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The Korranberg Chronicle: Adventurer's Almanac
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The Korranberg Chronicle: Adventurer's Almanac


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The Korranberg Chronicle - Adventurer's Almanac!

Fully compatible with the Wayfinder's Guide to Eberron, Eberron: Rising from the Last War, and Keith Baker's Exploring 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!

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Reviews (7)
Discussions (26)
Customer avatar
Emerson A November 03, 2020 8:32 pm UTC
Does the Oceanic Wrap item, which states "you are considered to be submerged in water, no matter how dry the environment actually is" mean that you have resistance to fire damage?
Customer avatar
Anthony T November 10, 2020 2:09 pm UTC
The intention is no, it's just supposed to let sahuagin stay on dry land for as long as they want. However, I think the wording is vague enough that the DM could rule otherwise. Also note that the DM might also rule that you can't breathe air, or that your attacks suffer the drawbacks of underwater combat.
Customer avatar
Emerson A November 26, 2020 11:50 pm UTC
Thank you so much for the clarification!
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Anthony T October 13, 2020 10:49 pm UTC
Alrighty folks! It's finally here! The Gold Edition (v1.5) update!

See below for the changelog:

v1.5 (Gold Edition)
- Formatting changes
- Text revisions to point toward Eberron: Rising from the Last War and Exploring Eberron for mechanics and lore.
- Aereni elves replaced with traits reprinted from Exploring Eberron, with permission.
- Dhakaani subrace for goblins removed. City Goblin subrace consolidated into base traits to make alternative non-Dhakaani goblins. Limited double-proficiency on Insight checks.
- Half-Elf revised to include subrace versions of dragonmarked variants from Rising. Revised Khoravar Cant into sidebar to apply to several half-elf subraces.
- Talenta halflings Bonded Mount trait moved to racial feat, replaced with Beast Empathy.
- Replaced Human Mark of Finding race with sidebar clarifying the Mark of Finding traits from Rising apply to human characters.
- Revised Paragon Human, lowering total ASI but increasing...See more
Customer avatar
Anthony T August 13, 2020 6:01 am UTC
Hello folks!

With the release of Exploring Eberron, the v1.5 update to Adventuer's Almanac is around the corner. I expect a month to two months for all revisions to be made, formatted, and edited.

With the good news comes a bit of bad news. Some of the planned additions to the Almanac will be pushed into a future book. This means the only new major mechanical content I plan to add will be the Kobold player race. The Alchemical Brute and Bodyguard sub-classes will join several other player options I'm currently working on for my next player-centric book. I apologize to anyone that was looking forward to these options. The remainder of the update effort will be to make everything in the Adventurer's Almanac compatible with Eberron: Rising from the Last War, and Exploring Eberron. I hope you enjoy!
Customer avatar
Anthony T November 19, 2019 5:35 pm UTC
Quick update for everyone.

Good news and bad news.

The bad news is that 1.4.1 has obviously been delayed. Apologies for that, I've been hard at work on a new book coming soon, the Korranberg Chronicle: Psion's Primer!

The good news is, I'll be release Adventurer's Almanac v1.5 shortly after the release of Keith Baker's Exploring Eberron, which will update the Almanac to be fully compatible with that book and Rising From the Last War. New features in v1.5 are statistics for a playable Kobold race, the Path of the Achlemical Brute barbarian, and the Bodyguard martial archetype for fighters!
Customer avatar
Riley C November 21, 2019 2:34 am UTC
Hey with books coming out id rather you take the time to review all the content and decide which of your things need the most updates. Keep on making a great product!
Customer avatar
Riley C November 21, 2019 2:36 am UTC
Are you also comparing your content against the Morgrave Miscellany book? Or are they more likely to be sources that will have overlaps and have to be decided which one to use?
Customer avatar
Anthony T November 23, 2019 5:41 am UTC
Thanks for the encouragement, Riley!

As for Morgrave Miscellany, the Siberys mark feat in the current version of AA differs from the one in that book, as I disagreed with how it was presented there. Additionally, I believe I have different versions of shifter subraces. Other than that, I don't think there is any other overlap with Morgrave Miscellaney

However with the release of Rising, both the Siberys mark and the Shifter subraces will need revising to work with the new official rules. I'll be waiting until Keith Baker's Exploring Eberron is released before updating Adventurer's Almanac, just to cut down on as much divergence as possible. My ultimate aim is to make Adventurer's Almanac compatible with Rising and Exploring Eberron, whether that is through avoiding overlap or offering conscious alternatives (like the Warforged Model Type racial trait in AA replacing Integrated Protection).
Customer avatar
Riley C November 23, 2019 5:48 am UTC
Thats good.
I also poked at Morgraves, and they said after Exploring Ebberon is released they will likely be updating their whole book again as well, so you might have a few waves of updates potentially. :)
I am somewhat curious if it is going to be anything mechanical, or if its just all setting materials.
I am excited to see what you have next though. Keep up the good work.
Customer avatar
Anthony T November 23, 2019 7:29 am UTC
I have it on good authority that ExE will include mechanical elements, like new subclasses for the monk and artificer. I can't wait to get my hands on that sweet, sweet lore though, personally!
Customer avatar
Timothy W February 01, 2020 12:55 pm UTC
Hey there! New reader. I got a massive amount of inspiration from the Almanac, for both Eberron and my own setting. However, while reading it I did note the numerous references to content from before the release of Eberron: Rising from the Last War. So here I am. How goes the update to 1.5?
Customer avatar
Anthony T February 01, 2020 2:28 pm UTC
Hi Timothy! The 1.5 update is still in the works. It will update things to the Rising standard and also include new content like playable kobolds (that aren't terrible like the ones in Volo's Guide to Monsters) and the Path of the Alchemical Brute barbarian.

The update will arrive after the release of Keith Baker's Exploring Eberron book, as I want the Almanac to be compatible with that book as well. Sorry for the wait!
Customer avatar
Timothy W July 31, 2020 5:43 am UTC
Exploring Eberron is out, so I'm hoping the Almanac gets an update soon?
Customer avatar
Anthony T July 31, 2020 7:58 pm UTC
Now that I've gotten my hands on it, yeah! Give me some time to assimilate that book, and work on the updates. I predict you will see some big changes to daelkyr half-bloods, symbionts, and dragonmarked options.
Customer avatar
Luke V November 18, 2019 5:25 am UTC
Noticed a couple spelling errors I thought I'd point out for the 1.4.1 update.
- 'Vulkoori' is incorrectly spelled as 'Vulkori' in the 'Scorpion Tribes' section on page 18, and in the 'Xen'drik' section on page 119.
- 'Qaltiar' is incorrectly spelled as 'Qaltair' in three places on page 18, and in the 'Oath of the Ancients' section on page 81.
Customer avatar
Anthony T November 19, 2019 5:32 pm UTC
Thanks for spotting those!
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Drew S August 16, 2019 6:45 pm UTC
One minor note, I realise: The Renegade Artificer technically (though the intent is obvious) can't use its Infuse Weapon (or Arcane Weapon) on bionic limbs after sixth level, as they become magical and thus cease to be valid targets. Perhaps clarifying that they still count as a /Nonmagical/ martial weapon worth at least 1sp for all effects could help?

Additionally, despite there being no difference mechanically between multiple bionic limbs and just one, it is implied that only one at a time can be targeted with weapon spells and Infuse Weapon; would it be possible to clarify that, no matter how many are possessed, they are linked magically and treated as just the one weapon? This isn't a pressing issue obviously, just weird to picture if DMs were to rigidly stick to what's presented. Unless that's intentional, but I can't think why it would be bc there's no mechanical difference. (Certainly, legs aren't discounted in the first place so it's not about item-juggling.)

Additionally, I...See more
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Anthony T August 17, 2019 3:30 am UTC
That's a good point on the level 6 Renegade feature. I'll have to think about how to address that. Thanks!

For the multiple bionic limbs and buff issue, I think that's best left up to DM adjudication. One of the goals of writing game mechanics is to make them streamlined and simple. If you've ever seen my Pathfinder 1e Eberron conversions (google search for "Wayfinder Foundation of Khorvaire" for my old google site), I used to spend an inordinate amount of time making sure my intent was very specific and explicitly detailed, down to the smallest minutia. When I read through official 5e mechanics, I recognized they were much more streamlined, and worked to refine my writing similarly.

Ultimately, that kind of decision is up to the DM, but I think the intent can be gleaned pretty easily, since the feature makes it clear that multiple or single limbs is just a fluff choice and shouldn't really add any hard-and-fast mechanical benefits or detriments (unless the DM wishes to impose/grant...See more
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Drew S August 18, 2019 4:29 pm UTC
Thank you for the response!

Ah, yes, I completely understand with that. 5e is a lot more streamlined than Pathfinder, though I do find that it suffers from unclear intent at times (unlike the Chronicle). Is it also you behind the "Living Eberron" site that seems to be based on the in-universe Foundation? I just came across it and have been humming and hawwing about whether I should try joining or if the site itself is strictly invite-only haha.

Ah, yes you could, provided that you don't need to use up your Interaction elsewhere on your turn. Would you also suggest using the "handedness" rules presented by Keith, with spell range and such? I noticed the higher-level ability but assumed it was accounted for in cantrip-scaling... perhaps that was silly of me. Applying the individual focus abilities to certain spells for each focus (and possibly changing the level 6 ability to match) could be fun for the archetype, but that might be a lot more work.

I was...See more
Customer avatar
Anthony T August 20, 2019 6:00 am UTC
I'm not a mod of the Living Eberron server, but they do endorse the use of the Adventurer's Almanac for their games! They are, however, invite-only, but a more general Eberron discord is open to everyone. Join the server and get to know everyone, then ask about joining the game :)

Nice catch on Conjure Manifest Zone. You are correct, it should be an Action.
Customer avatar
Drew S September 04, 2019 2:47 pm UTC
Thank you so much for the lovely response, and for the Discord! I have been trying to work up the not-anxiety to join, but I shall do so soon!

Ah, marvellous. I'll keep that in mind! Does the Arcanist still have to provide verbal components? It seems to but I'm not entirely clear.
Customer avatar
Anthony T September 17, 2019 5:02 am UTC
Yes, there is no caveat that allows Arcanists to ignore a spell's verbal components. Sometimes a good ol' chant is what you need to create an arcane effect.
Customer avatar
Drew S July 26, 2019 11:52 pm UTC
I was very much intending to curb my recent foray into 5e Eberron supplements, but that Arcanist preview seems to be tailored specifically for me and I am very much intrigued to see how it's pulled off so it looks like I'll be buying this one too, haha.

You mentioned elsewhere that your ideas for the Siberys Dragonmarks differ from Morgrave Miscellany, and I'll be interested to see that too. Is there much overlap with Morgrave or is it very much a different take on Eberron?
Customer avatar
Anthony T July 29, 2019 1:38 am UTC
Hi again, Drew! Thanks for your purchase!

My version of the Siberys Dragonmark feat is included in the current version of the Almanac, page 137. The feat is largely structured like the Morgrave Miscellany version, but I had different opinions on what would be the "captstone" powerlevel of each mark.

For example, the Siberys Mark of Storm in Morgrave Miscellany affords the marked character a measure of control over all elemental creatures. I felt this was inaccurate to the setting, as the Mark itself has no inherent ability to sway, say, earth elementals or djinn. And despite House Lyrandar owning a fleet of elemental vessels that have water, air, or fire elementals bound to them, it is a property of the Wheel of Wind and Water magic item that allows them to channel their mark to control the vessel. Succinctly put, the Mark of Storm, inherently, has nothing to do with elementals in the lore of the setting, no matter how powerful the individual Mark of Storm is.

Likewise,...See more
Customer avatar
Drew S August 02, 2019 10:27 am UTC
I've just finished perusing the Almanac, and I enjoy it immensely! A couple of issues still with the Arcanist being referred to elsewhere as the Artificer (such as in the spells and the Circle of Purity text) but otherwise this seems like an extremely well put-together piece. That Arcanist class really did exceed my expectations; I love the spell focus system since I've always wished for science-fantasy to be more integrated into D&D. Speaking of which, the Renegade is pretty much perfect for me too. With a little bit of cleaning up here and there, and perhaps a bit of expansion on some of the more intricate concepts, I'd see this as a real staple sourcebook for any Eberron campaign.

I very much understand the changes you made with the Dragonmarks, and I really love the effort put in with the various Elemental options! My favourite race might be the Daelkyr Half-Blood or the Killoren; both are really cool and light up my mind with various ideas for characters. I may or may not be writing a homebrew...See more
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Richard I July 06, 2019 8:48 am UTC
Orc Double Axe:
The weapon is listed as 1d6 (or 1d10) slashing damage. However the special text reads "An orc double weapon may be used as either a double weapon that deals D6 slashing damage or a heavy weapon that deals d8 slashing damage"

Not sure if you intended it to be d6 / d8 or d8/d10.
Being an orc and a heavy weapon I'm inclined to believe it should be d8/d10 to make it feel more brutal then the elf version. And that's how I'll probably run it
Customer avatar
Anthony T July 18, 2019 3:01 pm UTC
Hi Richard,

Thanks for catching this.

The correction that will be made will be to have it be d6 double or d10 heavy. D6 is the maximum I'm willing to give for double-weapon damage, due to balance concerns (unless you take an accompanying feat to specialize in a specific double weapon, like the one for the Valenar Double Scimitar. I can see one being made for the Orc Double Axe, flavored to be techniques used by the Ghaash'kala, that would increase it to d8 double or d12 heavy. I might include that in the next update)
Customer avatar
Drew S July 28, 2019 2:11 pm UTC
Should note, the Valenar feat (Revenant Blade) specifically applies to any double-bladed weapon already. Perhaps it would be appropriate merely to clarify that the feat can also apply to any Half-Orc or Orcish characters, and that the feat still only provides 2d4 damage rather than doubling your d6 to 2d6.

Edit: Also, I've really really wanted to play a Revenant Blade Half-Orc with a double axe, have the backstory an' all. Everything I hear about this book makes me all the more tempted...
Customer avatar
Anthony T July 29, 2019 1:27 am UTC
Hi Drew, the Valenar feat I was speaking of is "Valenar Blade Master" on page 144 of the current version of the Adventurer's Almanac, not the Revenant Blade feat presented in Wayfinder's Guide to Eberron. As noted in the Almanac, "Valenar Blade Master" replaces "Revenant Blade", as I decided to represent the double scimitar differently than the official book, and did not want it to apply to every double weapon (for cultural reasons, as the Tairnadal elves of Valenar would have no reason to include training in Orc Double Axes or the gnoll's Myrnaxe in their training as a society).
Customer avatar
Anthony T May 06, 2019 1:04 am UTC
Version 1.4 is live!

Below is the changelog for what changed between this version and 1.3

Adventurer's Almanac Change Log

- pg 9: Reworded Khoravar Cant ability so that the Racial Emulation changeling feat option for Half-Elves can make use of it without needing to know Elvish.
- pg 22: Removed redundant speed trait from Znir Pact Gnoll racial traits
- pg 42: Updated Subclass table
- pg 43-50: Renamed the Almanac version of the Artificer class to the Arcanist. Removed the Alchemical, Automation, and Renegade subclasses from the book. (Preserved as separate PDF, Almanac Addendum: Additional Masteries)
- pg 51: Revised the Arcanist spell-list to include all spells previously exclusive to the now-defunct Automation Mastery subclass.
- pg 52-55: Introduced support for the Unearthed Arcana version of the Artificer class, including Artificer Specialization versions of the Automation and Renegade subclasses, additional...See more
Customer avatar
Anthony T May 10, 2019 7:04 am UTC
Hey all,

A v1.4.1 update is coming, with some tweaks and corrections based on customer feedback. Also, the missing Whirling Blade spell below will be added to the book:

Whirling Blade
1st-level evocation
Casting Time: 1 action
Range: Self (60-foot line)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
You fling a weapon used in the casting of this spell, hurling it away from you to be carried on the wind. You make a melee weapon attack against every creature in a 60-foot long 5-foot wide line extending from you in any direction you choose, making a single attack roll and comparing it to each creature's AC individually. If the attack hits a creature, it deals normal damage for the attack plus an additional d8 force damage.
When the hurled weapon reaches the end of the line, or strikes a solid surface such as a wall, it vanishes and reappears in your hand.
Customer avatar
Ed P May 15, 2019 7:54 pm UTC
After the new Artificer update I'm interested to see where you take the Battle smith and the Archivist
Customer avatar
Anthony T May 16, 2019 5:16 pm UTC
Looks like I'll have to expand 1.4.1 just a bit!

The Battle Smith iron defender is pretty neat, but I want to keep the Automatist mostly as is. Perhaps change some things to make the Automatist's signature homunculus operate more like the other homunculi (Bonus Action to command, etc.), but I still like Automatist's versatility in picking any of the classic Eberron homunculus types and customizing it.

It will be interesting to come up with a pet-less Battle Smith that feels distinct from the Renegade, which seems to fit a similar niche (subclass with a focus on melee combat). I'm not sure if I'll offer a pet-less version of the Archivist, though, because it's core tenet is to create intelligent magic items, so it makes sense that it has a sentient magic item "pet".
Customer avatar
Anthony T March 20, 2019 8:11 pm UTC
Hello everyone!

I would like to announce my intention for the next major update to Adventurer's Almanac.
After playing with the official Unearthed Arcana artificer, I feel that WotC has finally hit the nail on the head for a 5e artificer class that fits within the world and lore of the Eberron campaign setting. I am waiting to see what further support WotC has hinted will be in the next Unearthed Arcana for it, but I intend to design and include a couple of subclass for the UA artificer in the next update of the Almanac.

But what does this mean for the artificer as I already wrote it? It's not going away! I will be renaming my artificer the Arcanist - an arcane-scientist, and will be removing a few of its subclasses to remake them as UA Artificer subclasses (namely the Automation Mastery and Renegade Mastery).

I realize some among you would still like to have the old AA-Artificer subclasses, so I will be separating them off into a supplemental pdf that will be available...See more
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Anthony T May 01, 2019 2:21 pm UTC
Hello all!

Just wanted to inform everyone waiting for v1.4 that it design on it has been completed! Once editing is finished, I'll be uploading it soon.
Customer avatar
Jake A March 17, 2019 6:34 am UTC
This is a a excellent resource, I'm really enjoying the series.
Can we get Aarakocra in the races section in the next update?
Customer avatar
Anthony T March 20, 2019 8:18 pm UTC
Thanks, Jake!

A lot of this is my own personal take on where to include races (like the goliaths and killoren), because I thought they would be applicable to a wide range of games for how to include them.

My personal take on Aarakocra, however, I think is too..... weird. In my Eberron games, Aarakocra and Avariel Elves are the same species, but with extreme sexual diamorphism. The males are Avariels, and the females are Aarakocra. They are descendants of one of the Gyrderi, the elven druids that were cursed to remain in wild shapes forever. Most of the Gyrderi were stuck in horse form, and are the ancestors of the exceptional mounts of the Valenar elves. The Aarakocra/Avariel ancestor was a female druid that was struck with the curse in the middle of transforming between her elf form and that of a hawk. She became the first Aarakocra, and her female descendants bear the full brunt of her curse, while the males are only partially touched by it.

I thought this would be too...See more
Customer avatar
Malcolm C February 17, 2019 4:42 am UTC
Sending the eternal love for this document, but please consider posting changelogs. Also, why is it still red salad instead of red slaad for a planar wild shape?
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Anthony T February 17, 2019 6:33 am UTC
I knew I was forgetting something...
Customer avatar
Anthony T March 20, 2019 8:21 pm UTC
Hi Malcolm,

I thought you should know that I have been keeping a changelog since you suggested it. It won't be retroactive from V1.0 to v1.3, but it will keep track of changes from v1.3 forward.
Customer avatar
Antonio C February 08, 2019 11:04 pm UTC
POD anytime soon?
Customer avatar
Anthony T February 15, 2019 4:16 am UTC
I'm not certain how I would even go about setting that up?
Customer avatar
March 11, 2019 10:13 pm UTC
DrivethruRPG allows you to create a POD of any PDF! I'd totally buy a physical copy of this!
Customer avatar
Anthony T March 20, 2019 8:22 pm UTC
I'll need to look into that. However, I do consider the Almanac as something of a living document. I keep wanting to add to it. That'll make it hard to pin down for a PoD option.
Customer avatar
Alex B February 01, 2019 4:26 pm UTC
Is there a changelog for the each update? I have been using the artificer from v1.1 and would like to use the rebalanced 1.2.1 version but I am having trouble finding what has changed.
Customer avatar
Anthony T February 03, 2019 7:28 am UTC
Hi Alex!

Apologies, I don't have a changelog. The fixes to the artificer were mostly in tinkering with the Renegade bionic arm, and with the Spell Storing Item spell.

The Bionic arm now counts as a weapon, so you can use and target it with spells and effects that interact with weapons.

Spell Storing Item was rebalanced so that it can only store a spell of a lower level than the spell slot used to cast it. This has the side effect of now being able to store cantrips if Spell Storing Item is cast at 1st level. The main reason for this was feedback I received saying this spell was too good and could fix every problem.
Customer avatar
Anthony T January 24, 2019 5:53 am UTC
Hello all!

Version 1.2.1 is now live! Incorporating feedback from players like you, revision 1.2 brings balance adjustments to the Artificer and Swordmage classes, as well as new character options like:

A fighting style option for throwing weapon specialists!
A new racial feat for changelings!
Variant Mark of Finding stats for playing a dragonmarked human of House Tharashk!

And if you haven't yet picked up the Adventurer's Almanac, check out the new preview that showcases the entire Artificer class!
Customer avatar
David V January 06, 2019 3:03 am UTC
I love the added material to run a 5e game in Ebberon that is presented in this pdf. That said, I'm going to be brutally honest: the Swordmage is over the top in terms of power. Note that this is based purely off of reading the material and my own general DM and player experiences with other classes.

First, did the class really needed to have a better version of the Paladin's smite? Force damage hits a lot of creatures without issue, and the ability to switch the damage each time [assuming you have a spell prepared that matches] to an elemental type to exploit weakness is too good. Also, this ability is one of the best parts of the Paladin given to another class, which feels more than steeping on their toes and is outright crushing the foot. From reading, I don't think such a ability is really needed for a class that blends magic and melee [see War Magic and the rest of the class]. But, if you think it is needed, I would say dropping the dice size from d8's to d6's for the normal version and...See more
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Derrick R January 10, 2019 3:02 pm UTC
My group also does not feel the SM is balanced enough to allow.
Customer avatar
Ryan O January 10, 2019 7:27 pm UTC
Do you have any specific reasons for that out of curiosity, or do they mirror what David said? I am in agreement with the smiting power, and a few of the axioms seem a little too "always on" (basically will always have their maxim available or on for a typical fighting day).
My devil's advocate points:
- Limited spell list; can't learn many spells since they don't share the wizard and are restricted to "swordmage" spells. Many of the spells on the list are arguably useless (smite spells are famously bad)
- Limited spell slots; nearly everything involved with this build burns spell slots. While maxims are short rest and you can use the second variation that tends to be a 1 minute buff that's free, you're still limited to how many slots you have per day which are only long rest.
- Spell Strike: I think this should be limited to only using elements instead of force damage, but in regards to changing the element, I can count on one hand how many times I've fought an enemy...See more
Customer avatar
Anthony T January 16, 2019 10:24 pm UTC
Hi David!

I appreciate the time and effort it took for you to leave this valuable feedback. I think in the end, the Swordmage will see revision, but allow me to respond to some of your points.

Spell Strike is very useful, but I don't agree it is far and away vastly superior to Divine Smite. Divine Smite deals an extra d8 damage against fiends and undead (two very large categories of monsters) and improves at level 11 to deal an additional d8 on all attacks even if not expending spell lots. Spell Strike never gets any additional dice for creature type, and does not improve to always deal additional damage. On the subject of vulnerability, it is true that the Swordmage might be able to deal more damage with a Spell Strike (if they have prepared the right spells to take advantage of a creature's vulnerability) than a Paladin's extra dice for undead or fiends, but in all official sources there are only 28 monsters that have vulnerability to energy damage, and of those 28, the Swordmage can't...See more
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File Last Updated:
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This title was added to our catalog on August 26, 2018.