5E Eberron Homebrew Thread!

doctorbadwolf

Heretic of The Seventh Circle
So, Rising and Wayfinders are bringing us quite a lot of Eberron mechanics, and I appreciate the heck outta that.

But we still don’t have Gnolls, Archery Paladins (Thrane!), a subclass for something like the Argentum, something for self-forged, Seeker (BoV) Paladins, etc.

So what homebrew do y’all use for Eberron?
 

DEFCON 1

Legend
I don't know if you would consider them one and the same (since I don't know how you view Seekers), but Morgrave's Miscellany on the DMs Guild does include an Oath of Sacrament paladin subclass for adherents of the Blood of Vol. I have one running in one of my games currently as a matter of fact.
 

MarkB

Hero
Two homebrew items I've introduced for the players' current venture into the Mournland:

Living Spells
Similar to the Wild Magic check, players (and the DM) roll a d20 when casting a spell. On a natural 1, the spell still takes effect normally on the caster's turn, but then becomes a Living Spell. In certain areas of the Mournland, spells may come alive more easily, extending the range to 1-2 or even 1-3.

Living Spells are creatures formed of coalesced magic, generally visible as either a manifestation of the spell's normal effect or a swirling clump of magical energy. They use the caster's spellcasting ability modifier as their bonus to all saves and ability checks, and have hit points equal to 1d6 plus caster's ability modifier per spell level (cantrips only get the modifier, minimum 1).

The only action a Living Spell can take is to re-cast or maintain their spell effect. They do so at their own whim - their nature is capricious, bordering on malevolent, though they're generally not very smart.


Living Magic Items
If spells can come alive in the Mournland, why not other magical effects, such as magic items? Living Magic Items act as Animated Objects, using the nearest equivalent object in the Monster Manual - so a weapon would act similarly to an Animated Sword, and a cloak or other garment might act like a Rug of Smothering.

Additionally, they can make use of their innate magical properties. So an animated Mace of Disruption would use the mace's damage and special effects, and an animated wand could fire its spell. An animated magical armour or shield would gain the item's defensive bonuses.

In the encounter I ran with these I used an animated +1 sword, shield and suit of chainmail, and an animated wand of web. The first three pretty much followed their counterparts in the Monster Manual, with the twist that their deceased former owner started out still holding them, so gave the appearance of actually being an undead opponent.

The wand used the Animated Sword stats, but could also cast Web periodically. I gave it a recharge roll similar to a dragon's breath weapon, and on the intervening turns it would try to smack people in the head.

As I ran it, there was no way to 'redeem' a living magic item - the only way to 'kill' them would be to destroy the item. If you wanted to give your players the option of turning them back into a regular item, probably a good way would be to find some means of containing the item, then taking it outside the Mournland and casting Dispel Magic on it.
 

Tallifer

Adventurer
My homebrew additions to my campaign in Eberron thus far include an underground town of Cookie Gnomes working with Mushroom Men, a Pumpkin Spice Dragon (connected with important Draconic Prophecy obviously) and a Clothforged Knight. My first campaign centred around a Seven-Realm-Conjunction Mark of Prophecy culminating in a ritual prophetic stew. My second side-campaign revolves around tracking down and ritually subduing a Living Spell of Polymorph which travels the countryside randomly mutating creatures.
sarina-brewer2.jpg
 

doctorbadwolf

Heretic of The Seventh Circle
I don't know if you would consider them one and the same (since I don't know how you view Seekers), but Morgrave's Miscellany on the DMs Guild does include an Oath of Sacrament paladin subclass for adherents of the Blood of Vol. I have one running in one of my games currently as a matter of fact.
What are the basic mechanics?

From what I’ve read, the miscellany has a lot of oddball mechanics and I’m just not sure how much I wanna deviate from the normal type of mechanics present in 5e.
 

Hawk Diesel

Explorer
So, Rising and Wayfinders are bringing us quite a lot of Eberron mechanics, and I appreciate the heck outta that.

But we still don’t have Gnolls, Archery Paladins (Thrane!), a subclass for something like the Argentum, something for self-forged, Seeker (BoV) Paladins, etc.

So what homebrew do y’all use for Eberron?
I run nearly exclusively in Eberron. Even working to convert Descent into Avernus for Eberron. But I don't think every concept in Eberron requires unique mechanics.

Gnolls can easily be another race reskinned as a gnoll. Archfey Paladins could be Oath of the Ancients (though your mention of Thrane makes me think you meant Silver Flame Paladins? Which Oath of Devotion would fit well). The Argentum members could easily be fighters or rogues with the acolyte background. You could reskin warforged mechanics and call yourself a human self-forged. Seeker Paladins could conceivably be any paladin oath, though Oathbreaker or Conquest might work best.

That's not to trash people who do make unique mechanics or want unique mechanics for all these things. Every table has their own kind of fun. But for me, it's not necessary to reinvent the wheel. In fact, if each concept gets their own unique mechanics, then 5e may start to more resemble 3.5 with all the mechanics bloat.
 

PsyzhranV2

Explorer
What are the basic mechanics?

From what I’ve read, the miscellany has a lot of oddball mechanics and I’m just not sure how much I wanna deviate from the normal type of mechanics present in 5e.
Not sure if piracy, paraphrasing the features, if this isn't allowed I'll take it down

Oath of Sacrament
Oath Spells:
Level 3: false life, zephyr strike
Level 5: alter self, enhance ability
Level 9: feign death, vampiric touch
Level 13: death ward, sickening radiance
Level 17: anti-life shell, enervation

Channel Divinity (Level 3):
  • Sacrament of Blood: sacrifice a number of hit dice up to your proficiency bonus and roll them. Living creatures within 30 feet of you regain HP equal to the total, while Undead take force damage of that same number.
  • Turn the Suffering: when you use this Channel Divinity while making a saving throw to end a spell effect on yourself, each creature within 10 feet of you must make that same saving throw or have that same spell effect inflicted on them. The transferred spell lasts for a number of rounds equal to your Charisma modifier, though each affected creature can make a saving throw at the end of their turns to end the spell effect.
Aura of Inner Strength (Level 7): creatures within 10 feet of you can add your Charisma modifier to Strength and Constitution ability checks. Increases to 30 feet at Level 18.

Godless Dogma (Level 15): resistance to radiant and necrotic damage, double your proficiency bonus for saving throws that deal radiant or necrotic.

Absolution (Level 20): when casting a spell that heals or deals damage to a single creature, you can sacrifice a number of hit dice up to half your proficiency bonus. Roll them, and add the total to the healing or damage.
 
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doctorbadwolf

Heretic of The Seventh Circle
We have very different outlooks on both game mechanics and aspects of Eberron, @Hawk Diesel !

Also, it was an archer Paladin, not an archfey Paladin. That’s gonna benefit strongly from a purpose built subclass or some kind of variant feature.

As for Gnolls...just no. If that sort of thing works for you, cool. For no one in my group would that work. Same the self forged. There’s no point (for us) in saying I’m playing a gnome with warforged prosthetics if the mechanics are just...a warforged.

Lastly, the Seeker Paladin. This is where we diverge the most, I think. My understanding of the Blood of Vol tells me that only an Emerald Claw Paladin or other evil Seeker would be likely to be an Oathbreaker or Conquest Paladin. Other Seeker Paladins would believe deeply in community, only killing when its justified because there’s nothing after this life, etc. (Crown and Devotion are good picks here)
A Seeker Oath that isn’t supported at all is the Oath of The Death Knight, which would gain some necromancy, and perhaps a Turn ability that turns enemy undead against the Paladin’s enemies.

But mostly, in a game with a lot of distinct mechanics that make distinctions between different thematic concepts manifest mechanically, I don’t especially see the point of reflavoring half-orcs to be Gnolls, or The like.
 

doctorbadwolf

Heretic of The Seventh Circle
Not sure if piracy, paraphrasing the features, if this isn't allowed I'll take it down

Oath of Sacrament
Oath Spells:
Level 3: false life, zephyr strike
Level 5: alter self, enhance ability
Level 9: feign death, vampiric touch
Level 13: death ward, sickening radiance
Level 17: anti-life shell, enervation

Channel Divinity (Level 3):
  • Sacrament of Blood: sacrifice a number of hit dice up to your proficiency bonus and roll them. Living creatures within 30 feet of you regain HP equal to the total, while Undead take force damage of that same number.
  • Turn the Suffering: when you use this Channel Divinity while making a saving throw to end a spell effect on yourself, each creature within 10 feet of you must make that same saving throw or have that same spell effect inflicted on them. The transferred spell lasts for a number of rounds equal to your Charisma modifier, though each affected creature can make a saving throw at the end of their turns to end the spell effect.
Aura of Inner Strength (Level 7): creatures within 10 feet of you can add your Charisma modifier to Strength and Constitution ability checks. Increases to 30 feet at Level 18.

Godless Dogma (Level 15): resistance to radiant and necrotic damage, double your proficiency bonus for saving throws that deal radiant or necrotic.

Absolution (Level 20): when casting a spell that heals or deals damage to a single creature, you can sacrifice a number of hit dice up to half your proficiency bonus. Roll them, and add the total to the healing or damage.
That’s pretty wild! I like it for the most part. I’d still want an additional option for a Death Knight, bc Eberron is very rare in its inclusion of potentially Good aligned necromancer Paladins, but for a General Seeker Paladin, that works well.
 

Hawk Diesel

Explorer
We have very different outlooks on both game mechanics and aspects of Eberron, @Hawk Diesel !

Also, it was an archer Paladin, not an archfey Paladin. That’s gonna benefit strongly from a purpose built subclass or some kind of variant feature.
Ugh, I read Archfey for some reason, lol. My mistake. And it does seem like we differ, but that's cool. I agree with the Seeker. I was considering mostly Emerald Claw, but you give some good examples for existing paladin oaths that could work for less indoctrinated Seekers. I also agree, when you think of things like Karrnathi Bone Knights there isn't a perfect match for what that would look like mechanically. I also don't think a paladin archer is a really good idea. At least not one that can use existing smite mechanics on ranged weapon attacks.

But as you said, we differ a bit on our outlooks. New mechanics to represent a concept is neat, but I don't find it absolutely necessary in order to enjoy the game when set in Eberron.
 

doctorbadwolf

Heretic of The Seventh Circle
Ugh, I read Archfey for some reason, lol. My mistake. And it does seem like we differ, but that's cool. I agree with the Seeker. I was considering mostly Emerald Claw, but you give some good examples for existing paladin oaths that could work for less indoctrinated Seekers. I also agree, when you think of things like Karrnathi Bone Knights there isn't a perfect match for what that would look like mechanically. I also don't think a paladin archer is a really good idea. At least not one that can use existing smite mechanics on ranged weapon attacks.

But as you said, we differ a bit on our outlooks. New mechanics to represent a concept is neat, but I don't find it absolutely necessary in order to enjoy the game when set in Eberron.
Oh, absolutely necessary, no. For sure. It’s just that 5e is quite easy to build stuff for, has a forgiving balance bandwidth, and I know that my buddy will have way more fun playing a gnoll Artificer with a arcane sidearm if those elements are all purpose built and he doesn’t have to find a way to pretend that it isn’t a half-orc wizard with a wand collection and lots of tools proficiencies.

WRT Seekers, Bone Knight! Thank you! I knew you’d know what I meant, but I couldn’t recall the proper term!

I do think that an alternate version of Divine Smite could work, or the subclass could get the ability to use DS on ranger attacks at level 7 instead of an aura or whatever. Maybe also introduce a couple divine flavored ranges Smite-Style spells, balanced similar to the ranger spells of that type. Hail Of Thorns works fine as is, but Ensaring Strike feels a bit too nature-based for a Thranish Paladin.

For a general classic style Sulver Flame Paladin, Vengeance, Devotion, and Crown, all work smashingly.

What about an alt Divine Smite that does less damage but works on ranged attacks?
 

DEFCON 1

Legend
Morgrave's Miscellany also includes the Bone Knight subclass for the Fighter. I have one of those in my games too.
 

Hawk Diesel

Explorer
Morgrave's Miscellany also includes the Bone Knight subclass for the Fighter. I have one of those in my games too.
While I appreciate Keith Baker writing the fluff for this supplement, the mechanics (which were handled by Ruty Rutenberg) leave quite a bit to be desired. Many of the mechanics, IMO, seem overpowered or broken when compared to similar core mechanics.

With regard to the Bone Knight, I like the idea of paralleling an Eldritch Knight, making the Bone Knight a divine caster. There are other elements I like, but it just goes too far. For example, a skeletal mount makes sense, but they shouldn't get a skeletal protector before a necromancer can cast animate dead. The concept of the bone armor and bone weapon are good, but once again it just seems too powerful, even before adding the additional bonus by expending a spell slot.

This has actually inspired me, and I will work on a proper bone knight that I will post in the next day or so.

Personally, I don't know that any of the rest of the crunch presented is even salvageable. An extreme explorer doesn't seem appropriate as a barbarian (rogue or ranger are the better options IMO), and none of the other stuff grabs me enough to feel like it needs to be mechanically represented.
 

doctorbadwolf

Heretic of The Seventh Circle
While I appreciate Keith Baker writing the fluff for this supplement, the mechanics (which were handled by Ruty Rutenberg) leave quite a bit to be desired. Many of the mechanics, IMO, seem overpowered or broken when compared to similar core mechanics.

With regard to the Bone Knight, I like the idea of paralleling an Eldritch Knight, making the Bone Knight a divine caster. There are other elements I like, but it just goes too far. For example, a skeletal mount makes sense, but they shouldn't get a skeletal protector before a necromancer can cast animate dead. The concept of the bone armor and bone weapon are good, but once again it just seems too powerful, even before adding the additional bonus by expending a spell slot.

This has actually inspired me, and I will work on a proper bone knight that I will post in the next day or so.

Personally, I don't know that any of the rest of the crunch presented is even salvageable. An extreme explorer doesn't seem appropriate as a barbarian (rogue or ranger are the better options IMO), and none of the other stuff grabs me enough to feel like it needs to be mechanically represented.
TheBarbarian could definitely use an explorer archetype, and the ranger and rogue already have theirs covered.

I’m probably going to buy it soon and check it out. I don’t love that they used such different mechanics, and honestly I just...really strongly prefer more thoroughly playtested content.

Not sure about the idea of making a Bone Knight a fighter, tbh. It feels like an especially magical knight, rather than a knight that should get even less spellcasting than a Paladin.
 

DEFCON 1

Legend
Eh... overpowered or underpowered mechanics never bother me. I always tell my players to take things based upon character flavor and I'll adjust the mechanics if they aren't working out. And I find Morgrave to just be oozing with Eberronian flavor across the board. Give me flavor and characterization benefits that makes sense, and I'll just compare their balance against others in the party and adjust as needed-- and not against fictional other characters that don't exist. A Bone Knight getting a skeletal warhorse and skeleton minion before a necromancer can cast Animate Dead would only matter to me if the party also actually had a necromancer in it. And truth be told if we have a Bone Knight in the party it's probably there because the player who would have played a necromancer wanted a bit more Eberron-induced flavor to their necro option and went with the Bone Knight instead.
 

Hawk Diesel

Explorer
The Barbarian could definitely use an explorer archetype, and the ranger and rogue already have theirs covered.
The extreme explorer doesn't assist with exploring so much as it does just completely change how rage works. It... it's bad. Besides, I don't know that the extreme explorer would fit much in 5e, since their whole schtick was having new ways to use action points.

Not sure about the idea of making a Bone Knight a fighter, tbh. It feels like an especially magical knight, rather than a knight that should get even less spellcasting than a Paladin.
I don't know. There's nothing in my recollection in the description of the Bone Knight that screams paladin. In fact, the more I think about it, I don't think I will make a Bone Knight archetype. When I run in Eberron, I don't want my players thinking that in order to be a Bone Knight they have to take a certain class. A Bone Knight was a military designation, and I'm sure it consisted of individuals with many different kinds of classes. What seems to have set them apart was their use of bone armor (which anyone with armor proficiency could benefit from), and ability to command the undead within their ranks (which could have been through the use of a magical item rather than a class ability). Now the Bone Knights probably recruited those with more competency with necromancy (Fighter/Necromancy multiclass, Death and Grave Domain Clerics, Circle of Spores Druids, Oathbreaker Paladins, ect), but I don't think they need to all be the same class to be a Bone Knight.

This might be one of those rare situations where a 5e prestige class would be appropriate (though hopefully better executed than that Runesmith thing).
 

doctorbadwolf

Heretic of The Seventh Circle
The extreme explorer doesn't assist with exploring so much as it does just completely change how rage works. It... it's bad. Besides, I don't know that the extreme explorer would fit much in 5e, since their whole schtick was having new ways to use action points.



I don't know. There's nothing in my recollection in the description of the Bone Knight that screams paladin. In fact, the more I think about it, I don't think I will make a Bone Knight archetype. When I run in Eberron, I don't want my players thinking that in order to be a Bone Knight they have to take a certain class. A Bone Knight was a military designation, and I'm sure it consisted of individuals with many different kinds of classes. What seems to have set them apart was their use of bone armor (which anyone with armor proficiency could benefit from), and ability to command the undead within their ranks (which could have been through the use of a magical item rather than a class ability). Now the Bone Knights probably recruited those with more competency with necromancy (Fighter/Necromancy multiclass, Death and Grave Domain Clerics, Circle of Spores Druids, Oathbreaker Paladins, ect), but I don't think they need to all be the same class to be a Bone Knight.

This might be one of those rare situations where a 5e prestige class would be appropriate (though hopefully better executed than that Runesmith thing).
It’s possible I am misremembering, but I seem to recall from a discussion, article, or Twitter reply, by Keith Baker, that Bone Knights we’re primarily drawn from the ranks of Karrnath’s chivalric orders, which I would imagine is mostly going to be Paladins and Fighters in the PC end of things.

OTOH, I could certainly see using a feat to represent the idea. Gate it behind level 8, and it can have a little extra juice.

But mechanically I think it would work best as a Paladin, and thematically I think Paladin is a better religious Knight particularly. In Keith’s Eberron, IIRC, the Ebon Skull knights (Onyx Skull in my games bc I like it better as a name) were the first Bone Knights, and began the tradition of knights commanding the undead in battle.
 

collin

Explorer
Homebrew to my current Eberron adventure includes doing dragonmarks differently than in the Wayfinder's Guide (too different from 3.5 and complex they way they wrote them in the WGE) and I created my own version of the magewright NPC.
 

Hawk Diesel

Explorer
Homebrew to my current Eberron adventure includes doing dragonmarks differently than in the Wayfinder's Guide (too different from 3.5 and complex they way they wrote them in the WGE) and I created my own version of the magewright NPC.
I actually really like the idea of dragonmarks being subraces. It fits the idea that a non-aberrant dragonmark should probably manifest before a character gets of age that they would be adventuring. It also allows for dragonmarked characters in games that do not use feats.
 

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