Wizards of the Coast Reveals Revised Eberron Species Details

Five playable species will be in the book.
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Wizards of the Coast has revealed some new details about Eberron: Forge of the Artificer, specifically detailing some of the changes players can expect to see from the species rules in the book. The upcoming Eberron splatbook will feature five species. Four of the species appeared in Eberron: Rising From the Last War, while the Khoravar (which have mixed human and elvish ancestries) are presented as a unique species in the book.

Today on D&D Beyond, Wizards listed some of the changes that will appear in each ruleset. Most notably, the Warforged is now presented as a Construct, while the Kalashtar are presented as aberrations. This makes these species immune to various spells that only impact humanoids. Additionally, the Khoravar has a new Lethargy Resilience feature that turns a failed saving throw to end or prevent the Unconscious condition into a success. This feature recharges after 1d4 Long Rests, which is a new design element to D&D.

According to D&D Beyond, the following changes are being made:

Changeling:
  • Based on the Changeling from Mordenkainen Presents: Monsters of the Multiverse.
  • Shape-Shifter: You have Advantage on Charisma checks while shape-shifted.
Kalashtar:
  • Creature Type: Kalashtar now have the Aberration creature type.
  • Mind Link: You can now allow multiple creatures to communicate with you telepathically, and they no longer must be able to see you.
  • Severed From Dreams: You gain proficiency in one skill of your choice after a Long Rest. This proficiency lasts until you finish another Long Rest.
Khoravar:
  • Now included as a unique playable species in the world of Eberron
  • Darkvision: Gain Darkvision with a range of 60 feet.
  • Fey Ancestry: You have Advantage on saving throws to avoid or end the Charmed condition.
  • Fey Gift: You know the Friends cantrip. When you finish a Long Rest, you can swap it for any Cleric, Druid, or Wizard cantrip.
  • Lethargy Resilience: You can turn a failed save to avoid or end the Unconscious condition into a success. You can use this trait again after you finish 1d4 Long Rests.
  • Skill Versatility: Gain proficiency in one skill or tool of your choice. After you finish a Long Rest, you may swap that proficiency for a different skill or tool.
Shifter:
  • Based on the Shifter from Mordenkainen Presents: Monsters of the Multiverse.
  • Size: You can choose to be Medium or Small when you select this species.
Warforged:
  • Creature Type: Warforged now have the Construct creature type.
  • Constructed Resilience: Now have Advantage on saving throws to end the Poisoned condition and some aspects of this trait have been moved to Sentry's Rest and the new Tireless trait.
  • Integrated Protection: Donning armor no longer takes an hour.
  • Sentry's Rest: Now specifies Warforged don't need to sleep, and magic can't put them to sleep.
  • Tireless: You don't gain Exhaustion levels from dehydration, malnutrition, or suffocation.
 

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Christian Hoffer

Christian Hoffer


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It actually started out and was explicitly fact in multiple editions. :)
So it was. I could have sworn it was presented as rumour before RftLW. I was certainly treating it as such earlier than 5e, and I'm sure I got it from an official source rather than coming up with the idea independently.
 


So it was. I could have sworn it was presented as rumour before RftLW. I was certainly treating it as such earlier than 5e, and I'm sure I got it from an official source rather than coming up with the idea independently.
KB's approach is there is no "objective truth" in Eberron. Everything is presented as "this is what people in setting believe". If DMs want to treat it as objective truth they can do that, or if they would prefer a different truth in their Eberron, that's okay too. Of course, not every Eberron source book is written by KB, and other authors treat things differently.

What is part of the setting is that people in the world of Eberron believe shifters are connected to evil lycanthropes, and this caused them to be almost exterminated in a genocidal war by the Silver Flame.
 


Warforged didn't have darkvision or low-light vision in either 3e, 4e, or 5.0. Why should they start having it now?
why would you create a warrior that does not sleep and not give it ability to see in the dark, not to mention general liability of needing light source in a military action?
 

why would you create a warrior that does not sleep and not give it ability to see in the dark, not to mention general liability of needing light source in a military action?
Because warforged aren't made to specs. There's a lot about them that the designers have no idea why it's there. They have some control over what happens, but a lot of what's going on with warforged is throwing stuff at the creation forge and see what comes out.
 

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