Dashboard Eberron (ChaosOS)

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The World of Eberron, adapted from the canon material and progressed by my campaigns. Also includes the rules for my homebrew system "Dragon Tactics", which is a heavily modified version of D&D 4e.

Recently modified

2 days ago Necromancer

Necromancers are masters of negative energy and the undead. Necromancers specialize in draining their enemies and summoning undead servants.

Key Info

Source: Shadow. Shadow characters draw upon the power of Khyber, the Dragon Below. Necromancers use this to hobble their foes and raise the dead as servants.

Role: Controller. Necromancers debilitate their foes with powerful curses and control space with their summons.

Trained Skills: Arcana. Choose an additional two from the following list

  • (Cha) Appeal
  • (Int) Arcana
  • (Int) Debate
  • (Con) Endurance
  • (Cha) Impress
  • (Wis) Medicine
  • (Int) Repair
  • (Int) Research
  • (Cha) Socialize

Competencies: Knowledge of Creatures (Animate), Knowledge of the Planes (Dolurrh, Irian, and Mabar)

Necromancer Features

Essence Manipulation

Necromancers collect raw life essence, the energy a soul leaves behind as it departs a body. Life essence can be spent to empower a Necromancer's powers, and is replenished through the Harvest power. You can have up to to two uses of life essence stored, and can restore two uses of life essence during a short rest by expending a healing surge without regaining any hitpoints. During a long rest there is no healing surge cost.


You draw energy from a recently deceased corpse

Necromancer Feature


Action: Minor
Range: Melee 5' ♦ Target: One recently deceased corpse

Effect: You drain the life essence out of the corpse, capturing the residual energy of its soul if it was a Beast, Humanoid, or Monster, the powering energy if it was Animate, or a bit of its essence if it was Immortal. You cannot Harvest from a corpse more than once.

Whenever you use a power, you can expend a life essence to activate its Empower entry.

Student of the Dark Arts


Affliction necromancers specialize in draining the life from their foes. You gain the Sap Strength encounter power. Afflicters prefer charisma as their secondary ability.

Sap Strength

You send out a spectral hand that dulls an enemy's attacks

Necromancer Feature

Implement, Shadow

Action: Minor ♦ Recharge: Short Rest
Range: Ranged 30' (Safe) ♦ Target: One enemy you can see
Attack: Intelligence vs. Will

Hit: The target is weakened (save ends).

As a free action you can expend a life essence to recharge this power.


Beckoner necromancers specialize in raising the dead to serve them, with temporary conjurations and more permanent summons. You gain the Dead Hands power. Beckoners prefer constitution as their secondary ability.

Dead Hands

You draw clawing hands up out of the ground

Necromancer Feature

Area, Shadow, Zone

Action: Minor ♦ Recharge: Short Rest
Range: Ranged 15' diameter circle within 30'.

Effect: You conjure a field of clawing, undead hands in the target area. The area is difficult terrain for your enemies.
Sustain Minor: The zone persists

As above, and you summon a Skeletal Warrior in the center of the area that serves you. The Skeletal Warrior has a speed of 30'. You can command it to attack with the Skeletal Strike power.

Skeletal Strike

Action: Standard
Umbra: -1
Range: Melee 5' (From the Skeletal Warrior)Target: One Creature
Attack: Intelligence vs. AC.
Hit: 1d8 + Int modifier slashing damage.

Special: You can use this attack as a free reaction whenever you use a standard action to command another summon to attack, but you have disadvantage on this attack.


As a shadow character you are constantly balancing the power provided by dark forces against the chance they overwhelm you. Your powers can add or subtract stacks of umbra. Whenever you hit 12 stacks, you become Afflicted and cannot use recharge powers until you return to 0 stacks. Whenever you take a short or long rest you return to zero stacks of umbra.

While afflicted you gain the following benefits

  • The range of your powers is doubled
  • You have advantage on the attack rolls made to command your summoned minions.

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"Lord of strength and steel, guide my hand!"

The name of this order is drawn from the legend of Kalan Desh, a devotee of Dol Dorn who ventured into the Byeshk foothills to rescue a kidnapped child. Three ogres attacked Kalan -- they sundered his sword and mocked him. Kalan called on Dol Dorn for guidance, and miraculously he slew the ogres with only his hands, feet, and the hilt of his shattered sword. In gratitude, he founded the first monastery of the Broken Blade, where others might honor Dol Dorn and master war in all its forms.

Dol Dorn stands between his honorable sister Dol Arrah and the treacherous Mockery, patron of assassins. He may inspire any combatant who relies on skill instead of deceit. For a Broken Blade monk, combat is both meditation and art -- a monk finds union with Dol Dorn through battle. After attaining the rank of swordbrother, a Broken Blade monk wanders the world. While many of these monks protect the weak and innocent, others join in any struggle they find. Occasionally, Broken Blades may fight on both sides of the same battle. The ultimate goal is to attain enlightenment through conflict, and the cause of the battle and the consequences of its outcome are a secondary concern.

Organization: The majority of the inhabitants of a Broken Blade monastery are initiates. After passing grueling mental, physical, and doctrinal tests, an initiate is granted the title of swordbrother (or sister). If he masters body and blade, a swordbrother can return and claim the title of blademaster. The blademasters instruct the initiates and manage the monastery under the direction of the abbot.

Initiates are typically 1st-level monks. Traditionally, a swordbrother must possess Whirling Steel Strike and at least 5 ranks of Knowledge (religion); however, in a campaign where PCs start at first level, the DM may wish to grant a player the honorary status of swordbrother to justify his wandering. There is no level-based prerequisite for the rank of blademaster; claiming such a position is a matter of devotion and skill, requiring the judgment of the other blademasters and the abbot.

The Karrnathi line of House Deneith has a close relationship with the Order of the Broken Blade, and a number of distinguished swordbrothers are among the Blademark and the sentinel marshals.

Monasteries: The primary monasteries of the Order of the Broken Blade are located in Karrlakton (Karrnath), Rekkenmark (Karrnath), and Starilaskur (Breland). Smaller monasteries are scattered across the Five Kingdoms, and the order has recently established an outpost in Krona Peak (Mror Holds). Broken Blade monasteries are austere, fortified buildings. Every monastery contains a forge; to attain the rank of blademaster, a monk must forge his own sword.

Character Development: Monks of the Broken Blade divide their character levels between fighter and monk, combining monastic discipline with swordsmanship. This dual discipline requires the use of the Monastic Training feat, which is described in the Eberron Campaign Setting. Monks are also encouraged to learn the following feats: Improved Critical (longsword), Weapon Focus (longsword), and Whirling Steel Strike. Combat Expertise, Dodge, Improved Disarm, and Quick Draw are also common disciplines. Broken Blade training emphasizes physical skills such as Balance, Jump, and Tumble.