D&D 5E Using 5e for Eberron? Pitfalls, advice and cheers wanted.

Doc_Klueless

Doors and Corners
Background: I moving back to San Antonio, Tx from Los Angeles, Ca (long story involving lots of failed marriage, raising kid by self, becoming educated) after being away for... um... 15 years. One of my old friends there is excited to welcome me back. He asked if I was still running D&D. I said I was. He asked if I'd be willing to run a game for him and his family using the Eberron Setting with 5e. I said I would be glad to.

But.

I know next to nothing about Eberron. I know OF it, but I don't know much about it. So I bought the 3.5 players guide off of Drivethrurpg. Read it. Really liked it.

So here's the Question: What advice do any of you 5e Eberron people have about running such a game.

Thanks ahead of time!
 

log in or register to remove this ad

I'm currently running a 5E Eberron game that has been going for over a year, and it's my 3rd such campaign.

The main thing to consider is just using the lore and the themes of the setting that make it iconic. The Last War, the Mournland, the Dragonmarked Houses, ect. There are a couple of Unearthed Arcana that provide stats for Eberron specific races and a couple of attempts at the Artificer class. I personally didn't like their implementation and have used my own homebrew stuff.

Additionally, Keith Baker has an awesome blog at Keith-Baker.com where he is continuing to provide unofficial support for Eberron and suggestions for running it with 5e.
 


I ran the 5e adventure path 'Princes of the Apocalypse' but reflavoured it and set it around the city of Xandrar in Breeland. It was only semi-Eberron in flavour, but worked well. I added Eberron flavour where i could. Here is the adventure log if that helps: https://deathgrind.obsidianportal.com/posts?order_by=oldest&page=1

The module starts at the 7th entry.

Capture.JPG
 

5e can run Eberron fairly well straight off. Changes I made:
"Adventuring" magic items, weapons and such are rare, fitting with the 5e ethos. I justify that in-setting that House Cannith is switching to selling to the middle classes, and most nations are snapping up any combat magic items that appear on the market. Lots of utility items around though, like the Common magic items in Xanathar's guide.

Dragon marks are a feat. They give a bonus to a skill or tool proficiency, a cantrip or low-level spell, and access to a short list of rituals. They also allow use of Dragonmark specific items, which are treated as being a step more common than the usual item usable by anyone.
Everyone gets a free thematic feat at first level.

I mostly use the rest of the Eberron Unearthed Arcana article as written, including the wizard tradition. I also use the Artificer class from the UA, although I've adjusted the Gunsmith subclass into a staff- or wand-blaster to fit into Eberron.

Otherwise, if you're running a published adventure, just adjust to fit Eberron. Change geography and Churches. Reduce number of NPCs with classes etc.

I second Keith Baker's website. Also check out http://archive.wizards.com/default.asp?x=dnd/archeb/ds And the Manifest Zone podcast as well: https://manifest.zone for more background.
 



Remove ads

Top