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| #1RailgunOct 17, 2014 12:15:45 | Want to put the tyranny of Dragons in Eberron?
Hi All,
I recently posted a thread asking for suggestions on how to put the 5e adventure, Tyranny of Dragons in the Eberron campaign setting. I only recieved one reply, and though i am thankful to recieve it, it was not very helpful. So after a few hours of bending Tyranny of Dragons to Eberron, and Eberron to 5e, this is how I am going to convert it. I am just presenting it here for the convienience of other DM's who want to follow this path, and for comments or further criticism going forward.
I apologize if this arrangement vexes Eberron fans, many of these choices were made out of necessity for quickness. Originally, I was going to have Rath Modar and Azbara Jos as Inspired Riedrans, but there was just too few "psionic-flavored" spells in 5e. Psionics and Kalashtar are also simply missing from this campaign. Not that they aren't present in the world anymore, they just don't have a bearing on this campaign.
Mostly, I have prepared the first three levels of "Horde of the Dragon Queen", there are gaps in my changes and I recognize them, as I determine what to do in relation to those gaps, I will update this thread. I am going to post houserules in a response to this post which alter 5e for more Eberron flavor. |
| #2RailgunOct 17, 2014 12:27:46 | Proposed 5e House Rules
I really liked 3.5 eberron's Idea of Action Points and Dragon Marks granting spell casting ability, so I have brought them back. I recognize there are typos here, and that some marks are apparently more powerful than the others. These aren't being made by a professional game designer or anything, and it isn't like I have an editor. If anything, these are suggestions. I get away with more powerful player charachters because I only have a party of three, if you have a party of 4-5 characters, try to add more monsters to your encounters, or give them action points and dragon marks
You have a number of action points = 2 + ½ your class level. You regain a number of action points equal to half your level when you gain a level. There are almost no other ways to gain an action point. Enemies of high enough level or bosses of significance have Action Points equal to 1 + CR/3.
You may spend action points to: · Spend three to gain a bonus action on your turn, to be used as if it were an Action. · Boost a 1d20 roll by 1d4 for levels 1-7, 1d6 at levels 8-14 and 1d8 at levels 15-20. You may apply this to any 1d20 roll for a save or a check by your character. You may apply it before or after the roll, but must do so BEFORE the Dm announces results. This may not be applied to Initiative rolls. · Boost a weapon damage roll by a +5 modifier, or add 1 extra damage dice on a spell by aiming at a less protected, more vital area. You must declare the use of this ability before rolling the dice. · Regain 1 use of a class feature with a limited number of uses per long rest. This does not apply to spells. Bardic Music, Rage, etc. are effected. If the effect can only be used once per long rest, it is unaffected. You may use this also to increase Sorcery, Ki or similar point pools by 2. The DM can say if certain abilities do not meet the intention of this effect. · Regain a spell slot: You must spend Action Points equal to the spell level you wish to regain, however. · Stabilize: By spending 1 action point your dying character stops dying, as if they had stabilized. They still are not conscious, but they are not dead. This has no effect on dead characters.
Next I gave my players a choice on whether or not they wanted to start with a Dragon Mark. If they did not want a Dragon mark, they gained the following ability. This is in addition to all of the starting abilities characters have:
Unmarked: 1st Level: You have 3 extra Action Points in your Action Points Pool. When you level up, you regain all of your Action Points Pool, rather than an amount equal to half your level. The dice size bonus action points give to saves and checks increases by one (1d4 > 1d6 > 1d8 > 1d10). Furthermore, you may pick a skill or tool set. You gain proficiency with that skill or tool set 8th Level: You have an extra Hit Dice equal to 1d8. You add this as extra health to your maximum Hit Points and Hit Dice as if you gained a level. When you use Action Points the first time in a day, you count the expenditure as 1 Action Point fewer, even if this reduces the amount spent to zero. 15th Level: You have an extra Hit Dice equal to 1d8. You add this as extra health to your maximum Hit Points and Hit Dice as if you gained a level. Furthermore, you regain 1 Action Point at the end of every long rest.
Mark of Detection - The Mark of Detection gifts the marked with the ability to ferret out danger whether from an ambush or a cup of poisoned wine. The House Medani half-elves are the bearers of this mark. The house began as a merchantile organization and is one of the youngest of the Dragonmarked Houses. Despite the fact that they have been in operation for many centuries some of the older houses still view them as upstarts. The Warning Guild is well known for its personal protection services and anyone holding a meeting with less than trustworthy business partners would do well to spring for a member from the guild to attend. Members of the house who do not manifest the mark often serve as sentries and guards. 1st Level [Least Mark of Detection] – You have proficiency in Int[Search] Checks. You gain the following abilities. Uses of which recover after a long rest · 2/day – You can cast the spell Detect Magic as a Bonus action as a caster of your level. · 2/day - You cast this effect as a Bonus Action. It does not require vocal or somatic components. For the duration, you are automatically aware if an object within 20 feet of you is poisoned. You do not know what type of poison, but can tell if it is a contact, injury, or ingested poison and you know which object(s) they are. This effect lasts a number of minutes equal to your level. 8th Level [Lesser Mark of Detection] – You gain the following abilities, uses of which recover after a long rest. · Constant – You are aware if you are being subject to scrying or other types of scrying / divination magic. You cannot tell who or what type of creature is scrying upon you, nor do you identify how you are being scried upon. You do know if the caster is within 100 miles, within 30 miles, within 10 miles, within 1 mile, within 1000 feet, and within 100 feet. If the caster is within 1 mile, you sense the general direction they are in. If the caster is within 100 feet, you pinpoint their position in relation to you. This information only lasts for the duration of the divination effect. · 1/day – As a Bonus Action, you can activate this effect to see invisible creatures [magical and otherwise] for 1 minute per character level as if they were visible. 15th Level [Greater Mark of Detection] – You gain the following abilities, uses of which recover after a long rest · 1/day – as a Bonus Action, you can gain True Seeing in 100 ft for 1 minute. Mark of Finding - The Mark of Finding grants a marked creature with abilities related to locating people and objects. House Tharashk, a family of humans and half-orcs who originated in the Shadow Marches, run House Tharashk and control the Finders Guild. The guild employs all manners of investigators, law enforcement agents as well as treasure and dragonshard hunters. Bounty hunters are also employeed by the guild and rumors hold that secret assassins are also on the pay roll for particularly hard to find enemies. Members of the house without dragonmarks are often mundane but highly skilled investigators as well as prospectors and guides 1st Level [Least Mark of Finding] – You have proficiency in Wis [Perception] Checks. You gain the following abilities. Uses of which recover after a long rest · 1/day – You can cast the spell Identify as a Bonus action as a caster of your level. · Constant: You always know which direction is north. You double your proficiency bonus on any check or save meant to help you retrace your steps or to navigate a maze / labyrinth. This does not apply to other forms of puzzles. 8th Level [Lesser Mark of Finding] – You gain the following abilities, uses of which recover after a long rest. · 1/day – As a Bonus Action, you can activate this effect which summons a spectral hand. You may ask the hand to point toward one person, object – really anything as long as it can be named and it will point you toward the closest object fitting that description, or fade if the object is hidden from divinations, or on another plane of existence. The hand lasts 1 minute and can give 10 directions before vanishing. 15th Level [Greater Mark of Detection] – You gain the following abilities, uses of which recover after a long rest · 1/day – as a Bonus Action, you can send your senses out after a specific creature or object. You do not need an actual name for this function, but an article handled or which touched the creature or object must be in your possession if you do not know a name. For the next hour, you know the pinpoint location of the creature in relation to you, in addition to the names of three landmarks or towns closest to the creature. If the creature is not on this plane of existence, you instead known the name of the plane the target is currently residing. This will also allow you to briefly glimpse the target and their surroundings for a single minute if you concentrate on this effect as if it were a spell. This is a divination effect. Mark of Handling - The Mark of Handling allows the bearer to care for and control various animals. House Vadalis carries the Mark of Handling and through its Handlers Guild controls the breeding of both mundane livestock and more exotic pets and beasts of burden. Those of the house who are unmarked often take up professions as breeders, animal handlers and drivers. 1st Level [Least Mark of Handling] – You have proficiency in Wisdom [Animal Handling] Checks. You gain the following abilities. Uses of which recover after a long rest · 1/day – As a standard action you can try to calm a number of animals within thirty feet of you equal to your character level. Each gets a wisdom save against a dc of 8+ your level. If it fails the save, it becomes neutral, rather than hostile to you, and probably wont attack unless further provoked. · 1/day – As a standard action spell effect, you can choose one animal within thirty feet of you. That animal is charmed by you unless it succeeds a dc 8+ half your level dc will save. This charm effect lasts ten minutes per level, during which the animal will be friendly and helpful in regard to you, and will guard your person like a staunch ally. When the effect ends, the creature is still friendly, but no longer an ally. If it is a wild animal, it will attempt to flee. · 1/day – As a bonus action, you can grant yourself the ability to speak to animals for a number of rounds equal to your character level. 8th Level [Lesser Mark of Handling] – You gain the following abilities, uses of which recover after a long rest. · 1/day – As a Standard Action, you can dominate the mind of an animal. The animal gets a will save, as above to resist. If it fails, you are in complete control of its actions for 10 minutes per level, after which it returns to its normal mental form. An animal neutral or hostile to you will flee, while an animal charmed or friendly will either wander off or stay by your side. · 1/day – As a Standard Action you can touch a friendly or neutral animal and infuse its weapons with magical potency. Such an animal’s attacks are treated as magical weapons and deal 1 extra damage on a successful hit. This lasts a number of rounds equal to your character level. 15th Level [Greater Mark of Handling] – You gain the following abilities, uses of which recover after a long rest · 1/day – As a bonus action, you can call for aid from nearby animals. The actual creatures summoned and the location summoned to (usually within 100 feet) is up to DM discretion, but this effect either summons 1 charmed animal of CR 3, 1d3 animals of CR 2, 1d4+1 animals of CR 1, or 2d6 animals of less than CR 1. These animals will protect you to the death, though they will not follow orders other than to cease the attack or to focus on particular foes. They do, however, recognize your friends from your foes and will not attack your allies unless provoked. The animals remain charmed for fifteen rounds and flee at the end of this duration. · 1/day – As a standard action you may touch a nearby, friendly animal and increase or reduce it’s size category by one or two sizes (your choice). Mark of Healing - The Mark of Healing bestows the marked with magic that can cure and aid those in need. The halflings of House Jorasco bear the Mark of Healing and operate the Healers Guild. Very few temples grant people healing magic for sale in Eberron so those seeking both mundane and magical healing almost always turn to the guild. Even those within the Healers Guild who are not marked are expert physicians and herbalists. 1st Level [Least Mark of Healing] – You have proficiency in Wisdom [Medicine] Checks. You gain the following abilities. Uses of which recover after a long rest · 1/day – As a bonus action you can cast Cure Wounds as a first level spell. · 1/day – As a standard Action, you can cast Healing Word as a first level spell. · 1/day – As a standard action you can allow a touched creature to reroll a save upon a poison or disease affecting it with advantage. You can also use this ability to end the paralysis condition, to stabilize a dying creature, to remove the fatigued condition, or to repair 10 points of maximum health penalty. 8th Level [Lesser Mark of Healing] – You gain the following abilities, uses of which recover after a long rest. · 1/day – As a Bonus Action, You may cast Cure Wounds as a 3rd level spell. · 1/day – As a Standard Action you can touch a willing creature and either 1) end a poison or disease effect upon them, as if they saved, or 2) remove all negative maximum hit point penalty upon them. 15th Level [Greater Mark of Healing] – You gain the following abilities, uses of which recover after a long rest · 1/day – As a standard action, you may pick a target you can see within thirty feet That target regains 100 hit points and loses any of the following conditions: paralyzed, poisoned, fatigued, frightened, confused, sickened, dazed, petrified or stunned conditions. Mark of Hospitality – The Mark of Hospitality grants powers related to comfort, food, and shelter. House Ghallanda members bear the Mark of Hospitality and make use of their abilities both on their native plains as well as running the lucrative Hostelers Guild. While the guild may not own every inn and restaurant in town they do enforce strict standards that must match their own levels of quality and comfort. Those who lack dragonmarks within the house are still able to run some of the finest establishments in all of Khorvaire and, mark or no, members of House Ghallanda take pride in their services 1st Level [Least Mark of Hospitality] – You have proficiency in Charisma [Persuasion] Checks. You gain the following abilities. Uses of which recover after a long rest · 1/day – As a bonus action you can free ten pounds of food or one gallon of water from rot and corruption. Disease, Poison and rot is removed, and the food becomes perfectly healthy, as if prepared moments ago. This has no effect on objects such as rat poison or cyanide as these are inherently poisonous objects, nor does this affect holy or unholy water. · 1/day – As a standard Action, you can cast prestidigitation. · 1/day – As a Standard Action you can summon an invisible servitor. This servitor consists of bound force energy, has 1 hit point per level and is immune to all energy damage types and resistant to physical and force damage. The servitor has a speed of 100 feet, though it cannot move more than 1000 feet away from you without being dispelled. The servitor cannot attack other creatures effectively, but it can carry and manipulate up to twenty pounds of objects per your class level. It can do mundane tasks such as cooking and cleaning. It lasts for 1 hour, until you dismiss it, or until it moves out of range. It cannot speak, nor can it read, write or comprehend languages. It is invisible, though it has an ac of 10. 8th Level [Lesser Mark of Hospitality] – You gain the following abilities, uses of which recover after a long rest. · 1/day – As a Standard Action, you can magically create enough food and drink to feed a number of creatures equal to half your level. The drink is water and the food tastes bland and is quite mundane. · 1/day – As a Standard Action you can conjure a large enough tent to house a number of creatures equal to your level. This tent dulls noises coming out of it, but not into it and camoflagues into the background of its environment. Without being shown the entrance, it is a dc 20 perception check for other creatures to notice the tent, regardless of any loud noises, fighting or ribaldry occurring inside. 15th Level [Greater Mark of Hospitality] – You gain the following abilities, uses of which recover after a long rest · Constant: You may now summon food twice per day, as per the 8th level ability. However, you can now create fantastic and elaborate meals with it. Creatures who partake of these meals store up luck within themselves and may make 1 roll of their choice with advantage within three hours of eating. · 1/day – You must touch a door, a window, or the image of a door or window (including images crudely drawn) to use this ability. You can now open the object as if it were functional and unlocked. I¸nstead of opening to its normal area, it opens to a lavish mansion with ballrooms, gardens, food and lodging for 100 guests. The exact details of the mansion are up to you, although magical objects and conjured servitors must be approved by the DM. Objects and creatures within the interdimensional mansion may not exit, other than food and mundane drink. The opening to the mansion may be opened or closed by you only, but you CANNOT create another entryway into your mansion until all guests, creatures and magical objects not of the mansion have left and you have shut the door. You can only have one entryway into your mansion active at a time. Mark of Making - Those who possess the Mark of Making can mend and create inanimate objects with its power. House Cannith holds power over the Mark of Making and their Tinkers Guild is widely travelled and respected. The house also boasts a second guild, the Fabricators Guild, made up of members who possess lesser or greater dragonmarks and are able to not only mend broken items but create entirely new ones. Those who are not marked usually take on roles well off artisans or in rarer cases mundane tinkers. 1st Level [Least Mark of Making] – You have proficiency in Checks to use two sets of crafting tools. You gain the following abilities. Uses of which recover after a long rest · 1/day – As a bonus action you can restore a damaged or broken item you are touching to full hit points. This does not effect constructs, alchemical or magical objects. · 1/day – As an Action You restore 2d8 Hit Points to a construct within ten feet of you. 8th Level [Lesser Mark of Making] – You gain the following abilities, uses of which recover after a long rest. · 3/day – As a Standard Action, you can magically create any non-magical, non-alchemical object made of wood, stone, iron, cloth or bronze so long as it weighs less than ten pounds per level and if complex or mechanical, does not have more than five moving parts. This item lasts 1 hour. Examples: Tools, Weapons, Rope, Etc. 15th Level [Greater Mark of Making] – You gain the following abilities, uses of which recover after a long rest · 1/day – As a standard action you may produce any one non-magical, non-alchemical object made of wood, stone, iron, cloth or bronze so long as it weighs less than one hundred pounds per level. If the structure contains complex or mechanical objects, the objects cannot have more than three moving parts. This construction is permanent. Examples: Barracks, Walls, Bridges, Homes. · 1/day – As a standard action you may duplicate any one non-living, non-sentient object that you touch, so long as the object is less than 20 lbs. The duplicate only lasts ten minutes per level, but may have any magical properties or ongoing magical effects present on the original. Under any type of examination, this duplicate is the original. This does not affect greater magical items such as artifacts. When the duration ends, the object simply turns into vapor so quickly and silently that if it isn’t being visually observed or carried, its disappearance wouldn’t be noticed. Mark of Passage - Members of House Orien use the Mark of Passage to aid them in their own travels as well as in their Couriers Guild, carrying packages, cargo and passengers great distances all across Khorvaire. Marked members are often lightning rail overseers and caravan guides. Unmarked house members generally operate within a smaller range, such as a single city or small region as mundane couriers. 1st Level [Least Mark of Passage] – You have proficiency on Wisdom [Survival] Checks. You gain the following abilities. Uses of which recover after a long rest · 1/day – As a bonus action you can increase all of your natural movement speeds by thirty feet for 1 minute. · 1/day – As a move action you may teleport fifteen feet, triggering no attacks of opportunity. If you would end up inside a wall or solid object, the effect fails. 8th Level [Lesser Mark of Passage] – You gain the following abilities, uses of which recover after a long rest. · 1/day – As a Action, you can teleport up to 100 feet + 10 feet per character level. You must be able to see where you would end up for this effect to work. You can teleport with any creature you touch or allow to touch you as part of this action. For every additional creature you touch and choose to bring, cut the maximum distance traveled by 30 feet. 15th Level [Greater Mark of Passage] – You gain the following abilities, uses of which recover after a long rest · 1/day – For 1 hour, you can fly at a speed of 60 feet per round. You cannot, however, hover and must move at least 10 feet each round or fall. You can activate this ability as a bonus action on your turn. · 1/day – As a standard action you can cast Teleport as the spell. Mark of Scribing - The Mark of Scribing gives its bearers access to a variety of power related to the written word and communication, often over great distances. The gnomes of House Sivis are the carriers of the Mark of Scribing and through their Speakers Guild they offer service as both translators and mediators between different races but also as instant, long distance communication in their more powerful members. House Sivis also has its hand in the business as notaries, using arcane mark and illusory script to certify or hide important documents. Unmarked members are usually translators, mediators, messengers and some truely charismatic gnomes become diplomats 1st Level [Least Mark of Scribing] – You add your proficiency bonus on Wisdom and Intelligence Checks to decipher written ciphers and other language puzzles. You begin play with one extra language of your choice. You gain the following abilities. Uses of which recover after a long rest · 2/day – As a bonus action you can leave your arcane mark – a magical sigil upon any object in your possession. No other creature can replicate your Arcane Mark, and it cannot be removed or dispelled by a creature other than you. The Mark lasts until you are slain. · 1/day – As a standard action, you gain the ability to understand and comprehend all spoken and written languages. This does not give you the ability to speak any language, or to write in another language. Nor does this allow you to understand a cipher or other purposefully encoded script. 8th Level [Lesser Mark of Scribing] – You gain the following abilities, uses of which recover after a long rest. · 1/day – As a Action, you can grab a book, a scroll or any other piece of written work and cause it to appear differently. This illusory effect makes the document appear to say something else of your decision. In this way, you can hide information in plain sight. This effect lasts until someone holding the document repeats a code word or phrase you speak while conducting this effect, which dispels the illusion. This is a continuous magical effect. · 1/day – As an action you can speak and understand all languages, including codified speech such as thieves cant, but not codified or written ciphers. This effect lasts 10 minutes per class level. 15th Level [Greater Mark of Scribing] – You gain the following abilities, uses of which recover after a long rest · 1/day – This ability requires ten minutes of uninterrupted concentration, meditation and a palm sized rock or crystal. You call out to a specific creature whose name you know. Regardless of distance between you and this creature, the target has the option to establish a means of communication with you by picking up a similar palm-sized rock or crystal. Audio communication flies from both rocks as if the speakers were in the same room. This allows persons to speak to one another across geographical or planar boundaries. Either side can eliminate the conversation at any point. This ability does not give any details to the target’s location, nor does it work in areas where extra dimensional travel, or magic is suppressed.
Mark of the Sentinel - The bearers of the Mark of Sentinel possess a number of powers designed to keep others from coming to harm. Heirs of House Deneith possess this mark. House members are highly-acclaimed mercenaries and bodyguards known for their efficiency and martial skill. Deneith are the muscle of the dragonmarked houses, providing raw power to a nation's army. Taking sides is bad for business, so during the Last War, Deneith remained neutral and provided soldiers to all sides. Now that the war has ended Deneith members are hired for guarding monarchs and chasing down criminals. 1st Level [Least Mark of the Sentinel] – You have proficiency on Wisdom [Insight] Checks. You gain the following abilities. Uses of which recover after a long rest · 1/day – As a bonus action you can grant yourself resistance against ranged projectile attacks, including bolts, arrows and other thrown or ranged weapons. This resistance lasts 1 round per class level. · 1/day – As a standard action, you can summon magical armor upon yourself or another creature willing creature within 30 feet.. This magical Armor grants an AC of 16. You do not add your dexterity bonus to AC with this effect. If the creature previously had an AC higher than 16, their AC increases by 1. This effect lasts 1 minute per class level. 8th Level [Lesser Mark of Sentinel] – You gain the following abilities, uses of which recover after a long rest. · 1/day – As an Action, you can touch a creature and grant it resistance to fire, cold, electricity, or acid damage for ten minutes per your class level. · 1/day – You can touch a willing creature to establish a link between your life forces. Any time either of you take hit point damage (after resistance and immunities are counted for), the damage is split, rounded down and applied to both you and the target equally (ignoring resistance and immunity). If either you or the target begin your turns at below 0 hit points, the effect ends. 15th Level [Greater Mark of Sentinel] – You gain the following abilities, uses of which recover after a long rest · 1/day – Action - You cast globe of invulnerability, as the spell.
Mark of Shadow - The Mark of Shadows benefits its bearer with both invasive scrying magic as well as illusory abilities used for deception. The schism that occurred during the Last War between the older house Phiarlan and its offshoot rebel House Thuranni (for more information see the entry on House Phiarlan) has caused the Mark of Shadow to develop within both groups. Both houses still use the marks and their non-magical skills for intelligence gathering, spying and other covert activities while still pursuing mercantile wealth through entertainers and artisans of all kinds. House Phiarlan controls the mysterious Artisans Guild, outwardly a group of entertainers and companions they are in reality a vast spy web operating throughout Breland, Thrane as well as Aundair. House Thuranni and their Shadow Network are based in the Lhazaar Principalities who stretch their influence into Karrnath, Droaam, Q'Barra and even into the ranks of the Emerald Claw, at the behest of the fickle princes. Both houses also employ unmarked spies, disguised as dancers, musicians and artists. 1st Level [Least Mark of the Shadow] – You have proficiency on Charisma [Deception] Checks. You gain the following abilities. Uses of which recover after a long rest · 1/day – As a standard action, you can cast the spell Darkness. · 1/day – As a standard action, you can cast the spell Disguise Self. 8th Level [Lesser Mark of the Shadow] – You gain the following abilities, uses of which recover after a long rest. · 1/day – As a standard action, you can activate this ability. Choose an area within 10 miles of you. You can choose to either see into this area or hear into this area, but not both. For as long as you concentrate, the effect continues. However, while the effect is active, you cannot see or hear. · 1/day – You can turn invisible, as the spell invisibility. 15th Level [Greater Mark of the Shadow] – You gain the following abilities, uses of which recover after a long rest · 1/day – Action - You may either cast Mislead or Shadow Walk, as the spell.
Mark of the Storm - The Mark of Storm gives its bearer power over the weather, from calm winds to raging rainstorms. The half-elves of House Lyrandar bear the Mark of Storm and through the Windwright Guild they all but monopolize in the business of shipping and transportation across sea and sky. The house also aids farmers through its Raincallers Guild who help to supplement farming communities during both floods and droughts. Unmarked house members are often successful farmers, crew mates on water based and air ships or plantation owners. 1st Level [Least Mark of Storm] – You have proficiency on Dexterity [Acrobatics] Checks. You gain the following abilities. Uses of which recover after a long rest · Constant: You are unaffected by environmental temperature effects on Eberron. Whether walking in a fierce desert or a artic nightmare, you are immune to dehydration and frost-bite from these sources. For other effects in Eberron environments, including diseases and other weather effects, you have advantage on saves to resist. · 1/day – As a standard action, you can cast the spell Fog Cloud. 8th Level [Lesser Mark of the Storm] – You gain the following abilities, uses of which recover after a long rest. · 1/day – As a standard action, you can cast the spell Wind Wall. · 1/day – You can turn invisible, as the spell Sleet Storm. 15th Level [Greater Mark of the Storm] – You gain the following abilities, uses of which recover after a long rest · 1/day – Action - You may either cast Control Winds or Control Weather, as the spell.
Mark of Warding - The Mark of Warding is used to protect people, places and things from all manner of damage or harm, with a focus on guarding locations and items from would-be thieves. House Kundarak and its dwarf members possess the Mark of Warding, guarding not only their own belongings but also those of anyone who wants to be sure their possessions do not fall into others hands. The Kundarak dwarves are careful business men but are also well known for their honor, if you leave something in the care of House Kundarak it stays safe. The Warding Guild also offers its services in security, keeping businesses and personal homes safe from unwanted intruders. Unmarked members often obtain jobs as trapmaking, security consolation and more commonly with running the massive Kundarak bank. 1st Level [Least Mark of Warding] – You have proficiency on Dexterity [Acrobatics] Checks. You gain the following abilities. Uses of which recover after a long rest · 1/day – As a standard action, you can cast the spell Alarm · 1/day – As a standard action, you may touch a locked object. The dc to unlock without the proper key increases by your class level. Furthermore, if it is opened by a incorrect key, it explodes, dealing 2d6 fire damage to either the opener, or all creatures within 5 feet (your choice). 8th Level [Lesser Mark of the Warding] – You gain the following abilities, uses of which recover after a long rest. · Constant – You have a Ward now. You can place this Ward on another creature, a specific object, or on yourself. Moving the ward is a Action. You can either hide the warded object from all divination effects, or to provide results which are not real. For example, you could negate all divination effects trying to locate a magical item you are carrying or make the divination effects reveal that the item has been lost at sea. The caster can try to see through this fabrication with dc 8 + ½ your level will save, if he succeeds, he realizes the information is false but still does not get correct information. Whenever a divination spell is cast upon your Ward, you are aware of the occurrence, but not who or what is doing it. If you die, your ward ends. If you ward a creature, everything they carry is also warded. If you ward an object, all objects within that object are also warded. · 1/day – You can cast glyph of warding, as the spell. 15th Level [Greater Mark of Warding] – You gain the following abilities, uses of which recover after a long rest · 1/day – Action - You may either cast Guards and Wards or Mordekainen’s Faithful Hound. |
| #3RailgunOct 17, 2014 12:32:23 | I have largely copied the 4e Warforged, statistics available at the eberron wiki. For better or worse. They are, perhaps, stronger than the races of 5e, but this is the quickest fix I could think of. Just so people know, I hold no copyright to any of these ideas or suggestions on this forum and feel free to use them as you see fit, even if you make a profit, I don't care and relinguish any ability to pursue rights to these ideas. I think I already have because of the terms of use to this forum, but just a re-iteration.
Warforged
+2 Constitution, +1 Intelligence or +1 Strength Living Construct: Warforged are living constructs and do not need to eat, drink, sleep or breathe. Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, sickened condition and effects which give a penalty to Maximum Hit Points. Unsleeping Watcher: Warforged do not sleep and instead enter a sort of stand by mode where they are completely inactive but are fully aware of their surroundings and can notice events such as conversations and the movement of people. In this mode the warforged only need 4 hours until they are considered fully rested. Warforged Resilience: Warforged receive advantage to saving throws against ongoing damage effects (catching fire, etc.) and stabilize automatically while dying. Warforged Mind: Warforged have a +2 bonus to their Intelligence and Wisdom saves |
| #4dariusOct 17, 2014 12:55:11 | There is a "Cult of the Dragon Below" in Eberron. It actually fits Tyranny of Dragons better in some ways. Sorry my reply wan't helpful but you didn't specify the level of detail you needed.
Keith Baker also has a few posts on his blog about Eberron stuff in 5e. here |
| #5RailgunOct 17, 2014 13:00:44 | Oh no Darius!
I appreciated what you did, I just was completely lost at that point in time and literally had no paddle and for a long time, no boat :o I put requests to this end on four forums and really, got very little out of it :o |
| #6RailgunOct 17, 2014 13:04:33 |
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| #7dariusOct 17, 2014 13:36:49 | Well if I was going to convert Tyranny of Dragons to Eberron I would just straight up "palette-swap" it.
Greenest - Some small town in the north of Breland maybe Candlekeep - Library of Korranberg Elturel, Baldur's Gate - Major cities in Breland on the road south toward Sharn Cult of the Dragon - Cult of the Dragon Below Tiamat - Kyber Zhentarim - Order of the Emerald Claw Red Wizards of Thay - Blood of Vol Waterdeep - Sharn Castle Naerytar - Somewhere in the coastal forests/jungles of southern Zilargo Neverwinter - Trolanport Greypeak Mountains/Parnast - Maybe New Cyre or some other settlement at the foot of a mountain range. Could be anywhere. Well of Dragons - Might eventually end up being Dragon's Crown in Breland |
| (Reply to #6)darius |
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| #9MirtekOct 17, 2014 14:34:37 |
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| #10Brock_LandersOct 17, 2014 14:53:45 | Eberron is yet another closed Crystal Sphere in my campaign. |
| #11RailgunOct 17, 2014 15:44:45 |
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| #12RailgunOct 17, 2014 15:47:22 | Oh D:
The "Talons of Tiamat"... Thats a much better name for the Tiamat Cult. I do see the reference to the Pit of Five Sorrows! Thanks Mirtek! |
| #13RailgunOct 17, 2014 15:52:18 | I get to break Tiamat out of the pit of 5 sorrows? That is amazing!
That makes the campaign even better!
Also Darius, I appreciate your suggestion, but I didn't want to put the game in Breland because
1) its waaaayy too industrialized compared to the adventure
2) I think Breland would be able to respond if one of their cities was attacked by dragon cults
I want to put it in kinda the "Armpit" of Khorvaire to make it more isolated |