Player Classes

Players may choose any class from the Player’s Handbooks or as noted below. Details on specific class builds are also described.

Artificer (Arcane Leader; Dr365)

Artificers, along with magewrights, drive the engine of Khorvaire’s economy. They fashion the fantastic devices that make airships, sending stones, and everburning lanterns possible. They are intimately familiar with the workings of magic, and use this knowledge to assist their allies and foil their foes.

Many artificers are trained by House Cannith or are in their employ; this is unsurprising as the House manages the Fabricators Guild. Humans and dwarves are common artificers; the occasional half-elf, gnome, or warforged is also not unheard of. Artificers are likely to come from Breland, former Cyre, and Aundair.

Avenger (Divine Striker; PH2)

The Church of the Silver Flame is known for their Avengers; many come from the Puritan sect, almost all are members of the Templar order. Sovereign Host Avengers are tied to their particular conclave, with many associated with Dol Arrah or Dol Dorn. There are few Avengers of the Blood of Vol, as they have other means to deal with their enemies.

Humans and Khoravar make up the majority of Avengers, most of these from Thrane or other places the Church holds sway.

For more details on the faiths of Eberron, see Religion.

Barbarian (Primal Striker; PH2)

Brutal warriors tied to the Dragon Between (the source of Primal power), Barbarians are found on the outskirts of civilization. Droaam, the Eldeen Reachers, the Shadow Marches, Seren and the Talenta Plains all contain Barbarian populations. Half-orc, shifters, and orcs make up most of the Barbarians amongst the common races, though there are several Telenta halfling barbarians. Minotaurs are more common Barbarians than gnolls; there are several goliath barbarians. In Xen’drik, the scorpion worshiping Vulkoor drow have many Barbarians.

Bard (Arcane Leader; PH2)

Bards are the chroniclers, spies, arcane performers, and foreign agents of Eberron. Versed in magical lore and masters of intrigue, bards float through all levels of society. Aundair and Breland are well known for their bardic traditions, as was Cyre before the Day of Mourning. Zil bards are trained at the famous Korranberg Library, and female hobgoblin dirge-singers (the Duur’kala) are respected leaders in Darguun.

Cleric (Divine Leader; PH)

Faiths in Eberron consist mostly of lay clergy that may be capable of mastering a few rituals, but do not boast the direct divine connection of clerics. Clerics receive specialized training and are usually part of knightly or militant orders. Clerics do not have to share the alignment of their patron deity; corruption of faith affects even the ordained.

For more details on the faiths of Eberron, see Religion.

Druid (Primal Controller; PH2)

Druids and Shamans are the fruit of the black dragon Vvaraak’s teaching, and have a primal connection to the Dragon Between. Defenders of the natural world, each druid sees their calling different. In Khorvaire, druids are generally associated with different sects: The Gatekeepers (who protect the world from supernatural incursions), Wardens of the Wood (who try to maintain a balance between nature and society), and fringes like the Ashbound (wreckers of civilization) or Children of Winter (dwellers of the negative aspects of nature). Druids are also found amongst the Seren savages and the Vulkoor drow of Xen’drik.

Fighter (Martial Defender; PH)

Fighters form the elite troops of Eberron. They may be found in any martial culture or race with Great Weapon and Guardian Fighters in equal number. Battlerager Fighters are common amongst the dwarves and bugbears or other savage culture without a Primal connection (such as the Talenta halflings). Tempest fighters are very common amongst Valenar elves and their Tairnadal cousins on Aerenal; it is a common style for hobgoblins as well.

Invoker (Divine Controller; PH2)

The gods of Eberron are not tangible, intelligent beings. Invokers receive their covenant via an investment ceremony that channels are more personal connection than that of the militant Cleric. Invokers receive more extensive training than cleric and thus have a more tangible connection to the divine (even if it is just a personal connection). For example, Invoker of the Silver Flame feel they have a direct conduit to the Flame, while Invokers of the Undying Court feel the power of their ancestors work through them.

Invokers of the Sovereign host may adopt the alignment of their primary faith or that of the entire pantheon (Good). Invokers of other divine forces much choose the alignment of their religion due to their special connection. Most Invokers are human or half-elves except for those of the Undying Court (which are Aereni).

For more details on the faiths of Eberron, see Religion.

Paladin (Divine Defender; PH)

Like Clerics, Paladins are invested knights for their faith. Unlike Clerics, Paladins feel like they have a special calling to their faith similar to that of Invokers. Paladins receive more intensive training than Clerics, though they focus more on the mortal world than Invokers do. Paladins are mostly prevelant in the Church of the Silver Flame or those who worship Dol Arrah and Dol Dorn; other PC faiths have few Paladins.

For more details on the faiths of Eberron, see Religion.

Ranger (Martial Striker; PH)

Scouts of the highest order, Rangers are found in every major Khorvaire military. Shifter Rangers of the Reaches, hobgoblin scouts, and drow scorpion tamers are but a few of the Rangers in Eberron.

Rogue (Martial Striker; PH)

Swashbuckler, thug, sly thief, irregular skirmisher: These are all Rogues. Whether trained on the streets or part of a military outfit, Rogues are common across Eberron. Bugbears, changelings, humans, and city halflings are most prevalent amongst rogues.

Shaman (Primal Leader; PH2)

Shamans serve as spiritual counterparts as druids, and are found wherever they are found.

Sorcerer (Arcane Striker; PH2)

Sorcerers have the magic in the veins. The magic, be it chaotic or dragon-based, all ties to the Progenitor Dragons: Chaos Sorcerers have ties to the chaos of Khyber whereas Dragon Sorcerers are tied to the Dragon Between. While sorcery can occur in any race, it is particularly common amongst dragonborn and kobolds.

Swordmage (Arcane Defender; FRPG)

Swordmages combine the martial arts with arcane lore. The Knights Arcane of Aundair are the best known source of Swordmages, though some elite troops of Cyre trained in the art. Valenar swordmages are not unheard of; it is supposed this art came from their distant eladrin ancestors who are master of the form.

Warden (Primal Defender; PH2)

Warden’s channel the Dragon Between in its defense; they are often found where druids and shamans are (such as in the Reaches). More barbaric cultures, such as the Carrion Tribes, lack Wardens, instead having more Barbarians are Battlevigor Fighters.

Warlock (Arcane Striker; PH)

Warlocks are stealers of power, forming dangerous pacts to power their arts. These are often Khyber-tainted: Infernal warlocks use pacts handed down from the Age of Fiends and ties to the Overlords, Star Pact warlocks deal with ties to Xoriat, and Dark Pact warlocks draw directly from the Dragon Below itself. While the Thelanis and Lammnia-associated pacts of the Fey Pact warlock seem less dangerous, the immoral fey see the world very different from Eberron-bound mortals.

Humans are the primary race to become warlocks due to their ambition. Tieflings, due to their tie to the Overlords, often become Infernal Pact warlocks.

Warlord (Martial Leader; PH)

Warlords lead armies, inspire troops, and win the day. Karrnath and Darguun are well known for their human and hobgoblin warlords respectively; they form the basis of their militaries. Warlords are found among the armies of the other Five Nations, just not in as large numbers.

Wizard (Arcane Controller; PH)

Wizards study the arcane directly and with more puissance than Artificers, Bards, Sorcerers, or Warlocks. Others use magic; wizards master magic. Aundair has the best wizards in the Five Nations, but they can be found in all of them (though with less numbers in Karrnath). Aereni elves are also wizards of note, though they excel more in the realm of the divine.


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