Eberron is certainly the first and may be the only campaign setting to see a physical print in fifth edition. While the edition as a whole has held up Forgotten Realms for campaigns, and of course draws a great deal upon Dragonlance and Greyhawk to build a “core” of information, cosmology, gods, and history, the big settings have received little supportive nods here and there in sidebars and appendices and the like, but Eberron has also seen some pretty thorough Unearthed Arcana support, followed by a small, cheapish pdf publication late last year… or maybe early this year? I forget, I’ve been busy.
Rising from the Last War is double the length in terms of pages, with written content padded out with artificer rules only slightly modified from the last playtest edition, some pretty artwork, a few rule ideas, monster statblocks, and a few extended descriptions of factions, regions, history, and essential details.
Which begs the question… is it worth it?
Financially, that’s a maybe, the books aren’t cheap, let’s be realistic here. If you bought the Wayfinder’s Guide (the pdf I was talking about) you might have enough, but it’s better if you have access to some of the third edition lore books that can help pad out Keith Baker’s world with locations and people, although it’s not strictly necessary, just interesting.
In terms of content, well certainly the new book has some rules updates, and while I haven’t been through everything yet there’s certainly a few notable examples I’ve picked out.
Warforged rules have been altered, although I might argue that the rules from either book are balanced sufficiently to use, and given the manufactured nature of warforged I’d also make the case that you could use either rule-set in any given game, rather than choosing one or the other. Changelings have been simplified, perhaps diminished having lost an ability that makes them a little harder to hit, Kalashtar don’t appear changed from a quick once-over, and Shifters have been altered a little to make them notably more diverse depending on the subtype. On the subject of racial rules, the rules for building dragonmarked characters have been altered, and certainly the new rules seem simplified, but I’m still undecided on which rules I prefer.
So far as the artificer goes, I have to say that the artwork really helps bring the subclasses to life, I wasn’t entirely certain about translating some of the rules into narrative components. Seeing things like the alchemical homunculus and the artillerist’s collection of wands given artwork is far more evocative, and I say this as someone who loves artificers whatever the edition.
Points of interest, there is a section on choosing a patron that reads as advice for players and dungeon masters alike, and I love the notion of using it as part of a session zero character building discussion because it gives players ideas on the kind of games available to them and what kind of world they’re stepping into. If you run a game that’s faction-heavy it’s easily worth a read for ideas on how to market those factions to your players.
In terms of building the themes of the major continent, Khorvairre, I love the flavour texts. Where previous books have included annotations from famous NPCs, here we have newspaper cuttings to drive home the modernity of Eberron life. Propaganda pieces, inflammatory and fear-mongering snippets that read like they were written to panic the populus, but instead give the DMs and players some twisted ideas. Tales of drug abuse in the city of towers, living weapons and armour forged in the dwarven annex – the Mror Holds – painted as grotesque abominations, but written in a paper sold to the nation that raised its own dead in the last war.
Certainly the book goes into far greater detail than the Wayfinder’s Guide, and presumably it supersedes the majority of the content being the newer publication, and while I’ll never be satisfied with the amount of detail (having read most of the Eberron companion books from 3.5) it’s certainly quite a thorough volume, and to go properly in-depth would have required a far bigger, and more expensive book. I was also saddened by the absence of psionic rules, however…
A new Unearthed Arcana came out recently giving subclass options for fighters, rogues, and wizards, that focus on psionic power, and Eberron is not the only major campaign setting that could warrant a full-sized publication. There is another for whom psionics are a far bigger deal…
So, rather than starting with my spell like I did in my Re-Skinning Spells part 1 last week, I’ll be starting with the spellcaster. To give your unique character a unique feel rather than just a colour-by-numbers hack-n-slash dungeon crawler, plant a little of their personality onto their spell list. For each character I’ll be throwing in more details like magical implements or Individual Magical Effect to give you some ideas on how to really change up your wizards, warlocks, sorcerers, and spellslingers.
Let me start with a character I’ve wanted to build for some time.
A wizard heavily invested in the nature of time, it’s mechanisms, how it shapes and is shaped by space and matter. There’s a few spells that are no-brainers for a master of time, Slow, Haste, Scrying, at later levels Time Stop and it’s not a huge stretch to throw in spells like Mending as a way to reverse time on a broken object, or Disintegration to accelerate time to the point of crumbling. But not every level comes with a complete collection of spells perfect for the Chronomancer.
It would not take an overly permissive DM to alter Conjure Minor Elementals to summon Modrons instead, those mechanical life-forms from the plane of rigid order and law. The collection from the Monster Manual sits within the Combat Rating requirements. Scrying and locating spells might help pinpoint the eddies and currents a creature leaves in the currents of time, Move Earth and Control Water might toy with history so ancient that the world was different.
Each time the Chronomancer casts a spell it is accompanied by the sound of a ticking clock, a whirling of spectral gears about his/her arms, and at later levels the very stars wheel in the heavens as he/she exerts power on the universe. A stopwatch might be the focus for the Chronomancer, or a sundial with a shadow that always points to the correct time, no matter the light in the room.
The magic of an Alchemist is all chemical, no otherworldly powers required. The correct admixtures can turn acid into a projectile capable of flying great distances, contain fire in a case of metal to be called upon later, or spawn lightning in a jar. The Artificer class for Eberron has dabbled a little in this, although I have to say I preferred the sub-type of wizard from an earlier issue of Unearthed Arcana. That works up to a point, but there are plenty of spells that you might not be able to pull out of a bottle.
Consider a spell like Wall of Stone, rather than a movement of earth the spell could be a growing mountain of foam that solidifies into a barrier. Illusions could be the result of a potent hallucinogen; it’s hard to summon an Insect Plague with chemicals unless you keep a box of larvae or a vial of potent pheromones in your pack.
Alchemists can fit into a low-magic setting, but have to plan accordingly. Your alchemist may have to carry a hefty medicine bag filled with bases, reagents, admixtures and solvents, along with enough glassware to refit a cathedral. You might be walking around in lab gear, goggles and gloves, collapsible work bench, the works.
Ok, let me draw some examples from elsewhere. I’ll grab some characters with signature spells or spell-like powers and give you something that’ll do the same job:
Maya’s Phaselock – Shamelessly going back to Borderlands, the Siren Maya has the power to imprison an enemy in a hovering bubble of raw energy from whatever plane of existence the Sirens draw power from. Hold Person would work fine as the basic version, but lacks the upgrades, they’re much harder to replicate without your DM allowing you to add powers and expending higher spell slots, or even several slots. Dominate Person, Bless, or Resistance can give you ideas for effects to pile onto a single spell.
Witcher Signs – Igni screams Burning Hands, nice and easy. Aard, maybe use Thunderwave. At early levels you might use Crown of Madness for the hypnotic sign Axii, rather than the more appropriate Dominate Monster. The shielding sign Quen has loads of possible options, from Shield to Magic Circle. And Yrden… is difficult, planting rune-circles that trigger when you pass over them is something you’ll have to wait for when you get level 3 spells and Glyph of Warding, but that’s such a versatile spell you should pick it up anyway, no matter who you are.
Waterbending – It’s easy to replicate earth, air, and firebending from the Avatar Series, plenty of fire-based spells, mobility and defensive spells for air, and things you can change into stone, especially if you build a druid. Water might be trickier, but there are things that could be made more… watery. Magic Missile and Cloud of Daggers, streaks of water hurled at opponents, Slow and Evard’s Black Tentacles could be used as patches of water that grip and bind.