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

Can someone tell me if there are any consequences of the new creature type for Kalasthar?
Sure, a whole slew of spells that only target humanoids (Hold Person) will now not target Kalashtar. Meanwhile they are susceptible to a bunch of spells (like Protection from Good and Evil) that affect "Aberrations, Celestials, Elementals, Fey, Fiends, or Undead" (or perhaps variations on that list, I'm not sure there ever are variations).

It seems like a lot of extra fiddly bits to trip up DMs with minimal payoff, but then again that's kind of 5.5's vibe. Hopefully some fun character moments are had along the way.
 

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They were (and are) hybrids because Elves, Humans and Orcs are different species.
This is technically correct in the biological sense, that’s true. But it still feels kind weird to talk about any kind of person as a biological “hybrid”—that’s language we normally reserve for animals, and sorta implies that it’s not a “legitimate” category of being.
 


The name "Khoravar" for the distinct Half-Elven "race" of Eberron was established more than twenty years ago, so they didn't "came back with a name that doesn't normalize being biracial".
They are still called half-elves in 3e and 5e, so I'm guessing they were half-elves in 4e, too. It will interesting to see if there is any use of the term half-elf in the full 5.5e write-up.
 

there are no half:
  • aasimar
  • tiefling
in 5e24 either.
To be fair, it's clear that aasimar and tieflings can spring from any rootstock, not just humans. That's why they both have the option to be either Medium or Small sized. In fact, I'm pretty sure the art for the sample Celestial Warlock on p161 is a dwarf or halfling derived aasimar. They've got the short stature combined with the golden eyes and spectral wings.
 

To be fair, it's clear that aasimar and tieflings can spring from any rootstock, not just humans. That's why they both have the option to be either Medium or Small sized. In fact, I'm pretty sure the art for the sample Celestial Warlock on p161 is a dwarf or halfling derived aasimar. They've got the short stature combined with the golden eyes and spectral wings.
Interestingly, WotC's even going for Small-sized humans. In the new Dragon Delves book, the level 9 adventure includes a pair of elderly human shepherds who are both Human and Small. They're described as being "two of the oldest human residents" of the adventure locale. Having two little old ladies be Small makes a lot of sense!
 

AFAIK the Khoravar are a truebreeding race (species?), the Jhor'guntaal are not.

A "system for species mechanics for mixed ancestry characters" is IMHO a not so great idea, because I'm pretty sure it would be a "mix and match"-system: a dream for the min-maxing players and a possible nuisance for the Dungeon Master.
Half-elves have always been "true-breeding" in any setting though. Half-elves and half-elves produce more half-elves. (Presumably enough breeding with humans would subsume them back into the general human population). This is not a new thing.
 

Sure, a whole slew of spells that only target humanoids (Hold Person) will now not target Kalashtar. Meanwhile they are susceptible to a bunch of spells (like Protection from Good and Evil) that affect "Aberrations, Celestials, Elementals, Fey, Fiends, or Undead" (or perhaps variations on that list, I'm not sure there ever are variations).

It seems like a lot of extra fiddly bits to trip up DMs with minimal payoff, but then again that's kind of 5.5's vibe. Hopefully some fun character moments are had along the way.
Also I can now say Kalashatar have an inherent alignment unless WoTC forgot their own grandstanding on creature types and alignments.
 

Half-elves have always been "true-breeding" in any setting though. Half-elves and half-elves produce more half-elves. (Presumably enough breeding with humans would subsume them back into the general human population). This is not a new thing.
The main difference is in half elf + human, which as per lore would always produce human offspring, and half elf + elf, would always produce and elf. Thus, half elves were always rare (no quarter-elves) . On the other hand, khoravar + human = khoravar, khoravar + elf = khoravar. Your ancestry might be 99% human 1% elf but you are still khoravar. Thus, khoravar are common (and will eventually replace all humans and elves in Eberron). So no angsty outsider-caught-between-two-worlds narrative for them.
 
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