, a primal scholar gains the ability to recall relevant pieces of information regarding the people, history, legends, and relics of Xen'drik. You gain proficiency to the Same with History skill if you haven't already. Each history roll you make that has to do with Xen'drik lore the profieciency bonus is doubled.
Mysterious Magic
When you adopt this tradition at 2nd level, your study of unconventional magic gives your spells an odd appearance and makes them difficult to identify. The first time someone roll arcana check about your magic he has disadvantage on that check.
Additionally when your magic is being detected by a spell such as Detect Magic, the spellcaster needs more time to understand the aura of your spells. He need to focus for a number of rounds equal to your Intelligence modifier in order to understand what spell you casted.
Finally because of untraditional magic you use it can become difficult for others to evade it. You can give disadvange in a saving throw that an opponent rolls against your spells. Once you use this feature, you cannot use it again until you finish a short or a long rest.
Elder Giant Magic
Starting at 6th level, you heve learned a technique developed by ancient giant spellcasters, allowing you to channel additional power into your spells. When casting a spell from the Wizard Spell List with a casting time of 1 action, you can increase the casting time by up to 3 rounds. For each additional round you extend the casting time, your increase the level of the spell by 1.
Giants of old could enchance any type of spell but their physic allowed them to do so. Mortal spellcasters cannot endure this amount of pain. Any attempt to go beyond their limits would be lethal for them. This ability is regained after a short or a long rest.
Whispers From Dal'Quor
Beginning at 10th level, by studing ancient ruins of a lost war you have managed to reach the home plane of the Quori, the Dal' Quor. You can now imbue your magic with the nightmarish energy of the plane of Dreams. You can choose to cast a spell with a secondary effect. After your opponent roll initial saving throw no matter the result you force that target roll Wisdom saving throw (Spell DC), on failure your enemy is frightened until the end of his next turn and you deal 1d4 phychic damage per level of the spell casted.. If the spell has an area of effect or it affects multiple targets you can use this ability on multiple opponents, the number of them cannot be greater than you Intelligence modifier (minimun 1). This ability is usuable again after a short or long rest.
Mystery of Xen'drik
Starting at 14th level,you have gained the understaning of the magic pattern that engulfs the ancient continent of Xen'drik. You have learned to siphon this magical energy to fuel you Arcane Recovery. From now on when you use the Arcane Recovery feauture the combined level of spell slots that can be regain equals your wizard level.
In order to read the full class details click the link at the begging of the post.
Take a look at my homebrew list for Eberron http://homebrewery.naturalcrit.com/user/Makis
Follow me on twitter https://twitter.com/Makaros83
4)Background: Knight Templar
The Church of the Silver Flame illuminates a way of life for millions of people across Khorvaire, represents the force that governs the nation of Thrane, and inspires bands of crusaders dedicated to exterminating evil from the face of Eberron. If mere membership in the church grants a comforting degree of faith and security, life as a crusader in its order of knights Templar guarantees a career of excitement, virtue, and honor.
Evil is everywhere, but that only strengthens your resolve to fight against it. Your faith in the Silver Flame drives you to wage unending war against the evil in the world, wherever it might be found—even if it lies within your adventuring party, your church, or yourself.
Skill Proficiencies: Insight, Religion
Tool Proficiencies: None
Languages: One of your Choice
Equipment: A small wooden case containing essential supplies for your work. This case holds four Silver Holy Symbol, four flasks of holy water, a small prayer book containing rites and prayers relating to exorcism and protection and two sharpened wooden stakes.
Knight Templar Specialty
There are many kinds roles that a Knight Templar fills in the Church Hierarchy. Not all of them perform the same duties. When you first join the order you are assigned a task, you are bound to it until the church find an other usage for your abilities.
Choose the role you played in the church, or roll on the table below.
D8 Specialty
1 Inquisitor
2 Priest
3 Occult Hunter
4 Knight
5 Silver Pyromancer
6 Temple Guard
7 Exorcist
8 Relic Collector
Feature:Templar Status
As a member of the order, you have the privilege of identifying yourself as a knight Templar of the Silver Flame. You can properly be addressed with "Sir" or "Lady" preceding your given name, and you can wear a silver tabard identifying you as a member of the order.
This status carries the most weight in Thrane, where it guarantees the good will of most citizens. You receive shelter and succor from members of your knightly order us well from temples of the Silver Flame and any citizen of Thrane. The common folk make every effort to accommodate you and avoid your displeasure and you can always secure an audience with the local authorities. These benefits apply within the region of Thrane though. Outside Thrane, it may provoke different responses.
Suggested Characteristics
Use the tables for the acolyte background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a knight of your order. Your bond almost always involves the order to which you belong (or at least key members of it), and it is highly unusual for a knight's ideal not to reflect the agenda, sentiment, or philosophy of one's order.
Missions
You don't undertake trivial adventures for base purposes such as self-enrichment. An adventure, for you, is a mission: an opportunity to make a difference in the world, to advance the cause of the church or hinder the progress of evil, or preferably both. You have been identified as an agent the church can use in the world, so you might be sent on missions by the church, either with an explicitly spiritual goal or to advance the agenda of Thrane among the other nations of Khorvaire. Even if no one sends you, however, you go regardless—like a knight-errant, you seek out any opportunity to do battle with evil. Supernatural evil is your true foe. The undead, possessing devils, rampaging demons—you can slay these foes without hesitation or qualms. By their mere existence, they corrupt the world; by eliminating them, you help to make the world a better place.
Take a look at my homebrew list for Eberron http://homebrewery.naturalcrit.com/user/Makis
Follow me on twitter https://twitter.com/Makaros83
5)Feats for a Silver Flame Character
Exorcist of the Silver Flame
Prerequisite: Follower of The Silver Flame, Silver Holy Symbol(see the Knight Templar Background)
With this feat you have joined the ranks of the Exorcists. You gain the following benefits:
•Silver Exorcism. As an action you hold your symbol in the air and start chanting holy words that set it on fire yet you are not burned. You choose an ally who is within 30 feet from you and is under the charmed condition. With Silver Exorcism the target gains advantage on his next saving throw to be set free from possession of dark magic.
•Resist Temptation.You can reroll a saving throw that you failed against charm spells and abilities from Fiends or Undead. If you do so you must use the new roll, and you can't use this feature until you finish a short or a long rest.
•Weapon of the Exorcist. As an exorcist of the Silver Flame you choose a weapon with which you dispense the will of the church. The chosen weapon must be a weapon that you are proficient with, and must have been in your possession for the last 24 hours. While wielding this weapon you treat it as silvered for the purpose of overcoming damage reduction.
Silver Pyromancer
Prerequisite: Light Domain, Follower of the Silver Flame
Casting fire spells tinged with the holy power of the Silver Flame, you as Silver pyromancer gain the following benefits:
•Bow Proficiency: You gain proficiency with the longbow and shortbow.
•Smiting Spell. You ignore the Magic Resistance property of Fiends and Undeads. These creatures roll saving throw without advantage against spells that deal fire or radiant damage. You can do this a number of times equal to your Wisdom modifier (minimum 1). You regain this ability after a Long Rest.
•Silver Flame. Your spells are blessed with the power of the Silver Flame. By chanting sacred hymns, as a bonus action you can substitute any fire spell to deal radiant damage instead.
Blessed by the Flame
Prerequisite: Smite class feature, Lay on Hands class feature, Follower of the Silver Flame
Your devotion to the Silver Flame allows you to burn the Church's foes with holy energies.
• Your lay on hands ability damages Lycanthropes, Fiends and Undead. This damage is radiant and you must succeed a normal melee attack.
• When you roll a 1 or 2 on a damage die for a smite attack, you can reroll that die and must use the new roll, even if the new roll is a 1 or a 2.
Silver Body
Prerequisite: Warforged, Follower of the Silver Flame
Alchemical silver tracery covers your body, allowing you to overcome the supernatural defenses of certain creatures and punishing them for attacking you.
• Increase your Constitution score by 1, to a maximum of 20.
• Your natural weapons deal damage are treated as silvered weapons for the purpose of overcoming damage reduction.
• Any lycanthrope or fiend that bites you takes damage equal to your Constitution modifier. This damage ignores their damage reduction.
Take a look at my homebrew list for Eberron http://homebrewery.naturalcrit.com/user/Makis
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6)Spells: Silver Arrow, Flamebound Symbol, Flamebound Weapon, Whispering Flame
The following spells first appeared in Thrane during the Last War. Only clerics, paladins,rangers and theurges of the Silver Flame can cast these spells. If the character loose his faith he can no longer cast or memorise any of these spells.
Silver Arrow
Evocation Cantrip
Casting Time: 1 action
Range: Bow range
Components: V, M (a bow and an arrow)
Duration: 1 round
While aiming with your bow you pull the string back and by chanting holy words you engulf your arrow with silver flame.
As part of the action used to cast this spell, you must make a ranged attack with a bow against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects but the damage you deal is not physical, instead you deal full radiant damage
High level description: This spell's damage increases when you reach higher levels. At 5th levels the ranged attack deals an extra d6 radiant damage to the target. Damage increase by 1d6 at 11th level and 17th level.
Classes: Cleric, Wizard
Flamebound Symbol
3rd-level Evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: 1 round
Clerics of the Silver Flame devised this spell to dispose of Karrnathi undead legions, since turning them was seldom enough.
Casting this spell is a bonus action. If you cast the spell before attempting to turn undead, your turn undead ability changes as follows: Instead of being turned or destroyed, all undead within 30 feet take 6d6 points of fire damage. A successful Con save reduces the damage by half. Undead creatures destroyed by the damage are utterly consumed in silvery fire, leaving nothing behind except their possessions.
High level description: When you cast this spell using a spell slot of 4th or higher, the damage increases by 1d6 for each slot level above 3rd.
Classes: Cleric, Paladin, Ranger
Flamebound Weapon
1st-level Transmutation
Casting Time:1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Casting this spell is a bonus action. With it, you imbue a weapon you hold with the power of the Silver Flame. The weapon becomes sheathed in a silvery nimbus of light and deals an additional 1d4 points of radiant damage upon striking an evil creature.
Classes: Cleric, Paladin, Wizard, Ranger
Whispering Flame
2nd-level Divination (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, Material (two candles)
Duration: 8 hours (until the candles melts away)
This spell is placed on two candles, which the caster must hold at the time of casting. Anything that is spoken into the flame of one candle can be heard issuing from the fl ame of the other. The candles’ ability to transmit and receive messages works over any distance, provided they’re both on the same plane of existence. Both candles must be lit for the message transfer to occur.
Classes: Cleric, Wizard
Take a look at my homebrew list for Eberron http://homebrewery.naturalcrit.com/user/Makis
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Many interesting ideas, or interesting approaches, here. Especially the feats.
You've certainly taken Eberron to heart. Some may be a little over the top in terms of power, but the theme is clear.
Rather than a page to collect all your material, however, which will make both feedback for a specific one and posting new ones a complicated matter, I'd suggest having separate threads for each (you already have some, no?) - to collect feedback and respond directly to the relevant feedback, and keep this thread as a general hub with links to those threads on the first post (which you can edit to add new) for discoverability and general feedback.
...I wonder if Keith Baker visits these forums yet.
Nice work, I really like what you've done there and I'm looking forward to when D&D Beyond reaches the point where it has homebrew content. :)
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Here is a new background for those players who want to play a Citadel Agent or a Dark Lantern from Breland .
7)Citadel Agent
The Citadel operates in the interests and at the behest of the King and Crown of Breland. Originally formed as an elite unit of spies and scouts during the Last War, the Citadel became the eyes, ears, and sword of the Breland kings. It represents the best of the Crown’s operatives—those with the skills and authority to take on the most harrowing assignments for the benefit and glory of Breland’s king.
The Citadel operates throughout Breland as the ultimate agency for dispensing the King’s justice. Local watches and constabularies can call on its agents when a crime or situation poses a threat that spreads beyond their jurisdictions. Agents can also insert themselves into any situations, as they desire, since they wield the authority of the Crown. The Citadel also conducts operations beyond Breland’s borders, gathering intelligence, performing covert missions, and vigilantly working to keep Breland safe from its enemies.
Part spy, part inquisitive, and part soldier, the agent serves crown and country with his heart and soul. He might have the training of a rogue or a fighter, a wizard or a sorcerer, but he has been forged by the Citadel to rise to the top of this extraordinary institution. Everything the Citadel agent does is for the good of Breland, and he sometimes receives missions from the Crown that require his unique abilities. More often, however, he is left to his own devices. He is trusted to perform in the best interests of King and Crown without having to be constantly monitored or told what to do. He has his oath and his duty to guide him, and he is expected to always operate with the good of Breland in mind.
Skill Proficiencies: Any two skills, depending your field of expertise.
Tool Proficiencies: Anyone of your choice, depending your specialty.
Languages: One of your Choice
Equipment: A signet (a ring or a brooch) from the King of Breland denoting the agent’s favored connection to Crown and Nation.
Citatel Agent Specialty
The Citadel agent can serve the crown in many ways depending his training a role.
Choose the role you played in the church, or roll on the table below.
D8 Specialty
1 Assasin
2 Spy
3 Inquisitive
4 Bodyguard
5 Soldier
6 Diplomat
7 Magic Support
8 Researcher
Feature: Diplomatic Protection
The Citadel Agent acts in the name of the crown and has protection from the law. In Breland, this protection is absolute (though violating the laws of the land can lead to trouble for the agent). In the neighboring lands of Aundair, Thrane, Karrnath, and Zilargo, treaties and longestablished agreements protect agents of the Citadel, but agents who push their luck—meddling in the affairs of government in lands other than Breland, killing wantonly, or otherwise flouting the law at every turn—are likely to suffer “accidents” that are completely disavowed by authorities in those lands. In other realms, a Citadel elite’s diplomatic protection is meaningless.
Alternative Feature: Royal Contact
A Citadel agent has a contact close to the crown that provides information, assistance, and resources on an infrequent basis in exchange for the completion of missions and assignments that personally benefit the Brelish king. The type and degree of assistance this contact can provide is largely in the province of the DM. As a general rule, this contact can perform the same function as Persuation check, a bardic knowledge check, any Knowledge skill check, to accomplish a specific task, not simply to earn money, or to make or repair a single item. Other functions are possible, at the DM’s discretion. A Citadel agent can call upon this royal contact no more than once per adventure (or however the DM feels that is needed).
Variant Citadel Agent: Dark Lantern
The Dark Lanterns serve the crown of Breland as spies and assassins. Collectively they form the intelligence division of the King’s Citadel, a much larger organization sworn to defend Breland from its enemies and dispense justice in the name of King Boranel. More than any other division within the Citadel, the Dark Lanterns tend toward intelligence-gathering missions that extend beyond Breland’s borders. As the secret servants of the crown, members of the organization are granted the authority to conduct intelligence operations on foreign soil, execute covert missions across the globe, and prevent national secrets from falling into the hands of rival intelligence agencies. The Dark Lanterns also have an unwritten license to eliminate any creature that threatens their nation, its sovereign, or its citizens.
The King’s Dark Lanterns were vital to Breland’s defense during the Last War. However, conspiracies abound in the aftermath of war as nations struggle to rebuild and reclaim what was lost. The Thronehold Accords have done nothing to end the secret conflicts being waged across the Five Nations—confl icts steeped in espionage and subterfuge. With the threat of another war looming on the horizon, Breland needs its Dark Lanterns now more than ever.
Suggested Characteristics
-D8 Personality Trait
1 I idolize my King, and constantly refer to his deeds and example.
2 I’m haunted by memories of the Last War. I can’t get the images of violence out of my mind.
3 I’ve lost too many friends, and I’m slow to make new ones.
4 I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations.
5 I quote (or misquote) The wisdom of Beggar Dane proverbs in almost every situation.
6 I am tolerant (or intolerant) of other nations and respect (or condemn) the rulership of other kings.
7 I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
8 I always have a plan for what to do when things go wrong.
-D6 Ideals
1 Responsibility. I do what I must and obey just authority.(Lawful)
2 Charity. I always try to help those in need, no matter what the personal cost.(Good)
3 Independence. I must prove that I can handle myself without the coddling of my superior. (Chaotic)
4 Power. I hope to one day rise to the top of the Citadel.(Evil)
5 Nation. My city, nation, or people are all that matter.(Any)
6 Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine.(Lawful)
-D6 Bonds
1 I will face any challenge to win the approval of the Citadel.
2 I will do anything to protect the King and Country.
3 Nothing is more important than my fellow agents and comrades.
4 Those who fight beside me are those worth dying for.
5 I owe my life to the Citadel agent who took in me and trained me when my parents died.
6 I will someday get revenge on the corrupt superior agent who tried to eliminate me for knowing dark secrets.
-D6 Flaw
1 An fellow agent lost his agent status for a violation of the Citadel's rules that I did. I’m okay with that.
2 I have little respect for anyone who is not a proven agent.
3 I made a terrible mistake in a mission that costed lives—and I would do anything to keep that mistake secret.
4 I hide a truly scandalous secret that could ruin some Citadel superiors forever.
5 I obey the law, even if the law causes misery.
6 My hatred for the other nations is blind and unreasoning.
Missions
The elite agents are the best of the best, saved for the most dangerous, most important assignments or granted latitude to serve the King and Crown as he sees fit. With a title such as the King’s Blade, the King’s Shield, or the King’s Wand, the Dark Laterns, the elite agent answers to the highest-ranking members of the Citadel, the Breland king’s intelligence adviser, or in rare cases to the King of Breland himself.
Take a look at my homebrew list for Eberron http://homebrewery.naturalcrit.com/user/Makis
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8)Brelish Feats
Citadel Training
Prerequisite: Breland region, proficient with specific skill
The Citadel Academy in Wroat trains its elite agents well. You gain the following benefits:
• Increase your Dexterity or Wisdom or Charisma score by 1, to a maximum of 20.
• Choose one of the following skills in which you must be already proficient: Insight, Investigate, Perception, Persuasion.The proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.
• When you finish your training you gain access to certain resources. When abroad you can take refuge in any Brelish embassy or Citadel safe house. (Brelish embassies exist in every recognized capital city in Khorvaire. Citadel safe houses can be found in every large city, metropolis, or capital city, although they are well hidden). You can also tap into a network of Citadel agents, hidden Brelish nationals, and foreign sympathizers and use them as informants or couriers, although finding one in a given settlement requires some searching.
Academic
Prerequisite: proficient with α specific Knowledge skill
You have spent years studying in one of the greatest places of learning in Khovaire. This could be either the Morgrave University in Breland, the Korranberg Library in Zilagro, the Tower of the Twelve in Karnnath, the Arcane Congress in Aundair or the Theology School of Thrane. You gain the following benefits:
• Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
• Choose one of the following skills in which you must be already proficient: Arcana, Nature, Religon, History.The proficiency bonus is doubled for any ability check you make that uses this chosen proficiency.
• As an Academic you have your own room in your chosen institute where you can study or do your research. The doors of the institute are always open for you and you have some status depending your accomplishments. You can also practice your profession as an Academic which gives you a Comfortable lifestyle (PH page 157). You cannot spent any of these money for adventuring or buying equipment.
Sharn Skymage
Prerequisite: Ability to fly either naturally or through magic
•Extend Flight: Whenever a Sharn skymage casts a spell or activate a magic item that allows him to fly, the spell’s duration is doubled.
•Tenacious Flight: Other spellcasters have disadvantage on dispel checks against you when they try to dispel the spell that allows you to fly. If you touch the ground when the dispel takes place the enemy spellcaster rolls without disadvantage.
•Fast Flight: When a Sharn skymage gains or grants the ability to fly by any means (including using a magic item), his (or the spell’s target’s) fly speed increases by 10 feet.
Syrania Manifester
Prerequisite: Sharn Region
You have learned to make use of the manifest zone in Sharn.
•Increase your Strength or Dexterity score by 1, to a maximum of 20.
•When you are within a manifest zone linked to Syrania, including anywhere within the city of Sharn, your jumping distance is doubled and you reduce any falling damage by half.
Take a look at my homebrew list for Eberron http://homebrewery.naturalcrit.com/user/Makis
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Druidic Magic
Druid Options: Creating a Druid in the world of Eberron is the same with Druid of the Circle of The Land described in the Player's Handbook page 64. But instead of territories Druids in Eberron choose Sects to follow. Therefore instead of Land spells you can choose Sect spells reflecting the role of each Sect in the world.
Druidic Magic of Eberron
The history of the druids in Eberron stretches back sixteen thousand years, to a time when orcs and goblinoids ruled the continent of Khorvaire. At that time, a black dragon named Vvaraak, a great student of astrology, cosmology, and the draconic Prophecy, foretold a planar invasion of tremendous magnitude. Knowing that the humanoids would have to repel this invasion on their own, she taught the first orc druids about the bond among the three dragons of legend, how to tap into their power, and how they might seal the gate between the planes the next time one opened.
The invasion Vvaraak foretold occurred seven thousand years later, when mind flayers and their daelkyr overlords from the plane of Xoriat stepped through planar gateways and launched an overwhelming attack on the hobgoblin Empire of Dhakaan. Because they had kept Vvaraak's teachings alive, the orc druids were able to seal the planar gateways, striking the decisive blow in the war against the invaders.
Not all druids in Khorvaire are aware of this ancient and illustrious history, and few actually recall the central
cosmological teachings that enabled the druids of old to act as Gatekeepers, policing the boundaries between the planes. These few, however, still pass on Vvaraak's teachings, trusting that future generations faced with a similar threat from beyond Eberron are prepared to deal with it as their spiritual ancestors did in millennia past.
Most druids come from the Eldeen Reaches, where their animistic religion is the dominant faith. Others are found anywhere that nature's spirit is strong, from the craggy mountains that house the Mror Holds to the fetid swamps of the Shadow Marches. Some druids from the Eldeen Reaches espouse radical philosophies that oppose the use of "unnatural" magic and condemn the building of settlements. Most druids are more moderate in their beliefs about the proper balance of nature, magic, and civilization.
The Main Sects
The main Sects that dominate the world of Eberron are five. First were the Gatekeepers who protect the world for thousands of years. After 4900 years from the first ivasion that the Gatekeepers repelled another great druidic tradition sprung out of The Eldeen Reaches. Deep in the ancient forests a great pine named Oalian was awakened. Oalian has since become the central influence in many of the Eldeen Sects of druidism including the Ashbound, the Wardens of the Wood, the Greensingers and the Children of Winter. Though each of these traditions have varying beliefs they all share a commonality in their reverence for Oalian.
Ashbound
The Ashbound are an extreme druidic order, who consider all arcane and divine magic (outside of druidic magic) to be "unnatural". They seek to protect all wilderness and consider even common agriculture to be outside the natural balance. They prefer to avoid bloodshed, but the more severe elements within the order are not above terroristic attacks to make their point.
Ashbound
Level Sect Spells
3rd Silence , Beast Sense
5th Dispel Magic , Conjure Animals
7th Death Ward , Conjure Woodland Beings
9th Circle of Power Conjure Elemental
Ashbound and the Circle of the Moon: Many Ashbound Druids prefer to focus on combat and animal forms rather than casting spell in order to enforce their beliefs.
Children of Winter
The Children of Winter are the darkest of Khorvaire's druidic traditions and seek to cleanse the land of the blight of civilization through death. They believe the end of the current age is at hand and often will endeavor to help it along, believing that the fittest will survive to repopulate in the new spring that is to follow the coming winter. The Mournland is evidence of the coming end in the minds of the Children of Winter.
Children of Winter
Level Sect Spells
3rd Ray of Enfeeblement , Blindness/Deafness
5th Conjure Animals(usually vermin), Stinking Cloud
7th Giant Insect , Blight
9th Insect Plague , Contagion
Children of the Winter and the Circle of the Moon: Many Children of the Winter follow the Circle of the Moon. Unlike the Ashbound who usually transform into ferocious animals most
Gatekeepers
The Gatekeepers are a druidic sect dedicated to keeping Eberron free of "unnatural" external influences, and this order has battled extraplanar invasions and aberrations for centuries. The Gatekeepers are the oldest druidic tradition on the continent of Khorvaire, having descended from the followers of Vvaraak, a black dragon that taught orcs in the Shadow Marches the secrets to the natural world 15,000 years ago.
It was 7,000 years later that the Gatekeepers had their first real test and had to fight to stop the daelkyr invasion.
Gatekeepers seek to defend nature against aberrations, outsiders, undead and other unnatural horrors. While diminished in size, the order remains vigilant and maintains a relatively friendly relationship with the Wardens of the Wood, the largest druidic order on Khorvaire.
Gatekeepers
Level Sect Spells
3rd Zone of Natural Purity, Darkvision
5th Magic Circle, Spirit Guardians(fey)
7th Banishment, Mordenkainen's Private Sanctum
9th Dispel Evil and Good, Dimensional Anchor
Greensingers
Nearly all Greensingers are elves or half-elves, with a scattering of humans. They are habitués of Thelanis, if not natives of that plane, spending more time among the fey court than in the material world. Although some learn the sect’s ways on Eberron, most go to Thelanis and return as emissaries and defenders of the fey. Those with elf blood are most closely attuned to the wild freedom embodied by the sect, but anyone who chafes at the strictures imposed by civilization, or even the limitations of another druid sect, is a candidate for the Greensingers.
Greensingers dwell only within the Twilight Demesne and Thelanis, although they might travel to other realms. When they send an ambassador to Eberron, the meeting occurs within the Towering Wood. Communication with far-off nations is through magical means (facilitated by Gatekeepers and the Siberys observatories) or messages carried by emissaries of those lands. It is possible the Greensingers would emerge into the world if a sufficiently great threat demanded it, but so far nothing has met that criterion (whatever it might be).
What motivates the Greensingers as a group, let alone each member, is a mystery to all who are not part of the sect. Indeed, the sheer chaos of the faction is inimical to establishing an overriding philosophy. The Greensingers do have one shared ideal, however, which they reveal only to those who are fit to enter their rarefied circle.
The great purpose of the Greensingers is this: All the planes of existence are part of nature, and all should be made manifest. Unlike every other druid sect, they have no horror of outsiders, considering them to be as natural as earthly creatures. If a thing exists, they say, it was meant to exist. Even such universally reviled monstrosities as daelkyr and undead creatures are obviously intended to be. And existence itself is the highest authority to the Greensingers.
Greensingers
Level Sect Spells
3rd Suggestion , Misty Step
5th Hypnotic Pattern , Blink
7th Confusion , Dominate Beast
9th Dream , Hold Monster
Wardens of the Wood
The largest and most influential of the druidic sects of Khorvaire is the Wardens of the Wood. The Wardens are primarily human but include other races.
During the Last War, the Wardens became the de facto governing body of the Eldeen Reaches after Aundair abandoned the region. The Wardens rallied the people to defend their lands against bandit raiders and foreign nations with designs on their abundant woodlands and plains. The Wardens are respected and well-liked thoughout the Eldeen Reaches.
The Order seeks to maintain a balance between civilization and nature, and is in many ways the most liberal of the druidic sects. They have no problem with agriculture or animal husbandry as long as the land and its creatures are not ill-treated or abused. And they often work with farmers and ranchers to help them prosper while maintaining a proper balance with nature.
Wardens of the Wood
Level Sect Spells
3rd Detect Thoughts,Locate Animals or Plants
5th Clairvoyance, Speak with Plants
7th Divination, Locate Creature
9th Hold Monster, Scrying
Spells
Zone of Natural Purity
2nd level Enchantment
Casting Time:1 action
Range: 30 feet
Components: V, M ( A bushel of ivy leaves and berries, which must be sprinkled around the area of effect)
Duration: Concetration up to 1 minute
This spell sanctifies an area to the forces of nature. Up to four creatures of your choice that you can see within range are affected by this spell. If the targets are fey,plants or beasts whenever they make an attack roll or a saving throw before the spell ends, the targets can roll a additonal d4 and add the number rolled on attack rolls, damage or saving throws. If the targets are aberrations then they must make Charisma saving throws. Whenever an aberration that fails this saving throw before the spell ends, the target suffers a d4 penalty on attack roll or saving throw.
High level description: When you cast this spell using a spell slot of 3rd lever or higher, you can target one additional creature for each slot level above 2nd.
Classes: Druid, Ranger
Dimensional Anchor
5th level Abjuration
Casting Time: 1 action
Range:30 feet
Components: V, M ( A bushel of ivy leaves and berries, which must be sprinkled around the area of effect)
Duration: Concetration up to 1 minute
As an action you create a shimmering emerald sphere of 120 feet radius centered on you. This sphere completely blocks extradimensional travel.
Forms of movement barred by a dimensional anchor include blink, dimension door, etherealness, gate, maze, misty step, plane shift, teleport and similar teleportation abilities (such as a monk's shadow step). This ability also prevents the use of a gate or teleportation circle for the duration of the spell.
A creature can break through the Dimensional Anchor if it succeeds an Intelligence saving throw against your Spell DC.
Classes: Druid, Ranger
Take a look at my homebrew list for Eberron http://homebrewery.naturalcrit.com/user/Makis
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Ancient Knowledge
1st-level Divination
Casting Time: 1 bonus action
Range: Personal
Components: V, S
Duration: Concentration up to 1 minute
You tap the ancient knowledge of fate and fortune, giving you a greater ability to focus on a particularly difficult academic problem. Whenever you make a knowledge roll before the spell ends, you can roll a d6 and add the number rolled to knowledge skill. You can roll the die before or after making the ability check.
Classes: Bard, Wizard
Clothier's Closet
2nd-level Conjuration
Casting Time: 10 minutes
Range: 30 ft.
Components: V, S, M( A gem worth at least 100 gp).
Duration: 8 hours
When you and your companions need to attend a gale reception at the last minute, you need not despair over your clothing. When you cast clothier's closet, you conjure a 3-inch-diameter wooden rod up to 10 feet long between any two upright supports you choose. For example, you could summon the rod between two walls of a corridor or alcove. On the rod hang a number of outfits as determined by you, each of a size and type you specify while the spell is cast.
The conjured rod can hold a variety of separate outfits whose total price does not exceed 100 gp. The outfit types that you can specify include the following:
artisan's outfit (1 gp)
cleric's vestments (5 gp)
cold weather outfit (8 gp)
courtier's outfit (30 gp)
entertainer's outfit (3 gp)
explorer's outfit (10 gp)
monk's outfit (5 gp)
noble's outfit (75 gp)
scholar's outfit (5 gp)
traveler's outfit (1 gp)
The conjured clothing is normal in all respects and does not radiate magic. Even after the duration elapses and the rod and hangers disappear, the clothes remain.
Special: A character with any Mark of Hospitality dragonmark, can cast this spell without the material components, but the conjured clothes last only as long as the spell's duration.
Classes: Bard, Wizard
Take a look at my homebrew list for Eberron http://homebrewery.naturalcrit.com/user/Makis
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Ah, you put your spells through the homebrew.
Very nice :)
Take a look at my homebrew list for Eberron http://homebrewery.naturalcrit.com/user/Makis
Follow me on twitter https://twitter.com/Makaros83