D&D Wayfinder’s Guide To Eberron (5e) PDF Free Download – Drive
Wizards RPG Team
Explore the world of Eberron in this campaign prototype for the world’s greatest roleplaying game.
About Wayfinder’s Guide To Eberron PDF:
Wayfinder’s Guide to Eberron is a comprehensive guidebook to the Eberron campaign setting for the popular role-playing game Dungeons & Dragons. This setting, created by Keith Baker, is set in a world of high fantasy and magic, where dragons, warforged and other fantastical creatures roam the land.
The guidebook offers a wealth of information for players and Dungeon Masters alike, delving into the history, cultures, and politics of the world of Eberron.
One of the key features of Eberron is its unique magic system, which is central to the setting’s story and culture. The guidebook provides detailed information on the various magical practices and traditions that are present in Eberron, including the use of magical items and the creation of magical constructs, known as Warforged.
The Eberron book also includes information on the different magical traditions and organizations that exist within the setting, such as the Dragonmarked Houses and the various religious organizations.
Another important aspect of Eberron is the political landscape, which is dominated by a variety of powerful nations and factions. The guidebook provides detailed information on the different nations and factions, including their political ideologies, social structures, and military capabilities. It also includes information on the different races and cultures that exist in Eberron, such as the dwarves, elves, and halflings, and how they interact with one another.
In addition to providing information on the setting’s history and cultures, the guidebook also includes a variety of new mechanics and options for players. These include new subclasses, feats, spells, and equipment that are specific to Eberron, as well as new rules for dragonmarks, which are magical tattoos that grant special abilities to certain individuals. The guidebook also includes a variety of new monsters and NPCs that are specific to Eberron, making it a valuable resource for any Dungeon Master looking to run a campaign in this setting.
Overall, Wayfinder’s Guide to Eberron is an essential resource for anyone looking to explore the rich and detailed world of Eberron. The guidebook provides a wealth of information on the setting’s history, cultures, and politics, as well as new mechanics and options for players. Whether you’re a player looking to create a character for an Eberron campaign or a Dungeon Master looking to run one, this guidebook is an invaluable resource. With its depth and breadth of information, it is sure to be a valuable addition to any player or DM’s library.
Contents In Wayfinder’s Guide To Eberron PDF:
Ch. 1: What Is Eberron?
- A Magical World
- Pulp Adventure
- Neo-Noir Intrigue
- The Last War
- The Mourning
- Ancient Mysteries
- If It Exists in D&D, There’s a Place for It in Eberron
Ch. 2: Welcome to Khorvaire
- Nations of Eberron
- Cyre (The Mournland)
- The Demon Wastes
- The Eldeen Reaches
- The Lhazaar Principalities
- The Mror Holds
- The Shadow Marches
- The Talenta Plains
- Magic in Khorvaire
- The Magical Economy
- Faiths of Khorvaire
- Distant Lands
- Eberron: Above and Beyond
Ch. 3: Races of Eberron
- Other Races
Ch. 4: Dragonmarks
- Creating a Dragonmarked Character
- Dragonmarks and Backgrounds
- The Powers of the Mark
- Dragonmark Appearance
- Background: House Agent
- The Mark of Detection
- The Mark of Finding
- The Mark of Handling
- The Mark of Healing
- The Mark of Hospitality
- The Mark of Making
- The Mark of Passage
- The Mark of Scribing
- The Mark of Sentinel
- The Mark of Shadow
- The Mark of Storm
- The Mark of Warding
- Aberrant Dragonmarks
Ch. 5: Magic Items
Ch. 6: Sharn, City of Towers
- Sharn Backgrounds
- The Shape of Sharn
- Central Plateau Quarter
- Dura Quarter
- Menthis Plateau Quarter
- Northedge Quarter
- Tavick’s Landing Quarter
- Sharn: Above and Below
- Things to Do in Sharn
- Criminal Activities in Sharn
- Starting Points
- Starting Point: Callestan
- Starting Point: Clifftop
- Starting Point: Morgrave University
- A Quick Sharn Story
- The Streets of Sharn
Appendix A: Further Reading
Appendix B: Glossary
Appendix C: Dragon marked House Crests
Appendix D: Artificer
INTRODUCTION To Wayfinder’s Guide To Eberron PDF:
Arcs of electricity spark and flare, carrying the lightning rail toward the bridge. If Sundry is telling the truth, the train holds a fortune in Cyran gold… a fortune that rightfully belongs to the refugees scattered across Breland. And if Sundry is telling the truth, that gold is guarded by a cadre of undead soldiers, the elite warriors of Karrnath. The airship Revenge glides toward the bridge.
The warforged ranger Pierce holds his sword in his right hand; with his left, he clings to the edge of Revenge. Pierce is a living weapon, built to fight for the people of Cyre. In a moment he’ll release his grip, and if he times it right he’ll land atop the coach and have a chance to reclaim the lost treasure.
If he times it wrong, he’ll be smashed to pieces at the bottom of the canyon. A human would hold his breath, but Pierce doesn’t breathe. He just waits as Revenge passes over the bridge, and then he releases his grip
Eberron was born in 2002 when Wizards of the Coast launched a worldwide search for a new campaign setting. I imagined a world of swashbuckling adventure and dark fantasy, a place where magic formed the foundation of civilization. Over the course of the next year I worked with a team of amazing artists and game designers to refine and develop that core idea, and the end result was the Eberron Campaign Setting.
In the years that followed, a host of authors, designers, and dungeon masters across the world have continued to expand and explore this setting. This book brings Eberron to the fifth edition of Dungeons & Dragons, providing an overview of the core themes of the setting and the rules to connect them to current campaigns. It explores the continent of Khorvaire and the great city of Sharn.
The Wayfinder’s Guide provides ideas and hooks for compelling adventures, as well as an appendix with a list of sources you can use to learn more about the setting. Bear in mind: this book presents my current vision of Eberron.
This is the world I run at my own table and the way that I’ve converted its ideas to fifth edition. The game mechanics are usable in your campaign, but at this time they aren’t officially part of the game and aren’t permitted in D&D Adventurers League events.
These mechanics will evolve based on player feedback. This is a living document, and as these concepts are refined, this book will also be updated for free—so you will be kept up to date with any changes that are made to it.
Beyond that, Eberron is your world as much as it is mine. I hope that this book provides you with inspiration, but don’t be limited by these ideas or decisions. Think of this as something you can build upon, not a codex of absolute law. Welcome to Eberron: let’s explore!
CHAPTER 1: WHAT IS EBERRON?
In an ancient ruin beneath the Demon Wastes, a band of heroes race to claim the Reaper’s Heart. If the agents of the Emerald Claw reach it first, they’ll unleash an army of the dead against the people of Khorvaire… In the city of Sharn, a brilliant team of spies pull 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 Five Nations… On the deck of an airship, a wizard debates the interpretation of an ancient prophecy with a blood red dragon. If the sage loses the debate, the dragon will destroy the airship and everyone on it.
But if she wins the argument the dragon will take them to distant Argonnessen… and no human has ever seen the land of dragons and returned!
What is Eberron? It’s a world bound by a golden ring and surrounded by twelve moons. It’s the intersection of thirteen planes of existence, which shift in and out of alignment. It’s a place where magic has been harnessed as a tool—used to build cities, to sail ships through the skies, to create both wonders and weapons.
Eberron embraces swashbuckling action and pulp adventure and adds a layer of neo-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 terrible scars behind. Crime and corruption lurk in the great cities of Khorvaire. Hidden dragons shape the course of history.
Sinister fiends influence the dreams of the unwary. Human greed and ambition may prove more dangerous than any devil or demon. But through this darkness, there are opportunities for a group of bold adventurers to make a difference… for better or for worse. This chapter explores these core themes and the ways that they can affect the stories or characters you create in Eberron.
Here’s a quick overview of what lies ahead. • A Magical World. From warforged and airships to the mighty dragonmarked houses, magic is a part of the world and its stories. • Pulp Adventure. Whether you’re leaping from an airship or battling demons in forgotten ruins, Eberron encourages cinematic action and swashbuckling adventure.
Neo-Noir Intrigue. Eberron is a world of difficult choices. The line between hero and villain is easily blurred, and even the champions of the light may have things they regret. • The Last War. Eberron has just emerged from a century-long civil war, and the scars of that bitter conflict remain.
How did the war affect your character, and how will it shape your story? • The Mourning. This mystical cataclysm destroyed an entire nation and created a deadly wasteland in the heart of Khorvaire. The Mourning brought the war to an end, but it is a mystery and a threat that looms large over Eberron. • Ancient Mysteries.
Powerful artifacts are hidden in the ruined cities of giants. Dragons and demons scheme in the shadows, unraveling a prophecy that could shape the future. These ancient mysteries can be a source of fantastic adventures and terrible danger.
If It Exists in D&D, There’s a Place for It in Eberron… But it may not be the place you’re used to. These elements are all part of Eberron, but you don’t have to use all of them in every story. As you go through this chapter, decide which themes appeal to you and best fit the stories you want to tell.
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