The Horse Watchers of

Is a supplement for the 5th edition of Dungeons and Dragons, brought to you by

Marc Anderson @cy0nknight

Maximilan Hart @MaximilianHart_

Marco Michelutto @marcomiki

Project Lead: Marc Anderson

Writing and Design: Marc Anderson, Maximilian Hart and Marco Michelutto

Lore Master:Marc Anderson

Editing: Maximilian Hart

Layout and Graphic design: Marco Michelutto

Cover art by: Bird

Interior Art by: , On the Cover: Unsplash, Pixabay Somewhere in the Blade Desert of Valenar, three Page Background by:aopsan / Freepik members of a Valaes Tairn warband rest before continuing their patrol. Eberron Logo by: Gordon McAlpin

DUNGEONSSample & DRAGONS, D&D, Wizards of the Coast, , , the dragon ampersand,file and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this module is copyright 2020 by Marc Anderson and published under the Community Content Agreement for the Dungeon Masters Guild. Desert Sentinels

Thundering hooves. It started with hooves.

Yvstus, my gnomish business partner, and I were about three day’s time out of Pylas Maradal, at the southern tip of Valenar, after spending time at sea. We had trade goods in our wagons, bound for Taer Valaestas. Trade goods, not slaves. We were Orien hires. We weren’t hired thugs, I swear on my mother’s grave... Or at least we didn’t think we were. I did not know that there were Aerenal elves in shackles.

We must have been followed from the moment we left Pylas—how else could we have been overtaken so easily by the elves and their horses? We gave resistance, of course, and most of us paid for doing so with our lives.

I am grateful to whatever spirits are looking over me for sparing Yvstus and I, for letting that band of Valaes Tairn take the elves and what else they wanted from our caravan. I’m keeping a Samplelow profile in Valaestasfile until I can get back to Sharn.

- Personal Journal of Hosius Motenvald, House Orien Tradesman Table of Contents

Background Information 6

The Valaes Tairn Elves: A Brief History 7

Druid: Circle of the Horse Watchers 8

Circle of the Horse Watcher Features 8

Animal affinity 8

Wild Spirit 8

Spirits of the Ancestors 9

Equine Sense 9

Ride like the Wind 9

Ranger: Horse Master 10

Horse Master Features 10

Horse Master Magic 11

Horse Master Spells 11

Blessing of the Valenar 11

Druidic Warrior 12

Rider’s Mark 12

Spirited Mount 12

Mobile Mount 12

Ride Beyond 12

SampleForming a Warband file13

New creature: Valenar Charger 14 Table of Contents

Horse Armor 15

Patron Ancestors (Backgrounds) 16

The Braggart 15

Feature: favoured mount 16

Have I Ever Told you About...? 17

Suggested Characteristics 17

The Herd Keeper 19

Feature: Great Provider 19

Fate of the Land 20

Suggested Characteristics 20

The Steelweaver 22

Feature: Exceptional Steel Crafting 22

The Weaver’s Touch 23

Suggested Characteristics 23

New Spells 25

Druid Spells 25

Big Sky 25

Spirit Steed 25

Ranger Spells 26

SampleEthereal Steed file26

Rider’s Mark 26 Background Information

With the release ofEberron: Rising From the Last War, the world of Eberron came roaring back into 5th edition Dungeons & Dragons, bringing adventurers both veteran and new to a place that’s straight out of pulp fantasy.

WhileEberron returns to life the sights, sounds, and fantastic creatures found on the continent of Khorvaire and beyond, there are still areas of the world that have yet to be brought back to full light. One of these is the nation of Valenar, home of the Tairnadal warrior elves and their warbands.

What this supplement intends to provide is more information and rules for players who want to not only play elves from this corner of Eberron, but who are also interested in becoming druids and rangers.

Using this book will allow them to become part of the Siyal Marrain, or Horse Watchers, an elven druidic order that raises and cares for the magnificent steeds used by the Valaes Tairn (the “Warriors of Glory” in the elven language) and Warband rangers.

They will also gain new spells and two new subclasses that evoke lore unique to the Tairnadal.

Sample file

6 The Valaes Tairn Elves: A Brief History

To understand the Siyal Marrain, it is important to go over the history of the Valaes Tairn elves, starting with the great Giant empire, which existed over eighty thousand years on the continent of Xen’drik.

Originating on this southern continent, and subjugated as the slaves of these ancient Giants, war, maladies, curses, and more drove the elves to rebel against their masters. It was this last war, during which the Giants would nearly bring about the end of Eberron, that saw the downfall of their mighty empire.

With the Giant Empire crumbling and the Giants themselves turning into violent beasts, the elves migrated to the tropical forests of Aerenal, a large island-continent to the southeast of Khorvaire.

It would not be until about ten thousand years prior to present day that elves from Aerenal traveled from their new island home to the southern shore of Khorvaire, creating a settlement bordering the mighty hobgoblin empire of Dhakaan.

This hold would eventually expand to all of what is Valenar today, persisting through the end of the Dhaani empire, becoming allied with the realm of Cyre, and surviving the Last War and the terrible events of the Mourning. Elves living in this country would come to be known as the Valaes Tairn, and belong to the Tairnadal cultural tradition.

If the Valenar elves have done nothing else, they, and the mighty horses they have carefully bred and raised, have indeed survived through the ends of empires, countless battles, and tragedies which rocked Eberron to its very core.

Make no mistake about their claims to the ground which is trampled beneath the hooves of their horses: Valenar is a battlefield, and the elves that live in it are waiting Samplefor a proper challenge. file

7 Circle of the Horse Watchers

A druid subclass

Druid Feature If the Valaes Tairn elves are known for nothing Level else, they are famous for the warhorses their warbands employ. 2nd Animal Affinity, Wild Spirit Legend, as it often does, holds that the first of these chargers were elven druids trapped in the form of animals by Emperor Cul’sir of the ancient Giant empire. No one can be sure 6th Spirits of the Ancestors whether this is true, but the strength and prowess of a Valenar horse is unmatchable.

10th Equine Sense Druids in the Siyal Marrain tradition are tasked with all aspects of the care of these mighty beasts: protecting the breeding grounds, caring for injured horses, and raising 14th Ride Like the Wind the young. They use their ability to Wild Shape and castspeak with animals to create a strong bond between horse and rider from an early age. Expecting a Siyal Marrain druid to be passive Animal Affinity during battle would be a grave mistake, as they are just as capable of channeling the At 2nd level, you start developing a strong powers of their ancestral spirit as they are the affinity with animals of all types. You gain forces of nature. proficiency in Animal Handling, or expertise if you were already proficient. House Vadalis scouts have reported seeing Siyal Marrain druids accompanied by a whole In addition, you can castspeak with herd of spectral horses, greatly increasing the animals at will as long as the target is a numbers of their warbands. horse or horse-like creature.

Wild Spirit

Starting at2nd level, you can transform into a Valenar charger (see “New Creature: Valenar Charger”) when using your Wild Shape druid feature, ignoring the usual CR restrictions for your level.

Your hit point maximum while in this Wild Shape is equal to whichever is higher: your normalSample hit point maximum or the Valenar file charger’s hit point maximum.

8 Spirits of the Ancestors

Starting at6th level, the ancient spirits of Valenar elves who transformed into warhorses to fight in the giant wars accompany you into battle. As an action, you can summon a number of spectral warhorses up to or equal to your Wisdom modifier (a minimum of one).

Once you have summoned your allotted number of spectral warhorses, you cannot use this ability again until you have finished a long rest.

Use the statistics of a regular warhorse, but with the following damage resistances: acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks. The spectral warhorses remain with you for 1 minute or until they are reduced to 0 hit points.

These spectral horses are friendly to you and your companions and take their turns on your initiative, though they don’t take actions unless you command them to. They obey any verbal commands that you issue to them as best they can (no action required by you).

If you issue no commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

Equine Sense

At10th level, you begin to manifest traits of the Valenar horses even when not in that form. Your speed increases by 15 feet, and you gain proficiency with heavy armor. Additionally, you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases to 120 feet. While in the form of a Valenar charger, you have darkvision out to a range of 120 feet.

Ride Like the Wind

Starting at14th level, the ancient spirits of Valenar elves are willing to transport you and your allies across the landscape.

If you spend 1 minute concentrating while calling your spectral warhorse allies, they can instantly teleportSample you and friendly creatures of your choice to file a location known to you within 500 miles as long as the location is outdoors. Each spectral warhorse can carry up to two creatures of size medium or smaller.

Once you use this feature, you can’t use it again until you finish a long rest.

9 The Horse Master

A ranger subclass

Ask any traveler who’s tangled with the Valaes Tairn, and they’ll tell you stories of how effective the elves are at mounted combat. Thanks to the efforts of the Siyal Marrain, the Valenar elves possess more than just the skills necessary to wage war on horseback. Reports from those who have tangled with Valenar warbands tell of combatants using their range and maneuverability to set up flanking attacks with allies and striking at the very heart of opponents' lines. It is, to the casual observer, as if the rider and horse are acting as one. The casual observer would be correct.

Ranger Feature Level

Blessing of the Valenar, Druidic 3rd Warrior, Rider’s Mark

7th Spirited Mount

11th Mobile Mount Sample15th Ridefile Beyond

10 Horse Master Magic

Starting at3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horse Master Spells table.

The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Ranger Spell Level

3rd expeditious retreat, rider’s mark

7th ethereal steed, warding bond

9th haste, spirit guardians

13th dominate beast, polymorph

17th hold monster, destructive wave

Blessing of the Valenar

At3rd level, you become one with your mount, drawing on its strength and stamina to aid you against your foes.

When you make an attack roll or saving throw while on horseback, you may roll a d4 and add the number rolled to the attack roll or saving throw.

Additionally, while mounted, being within 5 feet of a hostile creature does not impose disadvantage on ranged weapon attack rolls.Sample file

11 Druidic Warrior

At3rd level, you learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them.

Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.

Rider’s Mark

At3rd level, your foes learn to fear your wrath. You learn therider’s mark spell, which replaceshunter’s mark, and it does not count against the number of ranger spells you know.

You can use it a number of times equal to your Wisdom modifier (a minimum of once) without expending a spell slot and without requiring concentration. You regain all expended uses when you finish a long rest.

Spirited Mount

At 7th level, you and your mount truly learn to fight as one. Whenever you take the Attack action on your turn, your mount may also make an attack.

Mobile Mount

At 11th level, your horse becomes more powerful and better able to protect you. Your mount’s attacks do an additional hit die of damage. Additionally, if you or your mount make a melee attack against a creature while you are mounted, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Ride Beyond

At 15th level, your bond with your horse transcends even death. If you drop to 0 hit points, your horse can sacrifice itself asSample a reaction in your stead, dropping to 0 hit points file and falling unconscious (though stable), and healing you for the amount of hit points it lost. This ability recharges on a long rest.

12 Forming a Warband

A party that contains two or more players belonging to Valenar classes can be called a warband. Traditionally, a warband will make good use of arcane, primal, and divine magics, in addition to the traditional blades and bows found amongst the Valaes Tairn. It’s not uncommon to find wizards, sorcerers, clerics, and bards alongside druids and rangers. When they belong to a warband, players of Valenar classes give their party different benefits to mounted combat depending on their class:

A druid allows all the party’s mounts to make dexterity saving throws and saving throws against being frightened with advantage. A ranger allows the party’s mounts to dash and disengage as a bonus action.

Sample file

13 The Valenar Charger

While most Valenar elves are accustomed to using riding horses and the occasional awakened steed, there exists a line of true Valenar horses.

Along with enhanced speed and dexterity, these horses are prized for their longevity, their fierce loyalty, and the ancient elven blood running through their veins (if you are to believe the stories passed down by the Valaes Tairn).

Don’t expect to find one for sale, even if you are Valenar. You’ll have to prove yourself to both the Siyal Marrain and the horse itself if you ever wish to ride it into battle.

Valenar Charger Large fey, unaligned

Armor Class13 Hit Points30 (4d10+8) Speed60 ft.

STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 15 (+2) 10 (+0) 16 (+3) 10 (+0)

SkillsAthletics +6, Perception +5 Sensesdarkvisi on 60 ft, passive perception 15 LanguagesUnderstands Common, Elvish, and Sylvan butcan ’t speak Challenge1 (200 XP)

Trampling Charge. If the Valenar charger moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the charger can make another attack with its hooves against it as a bonus action.

Combative Mount. The rider of a Valenar charger gains a +2 bonus to Animal Handling checks.

Run. When taking the Dash action, the Valenar charger gains extra movement equal to double its movement speed. With a speed of 60 feet, for example, it can move up to 180 feet on its turn if it dashes.

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. SampleHit: 11 (2d6 + 4) bludgeoning damage. file

14 Horse Equipment

Tairndal elves care for their horses as if they were elves themselves and dress them for battle to make them more formidable. Valenar horses are therefore trained to wear barding, which is armor designed to protect the horse’s head, neck, chest, and body.

For your convenience, refer to the chart below when considering what armor to equip your mount with. Costs and weight of each armor have been adjusted as per thePlayer’s Handbook guidance.

Name Type AC Strength Stealth Weight Cost

11+ DEX Padded Light - - 16 lbs 20 gp modifier

11+ DEX Leather Light - - 20 lbs 40 gp modifier

Studded 12+ DEX Light - - 26 lbs 180 gp Leather modifier

12+ DEX Hide Medium - - 24 lbs 40 gp modifier

13+ DEX Chain Shirt Medium - - 40 lbs 200 gp modifier

14+ DEX Scale Mail Medium - Disadvantage 90 lbs 200 gp modifier

14+ DEX Breastplate Medium - - 40 lbs 1600 gp modifier

15+ DEX Half Plate Medium - Disadvantage 80 lbs 3000 gp modifier

Ring Mail Heavy 14 - Disadvantage 80 lbs 120 gp

Chain Mail Heavy 16 STR 13 Disadvantage 110 lbs 300 gp SampleSplint Heavy 17 STR 13 Disadvantage 120file lbs 800 gp Plate Heavy 18 STR 13 Disadvantage 130 lbs 6000 gp

15 Patron Every story has a beginning, and yours starts long before your birth. For Tairnadal elves, Ancestors expectations for their lives begin the moment they come of age. It’s at this time that the Keepers of the Past will divine which ancestral spirits, legends long since deceased, are vying for the young soul. The Braggart Whichever spirit chooses the defines the rest of that individual’s life, whether they want it or not. In their time, the Braggart was one of the greatest riders amongst the With that fateful choice also comes the potential Tairnadal people, able to best both man for greatness, thanks to that ancestor’s influence. and beast with a cocky smile and a fast The following new backgrounds provide concrete mount. benefits (features, proficiencies, and languages) and roleplaying suggestions based on your The tales told of them all sound as tall patron ancestor’s accomplishments. as the colossi from the Last War and stretch the truth by a lot.

The Braggart wants their chosen to be seen by as many as possible, to show off their riding skills, and to receive accolades worthy of even the highest-born elf.

As a result, the Braggart’s chosen can be most commonly found where currency is used to make bets on a riders’ performance, such as the large arena found in the city of Taer Valaestas.

Skill Proficiencies: Acrobatics, Animal Handling

Feature: Favored Mount Tool Proficiencies:One type of gaming set, vehicles (land) Equipment: A set of weighted dice, handmade reins from You’ve spent your formative years your employed days, one set of traveler’s clothes, and a (and much time after that) learning pouch containing 15 gold. how to ride one particular mount and ride it well enough in races. Choose one animal of CR 1 or lower that is capable of being ridden. You have advantage on all Animal Handling checks done while on a mount of that type. In addition, as a bonus action, you can increase the mount’s speed by 20 feet while riding it until the end ofSample your following turn. file

16 Have I Ever Told you About...?

It’s no secret that you love to tell tales—the taller the better—but you have a favorite that you share most of all. Choose a favorite tale or roll on the table below.

d6 Favourite Story During the Last War, I outran a whole host of warforged 1 with just my horse and wits. And the horse only had three legs. I’ve not only hit a bulls-eye with just one arrow, I’ve also shot a man dead 2 between his eyes. At night. With no moon in the sky. From 100 paces away.

3 I challenged and beat a half- and his ogre goon at an all-night drinking contest.

4 My charger has led me to victory in a crucial race with inches to spare.

My fighting skills are unmatched; just ask the swashbuckler 5 who lost his prized sword (and fancy hat) to me. I’ve been to the Mournland and not only lived to tell the tale, 6 but brought back a valuable treasure to boot.

Suggested Characteristics

Elves influenced by the Braggart tend to retain the competitive spirit this ancestor provides, even when they’re not on the race track. This impulsive behavior often results in the elf’s friends having to take care of their messes-and failing to resolve debts they’ve promised to pay back.

d8 Personality Trait

1 I talk fast and act even faster

2 I prefer the company of animals and mounts to others.

3 I can tell pretty quickly if you have a bum horse or other animal.

4 Tough types don’t bother me. I’ve dealt with them more often than I’d like.

5 The race course is where I really shine as a personality.

6 SampleI haven’t seen much of the world outside of the settlements wherefile I raced.

7 I sound cocky, whether on or off the race course.

8 I’ve bought into my own hype, and refer to myself in the third person constantly.

17 d6 Ideal

1 Competition. Life is just one big race for me, and I intend on winning.

2 Showmanship. I’m humble whether I win or lose. It’s all for entertainment anyways.

Self-Improvement. If you don’t constantly think about how 3 you can do better, you’re not living your life right.

4 Introspection. Don’t talk to me when I lose. I know what I did wrong.

5 Can-Do Spirit. I always try my best, even if I don’t place.

6 Rivalry. I’m the rival in every fresh-faced rider’s story.

d6 Bond

1 Friendship means the world to me. Who better to compete with than your friends?

2 I’ve stayed friends with the riders who trained me. It’s only good business.

3 I love teaching others about properly caring for their animals.

I like the fame that my patron ancestor gets me. The 4 company and potential wealth aren’t bad either. I had to keep an eye out for the new kids who entered my profession. 5 I reluctantly do the same for my party members. My betting debts made a lot of unwanted “friends” back in the day. 6 I know I’ll be making a lot more.

d6 Flaw

1 Gold has a habit of exiting my purse when betting opportunities arise.

2 I’m always looking over my shoulder to see if my old handler’s come calling. 3SampleI have a habit of fixing races, even if it’s for trivial winnings.file 4 Whoever talked about a “one-track mind” was talking about me.

I keep secret odds on whether the other party members 5 will come out on top of whatever mess we’re in.

6 I secretly despise being the party’s go-to getaway driver.

18 The Herdkeeper

Long ago, the Herdkeeper was renowned not only for keeping large tracts of land, but also for sustaining several whole communities of Tairnadal elves with their livestock.

With unparalleled skills in husbandry and agriculture, this ancestor’s providence was reliable, even when supplies were low or the Giants of Xen’Drik exercised their cruelty.

The Herdkeeper wants their chosen descendant to cultivate, to provide, to act as a rock for those unable to help themselves. The land should be made to serve and give freely to its rightful masters. This influence can result in elves who tend large swaths of Valenarian land.

Before you took up adventuring, a particular stretch of land might have been your home, or your family’s home, for generations. Feature: Great Provider

Perhaps your land was a recent acquisition, Farming techniques passed down taken with the intent of earning income into from generation to generation have your twilight years, or to reclaim grounds that led to you being better able to you believed to be rightfully yours. sustain your allies, allowing them to focus more on fighting and less What animals did you keep? What kind of on their stomachs. neighbors did you have, if any? What were relations like with them, or any groups that Any food or drink prepared by you might have previously lived on the land? keeps twice as long without spoiling, and one meal is enough sustenance for an entire day. Skill Proficiencies: Animal Handling, Nature In addition, your meals give you Tool Proficiencies:Carpenter’s, leatherworker’s, or smith’s tools; tinker’s tools; vehicles (land) advantage on saving throws to avoid being poisoned. Equipment: A bit and bridle, a saddle, saddlebags, a set of traveling clothes, a vial of blessed soil from your land, and a pouch containing 15 gp.

Sample file

19 Fate of the Land

Now that your character has made the decision to go adventuring, what has happened to your land?

d6 Fate of the Land

1 The land is staying in the family, where it’s supposed to stay. It’s still going strong.

I haven’t been able to keep up on the rent. Landlord’s 2 bound to come and take everything from me. I sold off my animals, my land ... everything so I could start this new 3 chapter in my life. It’s not fair for it all to suffer with me gone. My child or relative has agreed to keep things going, but I worry that they haven’t 4 learned the first thing about caring for the ranch. Everything was bound to fail anyways. I could never find the 5 time to fix things after I was done feeding all the animals. The land rights are tied up in court so tightly that it will be a long time 6 before anything’s done. I’ll have time to come back and settle things properly.

Suggested Characteristics

Elves influenced by the Herdkeeper have an inclination to be the rock of their warband or parties, making sure that everyone is fed and cared for. As some long-forgotten Eberronian scholar once mused, an army marches on its stomach. They may also go out of their way to help those less fortunate than themselves, although such efforts are done without fanfare or desire for recognition.

d8 Personality Trait

1 I prefer to be out in the elements rather than in a comfy hut or tent.

2 I do a headcount, occasionally, of the people I’m with. It’s out of instinct.

3 I’m patient, much more than most people I know.

4 The Herdkeeper’s taught me to be generous with what I have.

5 I have a new story about my ancestors to share every time we make camp.

6SampleI show compassion for those who are less fortunate thanfile me.

My ancestor remembers when our people had nothing. 7 I don’t want that to happen again.

8 I’ll stand up to bullies when I see them.

20 d6 Ideal

1 Caretaking. Warring isn’t in my blood. I’d much rather give than take.

Potential. Everyone has the potential for greatness, given 2 enough time and encouragement.

3 Unwavering. The land may be broken from the War, but I refuse to be.

4 Gifts. The land knows what it wants, and blessed me with a way of listening to it.

5 Worthiness. Only the best are fit to be cultivated.

6 Power. Our people will take the land that is rightfully ours.

d6 Bond

1 I’m overprotective of my flock, whether they walk on two legs or four.

2 I was once in a warband, but we went our separate ways when I settled down.

3 My family will always find a way to help me if the need arises.

4 I know the true name of a Valenar charger I raised from birth.

5 The boundless generosity of my ancestor precedes me wherever I go.

6 The land knows me better than I know myself.

d6 Flaw

1 I don’t put trust into outsiders, if any at all.

I can’t rest if someone I’m close to is missing. I have to find 2 them and bring them back into the fold. I feel the need to hoard everything, even the things 3 most people wouldn’t consider valuable. SampleI put others before myself so far that sometimes file I 4 neglect to take care of my basic needs.

5 I use my patron ancestor’s history as a way to guilt others into working for me.

6 I am willing to share, but it needs to be worth it to me and those close to me.

21 Elves, especially the Tairnadal people, have known The Steelweaver hardship and oppression for almost as long as the world of Eberron is old.

From the battles that cultivated resistance against their Xen’drick giant masters to clashes with the oppressive goblinoid Dhakaani Empire to encounters with roving flights of dragons, war was a constant part of life. It was during these turbulent times that the weapon- crafting skills the Steelweaver possessed were highly valued and sought after.

The Steelweaver believes that their chosen descendents need to be prepared for war, whenever and wherever it might take place. The best way to accomplish this is to learn to craft arms of a higher quality than most, such as the famous double-bladed scimitar.

Even centuries after the Last War, the Steelweaver’s presence can be felt in Valenar. It’s almost as if this ancestor, and the Tairnadal elves themselves, are waiting for an opponent, daring the world itself to come knock on their doors.

Your time before adventuring was spent under the tutelage of one or more elves who were also chosen by the Steelweaver. You may have also ridden with a warband for a time, perfecting your craft and supplying your fellow warriors with the weapons they needed. You’ve even begun a few rumors about your swords.

It’s what your ancestor would have done.

Feature: Exceptional Steel Crafting You can feel the Steelweaver’s influence the most when you’re at the forge or working with weapons in the field, and your companions have taken notice. Bladed weapons you spend downtime days crafting (see Chapter 8 of thePlayer’s Handbook, “Downtime Activities”) gain the finesse or versatile property (your choice). In addition, it takes half the normal downtime Sampledays required to craft a bladedfile weapon.

Skill Proficiencies: Athletics, Animal Handling

Tool Proficiencies:Smith’s tools, vehicles (land)

Equipment: A double-bladed scimitar of your own creation, a saddle, smith’s tools, a set of traveler’s clothes, and a pouch containing 15 gp. 22 The Weaver’s Touch

Every weapon made by a Steelweaver is a one-of-a-kind creation, the best of which are considered masterpieces. Since a well-crafted Valenar blade holds a high place in the fabric of elven society, each bears a mark noting its creator. What does yours look like?

d6 The Weaver’s Touch

1 A galloping warhorse

2 Two scimitars locked in eternal combat

3 Your ancestor’s name, written in Elvish

4 A giant kneeling in submission

5 A circle of thorns

6 A flame that threatens to engulf the hilt of the sword

Suggested Characteristics

Elves influenced by the Steelweaver often find themselves working at the forge for days on end, sacrificing their daily meditation for the sake of crafting the perfect blade. While some can come off as anti-social, most of the Steelweaver’s chosen want to share their handiwork with the world and share the knowledge imparted to them from their patron ancestor.

War is coming, and every Tairnadal elf needs to be prepared—fighting the enemy with an inferior weapon is just unthinkable.

d8 Personality Trait If meditating and eating were no objections, 1 I’d spend every hour of my life crafting the perfect weapons.

2 I can’t help but beam with pride when I see one of my creations put to use.

3 I like to get to know someone well before crafting a sword they’ve requested.

4 I have countless stories about my ancestor’s prowess with the weapons they made.

I don’t need to be at the forefront of things. Let others have glory, 5 Sampleas long as they’re using my creations. file 6 I can’t say no to extra work.

7 I hold ill will against people who insult me or my ancestors.

8 My words cut sharper than any of the blades I’ve made. 23 d6 Ideal

1 Wariness. Keep one eye open while you rest, and one hand on your blade.

2 Foothold. The Tairnadal will hold these lands with weaponry we’ve made.

3 Sharpness. A disciplined mind is needed to be an excellent steelweaver.

4 Industrious. Working hard means we’ll all be prepared when war comes.

Prowess. An enemy will always underestimate you, 5 right up until he feels your steel on his neck. Craftsmanship. I believe “measure twice, hammer once” 6 is an apt expression for our way of life.

d6 Bond After my last apprentice failed to catch on to my instruction, 1 I’ve sworn off taking on new apprentices.

2 The Jaeldira, the “Blade Dancers,” have used my blades in battle—and won handily.

A member of my family wishes to pick up my sword-smithing skills. 3 They’ll learn them, in time. Out in the Mournlands, I have heard of a cache of magical steel 4 just waiting to be made into swords. Amember of my old warband acted as a spy for one of the Houses. 5 They shared my techniques with them—something I cannot and will not forgive. I would like to go back to the High Court someday to 6 demonstrate my ancestor's skills.

d6 Flaw

1 I’m very particular about who uses my creations.

2 I am constantly critiquing the smithing skills and works of others. 3SampleI have scrapped sword after sword in the name of perfection.file 4 A noisy forge and clanking metal make the best—and my only—companions.

5 I am convinced that one of my weapons will take a loved one’s life.

6 I keep quiet when speaking is unnecessary, which is most of the time.

24 Druid Spells

Big Sky 2nd-level conjuration Casting Time:1 action Range:Self (30-foot radius) Components:V,S, M (a druidic focus) Duration:Concentration, up to 1 round The sky fills with ethereal nature spirits and ghostly voices. Whenever a friendly creature within the area affected makes an attack roll or a saving throw against a fear effect before the spell ends, the creature can roll a d4 and add the number rolled to the attack roll or saving throw.

Additionally, each enemy creature within the area must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. At the end of its turn, an affected creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

At Higher Levels.When you cast this spell using a spell slot of 2nd level or higher, it lasts 1 round longer for each slot level above 1st.

Spirit Steed 2nd-level necromancy Casting Time: 1 action Range: Touch Components:V,M (a druidic focus) Duration: 1 hour

You channel the spirit of an ancient Valenar warrior into your steed, which must be a living animal capable of being ridden. For the duration of the spell:

• Your mount gains a 30-foot bonus to its base speed.

• When taking the dash action, your mount gains extra movement equal to double its movement speed (with a speed of 60 feet, for example, it can move up to 180 feet on its turn if it dashes).

• If your mount moves at least 20 feet straight toward a creature and then hits it with an attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the Sampletarget is prone, the mount file can make another attack against it as a bonus action.

When the spell ends, your mount gains one level of exhaustion.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, it lasts 1 hour longer for each slot level above 2nd. 25 Ranger Spells

Ethereal Steed 2nd-level transmutation Casting Time: 1 minute Range: Touch Components: V, S, M (a miniature horseshoe on a string) Duration: 8 hours

You alter your horse’s essence, enabling it to enter the Ethereal Plane. For the duration, you can, as an action, dismiss your horse to or summon it from the Ethereal Plane.

Rider’s Mark 1st-level divination Casting Time: 1 bonus action Range: 90 ft. Components: V Duration:Concentration, up to 1 hour

You choose a creature you can see within range and mark it as your quarry.

Until the spell ends, the target takes an extra 1d6 damage whenever you or your horse hit it with a weapon attack.

Additionally, the first time you move mounted on your horse at least 20 feet straight toward the marked creature before attacking it, you and your horse’s attacksSample against it that turn are made with advantage. file

26 References

Baker, Keith. “Crossing Valenar: Expeditionary Dispatches.” January 18, 2008. https:// web.archive.org/web/20130531150920/http://www.wizards.com/DnD/Article.aspx?x=dnd/drdisp/ 20080118.

Baker, Keith.Eberron Campaign Setting. Renton: Wizards of the Coast, 2004.

Baker, Keith. “The Elves of Valenar, Part 1.” October 4, 2004. http://archive.wizards.com/ default.asp?x=dnd/ebds/20041004a.

Baker, Keith. “The Elves of Valenar, Part 2.” October 11, 2004. http://archive.wizards.com/ default.asp?x=dnd/ebds/20041011a.

Baker, Keith. “FAQ: Tairnadal Patrons and Beasts.”Keith Baker. December 24, 2019. http://keith- baker.com/rising-qa-tairnadal/.

Baker, Keith. “The People of Taer Valaestas: Expeditionary Dispatches.” February 18, 2008. https://web.archive.org/web/20130531151053/http://www.wizards.com/DnD/Article.aspx?x=dnd/ drdisp/20080218.

Baker, Keith. “The Walls of Taer Valaestas: Expeditionary Dispatches.” January 29, 2008. https:// web.archive.org/web/20130531140918/http://www.wizards.com/DnD/Article.aspx?x=dnd/drdisp/ 20080129.

Bishell, Craig. “Winning Races: Fighting Styles of the Valenar.” Dragon, no. 385 (2010): 62-66.

Eckleberry, David and Mike Selinker. :A Guidebook to Barbarians, Druids, and Rangers. Renton: Wizards of the Coast, 2002.

“Other Sites - Eberron Chronicle.”Eberron Chronicle. https://sites.google.com/site/ eberronchronicle/other-sites.Sample Accessed April 26, 2020. file

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