Eberron Next Races

The people of Eberron are varied, and include the familiar races of other D&D worlds as well as some that reflect the unique magical nature of the setting.

Changeling

Traits

As a changeling, you have all the following racial traits.
Size: Medium.
Speed: 30 feet.
Ability Score Adjustment: Your starting Charisma score increases by 1. In addition, your starting Dexterity or Intelligence (your choice) increases by 1.
Languages: You can speak, read, and write Common, as well as a number of additional languages of your choice equal to your Intelligence modifier, provided it is positive.
Deceitful: You have advantage on checks made to lie or deceive another creature.
Change Shape: As an action, you can alter your physical form to take on the appearance of any Medium humanoid. You retain your statistics in your new form, and your clothing, armor, and possessions do not change. You can become 1 foot shorter or taller, and can appear thin, fat, or anything in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. The effect is similar to the disguise self spell, except that it is a physical alteration of your body, and not a simple visual illusion. The new form lasts until you change form again, or until you are knocked unconscious or die, and you can change shape any number of times per day. A creature attempting to detect this deception engages you in a contest for which you make a Charisma check with advantage, and the other creature usually makes a Wisdom check.

Shifter

Traits

As a shifter, you have all the following traits.
Ability Score Adjustment: Your starting Wisdom score increases by 1.
Size: Medium
Speed: 30 feet.
Low-Light Vision: You can see in dim light as well as you do in bright light.
Shifting: As part of your action, you can tap into your lycanthropic heritage to gain short bursts of power. The benefits of shifting depend on your shifter trait, the specifics of which are described in each choice of subrace. Once activated, the benefits of shifting last for 10 minutes. You can shift once per day. Starting at 3rd level, you can shift twice per day, and at levels 6, 9, 12, 15, and 18 you gain an additional use of this per day. However, the maximum number of uses is limited to your Constitution modifier, or 1, whichever is higher.
___Shifting, though related to and developed from lycanthropy, is neither an affliction nor a curse. It is not passed on by bite or claw attacks, and a shifter can't be cured—shifting is a natural ability for the race.
Wild Mind: When you tap into your lycanthropic ancestry, your thoughts are predatory and bestial. While shifting, you have disadvantage on Intelligence- and Charisma-based ability checks and saving throws, except for Charisma-based checks to intimidate.
Weretouched: You are affected by any effects that target lycanthropes.
Language: You can speak, read, and write Common, as well as a number of additional languages of your choice equal to your Intelligence modifier, provided it is positive.
Subrace: Choose a subrace. A few different options are provided here, representing some general fantasy choices as well as setting-specific choices.

Beasthide

Ability Score Adjustment: Your starting Strength score increases by 1.
Beasthide: While shifting, you gain a +1 bonus to Armor Class and have advantage on all Constitution-based ability checks and saving throws. When you shift, you immediately heal a number of hit points equal to your level.
Claws: While shifting, your unarmed strike functions as a finesse double weapon with which you have proficiency, dealing 1d4/1d4 slashing damage.

Dreamsight

Ability Score Adjustment: Your starting Charisma score increases by 1.
Dreamsight: While shifting, you gain the ability to communicate with beasts, and you have advantage on all Wisdom-based ability checks and saving throws. In addition, while shifting you can sense the presence of invisible or ethereal creatures or objects within 25 feet of you. If you spend your action concentrating, you can see such creatures or objects, although you can no longer see them at the start of your next turn unless you spend another action.
Claws: While shifting, your unarmed strike functions as a finesse double weapon with which you have proficiency, dealing 1d4/1d4 slashing damage.

Swiftwing

Ability Score Adjustment: Your starting Dexterity score increases by 1.
Swiftwing: While shifting, you gain a fly speed of 20 and have advantage on all Dexterity-based ability checks and saving throws. While flying, you cannot use your hands for anything other than flying, though you can still hold or carry objects. You cannot fly while encumbered or while wearing medium or heavy armor.
Cliffwalk: While shifting, you gain a climb speed of 20.
Bite: While shifting, your unarmed strike functions as a weapon with which you have proficiency, dealing 1d6 piercing damage.

Wildhunt

Ability Score Adjustment: Your starting Constitution score increases by 1.
Wildhunt: While shifting, you have advantage on all Constitution-based ability checks and saving throws, and you have advantage on Wisdom checks to track creatures, or detect hidden creatures.
Longstride: While shifting, your base speed increases by 10 feet and you have advantage on all Dexterity-based ability checks and saving throws.
Bite: While shifting, your unarmed strike functions as a weapon with which you have proficiency, dealing 1d6 piercing damage.

Warforged

Traits

As a warforged, you have all the following racial traits.
Size: Medium.
Speed: 25 feet.
Ability Score Adjustment: Your starting Constitution increases by 1. In addition, either your starting Strength or starting Intelligence (your choice) increases by 1.
Languages: You can read, speak, and write Common.
Durable Components: Failing death saving throws does not cause you to take damage. You remain inert and dying indefinitely, until you stabilize or die from sustaining further damage.
Living Construct: You have the following traits:

  • You do not need to eat, drink, breathe, or sleep. You are immune to magical effects that cause sleep, hunger, or suffocation.
  • Rather than sleep, you spend 4 hours in quiet inactivity. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep, but you remain aware of your surroundings.
  • You can still gain the effects of consumable spells and items, such as heroes’ feast and potions.
  • You can be affected by magic that targets living creatures as well as magic that targets constructs, or metal objects.
  • You benefit less from healing magic than living creatures. Spells of the conjuration school that cure hit point damage have only half their normal effect on you.

Slam: Your metal fists are natural weapons. Treat your unarmed attacks as gauntlets with which you are proficient.
Composite Plating: The composite plating that covers your body offers protection from incoming attacks. Your base Armor Class is 12. This plating counts as a suit of light metal armor that you are proficient with. Due to the rigidity of these plates, you may only apply up to 2 points of your Dexterity bonus towards your AC.
Armored Construction: The plating that covers you can be enchanted to give a magical enhancement bonus by the same methods as a suit of armor, provided you are present for the entire enchantment process. You can not benefit from wearing armor.
Forged by Cannith: Like all warforged, you were born in a creation forge of House Cannith for a particular purpose and role, and as a result their physical forms vary more widely than other races. Your body matches the specifications of the client that purchased you during the Last War. You may embrace the physical gifts of your creation, or you could strive to become more than the task you were built for. You may choose three traits from the following list:

Forged by Cannith Traits

  • Fortified Armor: Your armor plating is reinforced with adamantine over vulnerable areas, providing excellent protection. The base AC provided by your composite plating increases to 14 and your composite plating is considered medium armor with which you are proficient.
  • Adamantine Juggernaut: Your body is bolstered with adamantine plating, at the cost of agility. The base AC provided by your composite plating increases to 18 and your composite plating is considered heavy armor with which you are proficient. However, you cannot apply any bonus from Dexterity to your Armor Class. Additionally, you have disadvantage on checks made to hide or move silently. This trait requires Fortified Armor.
  • Enhanced Speed: Powerful legs make you faster than other warforged of your type. Your base speed increases by 5 feet.
  • Integrated Weapon: One of your arms conceals a weapon. Choose a melee weapon or crossbow. This weapon is permanently attached to your body, and you cannot be caused to drop it. If the weapon is a two-handed weapon, you still must use your other hand to stabilize it while wielding it. Unless the weapon is a light melee weapon, the hand of the affected arm is replaced by the weapon, which generally emerges from your arm as your hand retracts inward. If the weapon is a light melee weapon, it does not require your hand to retract, and you can continue to hold items in it. Given six hours and a DC 15 Intelligence check, you can attach a different weapon.
  • Ironwood Body: The rarest of warforged armor materials is ironwood. Harvested from trees on Aerenal, this substance is strong and lightweight. Some warforged built with ironwood bodies find themselves naturally drawn to primal magic, and may seek out sources of druidic lore. With this trait, you receive the full benefit from healing magic, rather than half the effect as most warforged do.
  • Mithral Fluidity: Your movements are smoother and more fluid than those of other warforged, thanks to the incorporation of strong, lightweight mithral into your body. Rather than applying half of your Dexterity modifier to your Armor Class, you can apply the whole modifier. You may not select both this trait and Fortified Armor.
  • Psiforged Crystals: After the Last War, warforged with crystal integuments and carapaces emerged from the Mournland. Similar, but strangely unlike the other warforged with which the world was familiar, these were a new variety of warforged: the psiforged. Unaware of your own origins, you have psionically resonant deep crystal integrated into your body. You can cast the mage hand cantrip three times per day.
  • Spellcarved Runes: Certain warforged soldiers have magic runes engraved onto their inherently magic bodies, gaining remarkable defensive abilities. You may cast shield once per day.
  • Spiked Body: If a creature is grabbing you at the end of its turn, you deal 1d6 piercing damage to it. In addition, your unarmed strike deals both bludgeoning and piercing damage.
  • Unarmored: Your body lacks the distinctive layers of armor plating that usually adorn warforged. As a result, you resemble a human in silhouette, though your body is still clearly a living construct of metal, stone, and wood. You do not have the Composite Plating or Armored Construction traits of the base warforged, lowering your base Armor Class to 10, but you can wear armor as a normal humanoid. You may not select both this trait and Fortified Armor.

Warforged Archetypes

The following examples give some idea of the possible combinations that can be achieved with different selections of the above traits.

  • Warforged Juggernaut: Adamantine Juggernaut, Fortified Armor, Spiked Body.
  • Runecarved Prototype: Integrated Weapon, Mithral Fluidity, Spellcarved Runes.
  • Reforged Monk: Enhanced Speed, Spiked Body, Unarmored.
  • Battlefield Stalwart: Enhanced Speed, Fortified Armor, Integrated Weapon.
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