1. Notes

Weapons of the Last War

Lore

The Last War shaped the modern age. Eberron: Rising from the Last War explores the bitter grievances lingering after a century of strife and discusses options for running campaigns set during the war itself. The third-edition sourcebook Forge of War presents a detailed timeline for the war. This section expands on the tools of modern warfare and the ways in which this conflict might shape a character.

At a glance, Khorvaire can appear medieval. Soldiers carry spears and swords and Thrane is renowned for its archers. But magic is a central part of life in the Five Nations, used for communication, transportation, entertainment . . . and war. What weapons were employed on the battlefields of the Last War? What forces can be found patrolling the borders? And what were some of the major innovations of the Last War?

To clarify what lies ahead: This section does not present a system for running mass combats. Rather, it explores the tools and tactics used in the Last War so that adventures can incorporate those elements into the story. This allows for an adventure in which the heroes have to make their way through a field of blast disks, or must seize a siege staff to halt bombardment. But this section doesn’t include a system detailing artillery spotting and the accuracy of sustained bombardment. It explores the tools of the Last War with the intent that they could appear in traditional adventures.

Arcane Artillery

Wands, staffs, and rods are well-established weapons in the world of Eberron. Similarly, arcane artillery doesn’t employ any sort of physical projectile, relying solely on magical energy—but rather than a small weapon one person can easily carry, arcane artillery refers to a variety of larger arcane foci that can increase the range and area of magical attacks. Likewise, the war employed magical explosives such as blast disks that could wreak devastation by triggering a previously stored spell.

As a general rule, the everyday magic of the Five Nations encompasses spell effects of up to 3rd level; while 4th- and 5th-level effects exist, they are rare and remarkable. This means that effects like wall of force could be seen on the battlefield, but were exceptional and rarely deployed, while blasts of fire and lightning were more common. Operating Arcane Artillery

While a specially trained spellcaster must operate arcane artillery, more than one person can assist with its operation, allowing a team to prime, aim, and fire in a single round. All attack rolls and saving throws are based on the spellcasting ability of the operator firing the weapon. When arcane artillery is used to target someone at long range, any attack roll has disadvantage and any saving throw against the spell effect has advantage.

Using these weapons requires specialized training, similar to that of an artificer or magewright; someone trained to operate arcane artillery is generally called a bombardier. A typical bombardier may use the magewright stat block, but they also know one or more spells that they’re only able to cast using a focus—such as a siege staff or long rod. So an Aundairian specialist might be able to produce cloudkill through a focus, but not cast the spell on its own. Bombardiers don’t use spell slots when casting these spells; instead, they prime the weapon using a dragonshard solution known as the breath of Siberys.

However, player characters are more versatile than magewrights or bombardiers. The DM could allow your spellcasting character to use artillery without penalty if it fits the needs of the story or if you have a background that justifies it—for example, if you’re a wizard with the soldier background. Otherwise, the DM could say that you can operate it at a penalty: you can’t cast spells or make attacks at long range; your attack rolls have disadvantage; and saving throws against your attacks have advantage. As a player character, you can prime the weapon using the breath of Siberys, or you can expend a spell slot as usual when priming the artillery

Enhanced Artillery

While arcane artillery is a powerful force, there’s still a place for mundane siege engines that use physical projectiles, described in chapter 8 of the Dungeon Master’s Guide. The ballista, mangonel, and trebuchet are all common forms of artillery, seen on both the battlefield and on warships. However, just as a Thrane archer may have used an enchanted bow, the siege engines of the Last War are enhanced with magical power.

Animated Engines. A siege engine can be partially animated, speeding its use. Generally, an animated engine loads itself while the crew aims it, requiring only two actions to fire an animated ballista or three to use an animated mangonel. House Cannith also manufactured fully animated siege engines, capable of self-aiming. Such an engine required the same number of actions to aim and fire as a crewed engine, it simply had no need of a crew. However, these engines could only follow simple instructions and had little ability to adapt, requiring clear, absolute orders to be effective: “Continue to attack the north tower until it is destroyed.”

Cannons. A cannon is a weapon that can inflict significant bludgeoning damage at great distances. As noted in the Dungeon Master’s Guide, a cannon doesn’t have to use gunpowder, and those used in the Last War did not. The most common form of cannon is the elemental cannon produced by the gnomes of Zilargo, which uses the essence of a bound earth elemental to project stone cannonballs with tremendous force; Zilargo began supplying Breland with these weapons toward the end of the Last War. While Cannith and the Five Nations experimented with other cannon models, the siege staff typically filled this role on the battlefield.

Enchanted Ammunition. Ballista bolts and mangonel missiles are often enchanted with spell effects that trigger when the bolt strikes its target. This effect is in addition to the standard damage inflicted by the siege engine.

  • Explosive ammunition affects a 30-foot-radius sphere centered on the impact of the bolt. Any creature in the area must make a DC 15 Dexterity saving throw, taking 10 (3d6) damage on a failed save, or half as much damage on a successful one. Typically, explosive ammunition deals fire damage, igniting flammable objects that aren’t being worn or carried. However, Karrnathi deathbolts deal necrotic damage and only harm living creatures, while Thrane Tira’s tears deal radiant damage.

  • Summoning ammunition conjures creatures around the point of impact. Aundairian firestones produce a temporary flaming sphere that randomly rolls around the area of impact. Zil binders developed a more powerful form of this ammunition which casts conjure elemental on detonation, but it is extremely costly and rare.

  • Panic stones force all creatures within a 90-foot-radius sphere centered on the impact of the stone to make a DC 12 Wisdom saving throw. Any creature that fails the saving throw drops whatever it is holding and becomes frightened for 1 minute. Frightened creatures must use the Dash action to move away from the panic stone. If an affected creature ends its turn more than 90 feet away from the panic stone, it can make a Wisdom saving throw. On a successful save, the effect ends for that creature.

Arcane Explosives

The blast disk is the most common form of magical explosive used in the Five Nations. While blast disks serve a similar role to bombs or landmines, they can produce a wide range of magical effects; a blast disk could trigger a burst of confusion and start a riot, or summon a rampaging elemental into a crowded town square.

All nations employed blast disks during the Last War; when exploring abandoned battlefields, untriggered blast disks are an ongoing threat. While all nations used simple force or fire explosions, there were a few variations tied to specific nations:

  • Aundair made extensive use of high-powered blast disks; they were infamous for dragonhawk squads equipped with cloudkill disks.
  • Breland utilized the base model of explosive disks.
  • Cyre experimented with psychoactive effects—confusion, fear, and explosions that dealt psychic damage.
  • During the ascendancy of the Blood of Vol, Karrnath created disks that first dealt necrotic damage, then inflicted effects such as danse macabre—killing victims with the initial explosion then animating the corpses to prey on survivors.
  • Thrane developed blast disks that dealt radiant damage—a useful tool against Karrnathi undead. Toward the end of the war, Thrane was working on dawn disks.

While the basic blast disk is a common magic item, under the Code of Galifar, they’re illegal for civilians to own or carry. House Cannith manufactures blast disks, but won’t sell them to civilians (at least, not openly). So if you’re looking for a blast disk, you’ll need to have criminal connections or build your own.

The following statistics describe the standard rules for blast disks, but more powerful versions can be created to serve the needs of a particular story. A powerful explosive disk could have a radius of hundreds of feet instead of just twenty, while a cloudkill disk could unleash a force that expands as it moves and lingers for hours or days.

Many different forms of artillery and explosives were developed during the war, often abandoned once they proved too expensive or difficult to produce. The above are only a few examples of the magic-empowered tools used during the war, and as always, you are encouraged to introduce others if they enhance your story

Air Forces

While the elemental airship is a recent innovation, aerial combat has long been a part of warfare. Flying scouts are a basic component of reconnaissance. Aerial commandos can bypass fortifications and strike at the heart of the enemy. Air cavalry equipped with ranged weapons or spellcasters can make devastating strikes on ground troops.

Flying Mounts

These beasts are the most common form of aerial cavalry. Most are bred and trained by House Vadalis, though a few nations have their own personal traditions:

  • Hippogriffs are the most common Vadalis flying mount. All nations used these to some degree.
  • Griffons are another Vadalis staple. Tougher than hippogriffs, griffons were often used to carry a strike force into the middle of a conflict, fighting alongside their passengers.
  • Pegasi are exceptional mounts, but are rare and can’t be forced into service. The House Vadalis enclave in Sharn is one of the few places where they’re trained, and Breland has an elite force of pegasi riders.
  • Many Mror clans have established relationships with manticores, and Kundarak is known for its manticore cavalry.
  • Aundair is renowned for its dragonhawks, creatures similar to giant eagles, and long ago adopted them as the nation’s national symbol.
  • Since long before Galifar, the nobles of Thrane have maintained a small stable of wyverns.

While these are especially notable examples, many other animals—including glidewings, giant hawks, giant eagles, and giant owls—are used as mounts and could be encountered during the Last War. This diversity is reflected in Sharn’s annual Race of Eight Winds.

While one rider needs to guide the beast, larger mounts can carry multiple riders. A hippogriff can bear a single archer or wandslinger, while a griffon or wyvern can carry several. Thrane was the first nation to employ bags of holding to devastating effect, allowing a rider to carry a supply of blast disks or, more simply, to drop any number of large, heavy objects.

Flying Creatures

Gargoyles make excellent scouts and couriers, while harpies can have a devastating disruptive effect on troops. House Tharashk only began selling the services of these creatures in 988 YK, so they were never fully integrated into the war effort. However, a number of nations are still exploring ways to effectively exploit the capabilities of these creatures.

Magic Items

In addition to its beloved dragonhawks, Aundair also deployed elite units equipped with brooms of flying. Other nations managed to duplicate these on a smaller scale, using them for scouts and spies, but Aundair was the only nation that fielded actual squads of broom riders in battle.

Elemental Airships

The first elemental airships went into service in 990 YK, just four years before the Mourning. Airships require a Lyrandar pilot, and initially Lyrandar was loath to devote its vessels to purely military service. It was only in 994 YK that they produced a small number of “stormships.” Today, Lyrandar is likely working with someone to develop aerial warships, but it’s up to the DM to decide which nation(s) they’re working with, if any.

Wandslingers

Magic evolves. When Galifar I forged his kingdom, his wizards hadn’t mastered fire bolt or ray of frost. The development of the cantrip—casual spells that can be used at will—took centuries, as the Arcane Congress studied Aereni techniques and the powers of sorcery. The soldiers of the united kingdom relied on sword and bow. But as the Last War began, Aundair took stock of its resources. Thanks to the presence of the Arcane Congress, Aundair led Galifar in mystical education. Assembling the first regiment of arcane dragoons, Aundair developed the war staff and battle rod. Over the course of the Last War, these techniques spread across the Five Nations and beyond. Today it’s no surprise to see a tough inquisitive or a Sentinel Marshal with a sword in one hand and a wand in the other. But no one calls these people “arcane dragoons.” If you fight your battles with fire bolt or sacred flame, you’re known as a “wandslinger.”

What is a Wandslinger?

At its simplest level, a wandslinger is any individual capable of casting a damage-dealing cantrip. Beyond that, it’s about how you present yourself to the world. If you know the fire bolt cantrip—whether as a wizard, a sorcerer, or because you took the Magic Initiate feat—you could be a wandslinger. Do you carry an arcane focus? If so, do you display it prominently? Do you carry your wand of Fernian ash with pride, twirling it and doing flame tricks? If so, you’re a wandslinger. By contrast, if you’re a scholarly wizard who despises conflict and prefers not to use an arcane focus, you’re not a wandslinger, even though you are just as capable at magical combat. As much as anything, it’s about attitude.

NPC Wandslingers

The typical NPC wandslinger can be based on any stat block, adding the ability to cast at least two cantrips. Most arcane dragoons could also cast at least one 1st-level spell. An exceptional wandslinger may know additional cantrips or spells as fits the needs of the story. The “Battle Magic: Range and Radius” sidebar presents two new wandslinger spells.

Since NPCs don’t follow the same rules as player characters and player characters are exceptional, the DM may decide that an NPC wandslinger needs an arcane focus in order to cast a spell. Player characters are versatile; it’s useful for you to have a wand, but you can work around its absence. The typical arcane dragoon needs a wand, rod, or staff in order to cast a spell or cantrip. Here are a few examples of NPC wandslingers:

Aundairian Dragoon. Cantrips known: force blast, shocking grasp. Spells known: concussive burst (1/day). Brelish Firebrand. Cantrips known: fire bolt, light. Spells known: burning hands (1/day).

Cyran Phantasm. Cantrips known: force blast, minor illusion. Spells known: shield (1/day).

Karrnathi Ghoul. Cantrips known: chill touch, poison spray. Spells known: cause fear (1/day).

Thrane Beacon. Cantrips known: sacred flame, spare the dying. Spells known: guiding bolt (1/day).

Other Specialties

While wandslingers are becoming more commonplace, at the moment this is still an elite specialty. By adding wandslinger capabilities to a standard stat block, such as a guard, you are reflecting specialized training, much like a player character acquiring a feat. If you want to add more national flavor to current or former soldiers, you can add different feats to a stat block. Thrane is known for its archers; if you want to represent an elite Thrane archer, you could use the scout stat block but add the benefits of the Sharpshooter feat. Karrnath fielded exceptional heavy infantry, and a Karrnathi knight could gain the benefits of Heavy Armor Master.

Wands and Staffs

The wandslinger is trained to use an arcane focus: the power isn’t in the wand, it’s simply a tool for channeling a spell. But what of magic wands, staffs, and rods? Under the wide-magic principles of Eberron, common and uncommon items are part of the magical industry; rare items are exotic and expensive; and very rare and legendary items are largely beyond the capabilities of Cannith and the Arcane Congress. As such, weapons such as a wand of fireballs or wand of lightning bolts could be found on the battlefield, especially when dealing with Aundair, but they were rare, only assigned to elite units and critical operations.

However, House Cannith and Aundair’s Arcane Congress are always working to produce more efficient weapons, and the wand of magic missiles is one such recent development. Prior versions of the wand were more expensive, could only be used by trained spellcasters, or didn’t regain charges. The wand of magic missiles breaks this barrier: it’s an uncommon magic item that doesn’t require attunement and can be used by any creature. A wealthy wandslinger could carry a brace of wands, unleashing a barrage of bolts from a new wand each round. Wands of magic missiles may be found in the hands of criminal enforcers, royal guards, or any number of other professionals, and can potentially be purchased across the Five Nations. However, they were perfected by the Arcane Congress just twelve years ago, and House Cannith has yet to replicate that technique. As a result, these wands are primarily found in Aundair or used by Aundairians; a wand being sold in Sharn may be surplus or salvage recovered from Aundairian soldiers during the war.

Sooner or later House Cannith will duplicate this item and they’ll become available at any Cannith enclave. But for now, these wands can still be difficult to find outside Aundair.

When is a Crossbow not a Crossbow v2

Given the overall sophistication of Eberron, it can seem strange that people use medieval weapons. In a world of airships and warforged, why haven’t people created more effective personal weapons? Rising From The Last War highlights the spread of wandslingers, soldiers who fight using damage-dealing cantrips. But becoming a wandslinger requires specialized training; you can’t just hand a peasant a wand. So the question remains: in a world that’s this sophisticated and has an industrial base, wouldn’t people develop effective weapons that anyone can use?

Gunpowder is one possible answer. The Dungeon Master’s Guide includes rules for firearms, and I present my thoughts on this in this article. But it’s not my preferred answer. One of the basic ideas of Eberron is that it’s not a setting that mixes magic and technology, but rather a world in which magic is used instead of technology. So rather than having the people of the Five Nations use gunpowder, I’d rather find an alternative that fills the same niche but is unique to Eberron. So: we’re looking for an affordable weapon that anyone can use without training. This weapon should be better than a medieval crossbow, but it doesn’t need to match a modern firearm; in general, Eberron’s advances are closer to the late 19th century than to what we had in the 20th. This ties to the simple point that this weapon shouldn’t break the balance of the game. If you introduce a cheap weapon anyone can use that does twice the damage of an offensive cantrip, you’ve just broken the balance of the magic system. Beyond that, weapons don’t NEED to do more damage. Hit points are an abstract system. Per the PHB, “Hit points represent a combination of physical and mental durability, the will to live, and luck.” If a character has 30 hit points, that’s not supposed to mean that you could stab them in the heart four times with a dagger and they’d laugh it off; it reflects the idea that you can’t land a killing blow until they run out of hit points. If they’ve got hit points, they’re able to parry an otherwise lethal blow, or a potentially deadly arrow only grazes them. 1d8 is all the damage it takes to kill a goblin or a commoner; the fact that you can’t kill a more powerful creature with a single shot isn’t necessarily the fault of the weapon, it’s the cinematic idea that you can’t land the lethal blow.

So with all that in mind, what are we actually looking for with a superior weapon? The weapons we have will already drop a commoner with one shot, so we don’t need better damage. Two obvious factors are range and rate of fire. We want our weapons to be faster and more effective than medieval weapons. But here’s the fun fact: they already are. The crossbow defined in the Player’s Handbook IS better than a medieval crossbow. The crank method for reloading a medieval crossbow limited an archer to about two shots per minute; using a light crossbow, you can fire ten bolts per minute. A modern crossbow in the hands of a skilled shooter has a range of about 240 feet; a light crossbow has a potential range of 320 feet, provided you’re skilled enough to hit at long range. The 1861 Springfield rifle—a common weapon in the American Civil War—could fire 2-4 shots per minute. Again, the crossbow isn’t a match for modern automatic weapons… but at ten shots per minute, it’s not a medieval weapon.

You can dismiss these statistics as unrealistic, designed for ease of play; after all, who would ever USE a crossbow if it took five rounds to reload it? But the alternative is to embrace it, to say that it’s not that these statistics are inaccurate: it’s that the weapons aren’t medieval. Perhaps the soldiers of Galifar I used medieval-style crossbows, with more limited range and a slow crank to reload; the crossbows used today are the result of centuries of Cannith engineering. So if we accept the idea that the statistics of the crossbow are sufficiently effective as a common weapon—the next question is how it delivers those things. How is it that you can fire and reload a crossbow in six seconds while also moving 30 feet in that time?

One thing I’d immediately throw out is the idea that Caniith crossbows use an integrated quiver… or clip, if you will. When you are loading a crossbow, you are performing an action that resets the bow and sets the next bolt in place. This is slow enough that you can’t fire two bolts in that six-second frame. But you don’t actually have to go through a process of drawing a bolt from a quiver and setting it into place by hand in addition to resetting the bow. I’m not suggesting that this eliminates the Loading trait (though see Accessories, below); I’m fine with the idea that the process of resetting the bow and advancing the clip is slow enough that you can only loose one bolt per round. But it’s still far more effective than a medieval crossbow and helps to justify that six-second move-fire-reload cycle. A quiver can hold up to 20 arrows; I’m just suggesting that the quiver is part of the weapon. With this in mind, crossbow bolts in Eberron could be smaller than we usually think of them—aerodynamic densewood quarrels—making the idea of an integrated quiver a little more manageable.

The next question is how the Cannith crossbow delivers that increased range—meaning the bolt has greater force—while simultaneously allowing you to load the bow more swiftly than a medieval weapon. I can see two ways to explain this, though there’s certainly more!

Mundane Weapon, Supernatural Methods. The Cannith crossbow isn’t a magic weapon… but it’s made using magical techniques. It may be made of wood, but Eberron has woods we don’t have access to—bronzewood, darkwood, densewood. The cord may be alchemically treated, stronger and more flexible than any mundane material. The reloading system is a clever and efficient design; there’s no strength requirement on a crossbow. This takes the idea that the crossbow looks like a traditional crossbow (aside from the possibility of an integrated clip); it’s just better than any crossbow we have.

Arcane Science. The crossbow isn’t a magical weapon… but it can still operate using magical principles. The concept of Eberron is that magic is a science. The spells of the wizard are one manifestation of that science… but that doesn’t mean they’re the only way magic can manifest. Magic can generate kinetic force, as shown by a number of spells. So, what if those principles were used to to add force to a physical bolt, as opposed to generating a bolt of pure force?

So imagine the interior of the barrel of a crossbow engraved with arcane sigils. A quarrel is likewise engraved with symbols. When the quarrel moves against the barrel, the symbols create an arcane interaction—a formula that adds kinetic energy to the bolt. With this in mind, the only force the bow has to provide is the initial push of the bolt down the barrel; it’s a spark that triggers the arcane interaction. Which means that the reason it’s so much easier to reload a Cannith crossbow—why you can thumb-load a hand crossbow—is because the bow itself is actually WEAKER than a medieval crossbow, because the true power of the weapon doesn’t depend on the tension of the bow. This also means that the crossbow doesn’t have to LOOK like a crossbow as we’re used to it. It could be closer to a rifle—the longer the barrel, the longer the arcane interaction, thus the short range of the hand crossbow, and the heavy crossbow as the largest and longest weapon. The “bow” could be a relatively small component of the weapon. Essentially, it could resemble a firearm; the point is that the force of the weapon isn’t coming from a chemical reaction, but rather an arcane one. This wouldn’t make the standard crossbow a “magic weapon” for purposes of damage resistance. There’s nothing magical about the bolt itself; It’s simply the case of an arcane reaction generating force. The game mechanics are unchanged, it’s just a different way of presenting the weapon, reflecting the fact that it is superior to a medieval crossbow.

Now, if you DO follow this idea, one could ask why this arcane reaction isn’t being used in other ways. Well, who’s to say it isn’t? It could well be that the lightning rail operates on a similar principle—that the bound elemental provides initial motive force and enhances speed, but that the arcane interaction between coach and conductor stones is the same principle that provides the kinetic force of a Cannith crossbow. Beyond this, the central concept here is that magic is a science, and science evolves. The Five Nations DID use medieval crossbows, and they’ve discovered a technique that has allowed the creation of a more efficient weapon; they could be actively exploring other applications of this kinetic formula. Arcane magic can generate heat, force, and light. It can transmute objects or teleport them. Spells are examples of what can be done with arcane science, not its absolute expression.

All of which is to say that the wandslinger represents one application of magic in war—the idea that knowledge of combat cantrips is becoming more common, and that there are people who fight their battles with fire and lightning. But there can also be a path of arcane science that focuses on enhancing physical tools… building a more efficient versions of weapons people already use, creating tools that can be used even by people with no training or magical talent. Rather than feeling like the crossbow doesn’t fit your vision of the world, consider what could make the crossbow fit.

Accessories

Once we embrace the idea that the crossbow isn’t a medieval legacy, but rather a modern weapon that’s actively being improved, there’s lots of ways one could improve upon it. Consider a few ideas…

Bayonet. The light crossbow is a simple weapon that can be used without any training and that has an impressive range. Whatever form the weapon takes—whether you embrace the idea of arcane science or just keep it as a traditional crossbow built with superior techniques and materials—it makes sense that the light crossbow is the equivalent of the infantry rifle. With that in mind, it makes sense to have a form of bayonet—a fixed blade allowing a soldier to use the crossbow in close quarters even if they run out of ammunition. It wouldn’t have the reach of a long rifle, but it would still provide the archer with a melee option that doesn’t require them to drop their crossbow. Personally, I’d see this as a simple, two-handed weapon that inflicts 1d6 piercing damage—less effective than a spear (which can be thrown and inflicts 1d8 piercing when used two-handed), but still an effective weapon.

Spellbolt. Following the principle of an arcane reaction triggered as the bolt moves across the barrel, I could imagine a bolt that is designed with a specific arcane payload that’s triggered when the bolt is fired… effectively taking the place of a grenade launcher. The advantage of this would be the ability to project a spell effect farther than normally possible. A fireball normally has a range of of 150 feet; if you could attach a fireball to a heavy crossbow bolt and fire it 400 feet, it’s a dramatic improvement. The catch, of course, is that scrolls and wands require the user to be able to cast the spell (or at least require attunement by a spellcaster). That limitation could be preserved here; perhaps a spellbolt can only be used by a spellcaster, who takes a bonus action to prime the bolt before firing it. Or perhaps this is a new development, and the bolt can be used by anyone as long as it’s fired from a specially designed crossbow. If this is the case, I’d emphasize that this is a recent development; such spellbolts could be rare, and potentially volatile! Note that this is a different approach from the siege staff, which is essentially a long wand; a siege staff can only be used by a spellcaster or someone with specialized training, and projects a purely magical effect.

Silencer. Illusion can be used to create or dampen sound. It’s easy to imagine a magical device that could be attached to a crossbow to eliminate the sound produced by firing or loading the weapon. It would be up to the DM to decide how effective this would be—whether it could allow a well-hidden creature to remain hidden when firing, or whether it would simply prevent the shot from alerting anyone outside of line of sight.

Reload. While I’ve suggested an integrated quiver as part of the Cannith crossbow, my thought is that this justifies the rate of fire allowed by the Loading trait, not that it negates it. However, especially if you follow the idea of the crossbow empowered by arcane science, you could create a superior crossbow that replaces the Loading trait with the Reload trait associated with firearms in the Dungeon Master’s Guide: “A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character’s choice).” The size of the clip would be up to the DM. Again, I wouldn’t personally make this a standard feature—but it would be interesting if, say, Cannith East had developed a new design that was being used by elite Karrnathi units. Likewise, I could see an advanced hand crossbow with Reload 6, allowing a dual-wielder to get a few shots before needing to reload.

In Conclusion…

This is probably more than anyone ever wanted to hear about Keith’s thoughts on the crossbow, especially since my primary point is the rules don’t have to be changed. But what I hope you take away is that something can be inspired by a medieval tool and still feel modern. Whether it’s a crossbow or a stagecoach, the people of Eberron use magical techniques to improve on the mundane; this can involve flashy effects like fire and lightning, but it can also simply involve something that appears to be mundane and yet is superior to what we’re used to.

Thanks to my Patreon supporters for their support. My next major article will be on either the Znir Gnolls of Droaam or on Dolurrh, the Realm of the Dead—right now, the Patreon poll is tied!

What have you done with ranged weapons in Eberron? Have you added firearms or explored other magical solutions? Post your ideas below!

Firearms

Source

There are a few questions I’ve been asked time and again over the years, and one of those came up again just recently: How do firearms fit into Eberron? There’s a number of different gunpowder related classes and rules out in the world; Unearthed Arcana even included a version of the artificer with a Gunsmith archetype. So, how do firearms fit into the setting?

The short and simple answer is they don’t. From the very beginning, Eberron was designed as a setting where arcane magic was the foundation of civilization. The core idea is that in Eberron people wouldn’t pursue the development of firearms and gunpowder, because they have a different tool for creating explosions and hurting people at a distance… so they’d refine that magical tool instead of pursuing something entirely different.

But… isn’t another core principle of Eberron If it exists in D&D, there’s a place for it in Eberron? So: there’s a gunslinger class and I’ve got a player who really wants to use it… what do I do with it?

In any situation like this, the most critical question is: WHY do you want to add this thing into Eberron? What is the story you are trying to tell, and do you need to change the world to tell it? Does your story absolutely require the existence of some form of gunpowder analogue… or could you take the same basic idea and reflavor it to work using magical principles instead of gunpowder?

The Wandslinger

The basic principle of Eberron is that people are finding ways to solve the problems we’ve solved with technology by using magic. Instead of using telegraphs or cell phones, they have speaking stones and sending. Thus, the idea that’s most in keeping with the setting is to develop a magical analogue to the firearm. Wands, staves, and rods are tools that can hold and channel mystical power. In third edition, it wasn’t feasible to use wands as personal sidearms; they were too expensive and also entirely disposable, and it was hard to imagine a unit of soldiers equipped with such a tool. But we took steps towards this by introducing the eternal wand, which had fewer restrictions on who could use it and which recharged every day. While statistics were never presented for it, in my novels I also presented the idea of the siege staff, Khorvaire’s answer to artillery. The idea’s simple: if a wand holds a little power and a staff can hold greater power, then a staff made from a tree trunk could hold greater power still, dramatically amplifying the range and radius of a spell effect to fill the same role as cannons in our world.

The later editions of D&D have made casual combat magic easier to use. In fifth edition, a wand is an arcane focus that costs a fraction of the price of a longbow. Such a wand has no inherent power of its own; it channels the power of a spellcaster. Meanwhile, the Magic Initiate feat establishes the idea that you don’t need to be a wizard or warlock to know a cantrip or two. So in the Wayfinder’s Guide to Eberron we embrace this idea and suggest that over the course of the Last War the nations began training elite arcaneers—essentially, soldiers who gain the Magic Initiate feat and can perform simple combat magic. Because NPCs don’t need to follow exactly the same rules as player characters, I suggest that wandslingers typically only know offensive cantrips (spells that require an attack roll or saving throw), and further that the typical wandslinger needs an arcane focus to perform their magic. Essentially, for a player character a wand is an optional tool; for a wandslinger, it’s a requirement. This is intended both to emphasize that player characters are remarkable, but also to establish that in this world arcane focuses are important tools—that there’s a form of science at work here, and that the “wand technology” is significant.

There’s a few issues with arcane focuses replacing firearms. One of the obvious ones is range: a fire bolt has a range of 120 feet, while a bow can hit an enemy up to 600 feet away; don’t we need a solution that can match that? There’s also the issue that only spellcasters can use the wand, so wouldn’t we have an answer that anyone can use? Addressing the second point first, we do have a solution anyone can use: a bow or crossbow. And anyone CAN learn to use a wand… if they put in the time. Again, the core idea of Eberron is that the magic used by a magewright or a wandslinger is a form of science. Different people may have a special aptitude to different types of spells, just as in our world some people have a talent for a certain type of instrument while others just aren’t very musical. But anyone CAN learn to play an instrument… and in Eberron, anyone could learn to use a wand. On the other hand, they could also put that time and energy into mastering another skill. So Aundair’s elite infantry may be made up of wandslingers, who have the equivalent of Magic Initiate; while Thrane’s elite archers have the equivalent of the Sharpshooter feat, reflecting their specialized training.

So: a basic principle of Eberron’s widespread magic is that many magical tools do have a living component. A siege staff requires a trained person to operate it. And this is why crossbows and arbalests DO still have a place in the world. But remember that here too, these tools can be enhanced by magic. If an Aereni ship uses an arbalest, the bolts could easily be explosive; we’ve also mentioned livewood bolts bound to a dryad, allowing the dryad to manifest on the ship struck by the bolt. Rather than saying “An arbalest is inferior to a cannon, they’d have to have developed cannons,” consider the ways that you could magically enhance an arbalest to match the capabilities of a cannon… even if, like the livewood arbalest, the actual results are very different.

Still, there’s a few valid points. Range is a significant limitation for the battlefield wandslinger. And another thing that bothers me is that in fifth edition there’s no difference between the arcane focuses. Wand, staff, orb… it’s a purely cosmetic choice with no practical effect. Given the idea that these things are tools, I wanted the choice of focus to matter. The Wayfinder’s Guide to Eberron includes one set of rules. Here’s a summary of what I’m playing with now. The staff rules are new and largely untested, which is why they aren’t in the WGtE, but you could try them out if your players and DMs agree.

  • A wand, crystal, or orb is used in one hand. This has no inherent impact unless you’re using a special focus (imbued wood, orb of shielding, etc).
  • A rod can be used with one or two hands. If it is used with two hands, the range of any offensive cantrip you cast is increased by 50%. Using a two handed arcane focus meets the somatic requirements of a spell.
  • A staff requires two hands. When casting an offensive cantrip, the standard range is the listed range for the cantrip, but the staff provides a long range equal to four times the listed range: so when using a staff, fire bolt has a standard range of 120 feet and a long range of 480 feet. When casting an offensive cantrip beyond normal range, you have disadvantage on the attack roll and the target has advantage on the saving throw. Using a two handed arcane focus meets the somatic requirements of a spell.

The goal here is to present the wand as a sidearm—short range, easily concealable—with the staff as the analogue to the rifle. A team of Aundairian arcaneers equipped with staves can’t quite match the range of Aundairian archers, but they can come close… and of course the staff doesn’t require ammunition and the damage scales with the user’s skill. Note that these rules specifically apply to “offensive cantrips”—cantrips requiring an attack roll or saving throw. The staff increases the range of fire bolt, but it doesn’t quadruple the range of message.

The basic principle here is simple: rather than say “A cantrip is inferior to a gun, so people would develop guns,” consider how magic might evolve to fill the same niche. We need to kill someone from farther away? Let’s see if we can increase the range of the spell by making a longer wand (IE, a staff). Want a silencer? Perhaps you can buy a ring that goes around the end of a wand or staff and reduces the obvious discharge. Explore magical solutions. With that said, bear in mind that part of presenting magic as a form of science is that magic has the same limitations as science, one of which is that progress comes slowly. Within current lore the idea is that the techniques of the wandslinger only developed over the last thirty years. People are actively working to improve these things and to make better focus items.

So, the first question is whether it’s possible to just reflavor whatever class or element is calling for guns to use a magical alternative. Currently I’m running a campaign in Q’barra that has the flavor of a fantasy western, and so far, I’ve been very happy with how the wandslinging rules fill the gap for firearms. The sheriff relies on sword and bow; the warlock’s a fancy wandslinger with a brace of imbued-wood wands; the innkeeper has a rod behind the bar in case of trouble.

Goblin Gunslingers

So: I would just reflavor a gunslinger class to use wands. But perhaps that doesn’t work. Maybe the mechanics don’t make sense with a wand, or maybe the DM or player really, really wants something that functions more like an actual gunpowder weapon.

There’s a place for everything in Eberron; you just have to find it. If I had a player who really, really wanted to be a gunslinger, I wouldn’t solve this problem by giving firearms to House Cannith or the Five Nations. The core idea is that the Five Nations solve their problems by using arcane magic, not technology. But… what about a society that DOESN’T possess arcane magic? An advanced, militaristic civilization already renowned for its metallurgy and smithing techniques—a civilization that is thus perfecting the mundane arts of war? Those of you who know the setting well may already have guessed who I’m talking about: the goblinoid Heirs of Dhakaan.

Now: I’m not suggesting that the goblins of Darguun—the Ghaal’dar—have guns. And I’m not saying that the Dhakaani had firearms when they fought the Daelkyr. The Heirs of Dhakaan have been in subterranean isolation for thousands of years, and I’m suggesting that some of their clans may have developed this technology during that time. The Kech Volaar study arcane magic, and thus they wouldn’t have firearms. The Kech Sharaat pride themselves on their mastery of melee combat. So I’d introduce the Kech Hashrach, a clan that has developed firearms and artillery. I’d want them to be as surprising and as threatening to Darguun as to the Five Nations, and present this as an entirely alien form of technology—a path of science others haven’t explored at all. Essentially, in clashing with the Kech Hashrach there would be a chance to explore the conflict between magic and technology. So going back to the player character who wants to be a gunslinger, I’d figure out a way that they could have acquired their tools from the Kech Hashrach. Could they have been a slave who learned the ways of the gun before escaping? Would the player be interested in having ties to the clan—in having somehow earned their respect and been inducted into the Kech? Or might they simply have befriended an old goblin sharpshooter who taught them her secrets? Essentially, I’m fine with a single player character having an exotic weapon, but I’d play up the idea that it IS exotic… and that the Cannith artificer doesn’t get why you’re messing around with dangerous explosives when the basic arcane formulas for pyrotechnic magic are well established and quite safe.

Elemental Weapons

If you don’t like the Dhakaani, there’s another path that we’ve mentioned but never fully explored: Elemental weapons. The gnomes of Zilargo are noted for their skill with alchemy and for elemental binding, and we specifically call out that they provided Breland with “elemental weaponry” during the Last War… but we’ve never explained exactly what this is. One possibility is to play up the alchemical side and explore explosive technology. Another is to focus more on the idea of bound elementals; but this would be a way to create a fire-based weapon that’s distinct from a wand.

I don’t have time to explore this concept in detail here, but it’s a path that would allow you to create a sidearm or form of artillery that isn’t based on direct spellcasting, while still engaging with in-world lore. And I could certainly imagine interesting ways to make it distinct from mundane firearms. Imagine a form of canon that fires globes containing small fire elementals; when the weapon strikes, it doesn’t just explode, it unleashes the fire elemental in the midst of your enemies.

Giving this to the Zil and Breland is also another way to differentiate between nations and to shift the power dynamic from the houses. Aundair might have the finest wandslingers, and House Cannith might be the primary source for arcane weapons of mass destruction. But the Zil could be providing Breland with a form of weaponry none of the other nations use… and the Kech Hashach could be emerging from the depths of Khyber with yet another form of unfamiliar weaponry.

So: I personally focus on using magic in place of firearms, but here’s a few alternatives to consider. Have you used firearms in your Eberron? Have you tried out the wandslinger? Share your thoughts below!

Q&A

What class would you use as a wandslinger?

Anyone who can cast an offensive arcane cantrip COULD be a wandslinger. It’s largely a question of style. Your wizard can cast fire bolt. Does he take pride in this? Does he carry a fine wand of Fernian ash on his hip, or a battleworn rod over his shoulder? Or is he a scholar who KNOWS the words to produce fire, but prefers only to use them as a last resort? Essentially: does the character use offensive cantrips? If so, do they use an arcane focus more often than not? If so, do they take some pride in this? If so, that character’s a wandslinger. It doesn’t matter if they’re a sorcerer, wizard, warlock, bard, or just anyone who’s taken Magic Initiate. And again, with NPCs they generally aren’t any class at all; the ONLY magic a typical arcaneer knows is the battle magic they channel through their foci.

Now, there is something I always wanted to ask Keith ever since he first talked about wandslingers, how common were they in the Last War? And how common are they in post-war Khorvaire? Could you be mugged by a thug with a wand in a dark alley?

The short answer is “They’re as rare or as common as you want them to be in your story.” In my Eberron Aundair fielded the first elite arcaneer units in the last 30 years of the war, and they’ve become more common since then. Today I think wand use is common in Aundair, rare in Thrane, and uncommon everywhere else—which is to say, everyone is familiar with the concept of it, people know a wandslinger when they see one, but the city watch are still using crossbows. In my Q’barra campaign, the sheriff uses a bow, but when the slick Tharashk operatives showed up in town, two of them were wandslingers… and again, the innkeeper keeps a rod over the bar. Essentially, wandslinging is definitely new… but sure, you could be mugged by a thug with a wand. But again: in your campaign, it’s as common as you want it to be.

When is a Crossbow not a Crossbow

Given the overall sophistication of Eberron, it can seem strange that people use medieval weapons. In a world of airships and warforged, why haven’t people created more effective personal weapons? Rising From The Last War highlights the spread of wandslingers, soldiers who fight using damage-dealing cantrips. But becoming a wandslinger requires specialized training; you can’t just hand a peasant a wand. So the question remains: in a world that’s this sophisticated and has an industrial base, wouldn’t people develop effective weapons that anyone can use?

Gunpowder is one possible answer. The Dungeon Master’s Guide includes rules for firearms, and I present my thoughts on this in this article. But it’s not my preferred answer. One of the basic ideas of Eberron is that it’s not a setting that mixes magic and technology, but rather a world in which magic is used instead of technology. So rather than having the people of the Five Nations use gunpowder, I’d rather find an alternative that fills the same niche but is unique to Eberron. So: we’re looking for an affordable weapon that anyone can use without training. This weapon should be better than a medieval crossbow, but it doesn’t need to match a modern firearm; in general, Eberron’s advances are closer to the late 19th century than to what we had in the 20th. This ties to the simple point that this weapon shouldn’t break the balance of the game. If you introduce a cheap weapon anyone can use that does twice the damage of an offensive cantrip, you’ve just broken the balance of the magic system. Beyond that, weapons don’t NEED to do more damage. Hit points are an abstract system. Per the PHB, “Hit points represent a combination of physical and mental durability, the will to live, and luck.” If a character has 30 hit points, that’s not supposed to mean that you could stab them in the heart four times with a dagger and they’d laugh it off; it reflects the idea that you can’t land a killing blow until they run out of hit points. If they’ve got hit points, they’re able to parry an otherwise lethal blow, or a potentially deadly arrow only grazes them. 1d8 is all the damage it takes to kill a goblin or a commoner; the fact that you can’t kill a more powerful creature with a single shot isn’t necessarily the fault of the weapon, it’s the cinematic idea that you can’t land the lethal blow.

So with all that in mind, what are we actually looking for with a superior weapon? The weapons we have will already drop a commoner with one shot, so we don’t need better damage. Two obvious factors are range and rate of fire. We want our weapons to be faster and more effective than medieval weapons. But here’s the fun fact: they already are. The crossbow defined in the Player’s Handbook IS dramatically better than a medieval crossbow. The crank method for reloading a medieval crossbow limited an archer to about two shots per minute; using a light crossbow, you can fire ten bolts per minute. Modern crossbows have an effective accurate range of about 240 feet; the light crossbow has a close range of 400 feet. Switching gears, the 1861 Springfield rifle—a common weapon in the American Civil War—could fire 2-4 shots per minute depending on the skill of the user, and had a maximum range of around 1,500 feet. Again, our light crossbow allows an untrained user to fire 10 shots per minute and has a maximum range of 1,600 feet… and the military-grade heavy crossbow has a close range of 500 feet and a maximum range of 2,000.

One more interesting fact: the hand crossbow is a one-handed weapon. This means you can hold a hand crossbow in one hand and a sword in the other. But here’s the wacky twist: you can fire the hand crossbow and reload it without putting down either weapon. You don’t need a free hand to load a hand crossbow. Which makes no sense if you’re pulling a quarrel out of a quiver and fitting it into the weapon, let along having to pull back the bow.

You can dismiss these statistics as unrealistic, designed for ease of play; after all, who would ever USE a crossbow if it took five rounds to reload it? But the alternative is to embrace it, to say that it’s not that these statistics are inaccurate: it’s that the weapons aren’t medieval. Perhaps the soldiers of Galifar I used medieval-style crossbows, with more limited range and a slow crank to reload; the crossbows used today are the result of centuries of Cannith engineering. So if we accept the idea that the statistics of the crossbow are sufficiently effective as a common weapon—again, the light crossbow is a deadly weapon anyone can use without training, with a range on par with a 19th century longarm and a better rate of fire—the next question is how it delivers those things. How is it that you can fire and reload a crossbow in six seconds while also moving 30 feet in that time? How is it you can reload a hand crossbow without a free hand?

One thing I’d immediately throw out is the idea that Caniith crossbows use an integrated quiver… or clip, if you will. When you are loading a crossbow, you are performing an action that resets the bow and sets the next bolt in place. This is slow enough that you can’t fire two bolts in that six-minute frame. But you don’t actually have to go through a process of drawing a bolt from a quiver and setting it into place by hand in addition to resetting the bow. I’m not suggesting that this eliminates the Loading trait; I’m fine with the idea that the process of resetting the bow and advancing the clip is slow enough that you can only loose one bolt per round. But it’s still far more effective than a medieval crossbow and helps to justify that six-second move-fire-reload cycle. A quiver can hold up to 20 arrows; I’m suggesting that the quiver is part of the weapon. With this in mind, crossbow bolts in Eberron could be smaller than we usually think of them—aerodynamic densewood quarrels—making the idea of an integrated quiver a little more manageable.

The next question is how the Cannith crossbow delivers that increased range—meaning the bolt has greater force—while simultaneously allowing you to load the bow more swiftly than a medieval weapon. Given the no-free-hand loading of the hand crossbow, I can only assume you’re able to reload the weapon with your thumb, which means it doesn’t take much strength! I can see two simple ways to explain this.

Mundane Weapon, Supernatural Methods. The Cannith crossbow isn’t a magic weapon… but it’s made using magical techniques. It may be made of wood, but Eberron has woods we don’t have access to—bronzewood, darkwood, densewood. The cord may be alchemically treated, stronger and more flexible than any mundane material. The reloading system is a clever and efficient design; there’s no strength requirement on a crossbow, and again, you can reload a hand crossbow while holding it, suggesting a thumb lever. This takes the idea that the crossbow looks like a traditional crossbow (aside from the possibility of an integrated clip); it’s just better than any crossbow we have.

Arcane Science. The crossbow isn’t a magical weapon… but it can still operate using magical principles. The concept of Eberron is that magic is a science. The spells of the wizard are one manifestation of that science… but that doesn’t mean they’re the only way magic can manifest. Magic can generate kinetic force, as shown by a number of spells. So, what if those principles were used to to add force to a physical bolt, as opposed to generating a bolt of pure force?

So imagine the interior of the barrel of a crossbow is engraved with arcane sigils. A quarrel is likewise engraved with symbols. When the quarrel moves against the barrel, the symbols create an arcane interaction—a formula that adds kinetic energy to the bolt. With this in mind, the only force the bow has to provide is the initial push of the bolt down the barrel; it’s a spark that triggers the arcane interaction. Which means that the reason it’s so much easier to reload a Cannith crossbow—why you can thumb-load a hand crossbow—is because the bow itself is actually WEAKER than a medieval crossbow, because the true power of the weapon doesn’t depend on the tension of the bow. This also means that the crossbow doesn’t have to LOOK like a crossbow as we’re used to it. It could be closer to a rifle—the longer the barrel, the longer the arcane interaction, thus the short range of the hand crossbow, and the heavy crossbow as the largest and longest weapon. The “bow” could be a relatively small component of the weapon. Essentially, it could resemble a firearm; the point is that the force of the weapon isn’t coming from a chemical reaction, but rather an arcane one. This wouldn’t make the standard crossbow a “magic weapon” for purposes of damage resistance. There’s nothing magical about the bolt itself; It’s simply the case of an arcane reaction generating force. The game mechanics are unchanged, it’s just a different way of presenting the weapon, reflecting the fact that it is superior to a medieval crossbow.

Now, if you DO follow this idea, one could ask why this arcane reaction isn’t being used in other ways. Well, who’s to say it isn’t? It could well be that the lightning rail operates on a similar principle—that the bound elemental provides initial motive force and enhances speed, but that the arcane interaction between coach and conductor stones is the same principle that provides the kinetic force of a Cannith crossbow. Beyond this, the central concept here is that magic is a science, and science evolves. The Five Nations DID use medieval crossbows, and they’ve discovered a technique that has allowed the creation of a more efficient weapon; they could be actively exploring other applications of this kinetic formula. Arcane magic can generate heat, force, and light. It can transmute objects or teleport them. Spells are examples of what can be done with arcane science, not its absolute expression.

All of which is to say that the wandslinger represents one application of magic in war—the idea that knowledge of combat cantrips is becoming more common, and that there are people who fight their battles with fire and lightning. But there can also be a path of arcane science that focuses on enhancing physical tools… building a more efficient versions of weapons people already use, creating tools that can be used even by people with no training or magical talent. Rather than feeling like the crossbow doesn’t fit your vision of the world, consider what could make the crossbow fit.

Accessories

Once we embrace the idea that the crossbow isn’t a medieval legacy, but rather a modern weapon that’s actively being improved, there’s lots of ways one could improve upon it. Consider a few ideas…

Bayonet. The light crossbow is a simple weapon that can be used without any training and that has an impressive range. Whatever form the weapon takes—whether you embrace the idea of arcane science or just keep it as a traditional crossbow built with superior techniques and materials—it makes sense that the light crossbow is the equivalent of the infantry rifle. With that in mind, it makes sense to have a form of bayonet—a fixed blade allowing a soldier to use the crossbow in close quarters even if they run out of ammunition. It wouldn’t have the reach of a long rifle, but it would still provide the archer with a melee option that doesn’t require them to drop their crossbow. Personally, I’d see this as a simple, two-handed weapon that inflicts 1d6 piercing damage—less effective than a spear (which can be thrown and inflicts 1d8 piercing when used two-handed), but still an effective weapon.

Spellbolt. Following the principle of an arcane reaction triggered as the bolt moves across the barrel, I could imagine a bolt that is designed with a specific arcane payload that’s triggered when the bolt is fired… effectively taking the place of a grenade launcher. The advantage of this would be the ability to project a spell effect farther than normally possible. A fireball normally has a range of of 150 feet; if you could attach a fireball to a heavy crossbow bolt and fire it 2,000 feet, it’s a dramatic improvement. The catch, of course, is that scrolls and wands require the user to be able to cast the spell (or at least require attunement by a spellcaster). That limitation could be preserved here; perhaps a spellbolt can only be used by a spellcaster, who takes a bonus action to prime the bolt before firing it. Or perhaps this is a new development, and the bolt can be used by anyone as long as it’s fired from a specially designed crossbow. If this is the case, I’d emphasize that this is a recent development; such spellbolts could be rare, and potentially volatile! Note that this is a different approach from the siege staff, which is essentially a long wand; a siege staff can only be used by a spellcaster or someone with specialized training, and projects a purely magical effect.

Silencer. Illusion can be used to create or dampen sound. It’s easy to imagine a magical device that could be attached to a crossbow to eliminate the sound produced by firing or loading the weapon. It would be up to the DM to decide how effective this would be—whether it could allow a well-hidden creature to remain hidden when firing, or whether it would simply prevent the shot from alerting anyone outside of line of sight.

Reload. While I’ve suggested an integrated quiver as part of the Cannith crossbow, my thought is that this justifies the rate of fire allowed by the Loading trait, not that it negates it. However, especially if you follow the idea of the crossbow empowered by arcane science, you could create a superior crossbow that replaces the Loading trait with the Reload trait associated with firearms in the Dungeon Master’s Guide: “A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character’s choice).” The size of the clip would be up to the DM. Again, I wouldn’t personally make this a standard feature—but it would be interesting if, say, Cannith East had developed a new design that was being used by elite Karrnathi units.

In Conclusion…

This is probably more than anyone ever wanted to hear about Keith’s thoughts on the crossbow, especially since my primary point is the rules don’t have to be changed. But what I hope you take away is that something can be inspired by a medieval tool and still feel modern. Whether it’s a crossbow or a stagecoach, the people of Eberron use magical techniques to improve on the mundane; this can involve flashy effects like fire and lightning, but it can also simply involve something that appears to be mundane and yet is superior to what we’re used to.

Thanks to my Patreon supporters for their support. My next major article will be on either the Znir Gnolls of Droaam or on Dolurrh, the Realm of the Dead—right now, the Patreon poll is tied!

What have you done with ranged weapons in Eberron? Have you added firearms or explored other magical solutions? Post your ideas below!