D&D 5E Eberron Is Here Today!

Eberron: Rising from the Last War hits local gamestores today. Eberron creator Keith Baker talks on his blog about what's changed! So, what's changed? The Mror Dwarves, races, Dragonmarks, the Mournland, Lady Illmarrow, monsters... but not guns! And what's new? The artificer class, group patrons, warforged colossus, and scary monsters! Explore the lands of Eberron in this campaign...

Eberron: Rising from the Last War hits local gamestores today. Eberron creator Keith Baker talks on his blog about what's changed!

Eberron-title.png


So, what's changed? The Mror Dwarves, races, Dragonmarks, the Mournland, Lady Illmarrow, monsters... but not guns!

And what's new? The artificer class, group patrons, warforged colossus, and scary monsters!



Explore the lands of Eberron in this campaign sourcebook for the world’s greatest roleplaying game.


This book provides everything players and Dungeon Masters need to play Dungeons & Dragons in Eberron—a war-torn world filled with magic-fueled technology, airships and lightning trains, where noir-inspired mystery meets swashbuckling adventure. Will Eberron enter a prosperous new age, or will the shadow of war descend once again?

  • Meld magic and invention to craft objects of wonder as an artificer—the first official class to be released for fifth edition D&D since the Player’s Handbook.
  • Enter the world of Eberron in a 1st-level adventure set in Sharn, the City of Towers
  • Dive straight into your pulp adventures with easy-to-use locations, complete with maps of train cars, battle-scarred fortresses, and fallen warforged colossi.
  • Explore Sharn, a city of skyscrapers, airships, and intrigue and a crossroads for the world’s war-ravaged peoples.
  • Flesh out your characters with a new D&D game element called a group patron—a background for your whole party.
  • Explore 16 new race/subrace options including dragonmarks, which magically transform certain members of the races in the Player’s Handbook.
  • Confront horrific monsters born from the world’s devastating wars.
  • Prepare to venture into the Mournland, a mist-cloaked, corpse-littered land twisted by magic.
 

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Bitbrain

Lost in Dark Sun
watching thread, as I won’t have my copy until Christmas

Eberron is 100% part of The Great Wheel in 5E.
The gods are real. Make of that what you will.

Huh. That’s new.

Even if it is part of the Great Wheel, I thought one of Eberron’s core concepts was that there was no evidence either for or against the existence of the Sovereign Host. Did they change that?

In my own campaigns, this inability to answer conclusively if the sovereign host really exists (combined with the events of the Day of Mourning) has lead to that faith losing most of its followers to other beliefs.

Meanwhile, the Blood of Vol, Church of the Silver Flame, the Dark Six, and the Cults of the Dragon Below are gaining popularity and prestige...

EDIT
Eberron has the ring of siberyis that makes its crystal sphere too distant/hidden/locked away/etc & the unique isolated planar structure it has always had.

Ah, okay.
So just as in Wayfinders, I’m assuming they give the option of the Ring of Siberys being damaged, allowing travel to other D&D settings if the DM wants to do that.
 
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Bolares

Hero
Ah, okay.
So just as in Wayfinders, I’m assuming they give the option of the Ring of Siberys being damaged, allowing travel to other D&D settings if the DM wants to do that.
Yeah, they give you the option to decide how acessible Eberron is for the rest of the multiverse.
 

Onslaught

Explorer
So... I was the only one who thought the changes in races (namely Changeling and mostly Warforged) and Dragonmarks was bad game design?

I don't know why they did it, especially after going with great design material in Wayfinders, but I think it's garbage. Specially how Warforged was handled with Integrated Plating and without subraces.

Also, some Dragonmarks seem to be created thinking more about combat combos instead of worldbuiling - there was a reason why they didn't get combat spells in the past.

Last but not least... firearms?

After Wayfinders, I was expecting more from Rise.
 

Mournblade94

Adventurer
I'm hearing a lot of good things about this book! I can't wait for mine to arrive in the mail.

Then I can get started reskinning My Little Pony (River 7) adventures into a magebred unicorn campaign for my kids... my daughter has hit the unicorn phase hard.
Im thinking of buying both Tails of Equestria and No Thank YOu Evil to figure out which one to play with my 6 year old and her friends.
 


Parmandur

Book-Friend
While true that those sections exist in the "gods of your world" section, the dmg examples in the types of religions that are normal in eberron but nonexistant in FR switch to real world examples rather than pointing at the eberron ones.

Fair enough: I like real world examples, personally, and would love to see more generic stuf
So... I was the only one who thought the changes in races (namely Changeling and mostly Warforged) and Dragonmarks was bad game design?

I don't know why they did it, especially after going with great design material in Wayfinders, but I think it's garbage. Specially how Warforged was handled with Integrated Plating and without subraces.

Also, some Dragonmarks seem to be created thinking more about combat combos instead of worldbuiling - there was a reason why they didn't get combat spells in the past.

Last but not least... firearms?

After Wayfinders, I was expecting more from Rise.

Feedback on the test material, plus math, mainly.
 

ChaosOS

Legend
I'm not a terribly big fan of the race changes, but I also see that they wanted to unite mechanics and get everything to cohere to 5e design standards. Changelings IMO got hit the hardest because there's too many DMs that don't know how to handle at-will-but-weaker disguise self. Makes me want to write something for the dmsguild, stick in some feats that add back the persona expertise and unsettling visage, call it a day.
 


MarkB

Legend
So... I was the only one who thought the changes in races (namely Changeling and mostly Warforged) and Dragonmarks was bad game design?

I don't know why they did it, especially after going with great design material in Wayfinders, but I think it's garbage. Specially how Warforged was handled with Integrated Plating and without subraces.
This was covered in a recent Manifest Zone podcast with Keith Baker. Essentially, the version of warforged seen in Wayfinders was the result of a last-minute change. Originally, Integrated Protection was going to be tied into each subrace, so that Envoys had the equivalent of light armour, Skirmishers had medium armour (I may have those two the wrong way round), and Juggernauts had heavy armour. At the last minute they separated out Integrated Protection, but kept the subraces, and that left the subraces significantly unbalanced.

Integrated Protection also interacts awkwardly with any other game element that references armour.

The solution they went with was to remove the potential imbalance by removing the subraces, and to make warforged armour interact more easily with the rest of the game by explicitly making it actual armour.
 

Weiley31

Legend
So... I was the only one who thought the changes in races (namely Changeling and mostly Warforged) and Dragonmarks was bad game design?

I don't know why they did it, especially after going with great design material in Wayfinders, but I think it's garbage. Specially how Warforged was handled with Integrated Plating and without subraces.

Also, some Dragonmarks seem to be created thinking more about combat combos instead of worldbuiling - there was a reason why they didn't get combat spells in the past.

Last but not least... firearms?

After Wayfinders, I was expecting more from Rise.

Ypu can always use the UA Warforged as a unique model of the species.
 

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