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Published by battlemaster198, 2022-11-28 18:51:47

Wayfinders Guide to Eberron

Wayfinders Guide to Eberron

Keywords: Dungeons & Dragons,Dungeons & Dragons 5e

seeking the answer to a particular mystery, or INTERESTING LOCATIONS
searching for clues about an ancient threat? Are
you primarily interested in your reputation— The Augury is home to a circle of magewrights
perhaps hoping to gain entry to the legendary who specialize in divination magic, including
?IaÅVLMZ¼[ .W]VLI\QWV, or to prove yourself augury (50 gp), divination (200 gp), identify (150
to your family or your true love? gp) and speak with dead (200 gp). The master of
the Augury is an elf named Kestia. She has
THE SHAPE OF THE DISTRICT ties to a number of angels of Syrania, and if she
chooses she can perform commune. However, as
+TQ‫\ٺ‬WX [Q\[ I\WX ,]ZI 9]IZ\MZ ?PQTM Q\¼[ IV \PQ[ ZMY]QZM[ PMZ \W KITT QV I KMTM[\QIT NI^WZ Q\¼[ VW\
upper ward, it’s still part of Dura Quarter. The [WUM\PQVO [PM W‫ٺ‬MZ[ I[ I [\IVLIZL [MZ^QKM
stone is drab granite and the towers are simple
and functional. It’s no match for the splendors The Drunken Dragon is a legendary
of Upper Central or Skyway… but the colorful watering hole. While the service is slow and the
inhabitants more than make up for the somewhat food is modest at best, it has the widest selection
dingy surroundings. of beverages and spirits in Sharn… and maybe
Khorvaire. From Lhazaar mead to the fermented
1V +TQ‫\ٺ‬WX I ZQVO WN [QUXTM IXIZ\UMV\[ IVL honey-milk favored by the shifters of the Eldeen
PW[\MT[ KQZKTM \PM XQVVIKTM I PQOP XMIS ÅTTML :MIKPM[ QN Q\¼[ [\ZWVO IVL [\ZIVOM aW] KIV ÅVL
with shops and services catering to adventurers. it at the Drunken Dragon. The proprietor,
The laborers and artisans who keep the district Hascal d’Ghallanda, has the Greater Mark of
running are usually ready to drop their daily Hospitality and can give his favorite customers
tasks and serve as hirelings. access to his UIOVQÅKMV\ UIV[QWV.

The +TQ‫\ٺ‬WX )L^MV\]ZMZ¼[ /]QTL is the House Sivis maintains a small enclave in
physical and social heart of the district. You don’t Clifttop. In addition to the speaking stone, this
have to be a member of the CAG to get work outpost specializes in translating exotic texts and
QV +TQ‫\ٺ‬WX J]\ Q\ KMZ\IQVTa PMTX[ <PM K]ZZMV\ providing legal services to adventurers in trouble
leader of the guild is a dwarf named Sumara with the law. Josilian Tarli d’Sivis is one of
Korranor, but she goes by Summer. If you’re the best barristers in Sharn, though certainly one
part of the CAG, the DM and the players should of the most expensive.
work together to add additional details about
;]UUMZ" _PI\ IZM PMZ \ZIQ\[ IVL Y]QZS[' ?PI\¼[ Kavv’s Q[ Y]QM\MZ \PIV \PM ,Z]VSMV ,ZIOWV
an interesting encounter you’ve had with her, or but the food is far better. Saza and Taji Kavv
a story you’ve heard about her? are immigrants from the city of Stormreach in
Xen’drik, and use many exotic ingredients and
Violence and crime are relatively rare in spices the people of Khorvaire have never tasted.
+TQ‫\ٺ‬WX# \PM UMUJMZ[ WN \PM +)/ ][]ITTa The Kavvs have many friends in Stormreach,
handle any troubles that arise. However, the and their insights and contacts could be useful to
district is under the jurisdiction of Watch adventurers heading to Xen’drik.
Commander Lian Halamar I PITÆQVO _PW
runs the Daggerwatch garrison in Upper Dura. The shops of the Mystic Market deal in
Halamar has no love for adventurers and is magic items, whether locally produced or bought
always happy to catch a member of the CAG on from explorers. The Mithral Blade produces
the wrong side of the law. It’s generally assumed ÅVM IVL ]VKWUUWV _MIXWV[ IVL IZUWZ Wise
that Commander Halamar is working for the Wood buys and sells arcane focuses and other
Boromar Clan, though he’s never committed the wands. The Moonlit Loom deals in magical
Dura Watch to their struggles with Daask. clothing; the Dragon’s Hoard sells wondrous
items; and Boldrei’s Tears and Good Spirits
are a source of reliable potions.

CHAPTER 6 | STARTING POINT: CLIFFTOP 151


STARTING POINT: KW]TL ZMKMQ^M WVM \W Å^M PMZW XWQV\[ I[ LM[KZQJML
on page 264 of the Dungeon Master’s Guide.
MORGRAVE UNIVERSITY
Another twist that works well with a Morgrave
Morgrave University is the largest institute of campaign is to use story-based advancement
learning in Breland. While it’s not as prestigious instead of standard XP. Level advancement
as Arcanix or the Library of Korranberg, could be based on time: player characters gain
Morgrave is known for its unorthodox methods WVM TM^MT MIKP [MUM[\MZ TM^MTQVO ]X IN\MZ ÅVIT[
and hands-on style of teaching. If you want to Alternately, advancement could be tied to
learn about the history of Sharn, what better IKPQM^QVO [XMKQÅK OWIT[" AW]¼TT ITT OIQV I TM^MT I[
way than to explore the ancient ruins below the long as your professor survives the expedition!
city? Critics say that Morgrave is a college of See page 261 of the Dungeon Master’s Guide for
tomb robbers, and much of its endowment does more information.
come from the sale of artifacts recovered on its
expeditions. WHY ARE YOU HERE?

Morgrave University can be a useful resource As a Morgrave student, you’re not an adventurer
in any style of campaign. It’s an asset for sages yet. You’ve got talent, but you’re learning.
conducting research and a source of potential Consider how your background ties into this.
patrons. But it can also be the foundation of a As a noble, are you an entitled rich kid who
campaign: heroic fantasy seen through the eyes thinks you’re better than everyone else? As an
of students at the university. urchin, did you somehow earn a scholarship,
or are you literally sneaking into your classes?
SETTING THE TONE As a criminal, you could be the daughter
of a Boromar crime boss, or you might be an
A Morgrave campaign is a coming of age story entrepreneur selling dreamlily to the nobles. A
in a fantasy world. In between delving into ruins charlatan could be a brilliant drama student
and uncovering demonic schemes, the player or an undercover spy trying to root out enemy
characters need to decide what to do with their agents in the faculty. If you’re an entertainer
TQ^M[ P]UQTQI\M \PMQZ ZQ^IT[ IVL ÅO]ZM W]\ _PI\ you might be a prodigy whose talent is only just
to wear to the Crystalfall dance. You can play up emerging. A Morgrave story is about coming of
the humor in this scenario, but it can be just as age and unlocking your potential. So think about
dark as Callestan if you choose. your background as a way to set up the person
you’re becoming, as opposed to representing
A Morgrave campaign isn’t driven by material adventures that you’ve already had.
wealth. Even when you go on expeditions, the
University will lay claim to most of the treasures WHAT DO YOU WANT?
aW] ÅVL 1V[\MIL \PM ZM_IZL[ WN 5WZOZI^M
adventures are measured in relationships and in Figuring out what you want in life is one of the
learning. Can you earn a professor’s trust? Can main goals of a Morgrave campaign. As wizard
you get unrestricted access to the library stacks? you’ve got remarkable arcane talents. But what
Can you impress that mysterious stranger? are you going to do with them?

At the DM’s discretion, accomplishing these You can establish a grand goal from the
[WZ\[ WN [QLM OWIT[ KIV XZW^QLM KWVKZM\M JMVMÅ\[ beginning. Perhaps your wizard needs to master
A wizard who has access to the library may be magic to summon and destroy the demon that
able to swap one of their known spells at start killed your parents. The bard is determined to
of each session. As a simple reward, a character play on the Grand Stage. The paladin keeps
who accomplishes a meaningful personal goal having a divine vision… but what does it mean?

152 CHAPTER 6 | STARTING POINT: MORGRAVE UNIVERSITY


But such goals should be something that guide connects the Commons to Dalannan Proper.
you down the path of knowledge—things that One side of this bridge holds little shops and
can evolve and change with your character. vendors catering to students, while the opposite
side is the standard place to display notices of
THE SHAPE OF THE DISTRICT interest to students.

Morgrave University is located in Upper Menthis INTERESTING LOCATIONS
Plateau, where it occupies the aptly named
University district. The university itself occupies Upper Menthis is a center for entertainment,
the massive Dalannan Tower; this includes a IVL I V]UJMZ WN ;PIZV¼[ ÅVM[\ \PMI\MZ[ IZM
number of layers. located in the University District, including the
edgy Art Temple, more traditional Grand
• The tower is crowned by Lareth Hall, Stage, and the legendary Kavarrah Concert
a beautiful domed structure than holds Hall 7N KW]Z[M NM_ [\]LMV\[ KIV I‫ٺ‬WZL \W
ILUQVQ[\ZI\Q^M IVL NIK]T\a W‫ٻ‬KM[ go to the Kavarrah, and they may go down to
5QLLTM 5MV\PQ[ NWZ \PM UWZM I‫ٺ‬WZLIJTM [PW_[
• Classrooms and auditoriums occupy and dinner theater. Students feeling bold may
Dalannan Proper, the levels directly descend as far as Lower Menthis, home to a wide
below the dome. variety of illicit entertainments… including the
XZQbMÅOP\[ WN \PM Burning Ring. But for those
• The Dezina Museum of Antiquities who stay close to home, here’s a little of what the
occupies a number of levels below =VQ^MZ[Q\a LQ[\ZQK\ PI[ \W W‫ٺ‬MZ
Dalannan Proper. This showcases many
wonders recovered from Xen’drik and Detention. This tavern celebrates its
other expeditions, though anything truly reputation as a watering hole for the worst
valuable tends to be sold by the university. students in Morgrave. There’s always an exotic
drinking game or a lively debate on the current
• The Morgrave University Library state of the Race of Eight Winds. Detention is
stretches down below, with levels and levels Z]V Ja I PITÆQVO _PW KITT[ PMZ[MTN Brandy. She
of stacks below the public reading rooms. claims to be a excoriate, driven from House
While the library has its limits—including Ghallanda after refusing to water down her ale,
a level of disorganization that results in but some say she’s the Ghallanda patriarch’s
texts being randomly lost in the stacks for heir. The warforged bouncer Bumper keeps the
decades—it is the most extensive collection rowdiest students under control.
in Breland.
Golden Horn. This wealthy inn includes a
• Below the Library lie the Vaults. library, a few large meeting rooms, and a small
These hold crates of relics waiting to be concert hall. Rumors say that this is an outpost
catalogued, shelves of oddities deemed to of the secret Circle of Song, a society of bards
have little monetary or academic value, and and entertainers spread across Khorvaire;
a few heavily secured chambers holding others swear that House Thuranni and House
artifacts deemed too valuable or dangerous Phiarlan regularly send talent scouts to the
to be put on display. Golden Horn. Many aspiring musicians perform
at the Horn in the hopes of being noticed by
Breland Spire is adjacent to Dalannan Tower one of these organizations.
and holds the standard student dormitories. The
Commons is a large open-air plaza situated The Great Hall of Aureon. Devoted to the
atop Breland Spire. This massive rooftop garden Sovereign of Law and Lore, this grand temple is
[MZ^M[ I[ I [XIKM NWZ ZMÆMK\QWV X]JTQK M^MV\[ IVL an architectural marvel as well as a sacred site.
UMIT[# ^MVLWZ[ I\ \PM MLOM WN \PM +WUUWV[ W‫ٺ‬MZ Many scholars and sages make the pilgrimage
a wide range of culinary options. A wide bridge

CHAPTER 6 | STARTING POINT: MORGRAVE UNIVERSITY 153


and spend one night in the Great Hall, hoping
that inspiration will strike them as they sleep;
[\WZQM[ [Ia \PI\ 5MZZQ` L¼+IVVQ\P ÅZ[\ KWVKMQ^ML
of the warforged after spending the night in the
\MUXTM <PM [\I‫ ٺ‬WN \PM \MUXTM IZM LM^W\ML \W
their faith—a rarity in Sharn—as well as to the
OMVMZIT IKY]Q[Q\QWV WN SVW_TMLOM 5W[\ XZQM[\[
IZM IT[W M`XMZ\[ QV I XIZ\QK]TIZ ÅMTL WN [\]La IVL
are usually happy to share their knowledge with
students.

Honors. The counterbalance to Detention,
Honors is both bar, bookstore, and reading
room. Many of the more respectable faculty
members take their meals in Honors, and it’s a
OWWL XTIKM \W ÅVL I LMJI\M WV \PM KW[UWTWOa WN
Eberron or the morality of the Last War.

CLASSES AT MORGRAVE

Morgrave’s physical education classes cover
everything from acrobatics and athletics to
archery, dueling, and various other forms of
combat. The arcane studies program covers
the Arcana skill, as well as honing the abilities
of arcane casters. Divine magic can’t simply be
taught, but Morgrave has classes in theology and
religious history—essentially, the Religion skill.

While these classes may not make for
interesting adventures, Morgrave is famous for
its hands-on teaching style. This often involves
competitions against other students. It can also
involve a professor’s personal projects: Why don’t
you come help with this conjuration? Trust me, nothing
will go wrong. Once students have proven their
competence, it can involve expeditions—trips
into the Depths of Sharn, or even to distant
countries or lands.

Although Morgrave professors are experts
QV \PMQZ ÅMTL[ \PQ[ LWM[V¼\ UMIV \PMa PI^M ITT
the abilities of high level player characters! Just
because that conjuration professor can perform
a summoning ritual doesn’t mean he can cast
ÅZMJITT. Always remember that player characters are
exceptional—and as that talent begins to show,
people are sure to take an interest in you.

154 CHAPTER 6 | STARTING POINT: MORGRAVE UNIVERSITY


A QUICK SHARN STORY d«› s®½½ƒ®Ä

Use these tables as inspiration for the weary DM 1d12 sŝůůĂŝŶ
who needs to put together a story in a hurry. 1 ĚƌĂŐŽŶŵĂƌŬĞĚ ďĂƌŽŶ
Don’t feel bound to use any of these details 2 Ŷ ĞĐĐĞŶƚƌŝĐ ŶŽďůĞ ; ƵƌƵŵͿ
exactly as presented—this is purely a source of 3 ůŽĐĂů ĐƌŝŵĞůŽƌĚ ; ŽƌŽŵĂƌ ůĂŶͿ
ideas. The Villain table suggests an archetype 4 ŶĞĨĂƌŝŽƵƐ ŶĞĐƌŽŵĂŶĐĞƌ ; ŵĞƌĂůĚ ůĂǁͿ
along with an organization; consider both as ϱ ƐŝŶŝƐƚĞƌ ĐƵůƟƐƚ ; ƌĂŐŽŶ ĞůŽǁͿ
as possibilities. A local crimelord could be tied ϲ ŵŝƐŐƵŝĚĞĚ ƉĂůĂĚŝŶ ;^ŝůǀĞƌ &ůĂŵĞͿ
to House Tarkanan or the Tyrants instead of 7 ĐůĞǀĞƌ ĚŽƉƉĞůŐĂŶŐĞƌ ;dLJƌĂŶƚƐͿ
Daask. The sinister cultist could be a priest of the 8 ǀĞŶŐĞĨƵů ǁĂƌĨŽƌŐĞĚ ;>ŽƌĚ ŽĨ ůĂĚĞƐͿ
5WKSMZa¸WZ I UQVL ÆIaMZ [MZ^QVO \PM ,IMTSaZ 9 ƉŽƐƐĞƐƐĞĚ ŝŶŶŽĐĞŶƚ ; ƌĞĂŵŝŶŐ ĂƌŬͿ
Make every story your own! ϭϬ Ŷ ŽŶŝ ŵĂƐƚĞƌŵŝŶĚ ; ĂĂƐŬͿ
11 Ŷ ĞŶŝŐŵĂƟĐ ƌĂŬƐŚĂƐĂ ;>ŽƌĚƐ ŽĨ ƵƐƚͿ
d«› ,ÊÊ» 12 ĚŝƐŐƵŝƐĞĚ ĚƌĂŐŽŶ ;dŚĞ ŚĂŵďĞƌͿ

1d8 Plot Hook d«› W½Êã

1 KŶĞ ŽĨ ƚŚĞ W Ɛ ŝƐ ŶĞĂƌůLJ ĐƌƵƐŚĞĚ ǁŚĞŶ 1d10 Plot
Ă ŵĂŶ ĨĂůůƐ ĨƌŽŵ Ă ŚŝŐŚ ďƌŝĚŐĞ͕ ƐƚƌŝŬŝŶŐ
ƚŚĞ ŐƌŽƵŶĚ ŶĞĂƌ ƚŚĞŵ ĂŶĚ ĚLJŝŶŐ 1 ƌƌĂŶŐĞ Ă ĚĂŶŐĞƌŽƵƐ ĂůůŝĂŶĐĞ͘
ŝŶƐƚĂŶƚůLJ͘ ,Ğ͛Ɛ ĐĂƌƌLJŝŶŐ Ă ƐĞĂůĞĚ ďĂŐ 2 ĐƋƵŝƌĞ Ă ƉŽǁĞƌĨƵů ĂƌƟĨĂĐƚ͘
ŽĨ ŚŽůĚŝŶŐ ĂŶĚ ƚŚĞ ďĂĚŐĞ ŽĨ ĂŶ ĂŐĞŶƚ 3 ƐƐĞŵďůĞ ĂŶĚ ƵƐĞ Ă ŵĂŐŝĐĂů ǁĞĂƉŽŶ͘
ŽĨ ƚŚĞ ƌŐĞŶƚƵŵ͕ Ă dŚƌĂŶĞ ĂŐĞŶĐLJ 4 ĞĨĞĂƚ Ă ƌŝǀĂů͘
ĚĞĚŝĐĂƚĞĚ ƚŽ ƚŚĞ ƌĞƚƌŝĞǀĂů ŽĨ ĚĂŶŐĞƌŽƵƐ ϱ KƉĞŶ Ă ƉůĂŶĂƌ ƉŽƌƚĂů͘
ĂƌƟĨĂĐƚƐ͘ ϲ ^ƵŵŵŽŶ ĮĞŶĚƐ Žƌ ƵŶĚĞĂĚ͘
7 KǀĞƌƚŚƌŽǁ Ă ƉĞĞƌ Žƌ ƐƵƉĞƌŝŽƌ͘
2 dŚĞ W Ɛ ĂƌĞ ĐĂƵŐŚƚ ŝŶ ƚŚĞ ŵŝĚĚůĞ ŽĨ Ă 8 ĂƵƐĞ Ă ƌŝŽƚ ŝŶ ƚŚĞ ŽŐƐ͘
ƉŝƚĐŚĞĚ ďĂƩůĞ͙ ĂŶĚ ƚŚĞLJ ĚŽŶ͛ƚ ŬŶŽǁ 9 ^ƚĂƌƚ Ă ǁĂƌ ďĞƚǁĞĞŶ ƚǁŽ ĂůůŝĞƐ͘
ƚŚĞ ƉĞŽƉůĞ ŽŶ ĞŝƚŚĞƌ ƐŝĚĞ͘ ϭϬ ŽůůĂƉƐĞ ^ŬLJǁĂLJ Žƌ ŽŶĞ ŽĨ ƚŚĞ ƚŽǁĞƌƐ͘

3 dŚĞ W Ɛ ŶŽƟĐĞ Ă ĐŽƌƉƐĞ ŝŶ ĂŶ ĂůůĞLJ͙ Ă
ĐŽƌƉƐĞ ƚŚĂƚ ůŽŽŬƐ ĞdžĂĐƚůLJ ůŝŬĞ ŽŶĞ ŽĨ ƚŚĞ
ƉůĂLJĞƌ ĐŚĂƌĂĐƚĞƌƐ͘

4 ĨŽƌŵĞƌ ĐŽŵƌĂĚĞ ŝŶ ĂƌŵƐ ƐŚŽǁƐ ƵƉ͘
^ŚĞ͛Ɛ ďĂĚůLJ ŝŶũƵƌĞĚ͕ ĂŶĚ ŚĞƌ ĞŶĞŵŝĞƐ
ĂƌĞ ƌŝŐŚƚ ďĞŚŝŶĚ ŚĞƌ͘

ϱ ŐĂƌŐŽLJůĞ ĐŽƵƌŝĞƌ ĚĞůŝǀĞƌƐ Ă
ŵLJƐƚĞƌŝŽƵƐ ƉĂĐŬĂŐĞ͘

ϲ ĚĞůŝƌŝŽƵƐ ƐƚƌĞĞƚ ƉƌĞĂĐŚĞƌ ŚĂƐ ĂŶ
ĂƉŽĐĂůLJƉƟĐ ǀŝƐŝŽŶ ĐŽŶĐĞƌŶŝŶŐ ŽŶĞ ŽĨ
ƚŚĞ ƉůĂLJĞƌ ĐŚĂƌĂĐƚĞƌƐ͘

7 dŚĞ W Ɛ ĚŝƐĐŽǀĞƌ Ă ďŽƵŶĚͲĞůĞŵĞŶƚĂů
ĞdžƉůŽƐŝǀĞ ĚĞǀŝĐĞ ŝŶ ƚŚĞŝƌ ƋƵĂƌƚĞƌƐ͘ dŚĞLJ
ŚĂǀĞ ƚŚƌĞĞ ƌŽƵŶĚƐ ƚŽ ŇĞĞ Žƌ ĂƩĞŵƉƚ ƚŽ
ĚŝƐĂƌŵ ƚŚĞ ĚĞǀŝĐĞ͘

8 ƐŬLJĐŽĂĐŚ ĐƌĂƐŚĞƐ ƚŚƌŽƵŐŚ ƚŚĞ ǁĂůů͘
/Ɛ ƚŚŝƐ ĂŶ ĂƩĂĐŬ͕ Žƌ ƚŚĞ ƌĞƐƵůƚ ŽĨ
ƐĂďŽƚĂŐĞ͍

CHAPTER 6 | A QUICK SHARN STORY 155


d«› dó®Ýã d«› &®Äƒ½ ^‘›Ä› /Ý /Ä͘͘͘

1d8 dǁŝƐƚ 1d8 &ŝŶĂůĞ >ŽĐĂƟŽŶ
1 Ŷ ŝŶǀŝƐŝďůĞ ŇŽĂƟŶŐ ĨŽƌƚƌĞƐƐ ĂďŽǀĞ
1 ĨƌŝĞŶĚ Žƌ ĨŽƌŵĞƌ ĂůůLJ ŝƐ ǁŽƌŬŝŶŐ ǁŝƚŚ ^ŚĂƌŶ͘
ƚŚĞ ǀŝůůĂŝŶ͘ 2 dŚĞ ŚĞĂƌƚ ŽĨ <ŚLJďĞƌ͛Ɛ 'ĂƚĞ ŝŶ ƚŚĞ
ŽŐƐ͘
2 dŚĞ ǀŝůůĂŝŶ ŝƐ ŶŽƚ ǁŚŽ ƚŚĞLJ ĂƉƉĞĂƌ ƚŽ 3 dŚĞ ƌŝĚŐĞ ŝŶ ĂůůĞƐƚĂŶ ŝŶ >ŽǁĞƌ ƵƌĂ͘
ďĞ͘ 4 ĂŶŶŝƚŚ ĨŽƌŐĞŚŽůĚ ƐĞŝnjĞĚ ďLJ ƚŚĞ
ǀŝůůĂŝŶ͛Ɛ ĨŽƌĐĞƐ͘
3 ƚŚŝƌĚ ƉĂƌƚLJ ƐŚŽǁƐ ƵƉ ǁŝƚŚ ƚŚĞŝƌ ŽǁŶ ϱ dŚĞ ŚĞĂƌƚ ŽĨ ƚŚĞ ,ŝŐŚ tĂůůƐ ƌĞĨƵŐĞĞ
ĂŐĞŶĚĂ͘ ĐĂŵƉ ŝŶ >ŽǁĞƌ dĂǀŝĐŬ͛Ɛ >ĂŶĚŝŶŐ͘
ϲ ĨĞƐƟǀĂů Ăƚ ƚŚĞ WĂǀŝůŝŽŶ ŽĨ ƚŚĞ ,ŽƐƚ ŝŶ
4 dŚĞƌĞ͛Ɛ Ă ŚŽƐƚĂŐĞ͕ Žƌ ĂŶ ĂůůLJ ŽĨ ƚŚĞ W Ɛ hƉƉĞƌ ĞŶƚƌĂů WůĂƚĞĂƵ͘
ŝƐ ĚŝƌĞĐƚůLJ Ăƚ ƌŝƐŬ͘ 7 ŶŽďůĞ͛Ɛ ŵĂŶƐŝŽŶ ŝŶ ƚŚĞ ƌĞƐƚƌŝĐƚĞĚ
ĚŝƐƚƌŝĐƚƐ ŽĨ hƉƉĞƌ dĂǀŝĐŬ͛Ɛ >ĂŶĚŝŶŐ
ϱ ŵĂŶŝĨĞƐƚ njŽŶĞ Žƌ ƉůĂŶĂƌ ĐŽŶũƵŶĐƟŽŶ 8 dŚĞ ǀĂƵůƚƐ ŽĨ DŽƌŐƌĂǀĞ hŶŝǀĞƌƐŝƚLJ ŝŶ
ŚĂƐ ĂŶ ƵŶĞdžƉĞĐƚĞĚ ĞīĞĐƚ͘ hƉƉĞƌ DĞŶƚŚŝƐ WůĂƚĞĂƵ͘
9 Ŷ ĂďĂŶĚŽŶĞĚ ĨŽƵŶĚƌLJ ŝŶ ƚŚĞ ŽŐƐ͘
ϲ dŚĞ ǀŝůůĂŝŶ ŚĂƐ Ă ƉĞƌƐŽŶĂů ĐŽŶŶĞĐƟŽŶ ϭϬ ĚĞŵŝƉůĂŶĞ ǁŝƚŚ ƵŶƵƐƵĂů ƉƌŽƉĞƌƟĞƐ͘
ƚŽ ŽŶĞ ŽĨ ƚŚĞ W Ɛ͘

7 dŚĞ ŝŶŝƟĂů ƉůŽƚ ǁĂƐ ũƵƐƚ Ă ĚŝƐƚƌĂĐƟŽŶ
ĨƌŽŵ ƚŚĞ ĂĐƚƵĂů ƉůŽƚ͘

8 dŚĞ ǀŝůůĂŝŶ ŝƐ ĮŐŚƟŶŐ Ă ŐƌĞĂƚĞƌ Ğǀŝů͕
ĂŶĚ ƚŚĞŝƌ ƉůŽƚ ŝƐ ĂŶ ŝŵƉŽƌƚĂŶƚ ƉĂƌƚ ŽĨ
ƚŚĂƚ͘

156 CHAPTER 6 | THE STREETS OF SHARN


THE STREETS OF SHARN BEHIND THE RESULTS

The player characters are making a trip from The entries in the following tables depict things
Lower Dura to Upper Menthis. What happens that adventurers in Sharn might encounter
along the way? The tables on the following pages by chance or happenstance. Each of these is
IZM ÅTTML _Q\P QLMI[ NWZ ZIVLWU \PQVO[ IVL XMWXTM an immediate, visible part of someone’s life in
you might encounter while wandering around Sharn. Each entry also has room to imply or
Sharn. These could be used as pure color, or you imagine backstory or history—and to encourage
could expand any one of these ideas to spark a full XTIaMZ[ \W I[S ¹?PI\ PIXXMV[ VM`\'º
scene if the initial situation attracts the players’
interest. Not every result from the table needs What happens next depends on their
to be the beginning of something in your story. involvement. What led up to this moment is fuel
Simply showing that Sharn lives and thrives NWZ \PM M^MZ J]ZVQVO ÅZM WN ;PIZV¼[ W_V PQ[\WZa
around the players’ characters—that it’s full of and character. Consider answering one or more
stories happening all the time—helps bring the WN \PM[M Y]M[\QWV[ \W ILL IVW\PMZ LQUMV[QWV \W
city to life for everyone. each entry in the table:

Use these tables as sources of inspiration. They • Where did participants in this moment start
ZMÆMK\ \PM OMVMZIT IK\Q^Q\QM[ IVL ÆI^WZ WN \PM W‫? 'ٺ‬PMZM LQL \PMa _ISM ]X \WLIa'
LQ‫ٺ‬MZMV\ TM^MT[ WN ;PIZV J]\ aW] KIV \IQTWZ \PM
results to be a better match for any ward. • Why aren’t other locals participating?
What’s complicating things here?

• What do participants in this moment hope
will happen? What are they afraid might
happen? Why now?

CHAPTER 6 | THE STREETS OF SHARN 157


>Êó›Ù ^«ƒÙÄ ^ãٛ›ãÝ ϭϱ ,ƵŶŐƌLJ ƉĞŽƉůĞ ƐƚĂŶĚ ŝŶ ůŝŶĞ ŽƵƚƐŝĚĞ Ă
ƐŚƌŝŶĞ ƚŽ ŽůĚƌĞŝ͕ ǁĂŝƟŶŐ ĨŽƌ ĐŽŶũƵƌĞĚ
2d20 ^ƚƌĞĞƚƐ ŽĨ >ŽǁĞƌ ^ŚĂƌŶ ďƌĞĂĚ͘

2 zŽƵ ĮŶĚ Ă ŶĞǁůLJͲƉĂŝŶƚĞĚ ŵƵƌĂů ŽĨ Ă ϭϲ zŽƵ ďƵŵƉ ŝŶƚŽ Ă ŵĞĚƵƐĂ͕ ĐĂƵƐŝŶŐ ŚĞƌ
ŚĂůŇŝŶŐ ƐƚĂŶĚŝŶŐ ĂƚŽƉ ƚŚĞ ďůŽŽĚLJ ĐŽƌƉƐĞ ƚŽ ĚƌŽƉ ƚŚĞ ƉĂĐŬĂŐĞ ƐŚĞ͛Ɛ ĐĂƌƌLJŝŶŐ͘
ŽĨ ĂŶ ŽŐƌĞ͘ zŽƵ ĨƌĞĞnjĞ ĨŽƌ Ă ŵŽŵĞŶƚ͕ ƚŚĞŶ ƌĞĂůŝnjĞ
ƐŚĞ ŚĂƐ Ă ůĞĂƚŚĞƌ ďĂŶĚ ĐŽǀĞƌŝŶŐ ŚĞƌ
3 ĚǁĂƌĨ ŝƐ ƐĞůůŝŶŐ ŬĞďĂďƐ ĨƌŽŵ Ă ĐĂƌƚ͘ ĞLJĞƐ͘ ,Ğƌ ƐĞƌƉĞŶƚ ŵĂŶĞ ŚŝƐƐĞƐ ĂƐ ƐŚĞ
͞ ƌŝƐƉLJ ƐƉŝĐĞĚ ƌĂƚ͊͟ ,Ğ ĐƌŝĞƐ͘ ͞dŚĞ ďĞƐƚ ƌĞƚƌŝĞǀĞƐ ŚĞƌ ďĞůŽŶŐŝŶŐƐ͘
ŝŶ ƚŚĞ ƚŽǁĞƌ͊͟
17 &ƌĞƐŚ ŐƌĂĸƟ ƐŚŽǁƐ Ă LJƌĂŶ ĐƌŽǁŶ ǁŝƚŚ
4 ĐŚĂŶŐĞůŝŶŐ ƐƚƌĞĞƚ ƉĞƌĨŽƌŵĞƌ ĂĚŽƉƚƐ Ă ƐǁŽƌĚ ƚŚƌŽƵŐŚ ŝƚ͘ dŚĞ ƚĞdžƚ ƌĞĂĚƐ ͞ LJƌĞ
LJŽƵƌ ĨĂĐĞ ĂŶĚ ďĞŐŝŶƐ ƚŽ ŵĂƚĐŚ LJŽƵƌ ŝƐ ĚĞĂĚ͕ ŶŽ ƉůĂĐĞ ĨŽƌ DŽƵƌŶĞƌƐ͘͟
ĂĐƟŽŶƐ͘
18 ŐƌŽƵƉ ŽĨ ƐŚŝŌĞƌ ĐŚŝůĚƌĞŶ ƚĂŬĞ ƚƵƌŶƐ
ϱ Ŷ ŽůĚ ŐŽďůŝŶ ŚĂƐ ŐŽŽĚƐ ůĂŝĚ ŽƵƚ ĨŽƌ ƚƌLJŝŶŐ ƚŽ ŵĂŬĞ ƚŚĞ ďŝŐŐĞƐƚ ŚŽǁů͕
ƐĂůĞ͕ ŽĚĚƐ ĂŶĚ ĞŶĚƐ ƐĂůǀĂŐĞĚ ĨƌŽŵ ƚŚĞ ůĂƵŐŚŝŶŐ ŝŶ ďĞƚǁĞĞŶ͘
ƐĞǁĞƌƐ͘
19 dǁŽ ƐŚŝŌĞƌƐ ĂƌĞ ĂƌŐƵŝŶŐ ŝŶ ƚŚĞ ƐƚƌĞĞƚ͘
ϲ ƉĂĐŬ ŽĨ ĐŚŝůĚƌĞŶ ĐůƵƐƚĞƌƐ ĂƌŽƵŶĚ LJŽƵ͕ KŶĞ ŽĨ ƚŚĞŵ ƐŶĂƌůƐ͕ ĂŶĚ ƐŚĂƌƉ ĨĂŶŐƐ
ďĞŐŐŝŶŐ ĨŽƌ ĐŽƉƉĞƌ Žƌ ĨŽŽĚ͘ Ž LJŽƵ ŚĞůƉ ĞdžƚĞŶĚ ĨƌŽŵ ŚĞƌ ŐƵŵƐ͘
ƚŚĞŵ͍
ϮϬ LJŽƵŶŐ ǁŽŵĂŶ ŝƐ ƌĞƉĂŝƌŝŶŐ Ă ĚĂŵĂŐĞĚ
7 Ŷ ĂƩƌĂĐƟǀĞ LJŽƵŶŐ ŚƵŵĂŶ ƉƌĞƐƐĞƐ Ă ĞǀĞƌďƌŝŐŚƚ ƐƚƌĞĞƚ ůĂŶƚĞƌŶ͕ ŵƵƩĞƌŝŶŐ
ƐŵĂůů ƉĂŵƉŚůĞƚ ŝŶƚŽ LJŽƵƌ ŚĂŶĚ͘ ͞ ŽŵĞ ĐƵƌƐĞƐ ƵŶĚĞƌ ŚĞƌ ďƌĞĂƚŚ͘
ƚŽ ŚĂŶĐĞ ŝŶ ƌĂŐŽŶĞLJĞƐ͊ ůů ďĞƚƐ ǁŝůů
ďĞ ĐŽǀĞƌĞĚ͊͟ 21 ǁĞůůͲĚƌĞƐƐĞĚ ĞůĨ ĨƌŽŵ ĞƌĞŶĂů ǁĂůŬƐ
ĂůŽŶŐ ƚŚĞ ĮůƚŚLJ ƐƚƌĞĞƚ͕ ĂĐĐŽŵƉĂŶŝĞĚ ďLJ
8 ƐƵĚĚĞŶ͕ ŚŽƌƌŝďůĞ ƐƚĞŶĐŚ ŵĂŬĞƐ LJŽƵ Ă ĚŽƵƌ ŽŐƌĞ ŚĂƵůŝŶŐ Ă ůĂƌŐĞ ƚƌƵŶŬ͘ dŚĞ
ŐĂŐ͘ ĞůĨ͛Ɛ ĨĂĐĞ ŝƐ ŚŝĚĚĞŶ ďĞŚŝŶĚ Ă ďƌĂƐƐ ŵĂƐŬ͕
ďƵƚ ŚĞ ůŽŽŬƐ ůŽƐƚ͘
9 zŽƵ ĐŽŵĞ ƵƉŽŶ Ă ŵŝŶŽƚĂƵƌ ǁŝƚŚ Ă
ďƌŽŬĞŶ ŚŽƌŶ ĂŶĚ Ă ƐƉŝŬĞĚ ĐůƵď ŝŶ ŽŶĞ 22 ŐƌŽƵƉ ŽĨ ĚƌƵŶŬĞŶ ƐŽůĚŝĞƌƐ ĂƌĞ ƐŝŶŐŝŶŐ
ŚĂŶĚ͘ ,Ğ͛Ɛ ƵƌŝŶĂƟŶŐ ĂŐĂŝŶƐƚ Ă ǁĂůů͕ ĂŶĚ Ă ǁĂƌďůŝŶŐ ƌĞůŝƐŚ ĂŶƚŚĞŵ ĨƌŽŵ ƚŚĞ
ƐŶĂƌůƐ ǁŚĞŶ ŚĞ ŶŽƟĐĞƐ LJŽƵ ǁĂƚĐŚŝŶŐ͘ >ĂƐƚ tĂƌ͘ ĨĞǁ ŽĨ ƚŚĞŵ ƐƉŽƚ LJŽƵ ĂŶĚ
ĚĞŵĂŶĚ ƚŚĂƚ LJŽƵ ũŽŝŶ ŝŶ͘ Ž LJŽƵ͍
ϭϬ ŚĂůĨ ĚŽnjĞŶ ƌĂƚƐ ĂƌĞ ĐůƵƐƚĞƌĞĚ ĂƌŽƵŶĚ
Ă ďůŽŽĚLJ ďƵŶĚůĞ ŽĨ ĐůŽƚŚ͘ dŚĞLJ ƐĐƵƌƌLJ 23 ĚǁĂƌĨ ĂŶĚ Ă ŐŽďůŝŶ ĂƌĞ ĂƌŐƵŝŶŐ
ĂǁĂLJ ĂƐ LJŽƵ ĂƉƉƌŽĂĐŚ͘ ĂďŽƵƚ ƚŚĞ ZĂĐĞ ŽĨ ŝŐŚƚ tŝŶĚƐ͕ Ă ůŽĐĂů
ƐƉŽƌƟŶŐ ĞǀĞŶƚ͘ dŚĞ ŐŽďůŝŶ ŝŶƐŝƐƚƐ ƚŚĂƚ
11 LJŽƵŶŐ ŚĂůĨͲĞůĨ ǁŝƚŚ Ă ĐƌŝŵƐŽŶ ƚŚĞ 'ĂƌŐŽLJůĞ ǁŝůů ǁŝŶ ƚŚŝƐ LJĞĂƌ͕ ǁŚŝůĞ ƚŚĞ
ĞLJĞƉĂƚĐŚ ŽīĞƌƐ Ă ĮŶĞ ƐĞƚ ŽĨ ƉĞŶƐ ĂŶĚ ĚǁĂƌĨ ƐƵƉƉŽƌƚƐ ƚŚĞ 'ƌŝīŽŶ͘
ƉĂƌĐŚŵĞŶƚ ĨŽƌ ƐĂůĞ͕ Ăƚ Ă ƉƌŝĐĞ ŽĨ ϯ
ƐŽǀĞƌĞŝŐŶƐ ;ϯ ƐƉͿ͘ ͞dŽƉ ŶŽƚĐŚ͊ ŶĚ ŶŽƚ 24 ǁĂƌĨŽƌŐĞĚ ƐŬŝƌŵŝƐŚĞƌ ĂŶĚ Ă sĂůĞŶĂƌ
ƐƚŽůĞŶ Žƌ ĂŶLJƚŚŝŶŐ͘͟ ĞůĨ ĂƌĞ ĞŶŐĂŐĞĚ ŝŶ ĂŶ ĂƌŐƵŵĞŶƚ͘ dŚĞ
ĞůĨ ƚĂŬĞƐ Ă ƐƚĞƉ ďĂĐŬ ĂŶĚ ĚƌĂǁƐ ŚĞƌ
12 zŽƵ ƐƚĞƉ ŝŶƚŽ Ă ƐŚĂůůŽǁ ƉƵĚĚůĞ͙ ĂŶĚ ƐĐŝŵŝƚĂƌ͘
ƚŚĞŶ ƌĞĂůŝnjĞ ŝƚ͛Ɛ Ă ƉŽŽů ŽĨ ĨƌĞƐŚ ďůŽŽĚ͘
Ϯϱ ƚƌŝŽ ŽĨ ŚŽďŐŽďůŝŶƐ ǁĂůŬ ƚŚƌŽƵŐŚ Ă
13 zŽƵ ŶĞĂƌůLJ ǁĂůŬ ŝŶƚŽ Ă ǁĞůůͲĚƌĞƐƐĞĚ ŵĂŬĞƐŚŝŌ ŵĂƌŬĞƚ ĂƐ ƚŚŽƵŐŚ ƚŚĞLJ͛ƌĞ
ŚĂůŇŝŶŐ͘ ^ŚĞ ƐƚƵĚŝĞƐ LJŽƵƌ ĨĂĐĞ ĐĂƌĞĨƵůůLJ ŚƵŶƟŶŐ ĨŽƌ ƐŽŵĞƚŚŝŶŐ͘
ĂŶĚ ƐĐŽǁůƐ͘ KƚŚĞƌ ŽŶůŽŽŬĞƌƐ ĐĂƌĞĨƵůůLJ
ƚƵƌŶ ĂǁĂLJ͘

14 ůĂƌŐĞ ďůĂĐŬ ĂŶĚ ǁŚŝƚĞ ĐĂƚ ǁĂƚĐŚĞƐ LJŽƵ
ĨƌŽŵ ĂŶ ĂůůĞLJ͘ /ƚ͛Ɛ ĐĂƵŐŚƚ Ă ƐƵƌƉƌŝƐŝŶŐůLJ
ƐĐĂůLJ ƌĂƚ͘

158 CHAPTER 6 | THE STREETS OF SHARN


Ϯϲ zŽƵ͛ƌĞ ĚƌĞŶĐŚĞĚ ďLJ Ă ƐƵĚĚĞŶ ŐŽƵƚ ŽĨ 34 ŚĞĂĚůĞƐƐ ǁĂƌĨŽƌŐĞĚ ƐŝƚƐ ŝŶ ĂŶ ĂůůĞLJ
ǁĂƚĞƌͶLJŽƵ ŚŽƉĞͶĨƌŽŵ Ă ďƌŝĚŐĞ ĂďŽǀĞ ďĞŐŐŝŶŐ ĨŽƌ ĐŽŝŶ͘ /ƚ ǁĂǀĞƐ ŝŶ Ă ƐŝŐŶĂů ŽĨ
LJŽƵ͘ ƚŚĂŶŬƐ ǁŚĞŶĞǀĞƌ ƐŽŵĞŽŶĞ ĚƌŽƉƐ Ă ĐŽŝŶ
ŝŶ ŝƚƐ ďŽǁů͘
27 ŐƌŽƵƉ ŽĨ LJƌĂŶ ƌĞĨƵŐĞĞƐ ĂƌĞ ŐĂƚŚĞƌĞĚ
ŝŶ Ă ĐŝƌĐůĞ͕ ƐŝŶŐŝŶŐ Ă ŚĂƵŶƟŶŐ ƐŽŶŐ͘ ϯϱ ĐƌŽǁĚ ŝƐ ŐĂƚŚĞƌĞĚ ĂƌŽƵŶĚ Ă LJŽƵŶŐ
ĂĚĞƉƚ ŽĨ ƚŚĞ ^ŝůǀĞƌ &ůĂŵĞ͘ ^ŚĞ͛Ɛ
28 zŽƵ ƐĞĞ Ă ƚĂůů͕ ƚŚŝŶ ǁŽŵĂŶ ƉƵůůŝŶŐ Ă ƉĞƌĨŽƌŵŝŶŐ Ă ƌŝƚƵĂů ƚŽ ƉƵƌŝĨLJ Ă ƉŽŽů ŽĨ
ďŽĚLJͶ ĞĂĚ͍ ƌƵŶŬ͍ͶŝŶƚŽ ĂŶ ĂůůĞLJ͘ ,Ğƌ ƌƵŶͲŽī ǁĂƚĞƌ͘
Ăƌŵ ŝƐ ĐŽǀĞƌĞĚ ǁŝƚŚ ƚŚĞ ďůŽŽĚͲƌĞĚ ůŝŶĞƐ
ŽĨ ĂŶ ĂďĞƌƌĂŶƚ ĚƌĂŐŽŶŵĂƌŬ͘ ϯϲ zŽƵ ŶŽƟĐĞ Ă ůĂƌŐĞ ŵĞƚĂů ŚĂƚĐŚ ŝŶ ƚŚĞ
ŐƌŽƵŶĚ͕ ĞŶŐƌĂǀĞĚ ǁŝƚŚ ǁĂƌĚŝŶŐ ƐLJŵďŽůƐ
29 dŚĞ ǁŝŶĚŽǁ ŽĨ Ă ďĂŬĞƌLJ ŚŽůĚƐ Ă ĚŝƐƉůĂLJ ĂŶĚ Ă ĂŶĐŝĞŶƚ ƉƌŽĐůĂŵĂƟŽŶ ƚŚĂƚ ŝƚ
ŽĨ ŝŵƉŽƐƐŝďůLJ ďĞĂƵƟĨƵů ĐŽŽŬŝĞƐ͘ tŚĂƚ ŝƐ ƐŚŽƵůĚ ŶĞǀĞƌ ďĞ ŽƉĞŶĞĚ͘
ƚŚŝƐ ƋƵĂůŝƚLJ ŽĨ ŐŽŽĚƐ ĚŽŝŶŐ ĚŽǁŶ ŚĞƌĞ͍
37 ŐƌŽƵƉ ŽĨ ŐŽďůŝŶ ĐŚŝůĚƌĞŶ ĐŚĂƩĞƌ ĂŶĚ
ϯϬ KƵƚƐŝĚĞ Ă ƐŚŽƉ͕ Ă ŐƌŝŵLJ ŚĂůŇŝŶŐ ƐŚŽƵƚ Ăƚ ŽŶĞ ĂŶŽƚŚĞƌ͘ dŚĞLJ ƐĐĂƩĞƌ ǁŚĞŶ
ƉƌŽŵŝƐĞƐ ďĞƩĞƌ ĚĞĂůƐ ũƵƐƚ ĚŽǁŶ ƚŚĞ ƚŚĞLJ ƐĞĞ LJŽƵ ĂƉƉƌŽĂĐŚ͘
ĂůůĞLJǁĂLJ͘
38 ŐŽďůŝŶ ƚƵŵďůĞƐ ŽƵƚ ŽĨ Ă ŶĞĂƌďLJ ƚĂǀĞƌŶ͘
31 ĚƌĂŐŽŶŵĂƌŬĞĚ ŐŶŽŵĞ ǁĂůŬƐ ĚŽǁŶ ǁĂƌĨŽƌŐĞĚ ũƵŐŐĞƌŶĂƵƚ ƐƚĞƉƐ ŽƵƚ ŽĨ ƚŚĞ
ƚŚĞ ƐƚƌĞĞƚ͕ ĐĂƌƌLJŝŶŐ Ă ƐŵĂůů ƐƚŽŶĞ ŝŶ ŚŝƐ ĚŽŽƌ ĂŶĚ ƐŶĂƌůƐ ͞ ŽŶ͛ƚ ĐŽŵĞ ĂƌŽƵŶĚ
ŚĂŶĚ͘ ǀĞƌLJ ĨĞǁ LJĂƌĚƐ͕ ŚĞ ƌĂŝƐĞƐ ƚŚĞ ŚĞƌĞ ƵŶƟů LJŽƵ ĐĂŶ ƉĂLJ͊͟
ƐƚŽŶĞ ƚŽ ŚŝƐ ůŝƉƐ ĂŶĚ ƐĂLJƐ͕ ͞ ĂŶ LJŽƵ ŚĞĂƌ
ŵĞ ŶŽǁ͍ 'ŽŽĚ͘͟ 39 ƚƌŝŽ ŽĨ DŽƌŐƌĂǀĞ ƐƚƵĚĞŶƚƐ ƚĂŬĞ ŶŽƚĞƐ
ĂŶĚ ƚŚĞLJ ĂƐŬ Ă ŐŽďůŝŶ ĂďŽƵƚ ͞ƚŚĞ ŐŽďůŝŶ
32 Ŷ ĂƵƐƚĞƌĞ ŵŽŶŬ ŽĨ ƚŚĞ ^ŝůǀĞƌ &ůĂŵĞ ĞdžƉĞƌŝĞŶĐĞ͘͟
ŵĂŬĞƐ ƚŚĞŝƌ ǁĂLJ ĚŽǁŶ ƚŚĞ ƐƚƌĞĞƚ͕
ŚĂŶĚŝŶŐ ƉƌŽǀŝƐŝŽŶƐ ƚŽ ďĞŐŐĂƌƐ͘ ϰϬ EĞĂƌ ŽŶĞ ŽĨ ƚŚĞ ĞŶƚƌĂŶĐĞƐ ƚŽ ƚŚĞ ŽŐƐ͕
LJŽƵ ĐŽŵĞ ƵƉŽŶ Ă ůĂƌŐĞ ŵŽď ĐŚĂŶƟŶŐ
33 zŽƵ ŚĞĂƌ ƐŽŵĞŽŶĞ ƐŽŌůLJ ƐŝŶŐŝŶŐ ƚŚĞ ƐůŽŐĂŶƐ ĂŶĚ ƐŚŽƵƟŶŐ͘ dŚĞ ĐĂƌƌLJ ƐŝŐŶƐ
ĞĂƌ͛Ɛ DĂƌĐŚ͕ Ă ƌĞůŝƐŚ ďĂƩůĞ ĂŶƚŚĞŵ ƉƌŽƚĞƐƟŶŐ ƚŚĞ ƵƐĞ ŽĨ ǁĂƌĨŽƌŐĞĚ
ĨƌŽŵ ƚŚĞ >ĂƐƚ tĂƌ͘ dŚĞ ƐŝŶŐĞƌ ŝƐ Ă LJŽƵŶŐ ůĂďŽƌĞƌƐ͘
ŵĂŶ ůĞĂŶŝŶŐ ĂŐĂŝŶƐƚ ƚŚĞ ǁĂůů͖ ŚĞ͛Ɛ
ŵŝƐƐŝŶŐ ŚŝƐ ůĞŌ Ăƌŵ͘

CHAPTER 6 | THE STREETS OF SHARN 159


D®——½› ^«ƒÙÄ ^ãٛ›ãÝ 14 ǁĂƌĨŽƌŐĞĚ ǁĂǀĞƐ Ăƚ LJŽƵ ĨƌŽŵ Ă ĚŝŶŐLJ
ĐĂƌƚ ƉŝůĞĚ ŚŝŐŚ ǁŝƚŚ Ă ĨƌŝŐŚƚĞŶŝŶŐ ĂƌƌĂLJ
2d20 ^ƚƌĞĞƚƐ ŽĨ DŝĚĚůĞ ^ŚĂƌŶ ŽĨ ĨŽŽĚƐ͘ ͞,ƵŶŐƌLJ͍ / ĐŽƵůĚ ƵƐĞ ƐŽŵĞ
2 ͞ ĞƐƚ ƚŽƵƌƐ͊ ůů ƚŚĞ ĨĂĐƚƐ͊͟ ĐƌŽǁƐ Ă ƚĂƐƚĞ ƚĞƐƚĞƌƐ͘ Ɛ ŝŶ͕ ǁŚĂƚ ĚŽĞƐ ĨŽŽĚ
ŬĞŶŬƵ ŐƵŝĚĞ͕ ƚƌLJŝŶŐ ƚŽ ĐĂƚĐŚ LJŽƵƌ ĞLJĞ͘ ƚĂƐƚĞ ůŝŬĞ͍͟
3 Ŷ ƵŶĚĂŝƌŝĂŶ ŵĂŶ ŝŶ Ă glamerweave
ǀĞƐƚͶƉĂƩĞƌŶĞĚ ǁŝƚŚ ďůĂnjŝŶŐ ŇĂŵĞƐͶ ϭϱ ƐĐĂůĞĚ ŚƵŵĂŶŽŝĚͶŽŶĞ ŽĨ ƚŚĞ
ŝŶƚĞƌƌƵƉƚƐ LJŽƵƌ ƚƌĂǀĞů͘ ͞zŽƵ ŬŶŽǁ ƚŚĞ ůŝnjĂƌĚĨŽůŬ Žƌ ĚƌĂŐŽŶďŽƌŶ ŽĨ Y͛ďĂƌƌĂͶŝƐ
ďĞƐƚ ƉůĂĐĞ ƚŽ ƉůĂLJ ĐĂƌĚƐ ĂƌŽƵŶĚ ŚĞƌĞ͍͟ ĚĞůŝŐŚƟŶŐ ŽŶůŽŽŬĞƌƐ ǁŝƚŚ ĚŝƐƉůĂLJƐ ŽĨ
4 ĐŚĞĞƌĨƵů ŐŶŽŵĞ ŽīĞƌƐ ŽůĨĂĐƚŽƌLJ ĮƌĞďƌĞĂƚŚŝŶŐ͘
ŝůůƵƐŝŽŶƐ͘ ͞&Žƌ ũƵƐƚ ĮǀĞ ĐƌŽǁŶƐ͕ / ĐĂŶ
ŵĂŬĞ ƚŚĞ ŵŽƐƚ ĚŝƐŵĂů ĚŝƐƚƌŝĐƚƐ ƐŵĞůů ϭϲ YŽƵ ŚĞĂƌ ƐĐƌĞĂŵŝŶŐ ĂďŽǀĞ LJŽƵ͘ tŚĞŶ
ůŝŬĞ ƌŽƐĞƐ͊͟ LJŽƵ ůŽŽŬ ƵƉ͕ LJŽƵ ƐĞĞ Ă ǁĞůů ĚƌĞƐƐĞĚ
ϱ ĐůƵŵƉ ŽĨ ŚŝƉƉŽŐƌŝī ĚƵŶŐ ĨĂůůƐ ĨƌŽŵ ŶŽďůĞ ŐĞŶƚůLJ ŇŽĂƟŶŐ ƚŽ ƚŚĞ ŐƌŽƵŶĚ͘
ƚŚĞ ƐŬLJ͘
ϲ ŚĂůŇŝŶŐ ǀĞŶĚŽƌ ŝƐ ƐĞůůŝŶŐ ĚƌŝĞĚ ůŝnjĂƌĚ 17 LJŽƵŶŐ ĐŚŝůĚ ƐŝƚƐ ĐƌLJŝŶŐ ŽŶ ƚŚĞ ƐƚĂŝƌƐ ŽĨ
ũĞƌŬLJ ĨƌŽŵ Ă ǁĂŐŽŶ͘ ͞dĂůĞŶƚĂŶ ƐƚLJůĞ͊͟ dŚĂƌĂƐŚŬ ŝŶƋƵŝƐŝƟǀĞ͛Ɛ ŽĸĐĞ͘ /Ĩ LJŽƵ ĂƐŬ͕
ƐŚĞ ƐĂLJƐ͘ ͞:ƵƐƚ ůŝŬĞ ĞůŝƉĂ ƵƐĞĚ ƚŽ ŵĂŬĞ͊͟ ŚĞ ƐŽďƐ ƚŚĂƚ ƚŚĞLJ ǁŽŶ͛ƚ ŚĞůƉ ĮŶĚ ŚŝƐ
7 ĐƌŽǁĚ ƐƚĂŶĚƐ ŽƵƚƐŝĚĞ Ă ƌƵŶĚŽǁŶ ĚŽŐ͘
ďƵŝůĚŝŶŐ͘ Őƌŝŵ ƋƵĂƌƚĞƚ ŽĨ ŚĂůŇŝŶŐƐ
ǁĞĂƌŝŶŐ ƚŚĞ ŝŶƐŝŐŶŝĂ ŽĨ ƚŚĞ ZĂƚĐĂƚĐŚĞƌ͛Ɛ 18 zŽƵ ƐƉŽƚ Ă ŵŽƐƐ ĐŽǀĞƌĞĚ ǁĂƌĨŽƌŐĞĚ
'ƵŝůĚ ŚĞĂĚ ŝŶƐŝĚĞ͘ ƐŝƫŶŐ ŝŶ Ă ƐŵĂůů ƉĂƌŬ ŽǀĞƌůŽŽŬŝŶŐ ƚŚĞ
8 ŚĂůĨͲĐŚĞǁĞĚ ĚƌƵŵƐƟĐŬ ĨĂůůƐ ĨƌŽŵ ĂŶ ĂŐŐĞƌ ZŝǀĞƌ͘ ŝƌĚƐ ĂƌĞ ŶĞƐƟŶŐ ŝŶ ĂŶ
ƉĂƐƐŝŶŐ ƐŬLJĐŽĂĐŚ͕ ŶĞĂƌůLJ ŚŝƫŶŐ LJŽƵ ŝŶ ƐŵĂůů͕ ŽƉĞŶ ĐŽŵƉĂƌƚŵĞŶƚ ŝŶ ƚŚĞ ƚŽƌƐŽ
ƚŚĞ ŚĞĂĚ͘ ŽĨ ƚŚĞ ǁĂƌĨŽƌŐĞĚ͘
9 ĚƌĂŐŽŶŵĂƌŬĞĚ ŚĂůĨͲŽƌĐ ŚŽůĚƐ ǁŚĂƚ
ĂƉƉĞĂƌƐ ƚŽ ďĞ Ă ĚŽǁƐŝŶŐ ƌŽĚ͕ ƐůŽǁůLJ 19 dǁŽ ǀĞƚĞƌĂŶ ƐŽůĚŝĞƌƐͶĂ <ĂƌƌŶ ĂŶĚ Ă
ƉĂƐƐŝŶŐ ŝƚ ŽǀĞƌ ĚŽŽƌƐ ĂŶĚ ƉĂƐƐĞƌďLJ ŽŶ dŚƌĂŶĞͶĂƌĞ ƐŚŽƵƟŶŐ Ăƚ ŽŶĞ ĂŶŽƚŚĞƌ͘
ƚŚĞ ƐƚƌĞĞƚ͘ dŚĞ ƌŽĚ ďĞŐŝŶƐ ƚŽ ƐŚĂŬĞ dŚĞ <ĂƌƌŶ ĚƌĂǁƐ Ă ĚĂŐŐĞƌ͘
ǀŝŽůĞŶƚůLJ ĂƐ LJŽƵ ĂƉƉƌŽĂĐŚ͘
ϭϬ ŚƵŵĂŶ ŵĞƌĐŚĂŶƚ ĂƌŐƵĞƐ ǁŝƚŚ Ă ŐŝĂŶƚ ϮϬ dŚĞ ĐƌŽǁĚƐ ƉĂƌƚ͕ ŵĂŬŝŶŐ ƌŽŽŵ ĨŽƌ
Žǁů͘ Ă ŚĂůŇŝŶŐ ǁĂƌƌŝŽƌ ƌŝĚŝŶŐ Ă ƐŶĂƌůŝŶŐ
11 Ɛ LJŽƵ ĐƌŽƐƐ Ă ďƌŝĚŐĞ͕ LJŽƵ ŶŽƟĐĞ Ă ĐůĂǁĨŽŽƚ ƌĂƉƚŽƌ͘
ƉĂŝƌ ŽĨ ƐƚŽŶĞŵĂƐŽŶƐ ƐƚƵĚĚŝŶŐ Ă ĐƌĂĐŬ
ƌƵŶŶŝŶŐ ƚŚƌŽƵŐŚ ƚŚĞ ƐƚŽŶĞ ƐƉĂŶ͘ 21 dŚƌĞĞ ĐŚŝůĚƌĞŶ ĨŽůůŽǁ Ă ǁĂƌĨŽƌŐĞĚ
12 dǁŽ ƉĞŽƉůĞ ĂƌĞ ĂƌŐƵŝŶŐ ŝŶ ĨƌŽŶƚ ŽĨ Ă ĐŝƚLJ ũƵŐŐĞƌŶĂƵƚ͕ ŐŝŐŐůŝŶŐ ĂŶĚ ƚŚƌŽǁŝŶŐ
ŐƵĂƌĚ͕ ĂŶĚ LJŽƵ ŚĞĂƌ ĂĐĐƵƐĂƟŽŶƐ ƚŚĂƚ ŐĂƌďĂŐĞ Ăƚ ŝƚ͘ dŚĞ ǁĂƌĨŽƌŐĞĚ ƐƚŽŝĐĂůůLJ
ƐŽŵĞŽŶĞ ŝƐ Ă ĐŚĂŶŐĞůŝŶŐ͘ ŝŐŶŽƌĞƐ ƚŚĞŵ͘
13 <ĂƌƌŶĂƚŚŝ ĐŽƵƉůĞ ƐƚĞƉ Žī Ă ůŝŌ͕ Ă ůĂƌŐĞ
ŵĂƉ ŝŶ ƚŚĞŝƌ ŚĂŶĚƐ͘ dŚĞLJ ƚƵƌŶ ĂŶĚ 22 ƐƋƵĂĚ ŽĨ ƚŚĞ ^ŚĂƌŶ tĂƚĐŚ ƉƵƐŚĞƐ
ƌŽƚĂƚĞ ƚŚĞ ƉĂƉĞƌ ƐĞǀĞƌĂů ƟŵĞƐ͕ ƚƌLJŝŶŐ ƚŽ ƉĂƐƚ LJŽƵ͕ ƵƌŐŝŶŐ ƉĞŽƉůĞ ƚŽ ŐĞƚ ŽƵƚ ŽĨ
ŵĂŬĞ ŚĞĂĚƐ Žƌ ƚĂŝůƐ ŽĨ ƚŚĞ ĚŝƌĞĐƟŽŶƐ͘ ƚŚĞ ǁĂLJ͘

160 CHAPTER 6 | THE STREETS OF SHARN 23 Ŷ ĞƌĞŶŝ ƐƚŽƉƐ LJŽƵ ƚŽ ĂƐŬ ĨŽƌ
ĚŝƌĞĐƟŽŶƐ ƚŽ ͞^ŚĂĞ >ŝĂƐ͘͟ ^ŚĞ ǁĞĂƌƐ Ă
ƐŝůǀĞƌ ŵĂƐŬ ĂŶĚ Ă glamerweave ƌŽďĞ͕
ĂŶĚ ĐĂƌƌŝĞƐ Ă ƐŝnjĞĂďůĞ ƉƵƌƐĞ͘

24 ĐŚĞĞƌĨƵů ŵĂŶ ƐĞůůƐ Ă ǁŝĚĞ ǀĂƌŝĞƚLJ ŽĨ
ƐŽƵǀĞŶŝƌƐ ƚŽ ĐŽŵŵĞŵŽƌĂƚĞ LJŽƵƌ ǀŝƐŝƚ
ƚŽ ^ŚĂƌŶ͗ ƐŬĞƚĐŚĞƐ͕ ĐƌLJƐƚĂů ŐůŽďĞƐ͕ ĂŶĚ
ƐŵĂůů ƉůĂƐƚĞƌ ƚŽǁĞƌƐ͘


Ϯϱ zŽƵ ƉĂƐƐ ďLJ Ă ƐŚŝŌĞƌ ĂŶĚ Ă ĚǁĂƌĨ 34 &ƌĞƐŚ ŐƌĂĸƟ ƉƌŽĐůĂŝŵƐ ͞dŚĞ ĐƌŽǁŶ ĚŝĞƐ
ŵĞƌĐŚĂŶƚ ĂƌŐƵŝŶŐ ǁŝƚŚ Ă ŵĞŵďĞƌ ǁŝƚŚ ŽƌĂŶĞů͊͟
ŽĨ ƚŚĞ ^ŚĂƌŶ tĂƚĐŚ͘ ƉƉĂƌĞŶƚůLJ͕ ƚŚĞ
ƐŚŝŌĞƌ ďĞůŝĞǀĞƐ ŚĞ ǁĂƐ ĐŚĂƌŵĞĚ ŝŶƚŽ ϯϱ ǁĞůůͲĚƌĞƐƐĞĚ ŐŶŽŵĞ ŽīĞƌƐ ƚŽ ƐĞůů LJŽƵ
ŵĂŬŝŶŐ Ă ĨŽŽůŝƐŚ ƉƵƌĐŚĂƐĞ͘ ĂŶ ŝŶǀŝƚĂƟŽŶ ƚŽ ƚŚĞ dĂŝŶ 'ĂůĂ͘ ͞/ƚ͛Ɛ ƚŚĞ
ŐƌĂŶĚĞƐƚ ĐĞůĞďƌĂƟŽŶ ŝŶ ^ŚĂƌŶ͊ /͛ŵ ƚŽŽ
Ϯϲ zŽƵ ĐŽŵĞ ĂĐƌŽƐƐ Ă ǁĂůů ǁŚĞƌĞ ƉĞŽƉůĞ ďƵƐLJ ƚŽ ŐŽ ƚŚŝƐ ŵŽŶƚŚ͕ ďƵƚ ŝƚ͛Ɛ Ă ďĂƌŐĂŝŶ
ŚĂǀĞ ǁƌŝƩĞŶ ƚŚĞ ŶĂŵĞƐ ŽĨ ĨƌŝĞŶĚƐ ůŽƐƚ Ăƚ ϭϬ ƉŝĞĐĞƐ ŽĨ ŐŽůĚ͊͟
ĚƵƌŝŶŐ ƚŚĞ >ĂƐƚ tĂƌ͘
ϯϲ ŵĂŶ ŝŶ ĨĂĚĞĚ ĮŶĞƌLJ ĞdžƚŽůƐ ƚŚĞ ǀŝƌƚƵĞƐ
27 ŚĂůŇŝŶŐ ǁĞĂƌŝŶŐ ƚŚĞ ůŝǀĞƌLJ ŽĨ ,ŽƵƐĞ ŽĨ Ă ŵŝƌĂĐůĞ Ğůŝdžŝƌ ƚŽ Ă ƐŵĂůů ĐƌŽǁĚ͘ ͞/ƚ͛Ɛ
:ŽƌĂƐĐŽ ĂƌŐƵĞƐ ǁŝƚŚ Ă ŵĞŵďĞƌ ŽĨ ƚŚĞ ƚŚĞ ƐĞĐƌĞƚ ,ŽƵƐĞ :ŽƌĂƐĐŽ ĚŽĞƐŶ͛ƚ ǁĂŶƚ
^ŚĂƌŶ tĂƚĐŚ͕ ĂƉƉĂƌĞŶƚůLJ ƚƌLJŝŶŐ ƚŽ LJŽƵ ƚŽ ŬŶŽǁ͊͟
ĂďƐŽůǀĞ Ă ĨƌŝĞŶĚ ŽĨ ĂŶ ĂĐĐƵƐĂƟŽŶ ŽĨ
ƉŝĐŬƉŽĐŬĞƟŶŐ͘ 37 tŝƚŚ Ă ůŽƵĚ ĐƌLJ ĂŶĚ ǁŝůĚůLJ ƉŝŶǁŚĞĞůŝŶŐ
ĂƌŵƐ͕ Ă ĐŚŝůĚ ƉůƵŵŵĞƚƐ ĨƌŽŵ Ă ĐƌŽǁĚĞĚ
28 dŚĞ ƐŵĞůů ŽĨ ĨƌĞƐŚ͕ ďƵƩĞƌĞĚ ďƌĞĂĚ ďƌŝĚŐĞ ĂďŽǀĞ͘
ǁĂŌƐ ƚŚƌŽƵŐŚ ƚŚĞ ŵŝĚĚůĞ ŽĨ ƚŚĞ
ƚŚŽƌŽƵŐŚĨĂƌĞ͕ ďƵƚ LJŽƵ ĐĂŶŶŽƚ ĮŶĚ ƚŚĞ 38 ͞dŚĞLJ͛ƌĞ ĞƌŽĚŝŶŐ ŽƵƌ ƚƌĂĚŝƟŽŶƐ͊ ŽŶ͛ƚ
ƐŽƵƌĐĞ͘ ůĞƚ ƚŚĞƐĞ ƚŚŝĞǀĞƐ ƚĞůů ŽƵƌ ŬŝŶŐ ǁŚĂƚ
ƚŽ ĚŽ͊͟ LJŽƵŶŐ ǁŽŵĂŶ ƐƚĂŶĚƐ ŽŶ Ă
29 ƐƚƌĞĞƚ ƉĞƌĨŽƌŵĞƌ ĚƌĞƐƐĞĚ ĂƐ <ŝŶŐ ĐŽƌŶĞƌ ƐŚŽƵƟŶŐ ĂďŽƵƚ ƚŚĞ ƚŚƌĞĂƚ ƉŽƐĞĚ
ŽƌĂŶĞů ŽīĞƌƐ ƚŽ ŬŶŝŐŚƚ ƚŽƵƌŝƐƚƐ ĨŽƌ Ă ďLJ ƚŚĞ ĚƌĂŐŽŶŵĂƌŬĞĚ ŚŽƵƐĞƐ͘
ĐŽƉƉĞƌ ƉŝĞĐĞ͘
39 ƉĂŶŝĐŬĞĚ ŐŶŽŵĞ ƌƵŶƐ ŽƵƚ ŽĨ ĂŶ
ϯϬ ǁĞůůͲĚƌĞƐƐĞĚ ŚƵŵĂŶ ŇŽĂƚƐ ĚŽǁŶ ĨƌŽŵ ŽƌĂĐůĞ͛Ɛ ƚĞŶƚ͘ ͞tĞ͛ƌĞ ĚŽŽŵĞĚ͊
Ă ďĂůĐŽŶLJ ĂďŽǀĞ͕ ŚŝƐ ĨĂůů ƐůŽǁĞĚ ďLJ Ă ŽŽŽŽŽŵĞĚ͊
feather fall ƐƉĞůů͘ ,Ğ ďŝĚƐ LJŽƵ͕ ͞ŐŽŽĚ
ĚĂLJ͟ ĂŶĚ ǁĂůŬƐ Žī ƋƵŝĐŬůLJ ĂƐ LJŽƵ ŚĞĂƌ ϰϬ ŵĂŶ ďĞŐƐ ĨŽƌ ĐŽŝŶƐ ŽƵƚƐŝĚĞ Ă :ŽƌĂƐĐŽ
ŐƵĂƌĚƐ ƐŚŽƵƟŶŐ ĂŶĚ ƉŽŝŶƟŶŐ ĨƌŽŵ Ă ŚŽƵƐĞ ŽĨ ŚĞĂůŝŶŐ͘ ͞KŶĞ ŐĂůŝĨĂƌ͕ ƉůĞĂƐĞ͊
ďƌŝĚŐĞ ĂďŽǀĞ͘ / ŬŶŽǁ ŝƚ͛Ɛ Ă ůŽƚ͕ ďƵƚ ŝĨ / ĐĂŶ͛ƚ ƌĂŝƐĞ ƚŚĞ
ŵŽŶĞLJ ƚŽĚĂLJ͕ ƐŚĞ͛ůů ĚŝĞ͊͟
31 ŐĂƌŐŽLJůĞ ƐǁŽŽƉƐ ŽǀĞƌŚĞĂĚ͕ ůĂŶĚŝŶŐ
ŽŶ ƚŚĞ ƐƚƌĞĞƚ ŝŶ ĨƌŽŶƚ ŽĨ LJŽƵ͘ /ƚ ƉƵůůƐ
Ă ƉŝĞĐĞ ŽĨ ĨŽůĚĞĚ ƉĂƌĐŚŵĞŶƚ ŽƵƚ ŽĨ Ă
ůĞĂƚŚĞƌ ƐĂƚĐŚĞů ĂŶĚ ŚĞĂĚƐ ŝŶƚŽ Ă ŶĞĂƌďLJ
ƐŚŽƉ͘

32 ŽŶĞͲĞLJĞĚ ŚĂůĨͲĞůĨ ŽƉĞŶƐ ƵƉ ŚŝƐ ĐůŽĂŬ
ƚŽ ƌĞǀĞĂů Ă ƐĞůĞĐƟŽŶ ŽĨ ǁĂŶĚƐ ĐĂƌǀĞĚ
ĨƌŽŵ ĚŝīĞƌĞŶƚ ǁŽŽĚƐ͘ ͞ ŝŐŚƚ ŐĂůŝĨĂƌƐ ;ϴ
ŐƉͿ ĞĂĐŚ͊ dŽƉ ƋƵĂůŝƚLJ͘ ŶĚ ŶŽƚ ƐƚŽůĞŶ Žƌ
ĂŶLJƚŚŝŶŐ͘͟

33 ŚƵŵĂŶ ĮƐŚŵŽŶŐĞƌ ĂŶĚ Ă ŚĂůĨͲĞůĨ ĂƌĞ
ĂƌŐƵŝŶŐ ĂďŽƵƚ ƚŚĞ ZĂĐĞ ŽĨ ŝŐŚƚ tŝŶĚƐ͕
Ă ůŽĐĂů ƐƉŽƌƟŶŐ ĞǀĞŶƚ͘ dŚĞ ŚƵŵĂŶ
ƚŚŝŶŬƐ ƚŚĂƚ ƚŚĞ ,ĂǁŬ ĐĂŶ͛ƚ ůŽƐĞ͕ ǁŚŝůĞ
ƚŚĞ ŚĂůĨͲĞůĨ ŝŶƐŝƐƚƐ ƚŚĂƚ ƚŚŝƐ ŝƐ ƚŚĞ LJĞĂƌ
ŽĨ ƚŚĞ Kǁů͘

CHAPTER 6 | THE STREETS OF SHARN 161


hÖ֛٠^«ƒÙÄ ^ãٛ›ãÝ 11 DŽƌŐƌĂǀĞ ƉƌŽĨĞƐƐŽƌ ůĞĂĚƐ Ă ƉĂĐŬ ŽĨ
ĐŚĂƩĞƌŝŶŐ ƐƚƵĚĞŶƚƐ ŽŶ ĂŶ ĞdžƉĞĚŝƟŽŶ͘
2d20 ^ƚƌĞĞƚƐ ŽĨ hƉƉĞƌ ^ŚĂƌŶ &ƌŽŵ ƚŚĞŝƌ ƐƉĞůƵŶŬŝŶŐ ŐĞĂƌ͕ LJŽƵ
ŝŵĂŐŝŶĞ ƚŚĞLJ͛ƌĞ ŚĞĂĚŝŶŐ ĚŽǁŶ ŝŶƚŽ ƚŚĞ
2 zŽƵ͛ƌĞ ŶĞĂƌůLJ ƌƵŶ ĚŽǁŶ ďLJ Ă ŐŝůĚĞĚ ŽŐƐ͘
ĐĂƌƌŝĂŐĞ͕ ƉƵůůĞĚ ďLJ Ă ƚĞĂŵ ŽĨ ǁĂƌĨŽƌŐĞĚ
ŐŝůĚĞĚ ŝŶ ƚŚĞ ƐĂŵĞ ƉĂƩĞƌŶƐ͘ 12 Ɛ LJŽƵ ƉĂƐƐ ďLJ Ă ĨĂŶĐLJ ŝŶŶ͕ Ă ŶŽďůĞŵĂŶ
ŚĂŶĚƐ LJŽƵ Ă ĐŽƉƉĞƌ ƉŝĞĐĞ ĂŶĚ ƚŚĞ ƌĞŝŶƐ
3 ŵĂŐĞǁƌŝŐŚƚ ŽīĞƌƐ ƚŽ ƵƐĞ Ă ƐŝŵƉůĞ ŽĨ ŚŝƐ ŐƌŝīŽŶ͘ ͞ Ž ƚĂŬĞ ĐĂƌĞ ŶŽǁ͕ ƐŚĞ
ĐŚĂƌŵ ƚŽ ƉŽůŝƐŚ ƚŚĞ ĐŽŝŶƐ ŝŶ LJŽƵƌ ƉƵƌƐĞ ďŝƚĞƐ͘͟
ĨŽƌ ũƵƐƚ ϯ ĐƌŽǁŶƐ ;ϯ ĐƉͿ͘ ͞tĞ ǁŽƵůĚŶ͛ƚ
ǁĂŶƚ ĂŶLJŽŶĞ ƚŽ ŐĞƚ ŐƌŝŵĞ ŽŶ ƚŚĞŝƌ 13 ƚŽƵƌ ŐƌŽƵƉ ƉĂƵƐĞƐ ƚŽ ŵĂƌǀĞů Ăƚ ƚŚĞ
ŐůŽǀĞƐ ĨƌŽŵ ŚĂŶĚůŝŶŐ ĮůƚŚLJ ĐŽŝŶƐ ĨƌŽŵ ŐĂƚĞƐ ŽĨ Ă ŵĂŶƐŝŽŶ͘ ƉƉĂƌĞŶƚůLJ͕ ŝƚ͛Ɛ
ƚŚĞ ůŽǁĞƌ ǁĂƌĚƐ͘͟ ƚŚĞ ŚŽŵĞ ŽĨ ŽŶĞ ŽĨ ƚŚĞ ĚŝǀĂƐ ŽĨ hƉƉĞƌ
DĞŶƚŚŝƐ͘
4 Ŷ ŝůůƵƐŝŽŶ ŽĨ Ă ǁĂƌĨŽƌŐĞĚ ďƵƚůĞƌ
ĂƉƉĞĂƌƐ ĂƐ LJŽƵ ƉĂƐƐ ďLJ ƚŚĞ ƐĞĂůĞĚ 14 Ŷ ĞŶĐŚĂŶƚĞĚ ŵŝƌƌŽƌ ĂůůŽǁƐ LJŽƵ ƚŽ
ŐĂƚĞƐ ŽĨ Ă ŵĂŶƐŝŽŶ͘ ͞/͛ŵ ĂĨƌĂŝĚ ŵLJ ǀŝĞǁ ƚŚĞ ƐƚƌĞĞƚƐ ďĞůŽǁ LJŽƵ͕ ƚŽ ƐĞĞ ŚŽǁ
ŵŝƐƚƌĞƐƐ ŝƐŶ͛ƚ ƌĞĐĞŝǀŝŶŐ ŐƵĞƐƚƐ ƚŽĚĂLJ͘͟ ƚŚĞ ůĞƐƐ ĨŽƌƚƵŶĂƚĞ ůŝǀĞ͘

ϱ ĚƌĂŐŽŶŵĂƌŬĞĚ ŚĂůŇŝŶŐ ŽīĞƌƐ Ă ϭϱ ŬĂůĂƐŚƚĂƌ ƐƚŽƌLJƚĞůůĞƌ ƐŚĂƌĞƐ Ă ƚĂůĞ ŽĨ
ĐůĞĂŶƐŝŶŐ ĞŶĐŚĂŶƚŵĞŶƚ ĨŽƌ ϱ ĐƌŽǁŶƐ ůŝĨĞ ŝŶ ^ĂƌůŽŶĂ ĂŶĚ ƚŚĞ ĞŶĚůĞƐƐ ƐƚƌƵŐŐůĞ
;ϱ ĐƉͿ͘ ͞'ĞƚƐ ƌŝĚ ŽĨ ƚŚĞ Ěŝƌƚ͕ ďƌŝŐŚƚĞŶƐ ďĞƚǁĞĞŶ ƚŚĞ ƉĞĂĐĞĨƵů ŵŽŶŬƐ ŽĨ ĚĂƌ
LJŽƵƌ ďƌŝŐŚƚƐ͕ ƉƵƚƐ Ă ůŝƩůĞ ďŽƵŶĐĞ ďĂĐŬ ĂŶĚ ƚŚĞ ĐƌƵĞů ƐŽůĚŝĞƌƐ ŽĨ ƚŚĞ /ŶƐƉŝƌĞĚ͘
ŝŶ LJŽƵƌ ŚĂŝƌ͊ :ƵƐƚ ƚŚĞ ƚŚŝŶŐ ƚŽ ŵĂŬĞ Ă
ŐŽŽĚ ŝŵƉƌĞƐƐŝŽŶ͘͟ ϭϲ ŚĂůĨͲĞůĨ ǁĞĂƌŝŶŐ Ă ũĞǁĞůĞĚ ĞLJĞƉĂƚĐŚ
ŽīĞƌƐ Ă ĮŶĞ ƐƉĞůůŬ ĨŽƌ ũƵƐƚ ĨŽƌƚLJ
ϲ ͞DĂŬĞ ǁĂLJ͊ DĂŬĞ ǁĂLJ͊͟ LJŽƵŶŐ ďŽLJ ŐĂůŝĨĂƌƐ ;ϰϬ ŐƉͿ͘ ͞ZĞĂůůLJ ŝŶƚĞƌĞƐƟŶŐ
ĐůĞĂƌƐ Ă ƉĂƚŚ ĨŽƌ Ă ũĞǁĞůͲĞŶĐƌƵƐƚĞĚ ƐƚƵī͊ ŶĚ ŶŽƚ ƐƚŽůĞŶ Žƌ ĂŶLJƚŚŝŶŐ͘͟
ǁĂƌĨŽƌŐĞĚ ǁĞĂƌŝŶŐ Ă ůŽǀĞůLJ ĨƵƌ ĐůŽĂŬ͘
17 zŽƵ ĐŽŵĞ ƵƉŽŶ Ă ŐŝůĚĞĚ ƐƚĂƚƵĞ ŽĨ
7 ŇƵƐƚĞƌĞĚ ŐŶŽŵĞ ĐĂƌƌLJŝŶŐ ƐƚĂĐŬƐ YƵĞĞŶ tƌŽĂĂŶ͕ ƚŚĞ ƋƵĞĞŶ ǁŚŽ
ŽĨ ƉĂƉĞƌ ĂŶĚ ƉĂƌĐŚŵĞŶƚƐ ƚĂůůĞƌ ƚŚĂŶ ůĞĚ ƌĞůĂŶĚ ŝŶƚŽ ƚŚĞ >ĂƐƚ tĂƌ ;͞ĂŶĚ
ŚŝŵƐĞůĨ͘ ,Ğ ŝƐ ŽďůŝǀŝŽƵƐ ƚŽ ƚŚĞ ƚƌĂŝů ĨƌĞĞĚŽŵ͊͟ ƚŚĞ ƉůĂƋƵĞ ƉƌŽĐůĂŝŵƐͿ͘
ŽĨ ƐŵŽŬĞ ĐŽŵŝŶŐ ĨƌŽŵ ŝŶƐŝĚĞ Ă ƚĂůů͕
ƌŽůůĞĚͲƵƉ ƐĐƌŽůů ŽŶ ŚŝƐ ďĂĐŬ͘ 18 ǁĂƌĨŽƌŐĞĚ ǁŝƚŚ ƌŽƐĞƐ ƚǁŝŶĞĚ ĂƌŽƵŶĚ
ŚĞƌ ůŝŵďƐ ŽīĞƌƐ ƚŽ ƐĞůů LJŽƵ Ă ďŽƵƋƵĞƚ
8 dǁŽ ŶŽďůĞƐ ĂƌĞ ůŽĐŬĞĚ ŝŶ Ă ďŝƩĞƌ ĨŽƌ ĮǀĞ ƐŽǀĞƌĞŝŐŶƐ ;ϱ ƐƉͿ͘
ĂƌŐƵŵĞŶƚ͘ dŚĞLJ͛ƌĞ ǁĞĂƌŝŶŐ ƐŝŵŝůĂƌ
ĐůŽĂŬƐͶglamerweave ŐĂƌŵĞŶƚƐ 19 ƐƚƌŝŶŐ ƋƵĂƌƚĞƚ ŐŝǀĞƐ ĂŶ ŝŵƉƌŽŵƉƚƵ
ŝŵďƵĞĚ ǁŝƚŚ ƚŚĞ ŝůůƵƐŝŽŶ ŽĨ ƐŚŝŌŝŶŐ ƉĞƌĨŽƌŵĂŶĐĞͶƉƵďůŝĐŝƚLJ ĨŽƌ ƚŚĞ ŶĞǁ
ĐůŽƵĚƐͶĂŶĚ ƚŚŝƐ ƐĞĞŵƐ ƚŽ ďĞ ƚŚĞ ƐĞĂƐŽŶ ŽĨ ƚŚĞ <ĂǀĂƌƌĂŚ ŽŶĐĞƌƚ ,Ăůů͘
ƉƌŽďůĞŵ͘
ϮϬ ĚƌĂŐŽŶŵĂƌŬĞĚ ĞůĨ ĚĂnjnjůĞƐ ƉĂƐƐĞƌďLJ
9 ƌĞŐĂů ǁŽŵĂŶ ǁŝƚŚ ĂƵďƵƌŶ ŚĂŝƌ ŚĞůĚ ǁŝƚŚ Ă ŝůůƵƐŝŽŶĂƌLJ ƚĂďůĞĂƵ ŽĨ ƚǁŽ
ďĂĐŬ ŝŶ Ă ƐŝůǀĞƌ ĚŝĂĚĞŵ ǁĂŝƚƐ ĨŽƌ Ă ĚƵĞůŝŶŐ ĚƌĂŐŽŶƐ͘
ƐŬLJĐŽĂĐŚ͘ ^ŚĞ ŚŽůĚƐ Ă ĚĂƌŬǁŽŽĚ ƐƚĂī
ĞŶĐƌƵƐƚĞĚ ǁŝƚŚ ĚƌĂŐŽŶƐŚĂƌĚƐ͕ ĂŶĚ ƐŚĞ 21 ŵĂŶƐŝŽŶ ŚĂƐ Ă ĨĞǁ ŐĂƌŐŽLJůĞƐ ƐŝƫŶŐ
ƚĂƉƐ ŝƚ ŝŵƉĂƟĞŶƚůLJ͘ ŽŶ ŝƚƐ ǁĂůůƐ͘ dŚĞLJ͛ƌĞ ƉƌŽďĂďůLJ ƚŚĞƌĞ
ĂƐ ƐĞĐƵƌŝƚLJ͕ ďƵƚ ƚŚĞLJ ŽīĞƌ ůŝǀĞůLJ
ϭϬ ŐƌĂLJͲďĞĂƌĚĞĚ ƐĂŐĞ ĂƌŐƵĞƐ ǁŝƚŚ Ă ĐŽŵŵĞŶƚĂƌLJ ĂďŽƵƚ ĞǀĞƌLJŽŶĞ ǁŚŽ
ƉĂůĞ ƟĞŇŝŶŐ͕ ǁŚŽƐĞ ŚŽƌŶƐ ĂƉƉĞĂƌ ƚŽ ƉĂƐƐĞƐ ďLJ͘
ďĞ ĐĂƌǀĞĚ ĨƌŽŵ ŝĐĞ͘ dŚĞLJ ƐĞĞŵ ƚŽ ďĞ
ĚĞďĂƟŶŐ ƚŚĞ ĚĂŶŐĞƌŽƵƐ ĞīĞĐƚƐ ŽĨ
ZŝƐŝĂŶ ƉůĂŶĂƌ ŝŶŇƵĞŶĐĞ͘

162 CHAPTER 6 | THE STREETS OF SHARN


22 ƐƚƌĞĞƚ ƉĞƌĨŽƌŵĞƌ ŝƐ ĚƌĂǁŝŶŐ ƉĂƩĞƌŶƐ 34 ůĂƌŐĞ ƐƚĂƚƵĞ ĐŽŵŵĞŵŽƌĂƚĞƐ >ŽƌĚ
ŽŶ ƚŚĞ ŐƌŽƵŶĚ ŝŶ ĐŚĂůŬ͘ Ɛ ĞĂĐŚ ƉŝĐƚƵƌĞ ĂůŝĂŶ ŝƌ͛dĂŝŶ //͕ Ă ŶŽďůĞ ƉŚŝůĂŶƚŚƌŽƉŝƐƚ
ŝƐ ĐŽŵƉůĞƚĞĚ͕ ŝƚ ƐƚĂƌƚƐ ƚŽ ŵŽǀĞ͘ ůŽƐƚ Ăƚ ƐĞĂ͘ ,Ğ ŚŽůĚƐ Ă ƐƉLJŐůĂƐƐ ŝŶ ŽŶĞ
ŚĂŶĚ ĂŶĚ Ă ĚƌĂŐŽŶ ƚƵƌƚůĞ ŝŶ ƚŚĞ ŽƚŚĞƌ͘
23 ^ŽŵĞŽŶĞ͛Ɛ ƉĂŝŶƚĞĚ ƚŚĞ ĐƌŽǁŶ ĚŝĞƐ
ǁŝƚŚ ŽƌĂŶĞů ĂĐƌŽƐƐ ƚŚĞ ŐĂƚĞƐ ŽĨ Ă ϯϱ zŽƵ ƉĂƐƐ ďLJ Ă ,ŽƉĞ tĞůů͘ ^ƵƉƉŽƐĞĚůLJ͕
ŶŽďůĞ͛Ɛ ŵĂŶƐŝŽŶ͘ ŵĞŵďĞƌ ŽĨ ƚŚĞ ĂŶLJ ĐŽŝŶƐ LJŽƵ ƚŚƌŽǁ ŝŶ ƚŚĞ ǁĞůů ĂƌĞ
^ŚĂƌŶ tĂƚĐŚ ŝƐ ƚĂůŬŝŶŐ ƚŽ ƚŚĞ ƐĞƌǀĂŶƚƐ͘ ƚƌĂŶƐƉŽƌƚĞĚ ĚŽǁŶ ƚŽ ŚĞůƉ ƚŚĞ ƚƌŽƵďůĞĚ
ƉĞŽƉůĞ ŽĨ ƚŚĞ ůŽǁĞƌ ǁĂƌĚƐ͘
24 Őŝƌů ǁĞĂƌŝŶŐ ƚŚĞ ĐŽůŽƌƐ ŽĨ ,ŽƵƐĞ
sĂĚĂůŝƐ ĐŚĂƐĞƐ ŚĞƌ ŵŝŶŝĂƚƵƌĞ ĐŚŝŵĞƌĂ͘ ϯϲ ŚĂůĨͲĞůĨ ŶŽďůĞǁŽŵĂŶ ƐƚƌŝĚĞƐ ďLJ
ǁĞĂƌŝŶŐ Ă ĨĂŶĐLJ ƌĞĚ ĚƌĞƐƐ ĂŶĚ ĐĂƌƌLJŝŶŐ
Ϯϱ ƚĞĂŵ ŽĨ ŚĂŶĚůĞƌƐ ĨƌŽŵ ,ŽƵƐĞ sĂĚĂůŝƐ Ă ŵĂƚĐŚŝŶŐ ƉĂƌĂƐŽů͘ ŽƚŚ ƚŚĞ ĚƌĞƐƐ ĂŶĚ
ǁĂůŬ ĂůŽŶŐƐŝĚĞ Ă ƐŵĂůů ŐĞůĂƟŶŽƵƐ ĐƵďĞ͘ ƵŵďƌĞůůĂ ĂƌĞ ĚĞĐŽƌĂƚĞĚ ǁŝƚŚ ^ŝďĞƌLJƐ
͞tĞ͛ƌĞ ƚƌLJŝŶŐ ŝƚ ŽƵƚ͕ ƐĞĞŝŶŐ ŝĨ ŝƚ ĐĂŶ ĚƌĂŐŽŶƐŚĂƌĚƐ͘
ŬĞĞƉ ƚŚŝŶŐƐ ĐůĞĂŶ͕͟ ƚŚĞLJ ƐĂLJ͘
37 zŽƵ ĐŽŵĞ ƵƉŽŶ Ă ďĞĂƵƟĨƵů ŐĂƌĚĞŶ
Ϯϲ /ƚ ƐƚĂƌƚƐ ƚŽ ĚƌŝnjnjůĞ͘ ǁĞůůͲĚƌĞƐƐĞĚ Ăƚ ƚŚĞ ĞĚŐĞ ŽĨ Ă ƚŽǁĞƌ͘ Ŷ ĞůĨ ŝŶ ĮŶĞ
ŚĂůĨͲĞůĨ ŐůĂƌĞƐ Ăƚ ƚŚĞ ƐŬLJ ĂŶĚ ƐŶĂƉƐ ŵŽƵƌŶŝŶŐ ĐůŽƚŚĞƐ ůŽŽŬƐ ŽƵƚ ŽǀĞƌ ƚŚĞ
ŚŝƐ ĮŐƵƌĞƐ͕ ĂŶĚ ƚŚĞ ƌĂŝŶ ŝŵŵĞĚŝĂƚĞůLJ ĞĚŐĞ͘
ƐƚŽƉƐ͘
38 ŐŶŽŵĞ ŝŶ ŶĂƵƟĐĂů ŽƵƞŝƚ ŽīĞƌƐ ƟĐŬĞƚƐ
27 ǀĞŶĚŽƌ ŽīĞƌƐ Ă ƐĞůĞĐƟŽŶ ŽĨ ŵŽƵƚŚͲ ĨŽƌ Ă ͚ĐĞůĞďƌŝƚLJ ƐŬLJĐŽĂĐŚ ƚŽƵƌ͛ ĨŽƌ ũƵƐƚ ϱ
ǁĂƚĞƌŝŶŐ ƵŶĚĂŝƌŝĂŶ ĞŶƚƌĞĞƐ ĨƌŽŵ Ă ŐĂůŝĨĂƌƐ ;ϱ ŐͿ Ă ŚĞĂĚ͘
ŇŽĂƟŶŐ ĐĂƌƚͶŽŶůLJ ϴ ƐŽǀĞƌĞŝŐŶƐ ;ϴ ƐƉͿ
ĨŽƌ Ă ŵĂŐŝĐĂů ŵĞĂů͊ 39 zŽƵ ƐƉŽƚ Ă ƵŶŝƚ ŽĨ ƚŚĞ ZĞĚĐůŽĂŬ
ĂƩĂůŝŽŶ͕ ƚŚĞ ĞůŝƚĞ ƐŽůĚŝĞƌƐ ŽĨ ƚŚĞ
28 ŵĞŵďĞƌ ŽĨ ƚŚĞ ^ŚĂƌŶ tĂƚĐŚ ƐƚŽƉƐ ^ŚĂƌŶ tĂƚĐŚ͘ dŚĞLJ͛ƌĞ ƚĂůŬŝŶŐ ƚŽ ƚŚĞ
LJŽƵ͘ ͞ ĂŶ / ŚĞůƉ LJŽƵ͍ ƌĞ LJŽƵ ƐƵƌĞ ŽǁŶĞƌ ŽĨ Ă ůŽĐĂů ƚĂǀĞƌŶ͘
LJŽƵ͛ƌĞ ŝŶ ƚŚĞ ƌŝŐŚƚ ǁĂƌĚ͍͟
ϰϬ ŚĂůĨͲĞůǀĞŶ ƉŽĞƚ ůŽƵĚůLJ ƌĞĐŝƚĞƐ
29 zŽƵ ƉĂƐƐ ƚŚĞ ŽƉĞŶ ĚŽŽƌƐ ŽĨ Ă ƐŵŝƚŚLJ͘ Ă ůĞŶŐƚŚLJ ƉŽĞŵ ĂďŽƵƚ ƚŚĞ ƚƌĂŐŝĐ
/ŶƐŝĚĞ͕ Ă ŶƵŵďĞƌ ŽĨ ŚĂƌĚͲǁŽƌŬŝŶŐ ƚŽŽůƐ ĚĞƐƚƌƵĐƟŽŶ ŽĨ LJƌĞ͘
ĂƌĞ ŵŽǀŝŶŐ ĂŶĚ ŇŽĂƟŶŐ ŝŶĚĞƉĞŶĚĞŶƚůLJ͘
ŶĞĂƌďLJ ƐŵŝƚŚ ǁĂǀĞƐ Ă ǁĂŶĚ ĂƐ ŝĨ CHAPTER 6 | THE STREETS OF SHARN 163
ĐŽŶĚƵĐƟŶŐ ĂŶ ŽƌĐŚĞƐƚƌĂ͘

ϯϬ ƉƌŝĞƐƚ ĞdžƉůĂŝŶƐ ŚŽǁ ƚŚĞ ďĞƐƚ ǁĂLJ ƚŽ
ĞĂƌŶ ƚŚĞ ďůĞƐƐŝŶŐƐ ŽĨ <Žů <ŽƌƌĂŶ ŝƐ ƚŽ
ĚŽŶĂƚĞ͘ ͞&Žƌ ĞĂĐŚ ĐŽŝŶ LJŽƵ ŐŝǀĞ͕ LJŽƵ͛ůů
ƐƵƌĞůLJ ŐĞƚ Ă ŚƵŶĚƌĞĚ ŝŶ ƌĞƚƵƌŶ͊͟

31 zŽƵ ĐŽŵĞ ƵƉŽŶ Ă ĨŽƵŶƚĂŝŶ ŽĨ ĐŽůĚ
ĮƌĞ͘ /Ŷ ƚŚĞ ĐĞŶƚĞƌ͕ Ă ďƌĂƐƐ ĚƌĂŐŽŶ ƐƉŝƚƐ
ďƌŝůůŝĂŶƚ ŇĂŵĞƐ ŝŶƚŽ ƚŚĞ Ăŝƌ͕ ĂŶĚ ƚŚĞ
ƐƉŝůů ĚŽǁŶ ĂŶĚ ŽƵƚ ŝŶƚŽ ƚŚĞ ƉŽŽů ďĞůŽǁ͘

32 ƚƌŝŽ ŽĨ ĞůǀĞƐ ƉĞƌĨŽƌŵ ƉĞƌĨŽƌŵ Ă
ƌĞŵĂƌŬĂďůĞ ĚŝƐƉůĂLJ ŽĨ ĂƚŚůĞƟĐƐ ĂŶĚ
ŝůůƵƐŝŽŶ ŵĂŐŝĐ͕ ĂĚǀĂŶĐĞĚ ƉƵďůŝĐŝƚLJ ĨŽƌ
ƚŚĞ ĂƌŶŝǀĂů ŽĨ ^ŚĂĚŽǁƐ͘

33 ůŽǀĞůLJ ŵŽƐĂŝĐ ĚŝƐƉůĂLJƐ ƚŚĞ ƐĞĂů ŽĨ ƚŚĞ
ƵŶŝƚĞĚ 'ĂůŝĨĂƌ͘


APPENDIX A: FURTHER READING

After reading this ?IaÅVLMZ¼[ /]QLM, you may ruins, sinister organizations, and treasure-laden
have questions. What’s the Aurum? Who are dungeons of Stormreach. In addition to providing
the Daughters of Sora Kell? Just how many Dungeon Masters with a richly detailed city for
districts are there in Sharn, and what happens their Xen’drik based campaigns, this supplement
to adventurers in the Mournland? What’s in presents information on the movers and shakers of
Xen’drik? Until new material becomes available Stormreach, ready-to-use adversaries, adventure
NWZ \PM ÅN\P MLQ\QWV WN \PM DUNGEONS & DRAGONS hooks, and location maps.
:WTMXTIaQVO /IUM aW] KIV ÅVL \PM IV[_MZ[ \W
these questions and many more in the resources Dragons of Eberron (3.5E): This supplement
created in previous editions of the game. delves into the mysterious Draconic Prophecy.
It explores the continent of Argonnessen,
EBERRON SOURCEBOOKS homeland of the dragons, and describes various
new adventure sites. This book also investigates
These resources are currently available as ebooks dragons on the continents of Khorvaire, Sarlona,
via the Dungeon Master’s Guild at: and Xen’Drik.

DMsGuild.com Dragonmarked (3.5E): This supplement
explores each of the thirteen dragonmarked
The -JMZZWV +IUXIQOV ;M\\QVO and -JMZZWV +IUXIQOV houses in detail and presents advice for playing
/]QLM both provide an overview of the world, dragonmarked characters within a house or guild.
including advice on creating adventures and It also introduces new options for dragonmarked
a deeper look at the nations of Khorvaire and characters, including prestige classes, feats, and
the lands beyond it. Either of these books can spells. Finally, it discusses aberrant dragonmarks
be useful for a Dungeon Master who wants and their role in a campaign.
further insight into the setting. The other books
IZM TIZOMTa \QML \W [XMKQÅK []JRMK\[ 1N aW] _IV\ Eberron Campaign Guide (4E): Designed for
to run a campaign in the mysterious lands of the fourth edition of the DUNGEONS & DRAGONS
Xen’drik, ;MKZM\[ WN @MV¼LZQS and +Q\a WN ;\WZUZMIKP Roleplaying Game, this book presents a historical
PI^M I TW\ \W W‫ٺ‬MZ 1N aW]¼ZM OWQVO \W [\Ia PWUM and geographical overview of the setting;
.Q^M 6I\QWV[ reveals more information about information on key locations, personalities, and
the nations at the heart of Khorvaire, while organizations; an introductory adventure; and a
,ZIOWVUIZSML expands on the dynasties that bestiary of monsters and villains.
dominate the magical economy.
Eberron Campaign Setting (3.5E): The
All of these books were written for the revised ÅZ[\ [W]ZKMJWWS NWZ \PM [M\\QVO \PQ[ XZW^QLM[ I
third edition (3.5E) or the fourth edition (4E) of general overview of the world. This includes the
the Dungeons & Dragons Roleplaying Game. IZ\QÅKMZ KTI[[ IVL [\I\Q[\QK[ NWZ UWV[\MZ[ ]VQY]M
The setting material in these books is suitable to to Eberron (deathless, daelkyr, quori), along with
any Eberron campaign but the monsters, spells, a host of spells, feats, prestige classes, and other
classes, feats, or other game material in these game material.
books require adaptation for use in modern
campaigns. Eberron Player’s Guide (4E): This book
presents Eberron from the point of view of the
City of Stormreach (3.5E): Stormreach is an adventurer exploring it. This includes everything
IL^MV\]ZMZ¼[ ÅZ[\ [\WX _PMV M`XTWZQVO \PM LQ[\IV\ a player needs to create Eberron characters in
land of Xen’drik. This book describes the shadowy the fourth edition of the DUNGEONS & DRAGONS
Roleplaying Game.

Explorer’s Handbook (3.5E): This book
gives players everything they need to explore a

164 THE WAYFARER’S GUIDE TO EBERRON


variety of sites across Eberron, including modes the mountain refuge of Adar, the vast empire of
WN \ZI^MT M`XTWZQVO \QX[ IVL Z]TM[ NWZ RWQVQVO Riedra, and the mysterious lands of Syrkarn and
WZOIVQbI\QWV[ []KP I[ \PM XZM[\QOQW][ ?IaÅVLMZ the Tashana Tundra.
Foundation. For DMs, the book describes
several likely “launching pads” and destinations, Secrets of Xen’drik (3.5E): This book
complete with maps, ready-to-play encounters, delves into the mysteries of Xen’drik, including
and pregenerated NPCs. encounters, exotic locations, and new monsters,
magic items, and more.
Faiths of Eberron (3.5E): This supplement
XZM[MV\[ LM\IQTML LM[KZQX\QWV[ WN \PM UIRWZ Sharn: City of Towers (3.5E): This book
religions of Eberron, including the rival provides an in-depth exploration of the City of
pantheons of the Sovereign Host and the Dark Towers. In addition to describing more than
Six, the young faith of the Silver Flame, and the 100 city districts, it delves into the organizations
mysterious Blood of Vol. that are active in Sharn and explores the laws
enforced in the city… and the many forces
Five Nations (3.5E): This provides that break them. It includes maps of Sharn and
comprehensive overviews of Aundair, Breland, locations within it, along with NPCs, spells,
Karrnath, Thrane, and the Mournland, prestige classes, magic items, and more.
including postwar status, government, and
economy, as well as important locations, EBERRON NOVELS
communities, organizations, and NPCs.
There are dozens of novels that explore the world
Forge of War (3.5E): This comprehensive of Eberron. Here are a few that are currently
overview of the Last War provides all you need to available as ebooks or audiobooks:
SVW_ IJW]\ \PM M^MV\[ IZUQM[ JI\\TMÅMTL[ IVL
themes of Eberron’s greatest clash of nations. The Draconic Prophecy trilogy by James
Wyatt: ;\WZU ,ZIOWV ,ZIOWV .WZOM ,ZIOWV ?IZ A
Magic of Eberron (3.5E): In addition to half-elf seer with the Mark of Storms discovers
presenting new arcane and divine spells, feats, his role in the mysterious Draconic Prophecy—a
XZM[\QOM KTI[[M[ IVL UIOQK Q\MU[ \PQ[ JWWS W‫ٺ‬MZ[ destiny that will take him from the dungeons of
VM_ WX\QWV[ IVL QVN][QWV[ NWZ IZ\QÅKMZ[ M`XTWZM[ Dreadhold to Aundair and Argonnessen.
dragon totem magic and the twisted experiments
of the daelkyr, sheds light on the process of The Dragon Below trilogy by Don
elemental binding, and touches on other types of Bassingthwaite: <PM *QVLQVO ;\WVM <PM /ZQM^QVO
magic present in the world. <ZMM <PM 3QTTQVO ;WVO Beginning in the gloom of
the Shadow Marches, this series draws in the
Player’s Guide to Eberron (3.5E): An Gatekeeper druids, the daelkyr, the kalashtar,
overview of important locations, events, and the Cults of the Dragon Below.
organizations, races, and features of the Eberron
campaign setting, this gives a sense of what a The Dreaming Dark trilogy by Keith
player character might know about the world, Baker: +Q\a WN <W_MZ[ <PM ;PI\\MZML 4IVL /I\M[
while providing additional character options. WN 6QOP\. In the wake of the Mourning, a band
of Cyran soldiers travel to the city of Sharn.
Races of Eberron (3.5E): This sourcebook Trouble in the City of Towers leads them to the
delves deeply into changelings, kalashtar, shifters, ruins of Xen’drik and the planes of Thelanis and
and warforged. It provides detailed information Dal Quor as they unravel the schemes of the
on the psychology, society, culture, behavior, Dreaming Dark.
religion, folklore, and other aspects of these races,
as well as exploring the role of other core D&D The Heirs of Ash trilogy by Rich Wulf:
races in the setting. >WaIOM WN \PM 5W]ZVQVO ,I_V .TQOP\ WN \PM ,aQVO ;]V
:Q[M WN \PM ;M^MV\P 5WWV This series follows the
Secrets of Sarlona (3.5E): This sourcebook KZM_ WN IV IQZ[PQX WV I RW]ZVMa IKZW[[ -JMZZWV QV
explores the continent of Sarlona, home to the pursuit of a mysterious superweapon.
kalashtar and the villainous Inspired. It explores

APPENDIX | FURTHER READING 165


The Legacy of Dhakaan trilogy by Don • *W]VL *a 1ZWV by Edward Bolme follows a
Bassingthwaite: <PM ,WWU WN 3QVO[, ?WZL WN mystery in the grim nation of Karrnath.
<ZIQ\WZ[ <PM <aZIVVa WN /PW[\[. The shifter Geth is
drawn into the intrigues of the goblin nation of • <PM 6QOP\ WN 4WVO ;PILW_[ by Paul Crilley.
Dhakaan, dealing with the precarious balance Inquisitive Abraxus Wren investigates a
between the Ghaal’dar, the Dhakaani, and the murder at Morgrave University, uncovering
elves of Valenar. a mystery that reaches to the highest towers
of Sharn.
The Thorn of Breland trilogy by Keith
Baker: <PM 9]MMV WN ;\WVM <PM ;WV WN 3PaJMZ • 4MOIKa WN ?WT^M[ by Marsheila Rockwell is
<PM .ILQVO ,ZMIU. A member of the elite Dark set in the nation of Thrane, and deals with
Lanterns, Thorn clashes with House Tarkanan shifters and the dark history of the Church
in Sharn; pursues a dangerous mission in the of the Silver Flame.
monstrous nation of Droaam; and follows a
mysterious lead deep into the Mournland. • <PM ,IZS_WWL 5I[S Ja 2M‫ ٺ‬4I;ITI M`XTWZM[
the politics of Breland and Karrnath
Eberron: Inquisitives is a series of stand- through the fallout of an ambassador’s
alone novels focusing on inquisitives— murder in the city of Korth.
Eberron’s answer to the private investigator.

166 APPENDIX | FURTHER READING


APPENDIX B: GLOSSARY Breland. A nation in southern Khorvaire.
Known for industry and pragmatism. One of
Aberrant Dragonmark. A mark that the Five Nations that formed the Kingdom of
manifests on the skin and grants magical abilities Galifar. +PIX\MZ .
to the bearer. Aberrant dragonmarks are diverse
QV \PMQZ M‫ٺ‬MK\[ IVL IXXMIZIVKM J]\ OMVMZITTa Callestan. A district in the Lower Dura ward
grant destructive abilities. Superstition leads of Sharn. A dangerous and lawless region of the
many people to distrust those who carry aberrant City of Towers. +PIX\MZ
dragonmarks. +PIX\MZ
Cannith. A dragonmarked house associated
Adept. A divine spellcaster who knows 1-4 with the Mark of Making. +PIX\MZ
cantrips or rituals. +PIX\MZ
Changeling. A race of shapeshifters found in
Aerenal. An island nation in Eberron. Khorvaire. +PIX\MZ
Homeland of the elves and the Undying Court.
+PIX\MZ . +TQ‫\ٺ‬WX. A district in the Upper Dura ward
of Sharn. Known as a reliable source of capable
Arawai. The Sovereign of Life and Love. A adventurers. +PIX\MZ
deity of the Sovereign Host often associated with
the Life and Nature domains. +PIX\MZ Crown. A copper coin with a value of 1 cp.
+PIX\MZ .
Arcanix <PM ÅVM[\ QV[\Q\]\M NWZ IZKIVM
research in Khorvaire, located in the nation of Cyre. One of the Five Nations that formed the
Aundair. +PIX\MZ . Kingdom of Galifar, Cyre was known for art and
IZ\QÅKM +aZM _I[ LM[\ZWaML Ja \PM 5W]ZVQVO
Aundair. A nation in northwestern Khorvaire. and is now known as the Mournland. +PIX\MZ .
Known for education and arcane magic. One
of the Five Nations that formed the Kingdom of Daanvi. The plane of order. +PIX\MZ
Galifar. +PIX\MZ . Daask. A criminal organization with ties to
the monstrous nation of Droaam. Primarily
Aureon. The Sovereign of Law and Lore. A associated with violent crime and extortion.
deity of the Sovereign Host often associated with +PIX\MZ
the Knowledge and Order domains. +PIX\MZ Dark Six. The sinister counterpart to the
Sovereign Host. The deities of the Dark Six
Aurum. A powerful conspiracy operating in embody dangerous forces: death, darkness,
Khorvaire. +PIX\MZ destruction, treachery, chaos, passion. Most
followers of the Sovereign Host view the Dark
Balinor. The Sovereign of Horn and Hunt. A Six as evil, but their followers believe that the
deity of the Sovereign Host often associated with forces they represent are important aspects of life.
the Nature domain. +PIX\MZ +PIX\MZ
Daelkyr. 8W_MZN]T ÅMVL[ NZWU \PM XTIVM
Blood of Vol. A grim religion that believes of Madness. Daelkyr create aberrations and
that death is oblivion, but that mortals have a JZW]OP\ UQVL ÆIaMZ[ IVL JMPWTLMZ[ \W -JMZZWV
spark of divinity in their blood. Associated with The daelkyr are currently bound in Khyber by
the Life and Death domains. +PIX\MZ seals created by the Gatekeeper druids. +PIX\MZ .
Dal Quor. The plane of dreams. +PIX\MZ
Boldrei. The Sovereign of Hall and Hearth. A Darguun. A nation in southeast Khorvaire.
deity of the Sovereign Host often associated with Primarily populated by goblins who seized the
the Life and Protection domains. +PIX\MZ region from Cyre during the Last War. +PIX\MZ .

Boromar Clan. A powerful criminal
organization with deep roots in Sharn. Primarily
associated with theft, gambling, and smuggling.
+PIX\MZ

APPENDIX | GLOSSARY 167


Demon Wastes. A barren region in deep below the surface and used with binding
northwestern Khorvaire. The Demon Wastes enchantments. ;QJMZa[ LZIOWV[PIZL[ fall from the sky
are twisted by dark powers and home to a wide and amplify magical energies. +PIX\MZ
^IZQM\a WN ÅMVL[ +PIX\MZ
Droaam. A nation in western Khorvaire.
Deneith. A dragonmarked house associated Droaam was formed ten years ago and isn’t
with the Mark of Sentinel. +PIX\MZ recognized under the Treaty of Thronehold.
Its inhabitants are largely creatures considered
Devourer, the. A deity of the Dark Six, often to be “monsters”: ogres, trolls, gnolls, harpies,
associated with the Tempest domain. +PIX\MZ medusas, and similar creatures. +PIX\MZ

Dhakaan. A goblin empire that existed Dreaming Dark )V ITTQIVKM WN ÅMVL[ [IQL \W
before humanity came to Khorvaire. Destroyed be manipulating mortal dreams. +PIX\MZ
\PW][IVL[ WN aMIZ[ IOW IN\MZ ÅOP\QVO \PM LIMTSaZ
+PIX\MZ . Eberron. 1. One of the legendary Progenitor
Dragons, said to be the source of natural life and
Dol Arrah. The Sovereign of Sun and druidic magic. 2. The natural world. +PIX\MZ
;IKZQÅKM ) LMQ\a WN \PM ;W^MZMQOV 0W[\ WN\MV
associated with the Light and War domains. Eldeen Reaches. A nation in western
+PIX\MZ Aundair, formed by an alliance between the
druids of the western woods and farmers who
Dol Dorn. The Sovereign of Strength and broke away from Aundair. +PIX\MZ
Steel. A deity of the Sovereign Host, often
associated with strength, courage, and the War Emerald Claw. The Order of the Emerald
domain. +PIX\MZ Claw is a group of Karrnathi patriots who serve a
Ua[\MZQW][ ÅO]ZM SVW_V I[ \PM 9]MMV WN ,MI\P
Dolurrh. The realm of the dead, where Many follow the Blood of Vol faith, but most
mortal souls go after death. Many faiths believe followers of the Blood of Vol don’t support the
that Dolurrh is a gateway to a higher level of Emerald Claw. +PIX\MZ
existence. +PIX\MZ
Excoriate. A dragonmarked heir who’s been
Draconic Prophecy. Signs of the Prophecy K]\ W‫ ٺ‬NZWU \PMQZ PW][M ][]ITTa L]M \W I KZQUM
manifest in the movement of the moons and against the house. +PIX\MZ
planes, in the manifestation of dragonmarks
and natural phenomena. The Prophecy doesn’t Everice. An arctic continent in Eberron.
LMÅVM \PM N]\]ZM J]\ Q\ ZM^MIT[ XI\P[ \PI\ Q\ KIV +PIX\MZ
take. +PIX\MZ
Fernia. <PM XTIVM WN ÅZM +PIX\MZ
Dragonmark. A mark that manifests on Five Nations. Aundair, Breland, Cyre,
the skin and grants magical abilities to the 3IZZVI\P IVL <PZIVM <PM[M Å^M VI\QWV[ [MZ^ML
bearer. There are twelve known dragonmarks. as the foundation of the Kingdom of Galifar and
,ZIOWVUIZS[ IZM PMZMLQ\IZa IVL \QML \W I [XMKQÅK were the primary combatants in the Last War.
set of bloodlines. +PIX\MZ . +PIX\MZ
Forgehold. A Cannith workshop focusing on
Dragonmarked Houses. An alliance of arcane production or innovation. +PIX\MZ
families that carry a particular dragonmark; Foundling. Someone who develops a
House Cannith carries the Mark of Making, dragonmark without having any established ties
House Sivis holds the Mark of Scribing. Each to one of the dragonmarked houses. +PIX\MZ .
dragonmarked house has used the power of its Frostfell. An arctic continent in Eberron.
UIZS[ \W OIQV QVÆ]MVKM W^MZ I XIZ\QK]TIZ MTMUMV\ +PIX\MZ
of the magical economy of Khorvaire. +PIX\MZ Fury, the. A deity of the Dark Six, associated
with passion, madness, and vengeance. +PIX\MZ
Dragonshard. A form of crystal with mystical Galifar. A human civilization that once
properties. -JMZZWV LZIOWV[PIZL[ are found in dominated the continent of Khorvaire, named
upper earth and are the primary fuel of the
magical economy. 3PaJMZ LZIOWV[PIZL[ are found

168 APPENDIX | GLOSSARY


after the king who established it. Galifar came Lhazaar Principalities. An alliance of
city-states in northeastern Khorvaire. Known for
to an end when the Five Nations turned on one ships and sailors, and for both merchants and
another, triggeering the Last War. +PIX\MZ . pirates. +PIX\MZ

Ghaal’dar. The alliance of goblin clans that Library of Korranberg. Located in Zilargo,
established and currently rule the nation of the Library of Korranberg is widely considered
Darguun. +PIX\MZ to be the most extensive collection of literature
and general knowledge in Khorvaire. +PIX\MZ
Ghallanda. A dragonmarked house associated
with the Mark of Hospitality. +PIX\MZ . Lyrandar. A dragonmarked house associated
with the Mark of Storms. +PIX\MZ .
Greater Dragonmark. A dragonmark that
has grown in size and grants greater powers to Mabar. The plane of darkness and entropy.
the character that possesses it. +PIX\MZ . The source of negative energy in Eberron. Serves
the role of the Shadowfell in Eberron. +PIX\MZ
Irian. The plane of light and hope. The source
of positive energy in Eberron. +PIX\MZ Magewright. Someone who uses arcane
magic as part of their occupation. A typical
Jorasco. A dragonmarked house associated magewright knows 1 to 4 practical cantrips or
with the Mark of Healing. +PIX\MZ . rituals. +PIX\MZ

Kalashtar. A hybrid race formed by a bond Manifest Zone. A region where one of
between humans and renegade spirits from the \PM XTIVM[ QVÆ]MVKM[ -JMZZWV ) UIVQNM[\
zone usually displays traits associated with the
plane of dreams. Primarily found in the nation of connected plane, and it can serve as a portal to
Adar in Sarlona. +PIX\MZ . that plane.

Karrnath. A nation in northeastern Medani. A dragonmarked house associated
Khorvaire. Known for stoicism and martial with the Mark of Detection. +PIX\MZ .

discipline. One of the Five Nations that formed Mockery, the. A deity of the Dark Six, often
the Kingdom of Galifar. +PIX\MZ . associated with the Trickery and War domains.
+PIX\MZ
Keeper, the. A deity of the Dark Six, often
associated with the Death and Grave domains. Morgrave University. Located in the Upper
+PIX\MZ Menthis Plateau ward of Sharn, Morgrave
University is the largest institute of learning in
Khoravar. The half-elves of Khorvaire use Breland. +PIX\MZ .
this term—Elvish for “child of Khorvaire”—as
the name of their race. +PIX\MZ . Mournland. Formerly the nation of Cyre, the
Mournland is an unnatural wasteland created
Khorvaire. A continent in Eberron. Home of by the Mourning. It is home to many dangerous
the Thronehold nations. +PIX\MZ . KZMI\]ZM[ IVL ]VXZMLQK\IJTM UIOQKIT M‫ٺ‬MK\[
+PIX\MZ
Khyber. 1. One of the legendary Progenitor
,ZIOWV[ [IQL \W JM \PM [W]ZKM WN ÅMVL[ IVL W\PMZ Mourning. The mystical cataclysm that
evil creatures. 2. The Underdark of Eberron. destroyed the nation of Cyre and transformed
+PIX\MZ . it into the Mournland. The Mourning took
place on 20 Olarune 994 YK. The cause of the
Kol Korran. The Sovereign of World and Mourning remains a mystery. +PIX\MZ .
Wealth. A deity of the Sovereign Host associated
with trade and travel. +PIX\MZ Mror Holds. A mountainous nation in
eastern Khorvaire. Primarily inhabited by
Kundarak. A dragonmarked house associated dwarves. Known for its mines and mineral
with the Mark of Warding. +PIX\MZ . wealth. +PIX\MZ .

Kythri. The plane of chaos. +PIX\MZ
Lamannia. The plane of nature. +PIX\MZ
Last War ) KWVÆQK\ NW]OP\ \W LM\MZUQVM
which of the Five Nations would rule Galifar.

The Last War began in 894 YK. The Last War
W‫ٻ‬KQITTa MVLML QV !! A3 _Q\P \PM [QOVQVO WN \PM
Treaty of Thronehold. +PIX\MZ

APPENDIX | GLOSSARY 169


Olladra. The Sovereign of Feast and Fortune. the Dark Six. 2. A coin with a value of one silver
A deity of the Sovereign Host often associated piece (1 sp). +PIX\MZ
with the Life and Trickery domains. +PIX\MZ
Sovereign Host. The most widespread
Onatar. The Sovereign of Fire and Forge. A religion in Khorvaire. The Host is a pantheon of
deity of the Sovereign Host often associated with nine deities. Followers believe the Sovereigns are
the Forge and Knowledge domains. +PIX\MZ WUVQXZM[MV\ O]QLQVO IVL QVÆ]MVKQVO ITT \PQVO[
Most people worship the pantheon as a whole,
Q’barra. A nation in eastern Khorvaire. but there are variations that focus on subsets of
Home to lizardfolk and dragonborn, it was the host. +PIX\MZ
colonized by settlers from the Five Nations
during the Last War. +PIX\MZ Stormreach. The largest human colony in
Xen’drik. +PIX\MZ .
Orien. A dragonmarked house associated with
the Mark of Passage. +PIX\MZ . Syrania. The plane of peace. Known for its
ÆWI\QVO KQ\ILMT[ +PIX\MZ
Path of Light. A kalashtar religion that seeks
to guide Eberron through an age of darkness Talenta Plains. A nation in eastern
and into light. Often associated with the Life and 3PWZ^IQZM 8ZQUIZQTa QVPIJQ\ML Ja PITÆQVO[
Light domains. +PIX\MZ . +PIX\MZ .

Phiarlan. A dragonmarked house associated Tarkanan. House Tarkanan is a criminal
with the Mark of Shadows. +PIX\MZ . organization primarily associated with theft
and assassination. Members have aberrant
Risia. The plane of ice. +PIX\MZ dragonmarks. +PIX\MZ
Sarlona. A continent in Eberron. Home of
humanity and the kalashtar. Dominated by the Tharashk. A dragonmarked house associated
Inspired lords of Riedra. There is limited contact with the Mark of Finding. +PIX\MZ .
between Khorvaire and Sarlona. +PIX\MZ
Shadow, the. A deity of the Dark Six, often Thelanis. The Faerie Court. This plane serves
associated with the Knowledge domain. +PIX\MZ the role of the Feywild in Eberron. +PIX\MZ
Shadow Marches. A region of swamps in
southwestern Khorvaire. Primarily inhabited by Thrane. A nation in central Khorvaire.
orcs, humans, and half-orcs. +PIX\MZ Known for devotion and the Church of the Silver
Shifter. A race thought to have ties to Flame. One of the Five Nations that formed the
lycanthropes, primarily found in the Eldeen Kingdom of Galifar. +PIX\MZ .
Reaches. +PIX\MZ .
Siberys. 1. One of the legendary Progenitor Thronehold. This island city was the former
Dragons, thought to be the source of celestials KIXQ\IT WN /ITQNIZ <PM \ZMI\a \PI\ W‫ٻ‬KQITTa MVLML
and magic. 2. The ring of dragonshards that the Last War was negotiated and signed here.
circles the world. +PIX\MZ
Silver Flame. A source of divine energy, the Thronehold Nation. A nation in Khorvaire
;QT^MZ .TIUM JQVL[ ÅMVL[ IVL MUXW_MZ[ \PW[M recognized by the Treaty of Thronehold
_PW ÅOP\ M^QT 7N\MV I[[WKQI\ML _Q\P \PM 4QNM and bound by the terms of the treaty. The
Light, and War domains. +PIX\MZ Thronehold nations are Aundair, Breland,
Sivis. A dragonmarked house associated with Darguun, the Eldeen Reaches, Karrnath, the
the Mark of Scribing. +PIX\MZ . Lhazaar Principalities, the Mror Holds, Q’barra,
Skycoach. ) [UITT ÆaQVO ^M[[MT NW]VL QV \PM the Talenta Plains, Thrane, Valenar, and
city of Sharn. Skycoaches are sustained by the Zilargo. +PIX\MZ
manifest zone around Sharn and can’t be used
elsewhere in Khorvaire. +PIX\MZ Thuranni. A dragonmarked house associated
Sovereign. 1. One of the deities of the with the Mark of Shadow. +PIX\MZ .
Sovereign Host; occasionally used to describe
Traveler, the. A deity of the Dark Six, often
associated with the Forge and Trickery domains.
+PIX\MZ

Treaty of Thronehold. The agreement that
brought the Last War to an end. +PIX\MZ

170 APPENDIX | GLOSSARY


Tyrants, the. A criminal organization Warforged. A race of sentient golems created
primarily comprised of changelings and by House Cannith during the Last War. The
doppelgangers. Associated with forgery, Treaty of Thronehold granted freedom to
blackmail, and fraud. +PIX\MZ the warforged and forbid the creation of new
warforged. +PIX\MZ
Twelve. An organization that facilitates
communication and cooperation between the Xoriat. The plane of madness. +PIX\MZ
Dragonmarked Houses. +PIX\MZ YK. “Year of the Kingdom.” A calendar
abbreviation used to mark the foundation of
Undying Court. The council of deathless the Kingdom of Galifar. By default, an Eberron
elves that guides and protects the elves of campaign begins in 998 YK. +PIX\MZ
Aerenal. As a source of divine power, often Xen’drik. A continent in Eberron. Once
associated with the Grave, Knowledge, and Light home to an empire of giants, it’s now a nation of
domains. +PIX\MZ ruins and mysteries. +PIX\MZ .
Zilargo. A nation in the southern Khorvaire.
Valenar. 1. A nation in southeastern Primarily populated by gnomes. Known for
Khorvaire. Established by elf mercenaries who elemental binding and the pursuit of knowledge.
seized the territory from Cyre. 2. One of the elves +PIX\MZ
who seized this region. Valenar elves known for
their devotion to the arts of war. +PIX\MZ

Wandslinger. Someone who uses an arcane
focus as a primary weapon. NPC wandslingers
typically know 2 cantrips, and up to three
additional cantrips or spells. +PIX\MZ

APPENDIX | GLOSSARY 171


APPENDIX C: DRAGONMARKED HOUSE CRESTS

172 APPENDIX | DRAGONMARKED HOUSE CRESTS


APPENDIX | DRAGONMARKED HOUSE CRESTS 173


CLASS: ARTIFICER Quick Build

EYkl]jk g^ mfdg[caf_ eY_a[ af ]n]jq\Yq gZb][lk$ YjlaÕ- Qgm [Yf eYc] Yf YjlaÕ[]j ima[cdq Zq ^gddgoaf_ l`]k]
cers are supreme inventors. They see magic as a com- suggestions. First, put your highest ability score in Intel-
hd]p kqkl]e oYalaf_ lg Z] \][g\]\ Yf\ [gfljgdd]\& 9jlaÕ- ligence, followed by Constitution or Dexterity. Second,
cers use tools to channel arcane power, crafting magical choose the guild artisan background.
gZb][lk& Lg [Ykl Y kh]dd$ Yf YjlaÕ[]j [gmd\ mk] Yd[`]eaklÌk
kmhhda]k lg [j]Yl] Y hgl]fl ]dapaj$ [Ydda_jYh`]jÌk kmhhda]k Optional Rule: Multiclassing
lg afk[jaZ] Y ka_ad g^ hgo]j gf Yf YddqÌk Yjegj$ gj lafc]jÌk
lggdk lg [jY^l Y l]ehgjYjq [`Yje& L`] eY_a[ g^ YjlaÕ[]jk If your group uses the optional rule on multiclassing in
is tied to their tools and their talents. the Player’s Handbook$ `]j]Ìk o`Yl qgm f]]\ lg cfgo a^
qgm [`ggk] YjlaÕ[]j Yk gf] g^ qgmj [dYkk]k&
Arcane Science
Ability Score Minimum. As a multiclass character,
In the world of Eberron, arcane magic has been har- you must have at least an Intelligence score of 13 to take
nessed as a form of science and deployed throughout a level in this class, or to take a level in another class if
kg[a]lq& 9jlaÕ[]jk j]Ö][l l`ak \]n]dghe]fl& L`]aj cfgod- qgm Yj] Ydj]Y\q Yf YjlaÕ[]j&
edge of magical devices, and their ability to infuse mun-
\Yf] al]ek oal` eY_a[$ Yddgok =Z]jjgfÌk egkl eajY[m- HjgÕ[a]f[a]k ?Yaf]\& A^ YjlaÕ[]j akfÌl qgmj afalaYd
lous projects to continue. [dYkk$ `]j] Yj] l`] hjgÕ[a]f[a]k qgm _Yaf o`]f qgm lYc]
<mjaf_ l`] DYkl OYj$ YjlaÕ[]jk o]j] eYjk`Yd]\ gf Y qgmj Õjkl d]n]d Yk Yf YjlaÕ[]j2 da_`l Yjegj$ e]\ame Yj-
massive scale. Many lives were saved because of the in- egj$ k`a]d\k$ l`a]n]kÌ lggdk$ lafc]jÌk lggdk&
n]flagfk g^ ZjYn] YjlaÕ[]jk$ Zml [gmfld]kk dan]k o]j] Ydkg Kh]dd Kdglk& Add half your levels (rounded up) in the
lost because of the mass destruction unleashed by their YjlaÕ[]j [dYkk lg l`] YhhjghjaYl] d]n]dk ^jge gl`]j [dYkk]k
creations. to determine your available spell slots.

Seekers of New Lore Class Features

Fgl`af_ ]p[al]k Yf YjlaÕ[]j imal] dac] mf[gn]jaf_ Y f]o 9k Yf YjlaÕ[]j$ qgm _Yaf l`] ^gddgoaf_ [dYkk ^]Ylmj]k&
metal or discovering a source of elemental energy. In
YjlaÕ[]j [aj[d]k$ f]o afn]flagfk Yf\ kljYf_] \ak[gn]ja]k Hit Points
[j]Yl] l`] egkl ]p[al]e]fl& 9jlaÕ[]jk o`g oak` lg eYc]
their mark must innovate, creating something fresh, Hit Dice: )\0 h]j YjlaÕ[]j d]n]d
rather than iterating on familiar designs. Hit Points at 1st Level: 0 # qgmj ;gfklalmlagf eg\aÕ]j
L`ak \jan] ^gj fgn]dlq hmk`]k YjlaÕ[]jk lg Z][ge] Y\- Hit Points at Higher Levels: 1d8 (or 5) + your Constitu-
n]flmj]jk& =Z]jjgfÌk eYaf ljYn]d jgml]k Yf\ hghmdYl]\
j]_agfk `Yn] dgf_ kaf[] Z]]f ]phdgj]\& L`mk$ YjlaÕ[]jk lagf eg\aÕ]j h]j YjlaÕ[]j d]n]d Y^l]j )kl
seek the frontiers of civilization in hopes of making the
next great discovery in arcane research. Proficiencies

Creating an Artificer Armor: Light armor, medium armor, shields
Weapons: Simple weapons
O`]f [j]Ylaf_ Yf YjlaÕ[]j$ l`afc YZgml qgmj [`YjY[l]jÌk Tools: L`a]n]kÌ lggdk$ lafc]jÌk lggdk$ gf] lqh] g^ YjlakYfÌk
relationship with the artisan who taught them their craft.
Does the character have a rival? Talk to your DM about tools of your choice
l`] jgd] hdYq]\ Zq YjlaÕ[]jk af l`] [YehYa_f Yf\ l`] kgjl
of organizations you might have ties to. Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation,
$UWLśFHUV LQ 2WKHU :RUOGV
Medicine, Nature, Perception, Sleight of Hand
(EHUURQ LV WKH ZRUOG PRVW DVVRFLDWHG ZLWK DUWLśFHUV \HW
the class can be found throughout the D&D multiverse. Equipment
,Q WKH )RUJRWWHQ 5HDOPV IRU H[DPSOH WKH LVODQG RI /DQWDQ
LV KRPH WR PDQ\ DUWLśFHUV DQG LQ WKH ZRUOG RI 'UDJRQ- Qgm klYjl oal` l`] ^gddgoaf_ ]imahe]fl$ af Y\\alagf lg l`]
ODQFH WLQNHU JQRPHV DUH RIWHQ PHPEHUV RI WKLV FODVV 7KH ]imahe]fl _jYfl]\ Zq qgmj ZY[c_jgmf\2
VWUDQJH WHFKQRORJLHV LQ WKH %DUULHU 3HDNV RI WKH :RUOG RI
*UH\KDZN KDYH LQVSLUHG VRPH IRON WR ZDON WKH SDWK RI WKH • any two simple weapons of your choice
DUWLśFHU DQG LQ 0\VWDUD YDULRXV QDWLRQV HPSOR\ DUWLśFHUV • a light crossbow and 20 bolts
WR NHHS DLUVKLSV DQG RWKHU ZRQGURXV GHYLFHV RSHUDWLRQDO • your choice of studded leather armor or scale mail
,Q WKH &LW\ RI 6LJLO DUWLśFHUV VKDUH GLVFRYHULHV IURP • l`a]n]kÌ lggdk Yf\ Y \mf_]gf]]jÌk hY[c
WKURXJKRXW WKH FRVPRV DQG RQH LQ SDUWLFXODUòWKH JQRPH
LQYHQWRU 9LòKDV UXQ D PXOWLYHUVH VSDQQLQJ EXVLQHVV IURP A^ qgm ^gj_g l`ak klYjlaf_ ]imahe]fl$ Yk o]dd Yk l`]
WKHUH VLQFH OHDYLQJ WKH ZRUOG RI KHU ELUWK (EHUURQ ,Q WKH al]ek g‫]ץ‬j]\ Zq qgmj ZY[c_jgmf\$ qgm klYjl oal` -\,
ZRUOG FLW\ 5DYQLFD WKH ,]]HW /HDJXH WUDLQV QXPHURXV DUWLś- )( _h lg Zmq qgmj ]imahe]fl&
FHUV WKH GHVWUXFWLYHQHVV RI ZKRP LV XQSDUDOOHOHG LQ RWKHU
ZRUOGVòH[FHSW SHUKDSV E\ WKH WLQNHU JQRPHV RI .U\QQ Optional Rule: Firearm Proficiency

176 APPENDIX | CLASS: ARTIFICER The secrets of creating and operating gunpowder weap-
ons have been discovered in various corners of the D&D
multiverse. If your Dungeon Master uses the rules on
Õj]Yjek af [`Yhl]j 1 g^ l`] Dungeon Master’s Guide and
qgmj YjlaÕ[]j `Yk Z]]f ]phgk]\ lg l`] gh]jYlagf g^ km[`
o]Yhgfk$ qgmj YjlaÕ[]j ak hjgÕ[a]fl oal` l`]e&


7KH $UWLILFHU

Level 3URśFLHQF\ ,QIXVLRQV ,QIXVHG &DQWULSV ò6SHOO 6ORWV SHU 6SHOO /HYHOò
1st %RQXV )HDWXUHV .QRZQ ,WHPV .QRZQ
2nd +2 0DJLFDO 7LQNHULQJ 6SHOOFDVWLQJ VW QG UG 4th 5th
3rd +2 Infuse Item ò ò 2 2 òòòò
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4th 7KH 5LJKW 7RRO IRU WKH -RE 4 2 2 3 òòòò
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18th +6 ò 10 5 4 4 3 3 2ò
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+6 6RXO RI $UWLILFH 12 6 4 43332
12 6 4 43332

Magical Tinkering Spellcasting

At 1st level, you learn how to invest a spark of magic You have studied the workings of magic and how to chan-
into mundane objects. To use this ability, you must have nel it through objects. As a result, you have gained the
lafc]jÌk lggdk gj gl`]j YjlakYfÌk lggdk af `Yf\& Qgm l`]f YZadalq lg [Ykl kh]ddk& Lg gZk]jn]jk$ qgm \gfÌl Yhh]Yj lg Z]
touch a Tiny nonmagical object as an action and give it [Yklaf_ kh]ddk af Y [gfn]flagfYd oYq3 qgm dggc Yk a^ qgmÌj]
gf] g^ l`] ^gddgoaf_ eY_a[Yd hjgh]jla]k g^ qgmj [`ga[]2 producing wonders using mundane items or outlandish
inventions.
• The object sheds bright light in a 5-foot radius and dim
light for an additional 5 feet. Tools Required

• Whenever tapped by a creature, the object emits a re- Qgm hjg\m[] qgmj YjlaÕ[]j kh]dd ]‫[]ץ‬lk l`jgm_` qgmj
corded message that can be heard up to 10 feet away. lggdk& Qgm emkl `Yn] Y kh]dd[Yklaf_ ^g[mkÈkh][aÕ[Yddq
You utter the message when you bestow this property l`a]n]kÌ lggdk gj kge] caf\ g^ YjlakYfÌk lggdÈaf `Yf\
on the object, and the recording can be no more than 6 when you cast any spell with this Spellcasting feature.
seconds long. Qgm emkl Z] hjgÕ[a]fl oal` l`] lggd lg mk] al af l`ak oYq&
K]] [`Yhl]j -$ É=imahe]fl$Ê af l`] Player’s Handbook
• The object continuously emits your choice of an odor for descriptions of these tools.
or a nonverbal sound (wind, waves, chirping, or the
like). The chosen phenomenon is perceivable up to 10 After you gain the Infuse Item feature at 2nd level, you
feet away. can also use any item bearing one of your infusions as a
spellcasting focus.
• 9 klYla[ nakmYd ]‫[]ץ‬l Yhh]Yjk gf gf] g^ l`] gZb][lÌk
kmj^Y[]k& L`ak ]‫[]ץ‬l [Yf Z] Y ha[lmj]$ mh lg *- ogj\k g^ Cantrips (0-Level Spells)
text, lines and shapes, or a mixture of these elements,
as you like. At 1st level, you know two cantrips of your choice from
l`] YjlaÕ[]j kh]dd dakl& 9l `a_`]j d]n]dk$ qgm d]Yjf Y\\a-
L`] [`gk]f hjgh]jlq dYklk af\]Õfal]dq& 9k Yf Y[lagf$ lagfYd YjlaÕ[]j [Yfljahk g^ qgmj [`ga[]$ Yk k`gof af l`]
you can touch the object and end the property early. ;Yfljahk Cfgof [gdmef g^ l`] 9jlaÕ[]j lYZd]&

You can bestow magic on multiple objects, touching When you gain a level in this class, you can replace one
one object each time you use this feature, though a single g^ l`] YjlaÕ[]j [Yfljahk qgm cfgo oal` Yfgl`]j [Yfljah
object can only bear one property at a time. The maxi- ^jge l`] YjlaÕ[]j kh]dd dakl&
eme fmeZ]j g^ gZb][lk qgm [Yf Y‫[]ץ‬l oal` l`ak ^]Ylmj]
Yl gf] lae] ak ]imYd lg qgmj Afl]dda_]f[] eg\aÕ]j eafa- Preparing and Casting Spells
mum of one object). If you try to exceed your maximum,
the oldest property immediately ends, and then the new L`] 9jlaÕ[]j lYZd] k`gok `go eYfq kh]dd kdglk qgm `Yn]
property applies. lg [Ykl qgmj YjlaÕ[]j kh]ddk& Lg [Ykl gf] g^ qgmj YjlaÕ[]j
spells of 1st level or higher, you must expend a slot of the

APPENDIX | CLASS: ARTIFICER 177


7KH 0DJLF RI $UWLśFH Artificer Spell List

$V DQ DUWLśFHU \RX XVH WRROV ZKHQ \RX FDVW \RXU VSHOOV @]j]Ìk l`] dakl g^ kh]ddk qgm [gfkmdl o`]f qgm d]Yjf Yf
:KHQ GHVFULELQJ \RXU VSHOOFDVWLQJ WKLQN DERXW KRZ \RXôUH YjlaÕ[]j kh]dd& L`] dakl ak gj_Yfar]\ Zq kh]dd d]n]d$ fgl
XVLQJ D WRRO WR SHUIRUP WKH VSHOO HŚHFW ,I \RX FDVW cure character level. If a spell can be cast as a ritual, the ritual
wounds XVLQJ DOFKHPLVWôV VXSSOLHV \RX FRXOG EH TXLFNO\ lY_ Yhh]Yjk Y^l]j l`] kh]ddÌk fYe]&
SURGXFLQJ D VDOYH ,I \RX FDVW LW XVLQJ WLQNHUôV WRROV \RX
PLJKW KDYH D PLQLDWXUH PHFKDQLFDO VSLGHU WKDW ELQGV These spells are from the Player’s Handbook. If a
ZRXQGV :KHQ \RX FDVW poison spray \RX FRXOG ŜLQJ IRXO kh]ddÌk fYe] ak ^gddgo]\ Zq Yf Ykl]jakc$ l`] kh]dd ak af-
FKHPLFDOV RU XVH D ZDQG WKDW VSLWV YHQRP 7KH HŚHFW RI stead from Xanathar’s Guide to Everything.
WKH VSHOO LV WKH VDPH DV IRU D VSHOOFDVWHU RI DQ\ RWKHU FODVV
EXW \RXU PHWKRG RI VSHOOFDVWLQJ LV VSHFLDO &DQWULSV /HYHO invisibility
7KH VDPH SULQFLSOH DSSOLHV ZKHQ \RX SUHSDUH \RXU lesser restoration
VSHOOV $V DQ DUWLśFHU \RX GRQôW VWXG\ D VSHOOERRN RU SUD\ acid splash levitate
WR SUHSDUH \RXU VSHOOV ,QVWHDG \RX ZRUN ZLWK \RXU WRROV FUHDWH ERQśUH
magic mouth (ritual)
DQG FUHDWH WKH VSHFLDOL]HG LWHPV \RXôOO XVH WR SURGXFH dancing lights magic weapon
\RXU HŚHFWV ,I \RX UHSODFH cure wounds with heat metal śUH EROW protection from poison
\RX PLJKW EH DOWHULQJ WKH GHYLFH \RX XVH WR KHDOòSHUKDSV IURVWELWH
S\URWHFKQLFV

PRGLI\LQJ D WRRO VR WKDW LW FKDQQHOV KHDW LQVWHDG RI KHDO- guidance rope trick
LQJ HQHUJ\ light see invisibility
6XFK GHWDLOV GRQôW OLPLW \RX LQ DQ\ ZD\ RU SURYLGH \RX mage hand VN\ZULWH
(ritual)
ZLWK DQ\ EHQHśW EH\RQG WKH VSHOOôV HŚHFWV <RX GRQôW KDYH PDJLF VWRQH
spider climb
WR MXVWLI\ KRZ \RXôUH XVLQJ WRROV WR FDVW D VSHOO %XW GH- mending web
VFULELQJ \RXU VSHOOFDVWLQJ FUHDWLYHO\ LV D IXQ ZD\ WR GLVWLQ- message
JXLVK \RXUVHOI IURP RWKHU VSHOOFDVWHUV poison spray UG /HYHO
prestidigitation
kh]ddÌk d]n]d gj `a_`]j& Qgm j]_Yaf Ydd ]ph]f\]\ kh]dd kdglk ray of frost blink
o`]f qgm Õfak` Y dgf_ j]kl& resistance FDWQDS

shocking grasp create food and water
Qgm hj]hYj] l`] dakl g^ YjlaÕ[]j kh]ddk l`Yl Yj] YnYad- spare the dying dispel magic
YZd] ^gj qgm lg [Ykl$ [`ggkaf_ ^jge l`] YjlaÕ[]j kh]dd thorn whip elemental weapon
dakl& O`]f qgm \g kg$ [`ggk] Y fmeZ]j g^ YjlaÕ[]j kh]ddk WKXQGHUFODS
ŜDPH DUURZV

]imYd lg qgmj Afl]dda_]f[] eg\aÕ]j # `Yd^ qgmj YjlaÕ[]j Ŝ\
level, rounded down (minimum of one spell). The spells VW /HYHO glyph of warding
must be of a level for which you have spell slots. haste
>gj ]pYehd]$ a^ qgm Yj] Y -l`%d]n]d YjlaÕ[]j$ qgm `Yn] DEVRUE HOHPHQWV
protection from energy
four 1st-level and two 2nd-level spell slots. With an Intel- alarm (ritual) revivify
da_]f[] g^ ),$ qgmj dakl g^ hj]hYj]\ kh]ddk [Yf af[dm\] ^gmj FDWDSXOW
WLQ\ VHUYDQW

spells of 1st or 2nd level, in any combination. If you pre- cure wounds water breathing (ritual)
pare the 1st-level spell cure wounds, you can cast it using detect magic (ritual) water walk (ritual)
Y )kl%d]n]d gj Y *f\%d]n]d kdgl& ;Yklaf_ l`] kh]dd \g]kfÌl disguise self
remove it from your list of prepared spells. expeditious retreat WK /HYHO
IDHULH śUH
You can change your list of prepared spells when you false life arcane eye
Õfak` Y dgf_ j]kl& Hj]hYjaf_ Y f]o dakl g^ YjlaÕ[]j kh]ddk feather fall HOHPHQWDO EDQH

j]imaj]k lae] kh]fl lafc]jaf_ oal` qgmj kh]dd[Yklaf_ ^g- grease fabricate
[mk]k2 Yl d]Ykl ) eafml] h]j kh]dd d]n]d ^gj ]Y[` kh]dd gf identify (ritual) freedom of movement
your list. jump Leomund’s secret chest
longstrider Mordenkainen’s faithful hound
Spellcasting Ability purify food and drink Mordenkainen’s
sanctuary
Afl]dda_]f[] ak qgmj kh]dd[Yklaf_ YZadalq ^gj qgmj YjlaÕ[]j VQDUH
private sanctum
spells; your understanding of the theory behind magic Otiluke’s resilient sphere
allows you to wield these spells with superior skill. You QG /HYHO stone shape
mk] qgmj Afl]dda_]f[] o`]f]n]j Yf YjlaÕ[]j kh]dd j]^]jk stoneskin
to your spellcasting ability. In addition, you use your aid
Afl]dda_]f[] eg\aÕ]j o`]f k]llaf_ l`] kYnaf_ l`jgo <; alter self WK /HYHO
^gj Yf YjlaÕ[]j kh]dd qgm [Ykl Yf\ o`]f eYcaf_ Yf YllY[c arcane lock
roll with one. blur animate objects
FRQWLQXDO ŜDPH Bigby’s hand
6SHOO VDYH '& \RXU SURśFLHQF\ ERQXV \RXU darkvision creation
,QWHOOLJHQFH PRGLśHU enhance ability greater restoration
enlarge/reduce VNLOO HPSRZHUPHQW

6SHOO DWWDFN PRGLśHU \RXU SURśFLHQF\ ERQXV \RXU heat metal WUDQVPXWH URFN

,QWHOOLJHQFH PRGLśHU wall of stone

Ritual Casting

Qgm [Yf [Ykl Yf YjlaÕ[]j kh]dd Yk Y jalmYd a^ l`Yl kh]dd `Yk
the ritual tag and you have the spell prepared.

178 APPENDIX | CLASS: ARTIFICER


Infuse Item Alchemist
with
At 2nd level, you gain the ability to imbue mundane items Homunculus
with certain magical infusions. The magic items you Servant
[j]Yl] oal` l`ak ^]Ylmj] Yj] ]‫[]ץ‬lan]dq hjglglqh]k g^ h]j-
manent items. can increase two ability scores of your choice by 1. As
fgjeYd$ qgm [YfÌl af[j]Yk] Yf YZadalq k[gj] YZgn] *( mk-
Infusions Known ing this feature.

O`]f qgm _Yaf l`ak ^]Ylmj]$ ha[c ^gmj YjlaÕ[]j af^mkagfk Tool Expertise
lg d]Yjf$ [`ggkaf_ ^jge l`] É9jlaÕ[]j Af^mkagfkÊ k][lagf
Yl l`] ]f\ g^ l`] [dYkkÌk \]k[jahlagf& Qgm d]Yjf Y\\alagfYd KlYjlaf_ Yl .l` d]n]d$ qgmj hjgÕ[a]f[q Zgfmk ak \gmZd]\
infusions of your choice when you reach certain levels in ^gj Yfq YZadalq [`][c qgm eYc] l`Yl mk]k qgmj hjgÕ[a]f[q
this class, as shown in the Infusions Known column of with a tool.
l`] 9jlaÕ[]j lYZd]&
Flash of Genius
Whenever you gain a level in this class, you can replace
gf] g^ l`] YjlaÕ[]j af^mkagfk qgm d]Yjf]\ oal` Y f]o gf]& Starting at 7th level, you gain the ability to come up with
solutions under pressure. When you or another creature
Infusing an Item you can see within 30 feet of you makes an ability check
or a saving throw, you can use your reaction to add your
O`]f]n]j qgm Õfak` Y dgf_ j]kl$ qgm [Yf lgm[` Y fgf- Afl]dda_]f[] eg\aÕ]j lg l`] jgdd&
eY_a[Yd gZb][l Yf\ aeZm] al oal` gf] g^ qgmj YjlaÕ[]j Qgm [Yf mk] l`ak ^]Ylmj] Y fmeZ]j g^ lae]k ]imYd lg
infusions, turning it into a magic item. An infusion works qgmj Afl]dda_]f[] eg\aÕ]j eafaeme g^ gf[]!& Qgm j]_Yaf
gf gfdq []jlYaf caf\k g^ gZb][lk$ Yk kh][aÕ]\ af l`] af^m- Ydd ]ph]f\]\ mk]k o`]f qgm Õfak` Y dgf_ j]kl&
kagfÌk \]k[jahlagf& A^ l`] al]e j]imaj]k Yllmf]e]fl$ qgm
can attune yourself to it the instant you infuse the item. If Magic Item Adept
you decide to attune to the item later, you must do so us-
af_ l`] fgjeYd hjg[]kk ^gj Yllmf]e]fl k]] É9llmf]e]flÊ When you reach 10th level, you achieve a profound un-
in chapter 7 of the Dungeon Master’s Guide). \]jklYf\af_ g^ `go lg mk] Yf\ eYc] eY_a[ al]ek2
• You can attune to up to four magic items at once.
Qgmj af^mkagf j]eYafk af Yf al]e af\]Õfal]dq$ Zml o`]f • If you craft a magic item with a rarity of common or un-
you die, the infusion vanishes after a number of days
`Yn] hYkk]\ ]imYd lg qgmj Afl]dda_]f[] eg\aÕ]j eafa- [geegf$ al lYc]k qgm Y imYjl]j g^ l`] fgjeYd lae]$ Yf\
mum of 1 day). The infusion also vanishes if you give up it costs you half as much of the usual gold.
your knowledge of the infusion for another one.
Spell-Storing Item
You can infuse more than one nonmagical object at
the end of a long rest; the maximum number of objects At 11th level, you learn how to store a spell in an object.
Yhh]Yjk af l`] Af^mk]\ Al]ek [gdmef g^ l`] 9jlaÕ[]j lY- O`]f]n]j qgm Õfak` Y dgf_ j]kl$ qgm [Yf lgm[` gf] kae-
ble. You must touch each of the objects, and each of your ple or martial weapon or one item that you can use as a
infusions can be in only one object at a time. Moreover,
no object can bear more than one of your infusions at a
time. If you try to exceed your maximum number of infu-
sions, the oldest infusion immediately ends, and then the
new infusion applies.

Artificer Specialist

At 3rd level, you choose the type of specialist you are.
One option, the Alchemist, appears later in this class de-
scription. Your choice grants you features at 5th level and
Y_Yaf Yl 1l` Yf\ )-l` d]n]d&

The Right Tool for the Job

At 3rd level, you learn how to produce exactly the tool
qgm f]]\2 oal` lafc]jÌk lggdk af `Yf\$ qgm [Yf eY_a[Yddq
[j]Yl] gf] k]l g^ YjlakYfÌk lggdk af Yf mfg[[mha]\ khY[]
oal`af - ^]]l g^ qgm& L`ak [j]Ylagf j]imaj]k ) `gmj g^ mf-
interrupted work, which can coincide with a short or long
rest. Though the product of magic, the tools are nonmag-
ical, and they vanish when you use this feature again.

Ability Score Improvement

O`]f qgm j]Y[` ,l`$ 0l`$ )*l`$ ).l`$ Yf\ )1l` d]n]d$ qgm
can increase one ability score of your choice by 2, or you

0$5. %(+0

APPENDIX | CLASS: ARTIFICER 179


spellcasting focus, and you store a spell in it, choosing a $OFKHPLVW 6SHOOV
)kl% gj *f\%d]n]d kh]dd ^jge l`] YjlaÕ[]j kh]dd dakl l`Yl j]-
imaj]k ) Y[lagf lg [Ykl qgm f]]\fÌl `Yn] al hj]hYj]\!& $UWLśFHU /HYHO 6SHOO

While holding the object, a creature can take an action 3rd healing word ray of sickness
lg hjg\m[] l`] kh]ddÌk ]‫[]ץ‬l ^jge al$ mkaf_ qgmj kh]dd[Ykl- 5th flaming sphere Melf’s acid arrow
af_ YZadalq eg\aÕ]j& A^ l`] kh]dd j]imaj]k [gf[]fljYlagf$ 9th gaseous form mass healing word
the creature must concentrate. The spell stays in the ob- 13th blight death ward
b][l mflad alÌk Z]]f mk]\ Y fmeZ]j g^ lae]k ]imYd lg loa[] 17th cloudkill raise dead
qgmj Afl]dda_]f[] eg\aÕ]j eafaeme g^ loa[]! gj mflad
you use this feature again to store a spell in an object. Experimental Elixir

Magic Item Savant :]_affaf_ Yl +j\ d]n]d$ o`]f]n]j qgm Õfak` Y dgf_ j]kl$
you can magically produce an experimental elixir in an
9l ),l` d]n]d$ qgmj kcadd oal` eY_a[ al]ek \]]h]fk egj]2 ]ehlq ÖYkc qgm lgm[`& Jgdd gf l`] =ph]jae]flYd =dapaj
lYZd] ^gj l`] ]dapajÌk ]‫[]ץ‬l$ o`a[` ak lja__]j]\ o`]f kge]-
• Qgm [Yf Yllmf] lg mh lg Õn] eY_a[ al]ek Yl gf[]& one drinks the elixir. As an action, a creature can drink
• Qgm a_fgj] Ydd [dYkk$ jY[]$ kh]dd$ Yf\ d]n]d j]imaj]e]flk the elixir or administer it to an incapacitated creature.

on attuning to or using a magic item. Creating an experimental elixir j]imaj]k qgm lg `Yn]
alchemist supplies on your person, and any elixir you
Magic Item Master create with this feature lasts until it is drunk or until the
end of your next long rest.
Starting at 18th level, you can attune to up to six magic
items at once. When you reach certain levels in this class, you can
eYc] egj] ]dapajk Yl l`] ]f\ g^ Y dgf_ j]kl2 log Yl .l`
Soul of Artifice d]n]d Yf\ l`j]] Yl )-l` d]n]d& Jgdd ^gj ]Y[` ]dapajÌk ]‫[]ץ‬l
k]hYjYl]dq& =Y[` ]dapaj j]imaj]k alk gof ÖYkc&
At 20th level, you develop a mystical connection to your
eY_a[ al]ek$ o`a[` qgm [Yf \jYo gf ^gj hjgl][lagf2 You can create additional experimental elixirs by ex-
pending a spell slot of 1st level or higher for each one.
• You gain a +1 bonus to all saving throws per magic When you do so, you use your action to create the elixir
item you are currently attuned to. af Yf ]ehlq ÖYkc qgm lgm[`$ Yf\ qgm [`ggk] l`] ]dapajÌk
]‫[]ץ‬l ^jge l`] =ph]jae]flYd =dapaj lYZd]&
• A^ qgmÌj] j]\m[]\ lg ( `al hgaflk Zml fgl cadd]\ gml-
right, you can use your reaction to end one of your ([SHULPHQWDO (OL[LU
YjlaÕ[]j af^mkagfk$ [Ymkaf_ qgm lg \jgh lg ) `al hgafl
instead of 0. G (ŚHFW
1 +HDOLQJ 7KH GULQNHU UHJDLQV D QXPEHU RI KLW SRLQWV
Artificer Specialist
HTXDO WR G \RXU ,QWHOOLJHQFH PRGLILHU
9jlaÕ[]jk hmjkm] eYfq \ak[ahdaf]k& @]j] ak Y kh][aYdakl 2 6ZLIWQHVV 7KH GULQNHUôV ZDONLQJ VSHHG LQFUHDVHV E\
option you can choose at 3rd level. Other options appear
in the book Eberron: Rising from the Last War. feet for 1 hour.
3 5HVLOLHQFH 7KH GULQNHU JDLQV D ERQXV WR $& IRU
Alchemist
minutes.
An Alchemist is an expert at combining reagents to pro- 4 %ROGQHVV 7KH GULQNHU FDQ UROO D G DQG DGG WKH QXP-
\m[] eqkla[Yd ]‫[]ץ‬lk& 9d[`]eaklk mk] l`]aj [j]Ylagfk lg
give life and to leech it away. Alchemy is the oldest of ar- EHU UROOHG WR HYHU\ DWWDFN UROO DQG VDYLQJ WKURZ WKH\
laÕ[]j ljY\alagfk$ Yf\ alk n]jkYladalq `Yk dgf_ Z]]f nYdm]\ PDNH IRU WKH QH[W PLQXWH
during times of war and peace. 5 )OLJKW 7KH GULQNHU JDLQV D IO\LQJ VSHHG RI IHHW IRU
minutes.
Tool Proficiency 6 7UDQVIRUPDWLRQ 7KH GULQNHUôV ERG\ LV WUDQVIRUPHG DV LI
E\ WKH alter self VSHOO 7KH GULQNHU GHWHUPLQHV WKH WUDQV-
When you adopt this specialization at 3rd level, you gain IRUPDWLRQ FDXVHG E\ WKH VSHOO WKH HIIHFWV RI ZKLFK ODVW
hjgÕ[a]f[q oal` Yd[`]eaklÌk kmhhda]k& A^ qgm Ydj]Y\q `Yn] for 10 minutes.
l`ak hjgÕ[a]f[q$ qgm _Yaf hjgÕ[a]f[q oal` gf] gl`]j lqh]
g^ YjlakYfÌk lggdk g^ qgmj [`ga[]& Alchemical Savant

Alchemist Spells At 5th level, you develop masterful command of magical
chemicals, enhancing the healing and damage you cre-
Starting at 3rd level, you always have certain spells pre- ate through them. Whenever you cast a spell using your
pared after you reach particular levels in this class, as Yd[`]eaklÌk kmhhda]k Yk l`] kh]dd[Yklaf_ ^g[mk$ qgm _Yaf
shown in the Alchemist Spells table. These spells count a bonus to one roll of the spell. That roll must restore hit
Yk YjlaÕ[]j kh]ddk ^gj qgm$ Zml l`]q \gfÌl [gmfl Y_Yafkl l`] hgaflk gj Z] Y \YeY_] jgdd l`Yl \]Ydk Y[a\$ Õj]$ f][jgla[$
fmeZ]j g^ YjlaÕ[]j kh]ddk qgm hj]hYj]& gj hgakgf \YeY_]$ Yf\ l`] Zgfmk ]imYdk qgmj Afl]dda-
_]f[] eg\aÕ]j eafaeme g^ #)!&

180 APPENDIX | CLASS: ARTIFICER


Restorative Reagents The bonus increases to +2 when you reach 10th level in
this class.
KlYjlaf_ Yl 1l` d]n]d$ qgm [Yf af[gjhgjYl] j]klgjYlan] j]-
Y_]flk aflg kge] g^ qgmj ogjck2 Enhanced Weapon

• Whenever a creature drinks an experimental elixir you Item: A simple or martial weapon
[j]Yl]\$ l`] [j]Ylmj] _Yafk l]ehgjYjq `al hgaflk ]imYd
lg *\. # qgmj Afl]dda_]f[] eg\aÕ]j eafaeme g^ ) l]e- This magic weapon grants a +1 bonus to attack and dam-
porary hit point). age rolls made with it.

• You can cast lesser restoration without expending a The bonus increases to +2 when you reach 10th level in
spell slot and without preparing the spell, provided you this class.
mk] Yd[`]eaklÌk kmhhda]k Yk l`] kh]dd[Yklaf_ ^g[mk& Qgm
[Yf \g kg Y fmeZ]j g^ lae]k ]imYd lg qgmj Afl]dda_]f[] Homunculus Servant
eg\aÕ]j eafaeme g^ gf[]!$ Yf\ qgm j]_Yaf Ydd ]p-
h]f\]\ mk]k o`]f qgm Õfak` Y dgf_ j]kl& Hj]j]imakal]2 .l`%d]n]d YjlaÕ[]j
Item: A gem worth at least 100 gp or a dragonshard
Chemical Mastery
You learn intricate methods for magically creating a
By 15th level, you have been exposed to so many chem- special homunculus that serves you. The item you infuse
icals that they pose little risk to you, and you can use k]jn]k Yk l`] [j]Ylmj]Ìk `]Yjl$ Yjgmf\ o`a[` l`] [j]Y-
l`]e lg ima[cdq ]f\ []jlYaf Yade]flk2 lmj]Ìk Zg\q afklYfldq ^gjek&
Qgm \]l]jeaf] l`] `gemf[mdmkÌk Yhh]YjYf[]& Kge]
• You gain resistance to acid damage and poison dam- YjlaÕ[]jk hj]^]j e][`Yfa[Yd%dggcaf_ Zaj\k$ o`]j]Yk kge]
age, and you are immune to the poisoned condition. like winged vials or miniature, animate cauldrons.

• You can cast greater restoration and heal without ex- The homunculus is friendly to you and your compan-
pending a spell slot, without preparing the spell, and agfk$ Yf\ al gZ]qk qgmj [geeYf\k& K]] l`ak [j]Ylmj]Ìk
without material components, provided you use alche- game statistics in the Homunculus Servant stat block.
eaklÌk kmhhda]k Yk l`] kh]dd[Yklaf_ ^g[mk& Gf[] qgm [Ykl
]al`]j kh]dd oal` l`ak ^]Ylmj]$ qgm [YfÌl [Ykl l`Yl kh]dd Homunculus Servant
oal` al Y_Yaf mflad qgm Õfak` Y dgf_ j]kl&
Tiny construct, neutral
Artificer Infusions
$UPRU &ODVV 13 (natural armor)
9jlaÕ[]jk `Yn] afn]fl]\ fme]jgmk eY_a[Yd af^mkagfk$ ]p- +LW 3RLQWV HTXDO WKH KRPXQFXOXVôV &RQVWLWXWLRQ PRGLśHU \RXU
traordinary processes that rapidly create magic items. To
eYfq$ YjlaÕ[]jk k]]e dac] ogf\]jogjc]jk$ Y[[gehdak`- ,QWHOOLJHQFH PRGLśHU \RXU OHYHO LQ WKLV FODVV
ing in hours what others need weeks to complete. 6SHHG IW Ŝ\ IW

The description of each of the following infusions STR '(; CON INT WIS CHA
details the type of item that can receive it, along with ĭ ĭ
o`]l`]j l`] j]kmdlaf_ eY_a[ al]e j]imaj]k Yllmf]e]fl&
Kge] af^mkagfk kh][a^q Y eafaeme YjlaÕ[]j d]n]d& 6DYLQJ 7KURZV 'H[
Qgm [YfÌl d]Yjf km[` Yf af^mkagf mflad qgm Yj] Yl d]Ykl 6NLOOV 3HUFHSWLRQ 6WHDOWK
that level. 'DPDJH ,PPXQLWLHV SRLVRQ
Mfd]kk Yf af^mkagfÌk \]k[jahlagf kYqk gl`]joak]$ qgm &RQGLWLRQ ,PPXQLWLHV H[KDXVWLRQ SRLVRQHG
[YfÌl d]Yjf Yf af^mkagf egj] l`Yf gf[]& 6HQVHV GDUNYLVLRQ IW SDVVLYH 3HUFHSWLRQ
/DQJXDJHV XQGHUVWDQGV WKH ODQJXDJHV \RX VSHDN
Boots of the Winding Path
Evasion. ,I WKH KRPXQFXOXV LV VXEMHFWHG WR DQ HŚHFW WKDW DOORZV
Hj]j]imakal]2 .l`%d]n]d YjlaÕ[]j LW WR PDNH D 'H[WHULW\ VDYLQJ WKURZ WR WDNH RQO\ KDOI GDPDJH
Item: A pair of boots (requires attunement) LW LQVWHDG WDNHV QR GDPDJH LI LW VXFFHHGV RQ WKH VDYLQJ WKURZ
DQG RQO\ KDOI GDPDJH LI LW IDLOV ,W FDQôW XVH WKLV WUDLW LI LWôV LQ-
While wearing these boots, a creature can teleport up FDSDFLWDWHG
to 15 feet as a bonus action to an unoccupied space the
creature can see. The creature must have occupied that Might of the Master. 7KH IROORZLQJ QXPEHUV LQFUHDVH E\ ZKHQ
space at some point during the current turn. \RXU SURśFLHQF\ ERQXV LQFUHDVHV E\ WKH KRPXQFXOXVôV VNLOO
and saving throw bonuses (above) and the bonuses to hit and
Enhanced Arcane Focus GDPDJH RI LWV DWWDFN EHORZ

Al]e2 9 jg\$ klY‫ץ‬$ gj oYf\ j]imaj]k Yllmf]e]fl! Actions (Requires Your Bonus Action)

While holding this item, a creature gains a +1 bonus to Force Strike. Ranged Weapon Attack: WR KLW UDQJH IW RQH
spell attack rolls. In addition, the creature ignores half WDUJHW \RX FDQ VHH Hit: 1d4 + 2 force damage.
cover when making a spell attack.
Reactions
The bonus increases to +2 when you reach 10th level in
this class. Channel Magic. 7KH KRPXQFXOXV GHOLYHUV D VSHOO \RX FDVW WKDW
KDV D UDQJH RI WRXFK 7KH KRPXQFXOXV PXVW EH ZLWKLQ
Enhanced Defense IHHW RI \RX

Item: A suit of armor or a shield APPENDIX | CLASS: ARTIFICER 181

A creature gains a +1 bonus to Armor Class while wear-
ing (armor) or wielding (shield) the infused item.


In combat, the homunculus shares your initiative 5HSOLFDEOH ,WHPV QG /HYHO $UWLILFHU
count, but it takes its turn immediately after yours. It can
move and use its reaction on its own, but the only action 0DJLF ,WHP $WWXQHPHQW
it takes on its turn is the Dodge action, unless you take a
bonus action on your turn to command it to take the ac- Alchemy jug No
tion in its stat block or the Dash, Disengage, Help, Hide, Armblade GHWDLOHG LQ FKDSWHU <HV
or Search action.
Bag of holding No
The homunculus regains 2d6 hit points if the mending
spell is cast on it. If it dies, it vanishes, leaving its heart Cap of water breathing No
in its space.
Goggles of night No
Radiant Weapon Prosthetic limb GHWDLOHG LQ FKDSWHU <HV
Rope of climbing No
Hj]j]imakal]2 .l`%d]n]d YjlaÕ[]j
Item: A simple or martial weapon (requires attunement) Sending stones No
Wand of magic detection No
This magic weapon grants a +1 bonus to attack and
damage rolls made with it. While holding it, the wielder Wand of secrets No
can take a bonus action to cause it to shed bright light in
a 30-foot radius and dim light for an additional 30 feet. 5HSOLFDEOH ,WHPV WK /HYHO $UWLILFHU
The wielder can extinguish the light as a bonus action.
0DJLF ,WHP $WWXQHPHQW
L`] o]Yhgf `Yk , [`Yj_]k& 9k Y j]Y[lagf aee]\aYl]dq
after being hit by an attack, the wielder can expend 1 Boots of elvenkind No
charge and cause the attacker to be blinded until the
]f\ g^ l`] YllY[c]jÌk f]pl lmjf$ mfd]kk l`] YllY[c]j km[- Cloak of elvenkind <HV
ceeds on a Constitution saving throw against your spell
kYn] <;& L`] o]Yhgf j]_Yafk )\, ]ph]f\]\ [`Yj_]k Cloak of the manta ray No
daily at dawn. Eyes of charming <HV

Repeating Shot Gloves of thievery No

Item: A simple or martial weapon with the ammunition Lantern of revealing No
property (requires attunement)
Pipes of haunting No
This magic weapon grants a +1 bonus to attack and dam-
Y_] jgddk eY\] oal` al o`]f alÌk mk]\ lg eYc] Y jYf_]\ Ring of water walking No
attack, and it ignores the loading property if it has it. Wand sheath GHWDLOHG LQ FKDSWHU <HV

If you load no ammunition in the weapon, it produces 5HSOLFDEOH ,WHPV WK /HYHO $UWLILFHU
its own, automatically creating one piece of magic am-
munition when you make a ranged attack with it. The 0DJLF ,WHP $WWXQHPHQW
ammunition created by the weapon vanishes the instant
after it hits or misses a target. Boots of striding and springing <HV
Boots of the winterlands <HV
Replicate Magic Item
Bracers of archery <HV
Using this infusion, you replicate a particular magic Brooch of shielding <HV
item. You can learn this infusion multiple times; each Cloak of protection <HV
time you do so, choose a magic item that you can make Eyes of the eagle <HV
oal` al$ ha[caf_ ^jge l`] J]hda[YZd] Al]ek lYZd]k Z]dgo& 9 Gauntlets of ogre power <HV
lYZd]Ìk lald] l]ddk qgm l`] d]n]d qgm emkl Z] af l`] [dYkk lg
choose an item from the table. Gloves of missile snaring <HV
Gloves of swimming and climbing <HV
Af l`] lYZd]k$ Yf al]eÌk ]fljq l]ddk qgm o`]l`]j l`] al]e
j]imaj]k Yllmf]e]fl& K]] l`] al]eÌk \]k[jahlagf af l`] Hat of disguise <HV
Dungeon Master’s Guide for more information about it, Headband of intellect <HV
af[dm\af_ l`] lqh] g^ gZb][l j]imaj]\ ^gj alk eYcaf_& Helm of telepathy <HV
Medallion of thoughts <HV
If you have Xanathar’s Guide to Everything, you can Periapt of wound closure <HV
choose from among the common magic items in that
book when you pick a magic item you can replicate with Pipes of the sewers <HV
this infusion.
Quiver of Ehlonna No

Ring of jumping <HV
Ring of mind shielding <HV
Slippers of spider climbing <HV
Ventilating lung GHWDLOHG LQ FKDSWHU <HV
Winged boots <HV

182 APPENDIX | CLASS: ARTIFICER


5HSOLFDEOH ,WHPV WK /HYHO $UWLILFHU

0DJLF ,WHP $WWXQHPHQW

Amulet of health <HV
Arcane propulsion arm GHWDLOHG LQ FKDSWHU <HV

Belt of hill giant strength <HV
Boots of levitation <HV

Boots of speed <HV
Bracers of defense <HV
Cloak of the bat <HV

Dimensional shackles No
Gem of seeing <HV

Horn of blasting No
Ring of free action <HV
Ring of protection <HV
Ring of the ram <HV

Repulsion Shield

Hj]j]imakal]2 .l`%d]n]d YjlaÕ[]j
Item: A shield (requires attunement)

A creature gains a +1 bonus to Armor Class while wield-
ing this shield.

L`] k`a]d\ `Yk , [`Yj_]k& O`ad] `gd\af_ al$ l`] oa]d\]j
can use a reaction immediately after being hit by a melee
YllY[c lg ]ph]f\ ) g^ l`] k`a]d\Ìk [`Yj_]k Yf\ hmk` l`]
YllY[c]j mh lg )- ^]]l YoYq& L`] k`a]d\ j]_Yafk )\, ]p-
pended charges daily at dawn.

Resistant Armor

Hj]j]imakal]2 .l`%d]n]d YjlaÕ[]j
Item: A suit of armor (requires attunement)

While wearing this armor, a creature has resistance to
one of the following damage types, which you choose
o`]f qgm af^mk] l`] al]e2 Y[a\$ [gd\$ Õj]$ ^gj[]$ da_`lfaf_$
necrotic, poison, psychic, radiant, or thunder.

Returning Weapon

Item: A simple or martial weapon with the thrown
property

This magic weapon grants a +1 bonus to attack
and damage rolls made with it, and it returns to the
oa]d\]jÌk `Yf\ aee]\aYl]dq Y^l]j al ak mk]\ lg eYc] Y
ranged attack.

APPENDIX | CLASS: ARTIFICER 183


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