Eberron Next Classes


Bardic College: College of Insight

College of Insight Features

Level Feature
3 Bonus Implements, Bonus Proficiencies
6 Elementary
12 cell-content
18 Eliminate the Impossible

Bonus Implements

If you are holding a spell focus of any spellcasting class—including a component pouch, orb, rod, staff, wand,
or your spellbook—you may add your proficiency bonus to the DC of saving throw DC of any spell you cast.

Campaign Note: While a few insight bards may be accomplished violinists, most utilize the tools of observation and deduction rather than musical performance in order to achieve their effects. The above list of bonus implements assumes that the insight bard has learned magic by careful observation and study of another practitioner, and performs his magic by imitation of that spellcaster's methods. You have greater flexibility in your tools than most bards, and even other spellcasters, because your sharp mind allows you to duplicate their efforts. However, if desired (and approved by the DM), a character could take this list of implements further afield. Perhaps you gain the use of a notebook, journal, or diary as the source of your magical knowledge, and add your proficiency bonus to spell DCs while holding this book. Or you could treat a magnifying lens, investigation kit, tobacco pipe, or deerstalker hat as the central tool of your profession.

Bonus Proficiencies

You gain proficiency in investigation kits as well as any two of the following: disguise kit, navigator's tools, thieves' tools, poisoner's kit, or a language of your choice.


When an ally fails in a check for for a skill in which you are proficient, you may spend your reaction to attempt the same skill check. You must be adjacent to the ally. If you succeed, your check takes the place of the ally's, as if the ally did not fail the skill check.

"Truly, friend. How did you not see the secondary failsafe on the dart trap?"

"Ignore the rantings of my manservant. He is delirious from heatstroke. What he meant to say is that we offer your chieftain these rubies in tribute."

Eliminate the Impossible

At 18th level, you know scrying, and it does not count against the number of bard spells you know. You can also cast scrying once per day without expending a spell slot.

When you cast this spell, the target makes its Wisdom saving throw with disadvantage, and if it succeeds on the saving throw it does not expend a spell slot. Additionally, you can simultaneously maintain concentration on the scrying spell and one additional spell of the divination school, and the target of your scrying can also be subject to divination spells you cast.


Tradition of Wizardry: Artifice

Wizards on Eberron follow a wide variety of traditions. Artificers are one of the setting's most iconic class options, however a full class writeup is well beyond the scope of my designing skills at this point. In lieu of that, the following represents a new tradition of wizardry.

You tinker with the fundamental workings of magic, and understand magic on a different level from other spellcasters. The path of Artifice treats mastery of magic like a technical skill. You see patterns in energy and matter, and you understand how to manipulate the flow of magic in and around objects and creatures. You channel energy into items using magical components, diagrams, and complex chains of sigils. In many ways, your view of magic is purer than that of other arcanists.

Followers of this path are called artificers, and their talents have produced most of the world's magical wonders. In many ways, artificers keep the magical world of Eberron running.

Artifice Features

Level Feature
2 View Magic
5 Infuse Item
12 Empowered Artifice
16 Arcane Reserve
20 Artifice Mastery

View Magic

You learn the read magic cantrip. If you already know this cantrip, you learn a different mage cantrip of your choice. In addition, you can use your Intelligence in place of your Dexterity or Wisdom for checks to detect or disable traps (both magical and non-magical), and you add your proficiency bonus to these checks.

Infuse Item

You can sacrifice spell slots to imbue items with power. As an action, expend one spell slot of any level you can cast, and touch one weapon or piece of armor to imbue it with arcane empowerment. If you imbue a weapon, choose a damage type from the following: acid, cold, fire, lightning, or thunder. A creature that successfully hits with that weapon may add 1d6 additional damage for each level of the spell slot you sacrificed. If you imbue a piece of armor, a creature wearing that armor that takes damage may reduce that damage by 1d6 points for each level of the spell slot you sacrificed. This extra damage is of the type that you chose when you empowered the weapon. In either case, this arcane empowerment may only be used once, and if not used the magic fades after 1 hour. A single object may only be imbued with a single arcane empowerment at a time.

Empowered Artifice

When you roll damage for a spell cast by or an effect created by a magic item, you may add your Intelligence bonus to the damage.

Arcane Reserve

At 16th level you can wear up to four rings, two on each hand, and all function normally.

Additionally, when you take a long rest, choose one charged magic item such as a wand or staff in your possession. That item regains all of its expended charges. When you expend the last charge from any charged magic item such as a wand or staff, you can roll twice and take the better result in order to determine whether the magic is fully drained.

Artifice Mastery

At 20th level, the first five times each day that you can cast magic weapon or magic armor it does not expend a spell slot. If you don't already know these spells, you can add them to your spellbook. You always have these spells prepared, and they do not count against the number of spells you can prepare.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License