There are thirteen character classes in Eberron. Each class has its own strengths and weaknesses.
Artificer: Masters of unlocking magic in everyday objects, artificers are supreme inventors. Humans from all Five Nations are the most common artificers. Many Warforged also find themselves naturally gifted as artificers. Dwarves and gnomes also take to making magical items easily. Many of the wonders of the Dragonmarked Houses are the result of artificers: House Cannith in particular is known for its artificers.
Barbarian: A fierce warrior of primitive background who can enter into a rage. They are typically from the outskirts of civilisation: the orcs of the Shadow Marches; humans, half-elves and shjfters from the Eldeen Reaches; halflings from the Talenta Plains, bugbears from Darguun, and some of the monsters from Droaam. There are also wild Warforged barbarians in the Mournlands.
Bard: An inspiring musician whose power echoes the music of creation. No mere performers, they are most common among the secret-obsessed gnomes of Zilargo and the cultured humans of Aundair.
Cleric: A priestly champion who wields divine magic in service of a higher power. The most common religions are the Sovereign Host, nine benevolent gods who are more removed and distant than the gods of most D&D worlds, and the Silver Flame, which worships the abstract force of Goodness, which is the state religion of Thrane.
Druid: A priest of the Old Faith, wielding the powers of nature and adopting animal form. The Orcs of the Shadow Marches were the first druids, who guard against extradimensional invasion. Druids are also common in the frontier nation of the Eldeen Reaches, but they can be found anywhere nature is strong.
Fighter: A master of martial combat, skilled with a variety of weapons and armour. After the Last War, Fighters are common across all of Khorvaire, especially the Five Nations. Many ex-soldiers are now seeking new lives for themselves. Others might be members of chivalric orders like the Knights of Thrane, or be part of a city watch or mercantile private guard.
Monk: A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection. Most monks in Khorvaire are from monasteries that worship the Sovereign Host. The hobgoblins of Darguun have ninja monks, while the Church of the Silver Flame in Thrane has holy monks.
Paladin: A holy warrior bound to a sacred oath. They are most commonly associated with the Church of the Silver Flame in Thrane, but some also serve the Sovereign Host.
Psion: Psionic characters can use the power of their mind to influence the world and those around them. They are most commonly found in the distant continent of Sarlona, but refugees such as the Kalashtar often have psychic powers.
Ranger: A warrior who combats threats on the edges of civilization. They are often found in the frontiers, but many may have served as scouts in the Last War. They are most common in the Eldeen Reaches, where patrols of rangers punish poachers and protect the creatures that live there. They are also common in swampy, lizard-infested Q'Barra. The Halflings of the Talenta Plains are often rangers, working alongside the native dinosaurs, while the Elves of Valenar are legendary horsemen.
Rogue: A scoundrel who uses stealth and trickery to overcome obstacles and enemies. Rogues are found in every race and every nation - as criminals, spies, inquisitives, archaeologists, diplomats, or treasure-hunters.
Sorcerer: A spellcaster who draws on inherent magic from a gift or bloodline. Many sorcerers claim descent from cosmic dragons - Siberys, the Dragon Above who became the sky; Khyber, the Dragon Below who became the underworld; and Eberron, the Dragon Between who became the world. Sorcerers in Khorvaire are more mystical than in other worlds.
Warlock: A wielder of magic that is derived from a bargain with an extraplanar entity. There are many powerful and dangerous forces that seek to influence the world.The Daelkyr are extraplanar monsters who want to conquer Eberron. Some make deals with them; some Dwarves steal their power to use against them. There are also the fiendish Lords of Dust, who were imprisoned thousands of years ago, and the fairies of the Courts of Thelanis, among others.
Wizard: A scholarly magic-user capable of manipulating the structures of reality. Wizards are common throughout Khorvaire, wherever someone would seek to discover the deepest secrets of magic. They are particularly common in the Five Nations: Aundair, Breland, lost Cyre, Karrnath and Thrane, as well as among the gnomes of Zilargo.
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