Advanced Search >

The Korranberg Chronicle: Adventurer's Almanac
Quick Preview
Full‑size Preview

Get ready for adventure with

The Korranberg Chronicle - Adventurer's Almanac!

Fully compatible with the Wayfinder's Guide to Eberron, this massive tome is dedicated to all the Eberron players out there! Find a wealth of options within these pages, including:

  • Subraces, Variant Traits, and Brand new statistics for playing over 26 PC races!
  • 20 New and Variant subclasses for existing classes, including 5 exclusive Druidic circles for each Eldeen Druidic Sect!
  • An alternate class option to play a purely martial Ranger!
  • The Korranberg Chroncile's Artificer - support your allies with this full-spellcasting arcane support class, and choose which from six fields of artifice magic to gain mastery in!
  • Anthony Turco's Swordmage is reprinted here, to play in Eberron campaigns! Includes all four Arcane Axiom subclasses!
  • 3 New Eberron-specific backgrounds: the Citizen, the House Guild Member, and the Sovereign Host Vassal!
  • 17 New Spells!
  • 25 New Feats, including racial feats for the Changeling, Kalashtar, Shifter, and Warforged!
  • Advice on incorporating a plethora of official backgrounds and subclasses into the world of Eberron!
  • 12 New Weapons! (Including alternate rules for the Valenar double scimitar, plus multiple other kinds of double-ended weapons!)
  • 6 New Weapon Special Materials!
  • 3 New Tools!
  • Over 20 new kinds of adventuring gear, including 8 alchemical items, and 6 clockwork devices!
  • 50 new Eberron Trinkets!
  • 50 new magic items, including 24 Dragonshard Focus Items for dragonmarked PCs, and 15 warforged components!

Want to see more from the Korranberg Chronicle?

Check out Threat Dispatch and Xen'drik Advisory, for over 100 combined pages of Eberron monsters, creatures, and NPCs!

Or, pit your adventurers against their worst nightmares on the lightning rail in The Korranberg Chronicle presents: Nightmare on the Mournland Express, a one-shot adventure for 6th level characters!

 More titles by this author
 Customers who bought this title also purchased
Reviews (3)
Discussions (8)
Customer avatar
Derrick R October 30, 2018 2:26 pm UTC
Alchemist- At 8th level, your experiments or reverse engineering have unlocked the secrets of dangerous alchemical formulas not typically available on the market. You learn how to create two alchemical items from the following list: absentia, alchemical wrath, dragon's blood (black), dragon's blood (blue). All of these items are nonmagical.

Where are the rules for these items- I found alchemical Wrath but not any of the others?
Customer avatar
Anthony T November 02, 2018 7:42 am UTC
Hi Derrick! They were added in v1.1. Make sure you download the update!
Customer avatar
Michaël B October 21, 2018 5:51 pm UTC
Hi guys ! Love the content so far, a lot of new flavors for my 5e Eberron game that fits way more than the vanilla content.
Side note, I've noticed that under the "Thunder Guide" feat, the last sentence of the "Lionized in the Press" section ends up in the art and you can't tell if it's related to performance or persuasion as it is hidden in darkness ! (I know it's performance but I thought that was worth mentioning as it's just a little editing error)
Customer avatar
Anthony T October 24, 2018 7:21 pm UTC
Thanks for the heads up! There will be a new version posted soon that will include a few editing fixes like this.
Customer avatar
Malcolm C September 09, 2018 10:04 pm UTC
Hey guys, absolutely love the document, but I'm curious on your thoughts involving a particular combination.
If you are a Child of Khyber Sorcerer, does this also mean you could take the Aberrant Dragonmark Feat from Wayfinders Guide? While I realize that the feat specifies having "no existing dragonmark" as a prerequisite to get it, having both manifest from the same Aberrant Dragonmark seems like a possible argument to allow both on the same character, and certainly so if you were a variant human, taking this as your level 1 feat.
If so, does this mean that the upcasting of spells would be cross compatible as well, and would the additional first level spell gained be added to spells known and thus normally castable more than once a day?
Thanks again for the great work, and keep it up!
Customer avatar
Anthony T September 10, 2018 6:14 am UTC
Thanks Malcolm!
I would allow a character to have both the Aberrant Marked feat and the Child of Khyber subclass, although personally I think there are more advantageous feats to take, including Magic Initiate for Sorcerer spells. From my understanding on Sage Advice for the Magic Initiate feat, and applying it to Aberrant Marked, you would indeed add Sorcerer spells gained from either feat to your general list of Sorcerer spells. If you take Aberrant Mark, you could cast the cantrip with either Constitution (from the feat) or Charisma (because it's a Sorcerer cantrip you know), and you can cast the 1st level spell from spell slots with Charisma, or once per long rest without expending a spell slot, but you must cast it with Constitution that way.

As for the Aberrant Marked feat's third bullet, I think that would depend on your DM. Me, personally, I would only allow you to increase the spell level of the 1st level spell gained through the feat. However if your DM is cool with it, "aberrant...See more
Customer avatar
Malcolm C September 19, 2018 10:25 pm UTC
Excellent points, and again much appreciated. I hope I'm not getting annoying, just trying to find answers for possible interaction issues. So now I have another one.

The Dhampir who takes the Blood Domain cleric needs a rule clarification. The Dhampir heals when they take necrotic damage, and are injured by non-necrotic healing magic. But the Blood Domain Cleric has Sanguine Sacrifice, which allows you to injure yourself by taking necrotic damage in order to enhance the amount you can heal others. On top of this, Thief of Life lets you deal necrotic damage to others and heal yourself or others for half that amount of damage.

Rules as written would suggest that this means the sanguine sacrifice would heal you instead of damage you to heal others, and injure you instead of heal you when you use Thief of Life. Obviously this is not the intent, so to fix I would suggest noting that the amount healed by Thief of Life is considered Necromancy magic (Dhampire says you can still heal normally...See more
Customer avatar
Anthony T September 20, 2018 6:42 am UTC
Good points. For one, the Dhampyr can be healed by any non-spell normally. Lay on Hands from a paladin still works on them, because it isn't a spell. So Thief of Life is fine as is. However, Sanguine Sacrifice will be changed to say that you can't mitigate the damage in any way, and remove the damage type. Thanks for the feedback!
Customer avatar
Malcolm C September 21, 2018 5:22 am UTC
You should probably make the note somewhere more general to the race as well, because Life Transference also breaks when a Dhampir casts it.
Customer avatar
Anthony T September 21, 2018 5:25 am UTC
Hm. Necrotic damage you deal to yourself should probably be the exception, then. Although technically, Life Transference breaks, but not the way I think you interpret. Life Transference says a target creature heals HP equal to double the damage you take. But a Dhampyr did not take damage, so Life Transference doesn't heal the target creature for anything. (It would not heal you and the target creature)
Customer avatar
Shane Y September 04, 2018 4:41 am UTC
You guys have done amazing work with this series, there's just so much content and all of it is great quality.
I did have some questions regarding the Drow though, it seems odd to me that Eberron Drow suffer from sunlight sensitivity given they live in temperate and tropical climates. Also, I noticed that the Vulkoori tribes get +2 wisdom and the slew of features similar to Wood Elves while the Umbragen only get +1 Charisma and a penalty to being raised. I also couldn't find the deeper darkness spell in the PhB or XgtE. Perhaps Shadow of Moil would be a cool alternative.
Customer avatar
Anthony T September 04, 2018 5:17 am UTC
Hi Shane! Thanks for your kind words.

So the drow in Eberron have always maintained their sunlight sensitivity, even back in Eberron's original 3e version. The Vulkoori drow live on the surface, but the dense jungle canopy typically keeps things shadowy enough that direct sunlight is typically not a factor. A drow walking out of the jungle into Stormreach would find it very difficult to look around in the daylight without their eyes stinging. To get around this, look at the Smoked Lenses item on page 149. As for their similarity to wood elves, that is largely because I suggest to NOT use wood elves in Eberron. (In the Elves section earlier in the chapter, I suggest replacing the PHB elven subraces of high elf, wood elf, and drow, with Aerenal Elf, Valenar Elf, and Khorvaire Elf, and make drow their own species).

For the Umbragen, they're the closest to the "standard drow" from the PHB, but with some minor tweaks. One big tweak is that they can see through their own magical darkness,...See more
Customer avatar
Ryan O September 01, 2018 6:52 pm UTC
For swordmage can you clarify the free-hand +2AC for me? RAW it makes sense that someone with a greatsword or longsword could attack with 2 hands, then simply take their hand off after the attacks and benefit from the 2AC, therefore being able to 2hand and mechanically have a shield. Is this intended or should it be only relevant to Swordmages with 1 handed weapons or while wielding a longsword with 1 hand. Love the books, thanks!
Customer avatar
Anthony T September 04, 2018 3:18 am UTC
Hello Ryan!

The intent is that this should just work like a shield, and not be applicable to two-handed weapon usage. I will have to think about how to close this loophole. Perhaps requiring an action to generate the extra +2 AC and have it last indefinitely so long as the off hand remains unoccupied
Customer avatar
Nicholas M September 13, 2018 5:53 pm UTC
its a carry over from the 4e class. the point was swordmages were developed akin to Bladesingers in that the +2 ac came from how they're fighting style was. a more single weapon dueling form, which does not have the same movements as wielding a cumbersome 2hander. it also takes into account mobility. its easier to "jump" around with a 5-8lb longsword than a 20-30 pound greatsword (not going for actual weights, but an abstract comparison here)

its similar to the dueling fighting style of the Fighter where if you are using only 1 weapon and no other weapon in your offhand, you get +2 Damage.

Customer avatar
Anthony T September 14, 2018 12:46 am UTC
Actually, the Swordmage is proficient with greatswords. They also do get actual Fighting Styles separately. The +2 when you have a hand free is basically just a reflavored shield. Not the shield spell, a literal mundane shield. The Swordmage is supposed to be able to tank, so I didn't want to make them any worse than a Sword-and-Board fighter, but I thought an actual shield didn't fit the flavor of the class.

Basically, Arcane Aegis is the equivalent of a Barbarian's Unarmored Defense, in that you can use a shield with it. It just comes with its own built-in shield.
Customer avatar
Nicholas M August 30, 2018 1:30 pm UTC
I'm so glad to see the overwhelming support for Eberron. Forgotten Realms basically pushed it aside at the end of 3.5 into 4th edition which was sad as this setting has always been simply amazing.

All of your products for Eberron thus far have been great and WoTC/Keith Baker should be reaching out to you guys for work on WGtE.

I have two negative criticisms. The first is the wording in the Swordmage's abilities. That was pretty much the only thing I took from 4th edition that I really liked, but the terms "axiom" and "maxim" I think could have been just kept as Aegis (I always liked that term). But of the iterations of Swordmage I've come across, yours is tied for best.

The second, Goodberry Wine is a little over priced and over powerful. in 3.5 it was only 8 points of healing at a cost of 250gp. I'd see it going to 10 points of healing (since good berry no longer caps at 8 points per day) at a price of uncommon which puts it 100-600 gp. Yes it...See more
Customer avatar
Anthony T August 30, 2018 2:27 pm UTC
Thanks for your encouragement and critiques, Nicholas!

For the Swordmage, to each their own, I suppose! I wanted to focus on the idea of each swordmage being a Sun Tzu-type philosopher of war. I wanted each subclass to focus on a specific warfare philosophy, so I patterned the name and the abilities based around that concept. I did keep the term Aegis around for their personal armor field, though! But I understand if you like the old terms more.

For the Goodberry Wine, it's important to note that the price is for a *whole bottle*, not just a single usage. I framed it that way so that a single bottle would be sufficient for an entire adventuring party to have one day of normal healing after a long rest in the Mournland. Therefore, the DM can plan for 1 bottle = 1 day, and make as many bottles available as they want for the Mournland expedition they're planning. The exhorbitant price is also justified in-world as large organizations like the Wayfinders, House Cannith, House Phiarlan, and...See more
Customer avatar
Caleb B August 29, 2018 3:41 pm UTC
So if I am understanding the Swordmage correctly, at first level they have level 1 spell slots, but their spellbook does not have any first level spells. And you don't finish copying those spells until level 2. Is this by design?
Customer avatar
Anthony T August 29, 2018 10:25 pm UTC
Hi Caleb!

This appears to be an error. The Swordmage should have the same spell-slot progression as the paladin. Apologies for the error, this will be fixed in a revision coming shortly!

In case you're wondering, the intent is that you start play only being able to cast cantrips, but you are in the final stages of "learning" your 1st-level spells. You can decide which three 1st level spells you are researching when you begin playing, or you can decide when you reach 2nd level.
Customer avatar
Damian T August 27, 2018 12:50 am UTC
Why does the Artificer have level 9 spells when even in 3.5 they only went to 6th? The only way for them to use higher spells was by items or am I wrong about that?
Customer avatar
Anthony T August 27, 2018 2:12 am UTC
Hello Damian!

5th edition currently has three modes of spell progression: 1-4 for spellcasting subclasses of largely non-spellcasting classes (Eldritch Knight, Arcane Trickster), 1-5 for half-spellcasting classes (Paladin and Ranger), and 1-9 for full spellcasters.

When thinking about what I wanted the Artificer to represent in 5e, I wanted to focus on its flavor of understanding the fundamental underlying principles of magic. That seemed like a very magic-focused class to me. And while both Bards and Artificers only went up to level 6 spells in 3e, WotC decided to upgrade Bards to full spellcasting progression. So I went with the example of the Bard, and I upgraded Artificer to be a full spellcaster as well.
Customer avatar
Steve F August 27, 2018 12:50 pm UTC
Early versions of the Bard were a half-caster. Conversion to full caster came a fair bit later.

That being said, there is nothing saying you can't create alternate casting progressions.

My personal view of Artificer would be 1-5th level spells at the same rate as any Full Caster, but progression would stop at 9th level (like a Warlock). 6th-level and beyond spells would come through features at 11th, 13th, 15th, and 17th level in the form of unique artificer-y type things.
Customer avatar
Anthony T August 28, 2018 7:21 am UTC
Are you speaking of early versions of the Bard during 5th Edition design? I was not privy to those versions, if so! I just saw what was in the 5th edition PHB when it was released.

By the way, my friend Nausicaä Harris created a version of the artificer that used warlock progression as a basis! Check out her title, Artifice and Invention here:
Browse Categories
 Follow Your Favorites!
NotificationsSign in to get custom notifications of new products!

Product Information
Silver seller
Community Content
Rules Edition(s)
Original electronic
Scanned image
These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher.

For PDF download editions, each page has been run through Optical Character Recognition (OCR) software to attempt to decipher the printed text. The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching. However, any text in a given book set on a graphical background or in handwritten fonts would most likely not be picked up by the OCR software, and is therefore not searchable. Also, a few larger books may be resampled to fit into the system, and may not have this searchable text background.

For printed books, we have performed high-resolution scans of an original hardcopy of the book. We essentially digitally re-master the book. Unfortunately, the resulting quality of these books is not as high. It's the problem of making a copy of a copy. The text is fine for reading, but illustration work starts to run dark, pixellating and/or losing shades of grey. Moiré patterns may develop in photos. We mark clearly which print titles come from scanned image books so that you can make an informed purchase decision about the quality of what you will receive.
Original electronic format
These ebooks were created from the original electronic layout files, and therefore are fully text searchable. Also, their file size tends to be smaller than scanned image books. Most newer books are in the original electronic format. Both download and print editions of such books should be high quality.
File Last Updated:
August 30, 2018
This title was added to our catalog on August 26, 2018.