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!

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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Bolares

Hero
And whe've had examples of gods and god-like beings being represented in the setting, like tiamat, overlords, demon lords and so on... they are just not acknowledged as deities, and are mostly antagonists. So if you want an aspect of corellon to be in the setting and be more than just one elf, maybe they helped in some way in the war with the giants and made an impact on the elven cultures, but as there is no concept of materialized and present gods in the setting no one tought of calling them that. They might be a god in everything but name in your Eberron's history if you want.
 

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Reynard

Legend
And whe've had examples of gods and god-like beings being represented in the setting, like tiamat, overlords, demon lords and so on... they are just not acknowledged as deities, and are mostly antagonists. So if you want an aspect of corellon to be in the setting and be more than just one elf, maybe they helped in some way in the war with the giants and made an impact on the elven cultures, but as there is no concept of materialized and present gods in the setting no one tought of calling them that. They might be a god in everything but name in your Eberron's history if you want.
Why not just leave them out and let individual GMs bring them in? Why mess with it?
 

Bolares

Hero
Why not just leave them out and let individual GMs bring them in? Why mess with it?
Because messing with it is fun an can give inspiration for DMs that would not think of it otherwise. Bringing new possibilities was always a thing in Eberron, an, in my opinion, is the biggest use for a new book in 5e (mechanics aside). The important thing is to just not shove stuff down our throats, but nothing in what we've saw in te designers intent for 5e Eberron show us that. All I've seen is them playing with the setting without making new stuff obligatory, and to me that's completely fine.
 

Vael

Legend
One of the things that most attracted me to Eberron was how everything in DnD got a neat new twist that felt fresh. Halfling Gangsters and Dinosaur riding Barbarians? Playable Doppelgangers? Druidic Orcs? Klingon Elves? Good* (maybe) Chromatic Dragons?

So, admittedly, that's why I'm inclined to dismiss Mordenkainen's assertion that Eberron Elves are just like Realms Elves. I think it diminishes that special quality of Eberron. There's room for a Corellon in Eberron, but it doesn't, and shouldn't be necessarily be the same.
 


Reynard

Legend
And it seems to me any transworld travel would be enhanced by differences rather than homogeneity. "Your elves weren't created by Correlon? I've never seen such a world!"

I mean, does that mean they'll be saying the Sovereign Host is really actually the Realms Pantheon?
 

Bolares

Hero
And it seems to me any transworld travel would be enhanced by differences rather than homogeneity. "Your elves weren't created by Correlon? I've never seen such a world!"

I mean, does that mean they'll be saying the Sovereign Host is really actually the Realms Pantheon?
The Host's faithfull would probably try to convince extraplanar visitors that their gods are just another representation of the host.
 




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