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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Are there any features that hit constructs harder or target them specifically?
A handful. The Mace of Smiting gets a bonus against Constructs. Constructs have Disadvantage on saves against the spell Shatter. But conversely, as Constructs they'll enjoy immunity from anything that specifies "humanoids". There's also a few things that specifically exempt Constructs and Undead, like the bonus effects on a Dhampir's bite.

ETA: One more Construct specific feature is on the Battle Smith Artificer. Their Steel Defender's Repair ability can heal itself or another Construct or object.
 
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Are there any features that hit constructs harder or target them specifically?
In 5.0, healing magic (at least cure wounds) didn't affect constructs (or undead for that matter). In 5.0 they were humanoids, however, so that was a moot point. I don't think 5.5 has any such limitation on healing magic though.

Back in 3e, warforged were an exception to how cure X wounds didn't affect constructs, but they only got half healing. There was however a series of repair X damage for artificers and wizards that was meant for them.
 

In 5.0, healing magic (at least cure wounds) didn't affect constructs (or undead for that matter). In 5.0 they were humanoids, however, so that was a moot point. I don't think 5.5 has any such limitation on healing magic though.
Good catch. Indeed, the Revised 5e healing spells lost the "no constructs or undead" clause. Which was probably the reason they pulled back on making Dhampirs and Reborn those creature types, and why they're willing to shift course now. Though, cause and effect, they probably intentionally changed the healing spells to open up the PC species design space.
 

Because none of those ethnicities have mechanical game stats attached to them. They're all bumping elbows in the "human" category, nice and equal.

Attaching game stats to something is a delicate matter. It makes it an objectively true fact, as far as the game system is concerned. So D&D has to be careful what they assert is an objectively true fact when it comes to easily construed metaphors about human society. Especially what with being a big international brand that has to respect the viewpoint of a lot of different cultures, all of whom have different histories and attitudes informing their take on things.

It's a damned if you do, damned if you don't situation. If you include half-races, you're perpetuating a history of racial segregation and persecution of mulattos. If you don't include half-races, it's erasure of multi-ethnic family representation. Right now, WotC is trying to thread the needle by making the default answer "Describe your character cosmetically however you please, just pick a dominant bloodline for mechanical purposes" and only giving unique stats when it's a well established ethnic group like the Khoravar. Which obviously doesn't please everyone, but no answer was going to do that.
You make some good points . . . but . . .

Not including the "half" races is an "erasure of multi-ethnic family representation"? Nah.

Certainly, D&D players of mixed descent sometimes saw themselves in such characters, like Tanis Half-Elven from the Dragonlance stories. But the way the game presented the half-elf and half-orc leaned more towards uncomfortable stereotypes than multi-ethnic representation.

Does modern D&D need to address this more positively and give some solid options for characters of mixed descent? YES. But as you point out, it's tricky and I don't blame them for not cracking that nut just yet.

Presenting the Khoravar as a distinct culture and game option is definitely a good step, and we need a non-Eberron term for the species option (other than "half-elf").
 

It’s not an issue with existence - ALL humans are mixed. The issue is labelling it, since that implies it’s something abnormal.
Sorta. Technically, sure . . . but your ethnicity is a lot about perception. Your own self-perception and how others perceive you.

I have mixed European descent, with ancestors from England, Scotland, and Germany (that I know of). But I don't think of myself as having a mixed ancestry, and have never been treated that way by others, negatively or positively. My mixed ancestry is not very visible or something that overtly affects my experience or self-perception.

I have a buddy who's mom is African American and his dad is European American . . . being of mixed descent is a very obvious part of his experience, both negatively and positively. He's got some stories!
 

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