D&D 5E New Eberron Book Details From WotC

WotC’s Jeremy Crawford appeared on Twitch last night with Bart Carroll, discussing the upcoming D&D setting book Eberron: Rising from the Last War. Lots of details within!

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- Overview of Eberron, emphasized potentials for adventure and post-WWI pulp style of setting.

- Dragonmarked Houses as fantasy Corporations, playable Dragonmarked characters as race rules in the book

- Rules and stories for playing, Warforged, Changlings, Kalsthar, Shifters, Goblins, Hobgoblins, Bugbears, Orcs. Playable Orc is different fro mthe Volo's Guide rules to reflect the different story (no intelligence malus, few other tweaks, still usable for other worlds, these are PC Orcs as opposed to Monster Manual Orcs like Volo's).

- Full rules for the Artificer, including a new feature in this book for making Common and Uncommon magic items

- Aberrant Dragonmark Feats are in the book

- Group patron rules for organizations the late 19th-early 20th century style: newspapers, criminal syndicates, universities, spy rings: fourth choice after Race-Class-Background that the party makes together, has new fluff background features to give characters and adventure hooks

- Possibility of the party becoming their own patron, example being creating your own Crime Syndicate

- All of the above is Chapter 1 material

- Chapter 2 is a Gazeeter of Korvaire and the world: delves into great nations, the religions, touches on otehr continents

- Chapter 3 is a zoom in on Sharn, a microcosm of the setting, great place for Noir intrigue

- Chapter 4 is a 100 page adventure creation toolkit comparable to Guildmaster's Guide to Ravnica: wealth of adventure building tables, maps, organization information, first level adventure set in Sharn. Reveals brand new information about the Mournland, for instance, during the war they created not just regular Warforged and Warforged Titans but also Warforged Colossi the size of skyscrapers: one of the maps is of a fallen Warfored Colossi as a dungeon @doctorbadwolf

- Section in "massive" chapter for creating adventures about Eberron's cosmology, and how it relates to Great Wheel multiverse, left to DM to decide how sealed off Eberron is by the Progenitor Dragons

- There are extended magical item economy rules in chapter 5, Common magical items are plentiful: buying, selling, crafting rules and price lists.

- Eberron specific monsters and NPCs in the sixth and final chapter, covering things like Daelkyr, Living Spells (3 different Living Spells in the book including Living Cloud Kill, and a template for making more) and various specific NPCs

 

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Yes, yes, ancient natural philosophers who only had access to direct observations thought up the idea to try and explain what they observed. It's still nonsense and kind of dumb and an Astral Plane = Space campaign setting would be millions of times better.

You can do that in your game, but core D&D is what it is.

We are talking about a book with Alchemists and Golems.
 

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Yes, yes, ancient natural philosophers who only had access to direct observations thought up the idea to try and explain what they observed. It's still nonsense and kind of dumb and an Astral Plane = Space campaign setting would be millions of times better.

It's supposed to be nonsense, it's not science fiction it is science fantasy, meant to be more aligned with how ancient philosophers viewed the universe, the same guys who believed in pantheons, the basis of how clerics work in D&D.

If you'd like something for science fiction, I'll direct you to Dragonstar (which is honestly awesome in its own way).
 

You can do that in your game, but core D&D is what it is.

We are talking about a book with Alchemists and Golems.
Crystal spheres are not part of core D&D are they? I mean, is there any Spelljammer at all in the core set? Planescape is there at least.

And I don't care if they bring Planescape back. I didn't buy it in the 2E era and I won't buy it now. But a setting full of Pirates of the Astral Sea battling celestial frigates over the corpses of dead gods? I'm in.
 

It's supposed to be nonsense, it's not science fiction it is science fantasy, meant to be more aligned with how ancient philosophers viewed the universe, the same guys who believed in pantheons, the basis of how clerics work in D&D.

If you'd like something for science fiction, I'll direct you to Dragonstar (which is honestly awesome in its own way).
I'm not sure what part of spelljammers flying through astral space and into the nine hells and whatnot makes you think I want sci-fi.
 


Crystal spheres are not part of core D&D are they? I mean, is there any Spelljammer at all in the core set? Planescape is there at least.

And I don't care if they bring Planescape back. I didn't buy it in the 2E era and I won't buy it now. But a setting full of Pirates of the Astral Sea battling celestial frigates over the corpses of dead gods? I'm in.

It's in the part about the Material Plane: the Material Plane is Spelljammer, basically.
 

Crystal spheres are not part of core D&D are they? I mean, is there any Spelljammer at all in the core set? Planescape is there at least.

And I don't care if they bring Planescape back. I didn't buy it in the 2E era and I won't buy it now. But a setting full of Pirates of the Astral Sea battling celestial frigates over the corpses of dead gods? I'm in.
I think either the phb or the dmg does mention Crystal Spheres, but I ain’t gonna dig through the books to find it.

Either way, they’re mentioned in official published source books for 5e, so they’re part of the official game.
 



Almost all of them except for Chult were Swoescoast. That is part of my frustration.

The SCAG and SKT (Tyranny of Dragons too, really) set the region up as a big sandbox (which to be fair is as large as Europe). Other books have zoomed in on a given setting.
 

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