Eberron 5e Homebrew

Races

Changelings

Ability Score Increase. Your Charisma score increases by 2. Whenever you use your Disguise Self trait one non-Charisma ability score of your choice temporarily increases by 1 until you use Disguise Self again.
Age. Changelings mature at the same rate as humans. They reach adulthood in their late teens and live less than a century.
Alignment. Changelings gravitate toward Neutral alignments and have a tendency to focus on their own concerns.
Size. Changelings vary in height, from just over 5 feet to just under 6 feet, and often have slender or lean builds. Regardless of their position in that range, their size is Medium.
Speed. Your base walking speed is 30 feet.
Disguise Self. You can assume the form of any Medium humanoid and maintain this physical alteration indefinitely. Anyone trying to see through your disguise makes a Wisdom (Insight) check contested by your Charisma (Deception) check. You add your proficiency bonus to the check, but cannot benefit from a Disguise kit. A True Seeing spell reveals your natural form. You can return to your natural form at any time (no action required). The effect also ends when you are killed.
Slippery Mind. You have advantage on saving throws against being charmed and or put to sleep magically.
Languages. You can speak, read, and write Common and one extra language of your choice. Changelings often learn languages to help them blend into whatever society and culture they live in.

Kalashtar

Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.
Age. Kalashtar mature at the same rate as humans, but they're considered young until they reach the age of 40. They live for about two centuries.
Alignment. Kalashtar are generally lawful good. They combine a sense of self-discipline that borders on the ascetic with a genuine concern for the welfare of all living things, or at least their souls.
Size. Kalashtar range in height from just over 5 feet to over 6 feet, and have aquiline features. Their size is Medium.
Speed. Your base walking speed is 30 feet.
Commanding Presence. You have proficiency in the Persuasion skill.
Dreamless Sleep. Kalashtar sleep but do not dream, and are thus immune to any effect that relies on the target's ability to dream.
Dual Mind. You have advantage on saving throws against mind-affecting spell and abilities, and against possession.
Mindlink. You can forge a telepathic bond with another creature within 30 feet, which must have an Intelligence score of 3 or higher. The bond can be established only with a willing subject. You can communicate telepathically through the bond even if you do not share a common language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another), but only lasts for 1 round per character level. You cannot use this trait again until you finish a short or long rest.
Languages. You can speak, read, and write Quor, the language of the Quori, and the common tongue of your homeland (Common in Khorvaire, or Riedran in Adar).

Shifters

Ability Score Increase. Your Dexterity score increases by 2.
Age. Shifters mature at the same rate as humans. They reach adulthood by their twenties and live for about a century.
Alignment. Shifters are often Neutral, with many more interested in survival than complex moral matters.
Size. Shifters range in height from under 5 feet to 6 feet, and often have lithe builds. Regardless of their position in that range, their size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
Shifting. You can tap into your lycanthropic heritage to gain short bursts of power. Shifting is a bonus action, and lasts for a number of rounds equal to 3 + your Constitution modifier. You cannot use this trait again until you finish a long rest. Each Shifter subrace has a Shifter trait which describes the additional trait manifested while Shifting.
Languages. You can speak, read, and write Common and one extra language of your choice.
Subrace. Choose a subrace. Six subraces are described here: Beasthide Shifter, Longtooth Shifter, Cliffwalk Shifter, Razorclaw Shifter, Longstride Shifter, and Wildhunt Shifter.

Beasthide Shifter

Ability Score Increase. Your Constitution score increases by 1.
Beasthide. While Shifting your skin grows tough (perhaps exhibiting scales, or a thick hide) and your Armour Class increases by 2.

Longtooth Shifter

Ability Score Increase. Your Strength score increases by 1.
Longtooth. While Shifting you grow wicked fangs that you can fight with in melee combat. You are considered to have proficiency with your fangs. Your fangs are considered Light weapons that deal 1d8 piercing damage.

Cliffwalk Shifter

Ability Score Increase. Your Dexterity score increases by 1.
Cliffwalk. While Shifting you become exceptionally surefooted and gain a climb speed of 20 feet. Slippery surfaces still require a successful Strength (Athletics) check.

Razorclaw Shifter

Ability Score Increase. Your Strength score increases by 1.
Razorclaw. While Shifting you grow menacing claws that you can fight with in melee combat. You have 2 claws that are considered Light, one-handed weapons that deal 1d6 slashing damage. You are considered to have proficiency with your claws.

Longstride Shifter

Ability Score Increase. Your Dexterity score increases by 1.
Longstride. While Shifting your stride becomes powerful and loping, and your base walking speed becomes 40 feet.

Wildhunt Shifter

Ability Score Increase. Your Constitution score increases by 1.
Wildhunt. While Shifting your sense of smell becomes amazingly powerful. You can take a bonus action to detect living creatures within 30 feet by sense of smell. Strong scents can be detected at twice the range, and wind condition may introduce further modifiers to the range. You do not learn the precise location of detected creatures, but know their direction relative to your location. You are also considered to have advantage on Wisdom (Survival) checks to Track.

Warforged

Ability Score Increase. Your Constitution score increases by 2, and your Strength increases by 1.
Age. Warforged were created, not born. It is not known (except perhaps by top Cannith minds) how long a Warforged's body lasts, especially given regular care and maintenance.
Alignment. Warforged are usually Neutral, having been built and conditioned to fight and not consider if fighting is right or not.
Size. Warforged stand between 6 and 7 feet tall, with powerful builds. Despite this, their size is Medium.
Speed. Your base walking speed is 30 feet.
Composite Plating. Warforged were designed to fight in the Last War, and were built with armoured plates covering their most vital areas. You gain a +1 bonus to your Armour Class.
Living Construct. Even though you were constructed, you are a humanoid. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter a sleep-­like state. You need to remain in it for only 4 hours each day. You do not dream; instead, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Languages. You can speak, read, and write Common and one other language of your choice.

Classes

Backgrounds

House …

You are a member of one of the Dragonmarked Houses of Khorvaire, but not necessarily a bearer of a dragonmark. The 13 Dragonmarked Houses are the economic powerhouses of the continent, having used the unique powers of their dragonmarked scions to establish guilds controlling everything from the use of mercenary soldiers (Deneith's Blademarks Guild) to the inspection and approval of inns (House Ghallanda's domain). As a member of one of these houses you have been trained from a young age to join the family business, even if your adventures take you elsewhere in the world. This Background is actually 13 different Backgrounds: "House Cannith", "House Deneith", and so on.

House Mark of … Race Skill Proficiencies Languages / Tool Proficiencies
Cannith Making Humans Arcana, Investigation Alchemist's supplies, Tinker's tools
Deneith Sentinel Humans Intimidation, Perception One language of your choice, one type of gaming set
Ghallanda Hospitality Halflings Survival Brewer's supplies, Cook's utensils
Jorasco Healing Halflings Medicine, Nature Alchemist's supplies, Herbalism kit
Kundarak Warding Dwarves Insight, Investigation One language of your choice, one type of artisan's tools
Lyrandar Storm Half-Elves Arcana, Survival Navigator's tools, Vehicles (air)
Medani Detection Half-Elves Investigation, Perception One language of your choice, Inquisitive's kit
Orien Passage Humans Nature, Survival One language of your choice, Vehicles (land)
Phiarlan Shadow Elves Deception, Performance Disguise kit, one type of musical instrument
Sivis Scribing Gnomes History, Investigation Calligrapher's supplies, Forgery kit
Tharashk Finding Half-Orcs, Humans Investigation, Survival One language of your choice, Inquisitive's kit
Thuranni Shadow Elves Deception, Performance Disguise kit, one type of musical instrument
Vadalis Handling Human Animal Handling, Nature One language of your choice, Vehicles (land)

Equipment: A set of artisan's tools or a gaming set (one of your choice), Sivis-certified scroll of pedigree, a set of common clothing, and a belt pouch containing 15 gp.

Feature: Dragonmarked House

As a member of one of the dynastic bloodlines of the Dragonmarked you are accorded special treatment, even if you do not possess a dragonmark yourself. Unless you turn rogue, you can find sanctuary in your House's enclaves (the locations of which depend on the House) and non-rival Houses will likely put you up for a few nights for the sake of courtesy. If you bear a dragonmark you are allowed to use the d' prefix before your House or bloodline surname. You must abide by the Korth Edicts or face censure.

Feats

Spells and Spell-like Abilites in italics do not exist in 5e… yet.

Dragonmarks

You have manifested a whorling, tattoo-like design on your skin that marks you as one of the Dragonmarked. This Dragonmark, which must be of one of the twelve varieties listed below, empowers you to cast certain spells or channel them through Dragonshards and Dragonshard-augmented items. As you attain character level 1, 5, 9, and 13 your Dragonmark grows and develops into a Least, Lesser, Greater, and Siberys Dragonmark respectively. As your Dragonmark grows, you must pick 1 of the spells from that tier which can be cast the noted number of times per day. Your spellcasting attribute for these spells is Charisma.

Mark of Detection

Least: Detect Magic 2 / day, or Detect Poison or Disease 2 / day.
Lesser: Detect Scrying 1 / day, or See Invisibility 1 / day.
Greater: True Seeing 1 / day.
Siberys: Moment of Prescience 1 / day.

Mark of Finding

Least: Identify 1 / day, Know Direction 2 / day, or Locate Object 1 /day.
Lesser: Helping Hand 1 / day, or Locate Creature 1 / day.
Greater: Find the Path 1 / day.
Siberys: Discern Location 1 / day.

Mark of Handling

Least: Animal Friendship 1 / day, or Speak with Animals 1 /.
Lesser: Dominate Beast 1 / day, or Magic Weapon 1 / day. Magic Weapon can only be cast on an animal when cast by someone with a Mark of Handling.
Greater: Enlarge 1 / day, or Conjure Animals 1 / day. Enlarge can only be cast on an animal. Conjure Animals is cast as if from a 5th-level slot.
Siberys: Awaken 1 / day or Conjure Fey 1 / day.

Mark of Healing

Least: Cure Wounds 1 / day, or Lesser Restoration 1 / day.
Lesser: Prayer of Healing 1 / day, or Protection from Poison 1 / day.
Greater: Greater Restoration 1 / day, or Heal 1 / day.
Siberys: Mass heal 1 / day.

Mark of Hospitality

Least: Purify Food and Drink 2 / day, Prestidigitation 2 / day, or Unseen Servant 1 / day.
Lesser: Create Food and Water 1 / day, or Leomund’s Tiny Hut 1 / day.
Greater: Heroes' Feast 1 / day or Mordenkainen's Magnificent Mansion 1/day.
Siberys: Word of Recall 1 / day.

Mark of Making

Least: Mending 2 / day; +2 bonus on Craft checks.
Lesser: Minor Creation 1 / day.
Greater: Fabricate 1 / day
Siberys: True Creation 1 / day.

Mark of Passage

Least: Expeditious Retreat 1 / day, Find Steed 1 / day, or Dimension Leap 1 / day. A character with the Dimension Leap spell-like ability can teleport up to a total of 10 feet per character level per use. The character can leap a shorter distance than his maximum, as long as the distance is in 10-foot increments. Using dimension leap is a standard action.
Lesser: Dimension Door 1 / day, or Phantom Steed 1 / day.
Greater: Freedom of Movement 1 / day, or Teleportation Circle 1 / day.
Siberys: Teleport 1 / day.

Mark of Scribing

Least: Arcane Mark 2 / day, Comprehend Languages 1 / day, or Message 1 / day.
Lesser: Illusory Script 1 / day, Secret Page 1/day, or Tongues 1/day.
Greater: Sending 1/day. A description provided by a client can make you familiar with the recipient.
Siberys: Symbol (Death) 1 / day.

Mark of Sentinel

Least: Mage Armor 1 / day, Shield of Faith 1 / day, or Shield Other 1 / day.
Lesser: Protection from Energy 1 / day, or Otiluke's Resilient Sphere 1 / day.
Greater: Globe of Invulnerability 1/day.
Siberys: Mind Blank 1 / day.

Mark of Shadow

Least: Darkness 1 / day, Disguise Self 1 / day, or Silent Image 1 / day.
Lesser: Clairvoyance 1 / day, Major Image 1 / day, or Scrying 1 / day.
Greater: Arcane Eye 1 / day, Mislead 1 / day, or Shadow Walk 1/day.
Siberys: Mirage Arcana 1 / day.

Mark of Storm

Least: Fog Cloud 1 / day, Gust of Wind 1 / day, Resistance 1 / day.
Lesser: Sleet Storm 1/day, Wind's Favor 1/day, or Wind Wall 1/day. With Sleet Storm, a character can create either warm rain or freezing sleet. A character using Wind’s Favor can create a localized area of strong wind approximately 30 mph) in an area 10 feet wide, 10 feet high, and 100 feet + 20 feet per caster level long. The wind blows for 1 hour per caster level or until the character dismisses it. By concentrating as a full round action, the character can change the direction of the wind by 45 degrees.
Greater: Control Weather 1/day.
Siberys: Storm of Vengeance 1 / day

Mark of Warding

Least: Alarm 1 / day, Arcane Lock 1 / day, or Nystul's Magic Aura 1 / day.
Lesser: Glyph of Warding (Explosive Runes) 1 / day, or Nondetection 1/day.
Greater: Forbiddance 1 / day, Guards and Wards 1 / day, or Mordenkainen’s Faithful Hound 1 / day.
Siberys: Prismatic Wall 1 / day

Equipment

Tools

Inquisitive's kit

This kit contains a variety of instruments (tweezers, magnifying glass, fingerprinting dust, vials, etc) that can assist an investigator examining the scene of a crime. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to search the scene of a crime for clues.