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#wayfinder's guide to eberron
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I posted 18,409 times in 2022
That's 2,360 more posts than 2021!
168 posts created (1%)
18,241 posts reblogged (99%)
Blogs I reblogged the most:
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@anarchy-and-asexuality
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I tagged 941 of my posts in 2022
#bean speaks - 134 posts
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#saved for me - 59 posts
#critical role - 37 posts
#jjba - 20 posts
#crit posting - 18 posts
#jojos bizarre adventure - 12 posts
#crit role - 11 posts
#mcr - 11 posts
#the umbrella academy - 9 posts
Longest Tag: 138 characters
#lord of the flies was specifically about english boarding school boys because that’s where the author taught omfg it wasn’t supposed to be
My Top Posts in 2022:
#5
liam o’brien writing an entire childrens story because jester wanted to read it is so so cute and so indicative of how much the cast loves each other im sobbing over this
62 notes - Posted January 24, 2022
#4
<3 chubby trans men <3
98 notes - Posted January 10, 2022
#3
and when pat the bunny said “it’s alright, it’s okay, except that everything’s fucked” and when pat the bunny said “are god and void equivalent” and when pat the bunny said “i’m mean and bitter and a failure at everything i believe”
105 notes - Posted January 14, 2022
#2
hey psssst if u can’t afford $30 per 5e sourcebook there’s definitely no links here at all whatsoever under the cut that would be CRAZY
Active pdfs for 5e sourcebooks, as of 10/06/2022 (now alphabetized!)
Acquisitions Incorporated: https://anyflip.com/emkqr/yvpp/
Basic Rules: https://anyflip.com/samg/iupm
DM’s Guide: link too long click here
Eberron: Rising from the Last War: https://anyflip.com/rbal/zmrp
Explorer’s Guide to Wildemount: https://anyflip.com/efdfy/dgdn
Fizban’s Treasury of Dragons: https://anyflip.com/vuzeh/avpt
Guildmaster’s Guide to Ravnica: https://anyflip.com/xlyr/rogd
Monster Manual: https://online.anyflip.com/duex/ixpz
Monstrous Compendium Vol 1: Spelljammer Creatures: https://www.dndbeyond.com/sources/mcv1/spelljammer-creatures#CreaturesAZ
Mordenkainen’s Fiendish Folio, Volume 1: https://anyflip.com/pckhp/efrd
Mordenkainen Presents: Monsters of the Multiverse: https://dndwikii.com/Monsters-of-the-Multiverse/
Mordenkainen’s Tome of Foes: https://anyflip.com/afgs/ibpl
Mythic Odyssey of Theros: https://anyflip.com/rbal/nqho
Player’s Handbook: https://anyflip.com/dkneq/yerq
Sage Advice Compendium: https://anyflip.com/yfqjo/fslt
Strixhaven: Curriculum of Chaos: https://anyflip.com/uauje/rjos
Sword Coast Adventurer’s Guide: https://anyflip.com/opng/ahma
Tal’Dorei Campaign Setting: https://anyflip.com/xmzfy/tsdc
Tal’Dorei Reborn: https://anyflip.com/bhxqp/kqsu
Tasha’s Cauldron of Everything:
The Tortle Package: https://github.com/kwmorris/DnD/blob/master/5e/Books/D%26D%205E%20-%20The%20Tortle%20Package.pdf
Van Richten’s Guide to Ravenloft: https://online.anyflip.com/vuzeh/aqnr
Vecna Dossier: https://drive.google.com/file/d/1x6ZkGO9evuNEmqP5z_VUWZcVAs0CnCwU/view
Volo’s Guide to Monsters: https://anyflip.com/ibtno/esiq/
Wayfinder’s Guide to Eberron: http://anyflip.com/yulf/dcvr
Xanathar’s Guide to Everything: https://anyflip.com/rmzy/oapq
134 notes - Posted January 27, 2022
My #1 post of 2022
boyfriend always asking me why a slug is staring at us. my brother in christ you decided to kiss me in front of him.
209 notes - Posted March 6, 2022
Get your Tumblr 2022 Year in Review →
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milecotipeq · 2 years
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<br> </p><p>&nbsp;</p><p>&nbsp;</p><p>Wayfinder's Guide to eberron release his grip, and if he times it right he'll land updated for free—so you will be kept up to date.1-16 of 65 results for "wayfinders guide to eberron" · Eberron: Rising from the Last War (D&amp;D Campaign Setting and Adventure Book) (Dungeons
Wayfinder's Guide to Eberron brings the eponymous campaign setting to the fifth edition of Dungeons &amp; Dragons. This 175 page book gives you
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xubecisidix · 2 years
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Wayfinder's guide to eberron pdf
  WAYFINDER'S GUIDE TO EBERRON PDF >> DOWNLOAD LINK vk.cc/c7jKeU
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Wayfinder's Guide to Eberron Explore the world of Eberron in this campaign prototype for the world's greatest roleplaying game. The game mechanics here are-by-step guide shows you how to text a girl, what to text, and when to text it to her. If you're tired Black &amp; Decker The Complete Photo Guide to Home
Wayfinder's Guide to eberron. Explore the world of Eberron in this campaign prototype for the world's greatest roleplaying game. WAYFINDER'S GUIDE.
DnD/5e/Books/D&amp;D 5E - Wayfinders Guide to Eberron.pdf. Go to file · Go to file T; Go to line L; Copy path; Copy permalink. This commit does not belong to
WAYFINDER'S GUIDE TO EBERRON Wayfinder's Guide to Eberron Explore the world of Eberron in this campaign prototype for the world's greatest roleplaying game
Wayfinders Guide to Eberron.
Wayfinder's Guide To Eberron PDF CHAPTER 3 | CHANGELINGS 61 whoever is on duty will adopt the persona of Tek, the kindly old medic. Personas can even be
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codexanathema · 2 years
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Persiguiendo a Ruty
Preguntémosle cosas de Eberron al creador de Maze Arcana y co-autor del Wayfinder's Guide to Eberron y Morgrave Miscellany.
Ruty Rutenberg no solo es autor de los best-sellers “Wayfinder’s Guide to Eberron”, “Morgrave Miscellany” y “Xanathar’s Lost Notes to Everything Else”, disponibles en el DM’s Guild, sino también un condecorado veterano del ejército de EEUU, actor, escritor y ¡más! ¡Hablando de multiclase! Ruty es también la voz detrás de Durnan, el famoso cantinero del Portal Bostezante para el juego Neverwinter,…
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wearebloodhunter · 6 years
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Blood Hunters in Eberron: Part Two
I promised this a while back, but unfortunately life has a habit of getting in the way of stuff like that.
When last we left our heroes...we were talking about what blood hunters from each region are most likely to be like, particularly as far as subclass, race, motivation, equipment, and that sort of thing. Let’s continue that now.
The Lhazaar Principalities: This collection of islands is a haven of pirates and renegades. It’s intensely factional, and no two places in the Principalities is alike. It seems like blood hunters wouldn’t be widely supported, but that’s pretty typical for the class. 
Blood hunters from the Lhazaar Principalities likely have the Sailor background, like most people from the region. Honestly, any subclass would probably work.
The Mror Holds: This collection of twelve dwarfholds is on the rise. They have a heavily materialistic culture.
Blood hunters from the Mror Holds are likely important: who knows what lurks in the mines, after all. While playing a dwarf is the obvious choice, the Jhorash’tar orcs that are being forced away from dwarven territory but are in some cases being incorporated into the hold and culture open up interesting opportunities for unique characters. Because the clans are so important, put some thought into your character’s clan and what their focus is on: the more martial clans are most likely the ones blood hunters will come from. Blood hunters from the Mror Holds are likely Order of the Ghostslayer, but are there many things cooler than a dwarf werebear Order of the Lycan blood hunter? I don’t think so.
Q’barra: Q’barra is a new frontier for the people of Khorvaire, but it’s already occupied by lizardfolk, dragonborn, and yuan-ti. Dragonshards constantly draw newcomers to the region, but they also cause any truces between Q’barrans and the “scales” to be shaky at best.
There’s a lot of options here. A yuan-ti pureblood from the confederacy of the Poison Dusk could make a great Order of the Profane Soul blood hunter with a Fiend patron. I could see a tradition of alchemy among the lizardfolk of the Cold Sun Federation that would make for interesting lizardfolk Order of the Mutant blood hunters. Dragonborn are always great, too. If you want to play a race that doesn’t have scales, Q’barra is still very much untamed wilderness: there’s going to be creatures that will attack people out there. You might also consider an Order of the Ghostslayer blood hunter who has fought a guerrilla war against the Poison Dusk.
The Shadow Marches: This marsh is home to the orcs, but there are also humans living there. It’s a place most people stay away from, but there’s a history of fiends coming into conflict with the mortals living there.
There’s a lot of places in Eberron where Order of the Profane Soul blood hunters would fit right in, and the Shadow Marches are another one. If you want to play a blood hunter who’s definitely a good guy, I’d consider playing an Order of the Profane Soul blood hunter with an Archfey patron and be part of the Gatekeepers: they’re druids who defeated the fiends before and continue to hold the line against them. And blood hunters love fighting fiends.
The Talenta Plains: Halflings riding dinosaurs.
That may be an oversimplification, but it’s probably the most likely thing to draw you to playing a blood hunter from the Talenta Plains. This region favors Order of the Profane Soul blood hunters because the halflings there believe they are surrounded by spirits, which include various entities you could make a pact with. Of course, it also means that blood hunters have a lot of work available because there’s fey and fiends running around out there. But, like, riding a dinosaur while swinging a flaming sword? I’m in.
Thrane: Ah, Thrane. The complicated theocracy that has the opportunity to produce awesome Oath of Devotion paladins...or really sucky ones.
But we’re not here to talk about paladins, are we? No. That said, blood hunters are likely part of the Church of the Silver Flame. I think they’d lean more towards the darker parts, though, and that provides some great opportunities for looking at how blood hunters, who are products of darkness, interact with it. I’d say that a blood hunter from Thrane would be an excellent opportunity to play a ranged blood hunter: archery is a big thing there, and I feel like there’s not enough blood hunters out there using bows, despite how ranged combat compliments the glass-cannon nature of the blood hunter.
Valenar: Feudal elves. I mean...I’m in. They’re certainly a different philosophy regarding the elves than in the Forgotten Realms.
I don’t think you’d have a lot of blood hunters from Valenar - if you can fight, after all, why aren’t you in a warband? That said, there’s still monsters running around, and monsters mean blood hunters. I don’t see any specific subclass being favored, but if you’re in Valenar you’re most likely playing an elf.
Zilargo: The gnomes’ home, a place of intense intrigue.
I think Zil characters could be really interesting. There’s a serious disconnect between the intrigue of Zilargo and the “I hunt monsters” mentality of the blood hunter, and playing this character who is just not interested in the tangled web everybody else is could be very interesting. I mean, it might also get your character killed, but that comes with playing a blood hunter anyway.
So, there’s all of the places blood hunters could be from in Eberron. Next I’ll tackle the races, and then it’s time to look at the dragonmarked houses and see what dragonmarks would best be suited to blood hunters.
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dr-archeville · 6 years
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The Playable Races of Eberron in Dungeons & Dragons [source]
Changelings and Kalashtar and Shifter and Warforged, oh my!
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creativerogues · 6 years
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theravensreliquary · 6 years
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Okay, I am suuuper interested in this!! This philosophy of magic in a world is always how I’ve leaned in my own writing. I’ve always loved that idea of widespread magic. This is so cool!
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warlordfelwinter · 3 years
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i refuse to draw any fanart for baldur’s gate that isn’t the most serious and has hours of effort put into it
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cbsa82 · 6 years
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Ravnica & Eberron: The Upcoming Dungeons & Dragons 5E Campaign Settings
So @Wizards_DnD announced 2 new products! #Eberron & #Ravnica campaign settings, each releasing at different times. But what are these settings about? Why should ya care? Well, read on & see what I have to say #dnd #news
So, on 7/23/18 it was announced officially that there were 2 upcoming Campaign Settings for Dungeons and Dragons Fifth Edition. These would be the first non Forgotten Realms / Faerun settings that would officially be created for Fifth Ed (No I don’t count Curse of Strahd, that may be Ravenloft but it’s an adventure, not a setting). The settings are Eberron, and Ravnica. I wanted to take a minute…
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Free Links to DND Sourcebooks
Player's Handbook
Dungeon Master's Guide
Monster Manual
Guildmaster's Guide to Ravnica
Mordekainen's Tome of Foes
Sword Coast Adventurer's Guide
Volo's Guide to Monsters
Wayfinder's Guide to Eberron
Xanathar's Guide to Everything
Eberron - Rising from the Last War
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sisaloofafump · 2 years
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fun fact of the day: Taliesin Jaffe is one of the only credited test players for Wayfinder's Guide to Eberron
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nerdythebard · 3 years
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#25: Artio, The Bear Goddess
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Fáilte, Gods and Goddesses!
Today, we step onto the green shores of Ireland for our first Celtic deity. Meet Artio, the Bear Goddess. Evidence of her cult was found as far as modern-day Switzerland, where a figure showing a woman feeding a bear was discovered. In SMITE, Artio is a melee druidess who shapeshifts into a bear to protect her allies.
Next Time: Who knew the wisest of the gods would turn out to be the pettiest...
Let's start with the goals of making Artio:
Bear Hug: Easy one, but necessary - we need to be able to transform into a huge bear and deal some serious damage.
Mother Nature: Artio can heal, conjure up vines, and drain vitality from her enemies.
Celtic Guardian: Artio's strong sides are good Crowd Control abilities and High Sustain. We need to be able to soak in some damage and prevent enemies from advancing.
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Now, we could just go with a human or (like Artemis) an elf, but for Artio, I think we'll look at the Wayfinder's Guide to Eberron and one of their races. More specifically, the Beasthide Shifter. Believed to be descendants of humans and lycanthropes, Shifters combine the traits of man and beast into a single, deadly force. Beasthide Shifters get a +2 Constitution and a +1 Strength, 60 feet of Darkvision, and proficiency in Athletics skill. We also get the Shifting ability; as a bonus action, we can assume a more bestial form for up to 1 minute. We gain Temporary Hit Points equal to [our level + our Constitution modifier] plus one more benefit depending on our Shifter subrace. Beasthide Shifters gain an extra 1d6 THP and +1 AC bonus when shifted.
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As the Big Bear In Charge, Artio is the protector first and foremost, so making her the Folk Hero seems right to me. We gain proficiency in Animal Handling and Survival, one type of artisan's tools, and land vehicles. The Rustic Hospitality feature allows us to seek help and shelter among the common folk, because of our good reputation among the poor.
ABILITY SCORES
We'll start with Strength - we're a melee combatant, our blows need to pack a punch. Constitution will be next, we're the guardian with a thick bear hide for a reason. Follow that up with Wisdom, it's going to be our casting ability, but we won't be very spell-forward.
Dexterity is next, while not the most nimble of fighters, we need to make sure everyone around is protected. Charisma is a little low, but since Artio keeps mostly to the wilderness and forests, she doesn't necessarily interact with people... although we need to boost this up, bears are pretty intimidating. Finally, we're dumping Intelligence. I don't see a reason to have academic smarts here.
CLASS
Now, I know what you're thinking. Nature, shapeshifting, magic... Druid start-to-finish, right? Well, not necessarily. Half-a-point for trying, though.
Level 1 - Fighter: Artio is a melee character with spellcasting. We need to be a tank first, a magic-user second. Fighters get a d10 Hit Dice, [10 + Constitution modifier] initial Hit Points, and proficiency with light armour, medium armour, heavy armour, shields, simple weapons, and martial weapons. For Artio (when not in the Bear Form) I think we could get regular leather armour and either a quarterstaff or a glaive. Our saving throws are Strength and Constitution and we get to pick two class skills (Intimidation and Perception).
Fighters begin by choosing their Fighting Style, and to fulfil Artio's role as a guardian, we're gonna go with Interception from Tasha's Cauldron of Everything. Whenever a creature within 5 feet of us is hit by an attack, we can use our reaction to reduce the damage taken by [1d10 + our proficiency bonus] to a minimum of 0 damage. We must be wielding a shield or a simple/martial weapon for this.
We also get Second Wind, which lets us take a breather and heal [1d10 + our Fighter level] Hit Points as a bonus action once per short or long rest.
Level 2 - Fighter: We get Action Surge. Once per short or long rest we can take one additional Action on our turn.
Level 3 - Fighter: We get to pick our subclass, our Martial Archetype. For Artio, who uses her bear form to maul any enemy in her sights, we're gonna pick the Brute archetype from a 2018 Unearthed Arcana. With Brute Force we increase our overall weapon damage by an extra 1d4.
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Level 4 - Fighter: Time for our first Ability Score Improvement. We're really going to double down on our Hit Points, by taking the Tough feat. Our maximum Hit Points increase by [our level x2]. Whenever we level up afterwards, we get +2 Hit Points Maximum.
Level 5 - Druid: Time for some representation of Nature's might. Multiclassing into a Druid gives us proficiencies we already have, so we're going to skip it. We do, however, learn the Druidic language - a system of phrases and symbols we can use to encrypt messages.
Druids are also full casters, so we learn Spellcasting from the start. Wisdom is our casting ability, and we can learn cantrips and ritual spells. Druids have an access to their full spell list, and can each day prepare [our Wisdom modifier + our Druid level] spells. We start by knowing two cantrips:
Druidcraft is a druid-exclusive cantrip used to influence nature around us. We can make flowers bloom or wither, predict the weather, light and extinguish small flames, and create harmless sensory effects.
Guidance lasts for 1 minute (concentration). A willing creature we touch (or us) can add a 1d4 to one ability check of its choice.
We also start with two 1st-level spell slots:
Cure Wounds is a very useful healing spell. One creature we touch regains [1d8+our spellcasting modifier] Hit Points instantly. The number of Hit Points healed increases if we use a spell slot higher than 1st level.
Earth Tremor creates a shockwave within 10 feet of us. Each creature in the range must make a Dexterity saving throw or take 1d6 bludgeoning damage and fall prone.
Level 6 - Druid: We unlock the Druid's signature ability: Wild Shape. As an action, we can transform into a beast for a number of hours equal to half of our Druid level (rounded down). In the beginning, we can only transform into a beast with no flying or swimming speed and with a maximum CR of 1/4... which means, we can't become a bear yet.
We also get to pick a second subclass, our Druid Circle. We need to become a bear ASAP, therefore we're choosing Circle of the Moon, which focuses on improving our Wild Shape. The Combat Wild Shape feature lets us transform as a bonus action instead of action and lets us spend a spell slot when transformed to regain 1d8 Hit Points. Circle Forms changes our Wild Shape table, giving us the ability to transform into beasts with a maximum CR of 1 as of now. This means we can now become either a brown or black bear.
We gain another 1st-level spell: Entangle causes grasping vines and thick brambles to grow in a 20-foot square area centred at a point within 90 feet of us. For 1 minute (concentration), the area becomes difficult terrain. Any creature that enters (or ends their turn in) the area must make a Strength saving throw or become restrained. On each of their turn, they can make a Strength saving throw to free themselves.
Level 7 - Druid: We don't get any class features here, but we do unlock 2nd-level spells. Gust of Wind causes a strong gale to blow in a line 60 feet long and 10 feet wide for 1 minute (concentration). For every 1 foot they want to move, all creatures within the line must spend 2 feet of their movement speed. The wind disperses gases and fog and can either extinguish flames or fan them (50% chance).
Level 8 - Druid: Time for another ASI. This time, let's put two points into Constitution for even better durability.
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Our Wild Shape ability also improves, now giving us the ability to transform into beasts with a maximum CR of 1 but with swimming speed (e.g. a giant octopus).
We also learn a new cantrip: Frostbite causes ice and frost to appear on one target within 60 feet of us. The target must make a Constitution saving throw or take 1d6 cold damage and gain disadvantage on their next weapon attack before the end of its next turn.
We get one more Druid spell: Enhance Ability lasts for 1 hour (concentration) and enhances one ability for one creature of our choice (or ourselves).
Level 9 - Fighter: Coming back to the frontline combatant, we unlock Extra Attack. We can now attack twice instead of once during each Attack action.
Level 10 - Fighter: Halfway through the build and we get an ASI. This time, let's raise our Dexterity by 2 points for better AC and Initiative count.
Level 11 - Fighter: We get another subclass update. With Brutish Durability, we can now shake off more powerful attacks. Whenever we make a saving throw, we can roll a 1d6 and add the result to the overall score. This benefit also works on Death Saving Throws; if a total result is 20 or higher, we gain the DST benefit of a Natural 20 (+2 saves).
Level 12 - Fighter: Another ASI. This time, let's put one point in Strength and one in Dexterity.
Level 13 - Fighter: We get the Indomitable feat. Once per long rest, we can re-roll a failed saving throw. We have to use a new result even if we fail it again.
Level 14 - Fighter: Another subclass upgrade. This time, we get to pick a second Fighting Style. The Superior Technique style lets us choose one manoeuvre from the Battle Master subclass. We also get one d6 Superiority Die to fuel said manoeuvre. Pushing Attack allows us to spend the Superiority Die whenever we hit the enemy and impose the Strength saving throw on them. On a failed save, the target is pushed up to 15 feet away from us.
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Level 15 - Fighter: Our Extra Attack can now be used to attack twice instead of once, for a total of three attacks per one Attack action.
Level 16 - Fighter: For another ASI, we once again increase both Strength and Dexterity.
Level 17 - Fighter: We improve our Indomitable feature into two re-rolls between long rests.
Level 18 - Fighter: Another level, another ASI. Let's max out our Constitution into 20.
Level 19 - Fighter: We get our final subclass upgrade. With Devastating Critical, when we score a critical hit with a weapon attack, we gain a bonus to damage roll equal to our Fighter level.
Level 20 - Fighter: Our capstone is Fighter 16, which means final ASI. Let's put two points into Intelligence to get rid of negative modifiers.
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And that is Artio, the Mother Bear of Ireland. Let's see what I came up with here:
To start off, we're an absolute tanking beast (no pun intended). With an average Hit Points of 235 and Temporary HP of 25+1d6 every time we shift, we can soak some serious damage and protect our allies. Our AC is 16, and we have a +3 to our Initiative.
Unfortunately, our magic capabilities are pretty scarce for a Druid. Plus, most of our spells require concentration. Our Intelligence and Charisma scores are also not great, so we might be vulnerable to those kinds of saving throws.
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Another day, another build. I hope you guys enjoyed it and I'll see you for the next one. I'll start with another request when we finish gods beginning at the letter A.
- Nerdy out!
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crewofthegoldrush · 3 years
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my favorite new running joke in our campaign is the real life book Wayfinder's Guide to Eberron was canonly written by our Wayfinder and now exists in their world, because my girlfriend saw an opportunity and definitely took it
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wearebloodhunter · 6 years
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Blood Hunters in Eberron: Part 3: Races
So, here we are. We’ve looked at where blood hunters likely come from in Eberron, but now we have to consider what races best fit blood hunters and how. And oh, the races. Those that are unique to Eberron are so freaking cool.
Changeling: I’m probably a little biased when it comes to changelings, because I think that playing what’s essentially Mystique from the X-Men would be really fun. That said, a changeling blood hunter would not be the best race you could choose...if you’re a min-maxer, that is.
Let’s be real, blood hunters sometimes need to operate in situations where just killing someone doesn’t work. Somebody who can take on the appearance of someone else, though, can. Combine that with a Charisma bonus that lends itself to Order of the Profane Soul and the opportunity to choose a Dexterity bonus could make a blood hunter that can be viable in combat but isn’t focused on that.
Kalashtar: Have I established that I find the Eberron races to be cool? Because kalashtar definitely are. “Hi, I have a spirit buddy and can speak to you with my mind.” That’s so cool!
I think kalashtar would make great blood hunters. The Wisdom bonus helps with blood curses, which I think get overlooked a lot. (Admittedly, a lot of those blood curses - pretty much all of them - are highly situational, so I’m not really surprised that they don’t see a lot of use.) Plus, using telepathy would be handy - you don’t want to give away to a monster you’re tracking that you’re on its trail, do you?
Shifter: Shifters make great blood hunters. They’ve got a lycanthrope ancestor somewhere back in their family tree, which I think lends itself to characters who are descendants of Order of the Lycan blood hunters. Outside of that, the shifters tend to be very much geared towards combat with their ability bonuses and shifting features. Their features don’t lend themselves to Order of the Lycan blood hunters, but that’s all right: I feel like a shifter lycanthrope would be...weird.
Warforged: Hey, look at that: warforged are cool, too. Getting to choose how armored your warforged character is is a neat thing, even if you’ll probably only have access to the Composite Plating. Outside of that, because warforged were largely designed for combat they make excellent blood hunters.
The other races of Eberron have the same racial traits they do in the Player’s Handbook or whatever other sourcebook you’re using. I’ll probably do a post on that sometime in the future, so be on the lookout for that. Next in this series, though, we talk about the dragonmarked houses.
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dr-archeville · 6 years
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The War of Eberron in Dungeons & Dragons [source]
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