Eberron—a war-torn world within which magic and technology combine, with airships, robots, dinosaurs, and lightning powered trains, where noir-inspired plots of treachery meet dauntless adventure. This Dungeon and Dragons beloved campaign setting, available in both the 3.5 and 4th Edition of D&D, has finally gotten a 5th Edition adventure, let’s continue and see what it’s all about!
Eberron Rising from the Last War is about 320 pages, which is pretty good for the value, The majority of the book is dedicated to deeply fleshing out the setting. Although Wizards of the Coast released a prototype PDF last year called Wayfinders Guide to Eberron, this one marks the first official 5th edition adventure set in the post-war realm. It contains a small first-level adventure to introduce the City of Sharn to the players but other than that it’s purely a setting book.
Perhaps the most exciting part of this campaign book is all the new editions that WotC has given us!
A new core class, known as The Artificer class, is introduced. It’s excellent and precisely what D&D players were aching for after years of no new classes, Artificers are like a combination of magic and science, they are masters of magic items. The addition of this new class alone will lure tons of people, Dungeon Masters and Players alike, to purchase the book.
A well made and setting specific background is also introduced, called the House Agent, Your main task is to serve as the eyes of one of the great houses of Eberron, while also performing different missions assigned by the house.
Unique to this version is a new mechanic named the group patron, which is a 38-page section in the first chapter. According to WotC, the group patron allows people to share a common background, aiding in fishing out believable backstories and justify why your group is adventuring together. Each patron or group type includes various tables of mission types, story seeds, enemies, or something similar. This section is just astonishingly great when it comes to creating PCs with interesting character concepts.
The third chapter of the book is completely dedicated to delivering content about the central launching off point for adventures in Eberron, Sharn: The City of Towers. There’s enough content in this book alone to play a campaign purely inside the limits of Sharn, which is something I definitely look forward to, the book lays out various important people, different sections of the city as well as notable venues.
Not only this but there are 25 new magic items, the majority of which host that technology/magic touch one always finds in Eberron, and 38 new monsters/NPCs that includes valenar spirit animal companions, I could honestly not be happier!
Eberron 5E Rising from the Last War
If I had a couple of criticisms for Eberron 5e it would be that the descriptions in Chapter 2 Khorvaire Gazetteer often messed up my sense of direction, making it difficult to locate a city, although that just might be me, and the pre-built adventure is rather short, it will probably only last a session or two. However, the wide array of character creation options, the new beautifully fleshed out setting, and every other aspect of this gem make up for it. All in all, they did an amazing job with Eberron Rising from the Last War 5e, it contains all the information you could possibly need while adventuring in Eberron and I'd recommend it to any player, especially new ones, hands down.