D&D 5E Help required creating a character for Eberron...

GreyBeardDM

Explorer
hello

I am hoping someone out there can help me, I am looking to create a Warlock character for an Eberron game, but I am struggling to work out to go about this.

My DM has the book, and when we get on line tonight will be rolling up characters.

is there any advice people can give for creating characters specific to Eberron?

thanks
 

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If you're making a Warlock and want to make it Eberron-specific, I would pick one of the 4 unique races to Eberron (Warforged, Kalashtar, Shifter, and Changeling) or possibly one of the Dragonmarked Races (which are normal PHB races but have special subraces that give different ability modifiers, skill bonuses and access to extra spells.)

Flavoring a Kalashtar Great Old One warlock as a psychic is pretty classic for Eberron. Warforged Warlock also works pretty good a robot mobile turret. Changeling lets you change your appearance at-will, and also gives a huge Charisma bonus which is nice for Warlocks.
 

Struggling how? The central part of any Warlock concept is choosing the patron, so should we assume that's where you're having trouble? Give us something to work with.

  • Which Warlock patrons do you find interesting or want to use?
  • Which Pact(s) do you like?
  • Are there any races you like? Any you don't?
  • Which Backgrounds do you like? Any you don't?
 

One thing about Eberron is refluffing is encouraged. So creating a warlock that gets power from something other from a conventional patron is in the spirit of the setting.

Or if you want to be flash, tell your DM you want to play a Valenar Elf Hexblade with a double bladed scimitar pact weapon.
 

Struggling how? The central part of any Warlock concept is choosing the patron, so should we assume that's where you're having trouble? Give us something to work with.

  • Which Warlock patrons do you find interesting or want to use?
  • Which Pact(s) do you like?
  • Are there any races you like? Any you don't?
  • Which Backgrounds do you like? Any you don't?
I was looking at Hexblade as I like the idea of that, just not sure how to fit that into Eberron.

I don't fully get Eberron and don't want to build a bland character but can't get inspiration....

Human potentially as others are elves
 

I was looking at Hexblade as I like the idea of that, just not sure how to fit that into Eberron.
OK, go with this.

Choose the Hexblade patron and Pact of the Blade. Your patron is a powerful angel or devil (your choice) from Shavarath, the Eternal Battleground. Shavarath is the "Plane of War" in Eberron's cosmology. If you choose an angelic patron, they represent war fought for a just cause. If you choose the devilish patron, they represent war in service of oppression or conquest. Here's some helpful text from (the excellent) Explorring Eberron:
The immortals of Shavarath believe that their war is reflected across every reality. Justice. Tyranny. Cruelty. The war in Shavarath is a visible symbol of the balance of power between these forces, and when it shifts in Shavarath, the immortals believe it shifts everywhere. Fallen devils will be reborn. New airships will replace those destroyed. But every tiny victory—every demon defeated, every foot advanced in Nullius Terram—strengthens the forces of justice everywhere. Each [participant] knows they will never win a truly decisive victory, but as long as they fight, they can at least hold the line.
As for a human character, pick one of the big human nations as your cultural touchstone. There's more nuance than I'm going to provide in this next list, but you're new to Eberron. You don't need to get the details right. Start with the basic stereotype I give and worry about the details later. ;)

  • Aundair: Aundarians are flamboyant, passionate, proud, romantic, and magic-loving. They love poetry, wine, duels, stuff like that. Their national strength lies in their strong love of arcane magic. Minor magical items and spells are extremely common. Think of them as fantasy France.
  • Breland: The Brelish are pragmatic, hard-working, democratic, cosmopolitan, independent. They're a bit more industrial than other nations. They have a proud tradition of local governance. Think of them as Victorian England with a little post-revolutionary America thrown in.
  • Karnath: Karnathi are stern, gloomy, resilient, disciplined, militaristic. They've got the strongest military and aren't afraid to use undead to support that strength. Imagine fantasy Germany with a little Warhammer in the mix.
  • Thrane: Thranes are devout, idealistic, religious, community-minded, altruistic. They are a theocracy, but tolerant of other faiths. Most of them are good people with good intentions, but the faithful have a history of dangerous zealotry. Imagine fantasy Mormons or Puritans.
 

If you're looking to do Hexblade, perhaps the weapon you wield is a relic (artifact) of the continent of Xen'Drick. Sentient, and crafted to fight either against the Giants, or against the Quori who invaded. Recovered during a period of the Last War, your character had it come into their possession somehow.
 

Or a symbiotic weapon cleated by the daelkyr which contacts your character telepathically.

If your character is a warforged, they could have been crafted to be able to magically create any weapon they require (for low levels, they where damaged during the war and have get to regain all their functionality).

If you are playing a gnome, the book suggests The Trust (secret police) as a warlock patron. Q-branch equips your agent with magical gadgets.
 
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