Iria! @dr-dummi ‘s Kalashtar astral monk for our Eberron game! She does a big ponch and does not let Taalin steal things which is rude.

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Iria! @dr-dummi ‘s Kalashtar astral monk for our Eberron game! She does a big ponch and does not let Taalin steal things which is rude.
It’s finally time to reveal a project I’ve been working on at varying speeds for two years now...
Escape from Riedra
This module is the first Sarlona adventure EVER published for Eberron! Your players will have the joys of exfiltrating a political asset, outwitting an insidious surveillance state, and battling psionic foes. And as an added bonus, the main story is all about getting a WLW couple the happy ending they deserve! Take a look here - the free previews are extensive! https://www.dmsguild.com/product/330694/Escape-from-Riedra-An-Across-Eberron-Adventure
So, I’ve got this headcanon now that in Eberron, the Path of Light, the religion of the kalashtar* and the people of Adar, is like fantasy Judaism. Long before the quori spirits bonded with a group of Adaran monks, the Adarans had been resisting the influence of multiple empires on their continent of Sarlona, stubbornly refusing to bend to the ways of outsiders and change their traditions. They’re mentioned in Secrets of Sarlona as living modest lives of devotion and dedication to family and community, eking existence out of a harsh landscape.
And the philosophy of the refugee quori spirits was similar to what theirs already was. The Path of Light teaches that through study, contemplation, and righteous action we can effect positive change in the world, both generally and specifically by causing the Plane of Dreams, Dal Quor, to undergo a shift from the current darkness to an age of light. If that’s not both the modern and kabbalistic interpretation of tikkun olam, I’ll eat my hat.
Plus, there’s a lot of debate amongst kalashtar about the best way to bring about the Age of Light, whether it’s through quietly living lives of kindness and contemplation, or actively fighting the forces of darkness in the world, particularly the Inspired that seek to keep the world in an age of darkness and wipe out the kalashtar.
To be clear, I see the people of Adar as being essentially Jewish, not just the kalashtar. Their philosophy and religion didn’t start with the influence of the quori spirits. It was already like that, and was reinforced by the introduction of the quori refugee spirits.
*the kalashtar are the descendants of a group of Adaran monks who allowed a group of refugee dream spirits to join with them. Now their descendants carry two souls, a mortal human soul, and an immortal dream spirit soul that links them subtly to all their ancestors and relatives who also carry or carried the same spirit.
Riedran Crysteel Golem
Fun fact: this construct was the very first monster I created as part of my original “Eberron Monster of the Week” series on the WotC Eberron boards in 2004, which eventually became the Eberron Bestiary, which then became the Dragon Above. This is #1!
The original 3.5 version is here.
Homebrewery link for a PDF
A 5th Edition conversion of the empty vessel player race, which first appeared in the 3.5e Eberron Campaign Setting. This is the first of my 5e homebrew material to appear hear and it definitely won’t be the last!
Feedback is always welcome!
Eneko, 4th Edition
This feature presents a 4th Edition update for the eneko, the mongrel ogres of Syrkarn, which first appeared in Secrets of Sarlona.
Eneko
Average Height: 5’6”-7’0” Average Weight: 180-300 lb. Ability Scores: +2 Strength, +2 Constitution Size: Medium Speed: 6 squares Vision: Low-light Languages: Common, Giant Skill Bonuses: +2 Endurance, +2 Stealth Eneko Weapon Proficiency: You gain proficiency with the longbow. Endure Elements: You gain a +2 bonus to saving throws against ongoing damage. Level Headed: You gain a +1 bonus to your Will defence. Mongrel Vigour: You can use mongrel vigour as an encounter power.
Mongrel Vigour Eneko Racial Power You fear no pain, for your blood is thick with potential. Encounter Minor Action, Personal Effect: You gain resistance to all damage equal to 5 plus half your level until the end of your next turn.
Racial Feats
Cautious Nomad Tier: Heroic Prerequisite: Eneko Benefit: For the purposes of hourly or daily travel rates, add 1 to your overland speed and the speed of all allies in your travelling group. Add 5 to the DC required to find or follow your tracks. If travelling with allies, you can share this benefit with up to five other characters. You gain a +1 feat bonus to Endurance and Stealth checks. Powerful Build Tier: Heroic Prerequisite: Eneko Benefit: You gain a +1 feat bonus to damage rolls with weapon powers. Thick Skin Tier: Paragon Prerequisite: Eneko, mongrel vigour racial power Benefit: When you use your mongrel vigour racial power, you also gain a +2 bonus to all defences until the end of your next turn.
Night Haunter
"Need more souls..." Prerequisite: Eneko Your oni blood manifests as a result of your growing power, awakening abilities you never thought possible. This boon comes with a price, however, as your hunger for souls consumes you. Night Haunter Path Features Haunting Action (11th Level): When you spend an action point to take an extra action, you may add the Fear keyword to any power you use during that action, and the target of that power takes a -2 penalty to defences until the end of its next turn. Deceptive Veil (11th Level): You gain a +10 bonus on Bluff checks made to disguise yourself. Insatiable Hunger (16th Level): You gain a bonus to damage rolls against bloodied creatures equal to your highest mental ability score modifier. Night Haunter Spells
Hypnotic Breath Night Haunter Attack 11 You exhale a cloud of shimmering gas, which lulls your enemies to sleep. Encounter • Charm, Sleep Standard Action, Close blast 3 Target: Enemies in blast Attack: Intelligence +4 vs. Will, Wisdom +4 vs. Will, or Charisma +4 vs. Will. Increase to +6 bonus at 21st level. Hit: The target is dazed (save ends). First failed save: the target falls unconscious (save ends). Special: When you take the night haunter paragon path, choose Intelligence, Wisdom or Charisma as the ability score you use when making attack rolls with this power.
Gaseous Form Night Haunter Utility 12 Your form melts to nothing more than a wisp of smoke. Daily • Polymorph Minor Action, Personal Effect: You become insubstantial and gain a fly speed of 8 (hover) until the end of your next turn. You can enter and move through porous obstacles that would otherwise prevent movement (such as doors or cracked windows). Sustain Minor: The effect lasts until the end of your next turn. Devour Soul Night Haunter Attack 20 You tear the soul from a sleeping victim. Daily • Healing, Psychic Standard Action, Melee 1 Target: One unconscious creature Attack: Intelligence +6 vs. Will, Wisdom +6 vs. Will, or Charisma +6 vs. Will Hit: 4d10 + Charisma modifier psychic damage, and you regain hit points equal to your healing surge value. This attack does not wake the target. Special: When you take this power, choose Intelligence, Wisdom or Charisma as the ability score you use when making attack rolls with this power.