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[[File:D5.Eberron.Sharn.jpg | 250px | right]] This wiki is for my 5E D&D Eberron game, The game starts in Sharn, the City of Towers. ==Character Creation== '''D&D 5E Eberron''' game. I am using '''Rising From the Last War''' supplement for the Eberron species and Artificer class. (RFTLW). Also using the Mythic from Unearthed Arcana 32, I have the '''Sword Coast Adventurer's Guide''' (SCAG), '''Xanathar's Guide to Everything''' (XGTE), and '''Tasha's Cauldron of Everything''' (TCTE), I am open to others but don’t have those rules. If they are found online legally I am sure I am fine with them. Character Creation – standard PHB character creation with the following…. *Characters start at 4th level *27 attribute point buy *Pick a Race/Species – any from the PHB or RFTLW are available (others might be allowed but check with me first, if there is a difference between another source and RFTLW we will default to Eberron). Racial feats from TGTE is fine. As Dragonmarks from ROTLW can affect these see how they effect the invadidual races. *Pick a Class from PHB or the Artificer and Mythic. Most subclasses from the books I have are fine. *Pick a Background. I don’t really have any of the sourcebooks that grant Feats or partial Feats with your backgrounds so I am very hesitant to allow them. *Hit Points – max at 1st level and the amount in () after that. *At 4th level Character Class you gain an Attribute boost (+1 to two attributes or +2 to one attribute). Also everyone at 4th level overall (if multi-classing for example) gains a free Feat of choice. *Action Points from the DMG. ½ your overall level +5 (round down), These can be used after the character has rolled and sees the result. As the characters will roll their own dice they can choice then if they want to add a +1d6 to their d20 roll for Attacking, Saving Throws or Skill/Attribute rolls. *Starting gear from Background and Class. Then you have acquired most mundane gear and can add it to your gear list but you need my approval for expensive items. Also start with a free Common magical item and one Uncommon magical item Houserules on Races Standard Human base or Variant from the PHB. For Standard Humans also add.... *+1 skill proficiency of choice for free. *+2 Action Points (starting at 4th level that’s 9 points) Kalashtar *Change Attribute bonus to +2 to either Intelligence or Wisdom ==The Heroes== <font size=1> {| class="wikitable" border="0" |- | '''Name''' || '''Played by...''' || '''Race''' || '''Class/level''' || '''AC''' || '''HP''' || '''AP''' || '''Other''' |- | '''Fix'''[https://docs.google.com/document/d/1QSDcWxw4Mn8jnLDrNk0S2bi4IyA8ID6VdOnFsvuiGkE/edit] || @MrPrim || Warforged || Artificer 4 || 21 || 31/31 || 7/7 || Constructed Resilience, Sentry’s Rest, Integrated Protection, Specialized Design, Magical Tinkering, Spellcasting, Infuse Item, The Right Tool for the Job, Armorer Spells, Arcane Armor, Armor Model |- | [[ Myrl Vult | '''Myrl Vult''']] || @Donan || Gnoll || Paladin 4 || 18 || 36/36 || 7/7 || Bite, Rampage, Darkvision, Divine Sense, Lay on Hands, Fighting Style, Divine Smite, Divine Health, Channel Divinity |- | [[ Gwyn Harlech | '''Gwyn Harlech''']] || @Stormraven || Human || Bard 4 || 13 || 27/27 || 7/7 || Actor; Skill Expert, Spellcasting, Bardic Inspiration, Jack of All Trades, Song of Rest, Bard College (Creation) - Mote of Potential, Performance of Creation |- | [[ Alin’ aashta | '''Alin’ aashta''']] || @Ellorin || Half Orc || Fighter 4 || 17 || 36/36 || 7/7 || Darkvision, Hunter’s Intuition, Finder’s magic, House Connections, Second Wind, Action Surge, Combat Superiority |- | [[x | '''x''']] || @Darth Kenobi || xx || xx || xx || x/x || 7/7 || xx |- | [https://docs.google.com/document/d/1FDpQKMpaASsV5Zj2s0UoV6hhXE2pUkj-4VFK01ydqrc/edit?usp=sharing '''Star'''] || @Talisman || Shifter || Sorcerer 4 || 13/16 || 26/26 || 7/7 || Darkvision, Shifting, Aberrant Dragonmark, Spellcasting, Heart of Darkness |- |} </font size> ==Treasure Earned== ==Important NPCs== ==The Setting== ''In an ancient ruin beneath the Demon Wastes, a band of heroes races to claim the Reaper's Heart. If the agents of the Emerald Claw reach it first, they'll reignite the Last War and unleash an army of undead.</b> In the city of Sham, a team of spies pulls off an impossible scheme-breaking into the impenetrable vaults of House Kundarak. But instead of gold, they find a secret that could shatter the fragile peace between the nations. </b> Aboard an airship, a wizard debates the interpretation of an ancient prophecy with a blood-red dragon. If the sage loses the argument, the dragon will destroy the airship and everyone on it. But if she wins the debate, the dragon will take them to distant Argonnessen, and no human has ever seen the land of dragons and returned!'' The world of Eberron has a rich history built on heroic deeds, evolving magic, and the wounds of a long, devastating war. Action, adventure, good, evil, and a thousand shades of gray paint the landscape in broad strokes. Ancient mysteries await discovery so they can influence the world and its people. Magic is built into the very fabric of the world. It pervades everyday life. It provides comforts and conveniences unknown in either the modern world or any world of medieval fantasy. Great cities where castles scrape the sky prosper throughout the continent of Khorvaire, and a thriving aristocracy of merchant families controls much of the world's economy thanks to the edge given them by the mysterious and rare dragonmarks. Its people harness magic as a tool-to build cities, to sail ships through the skies, and to create both wonders and weapons. Heroes come in all shapes and sizes, all classes and races. They travel the world, battling villains in instants of over-the-top action. And they unearth fabulous treasure, and deal with narrow escapes and ominous mysteries that are as likely to shed light on centuries of secrets as they are to threaten the world's safety. Eberron embraces swashbuckling action and pulp adventure while adding a layer of noir intrigue. Stories don't always end well, and there isn't a perfect answer to every problem. The Last War turned old allies into bitter enemies and destroyed an entire nation, leaving behind terrible scars. Crime and corruption lurk in the great cities of Khorvaire. Hidden dragons shape the course of history, and sinister fiends influence the dreams of the unwary. Yet mortal greed and ambition might prove more dangerous than any dragon or fiend. This darkness affords opportunities for a group of bold adventurers to make a difference-for better or for worse.
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