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Wayfinder's Guide to Eberron (5e) $19.99 $15.99
Average Rating:4.6 / 5
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Wayfinder\'s Guide to Eberron (5e)
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Wayfinder's Guide to Eberron (5e)
Publisher: Wizards of the Coast
by William T. [Verified Purchaser]
Date Added: 08/03/2020 20:29:12

Wayfinder's Guide is an excellent source of introductory material for players new to the setting. If you're running an Eberron game, and have taken on the responsibility to educate your players about the setting, the scope of this supplement is great to provide players a view into the world through their character options.



Rating:
[5 of 5 Stars!]
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Wayfinder's Guide to Eberron (5e)
Publisher: Wizards of the Coast
by Rob K. [Verified Purchaser]
Date Added: 06/15/2020 08:24:05

This was great before Rising from the Last War was released. They updated this book with the absolutely awful rule changes from Rising, most of which I simply cannot stand. If earlier versions of this file are made available I'll change my review back to 5 stars, but for now my suggestion is to stay away from this version and try to find a previous version somewhere else on the internet.



Rating:
[1 of 5 Stars!]
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Wayfinder's Guide to Eberron (5e)
Publisher: Wizards of the Coast
by Damian F. [Verified Purchaser]
Date Added: 11/20/2019 12:01:56

Let's be real here; this product was a scam. We were tricked into paying for playtest content, and barely even got what we were promised with it.

It took until the release of a separate Eberron product for this book to include the Artificer class we were promised, and when it finally arrived, it was just copy-pasted from said other book without any care.

What do I mean by that?

Well, the first clue is the fact that the Artificer class has just been slapped into "Appendix D" of the book, after the visual handouts, and it is an appendix which at the time of said update wasn't even bookmarked in the PDF.

The second clue is in the "Replicable Items" tables for the Artificer's "Replicate Magic Item" infusion. It lists several unusual magic items you can replicate not found in the DMG: Armblades, Prosthetic Limbs, Wand Sheaths, Ventilating Lungs, and Arcane Propulsion Arms. Each of these items say in parenthesis, "detailed in chapter 5". Chapter 5 is the chapter for magical items in this book. Now, true, you CAN find details of the Armblades and Wand Sheathes in here. But curiously, there is no other mention of "Ventilating Lungs" or "Arcane Propulsion Arms" in this document - and the only other time "Prosthetic Limbs" are mentioned is in a brief section about beginning an adventure in a tavern.

In short, not only did we not get the full Artificer class, but we got it shoddily copied in after it was released elsewhere.

This product is not worth your money. If you bought it like me, I feel sorry for us all. For anyone else, buy the new Eberron book instead "Rising from the Last War", which is virtually everything in this book and more.



Rating:
[2 of 5 Stars!]
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Wayfinder's Guide to Eberron (5e)
Publisher: Wizards of the Coast
by Orla n. D. [Verified Purchaser]
Date Added: 11/14/2019 05:50:11

A really great introduction to Eberron that gives you all you need to get started while also making excited to find more.



Rating:
[5 of 5 Stars!]
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Wayfinder's Guide to Eberron (5e)
Publisher: Wizards of the Coast
by Kyler W. [Verified Purchaser]
Date Added: 03/23/2019 10:15:05

I love what you've put in. Every bit of it. What are the chances of getting racial feat's for these races? I loved the idea of it for baseline 5E, and would love to see that in here as well. I feel like there might not be all that many people that feel the same as I do about this, but it would be nice. I'm a fan of Changeling's, so Maybe a racial feat that gives it darkvision and something else for its Change Appearance feature, or upgrades it's one or more of it's other features, and have the flavor be something along the lines of your more attuned to your doppelganger half than most. Just a thought. Keep up the good work, Peeps. Love what you put together.



Rating:
[5 of 5 Stars!]
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Wayfinder's Guide to Eberron (5e)
Publisher: Wizards of the Coast
by Nicholas D. [Verified Purchaser]
Date Added: 12/02/2018 17:09:18

Love the book (pdf) and it is well done to bring most of what we love about Eberron to 5e such as Dragonmarked, Changellings, and all. My only coplaint is that it is light on desciptions for everything but Sharn. I'm hoping that they'll buff it up for all the rest of Khorvair.



Rating:
[4 of 5 Stars!]
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Wayfinder's Guide to Eberron (5e)
Publisher: Wizards of the Coast
by Chris C. [Verified Purchaser]
Date Added: 11/30/2018 09:27:18

I have played every edition of D&D ever published, I love to see the older edition information updated to fit the new model. It is especially enjoyable when so much of the flavor carries through and only the mechanics are altered. Eberron has always been a high magic world and I found the idea of Eberron, problematic for a lower magic edition; to my surprise it is handled very well and offers all the best pieces of the older editions with some nice twists. Overall, I give it a 4; it is still being updated and hopefully the final updates will include some additional information; an Artificer, a few explanations about warforged integrated armor, and Eberron faiths.



Rating:
[4 of 5 Stars!]
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Wayfinder's Guide to Eberron (5e)
Publisher: Wizards of the Coast
by Raff A. [Verified Purchaser]
Date Added: 10/25/2018 23:37:24

Purchased on a whim due to love of the setting idea and extremely glad that I did - amazing information on the lore and history of the setting, beautifully crafted ideas on how to get started running a game, and the extended list of available races and magical abilities is phenomenal.



Rating:
[5 of 5 Stars!]
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Wayfinder's Guide to Eberron (5e)
Publisher: Wizards of the Coast
by Matthew D. [Verified Purchaser]
Date Added: 08/29/2018 02:31:36

A lot of useful stuff here; 176 pages is pretty hefty, and even the fluffy sections - like the brief descriptions of different nations - have some suggestions on how to tailor the game mechanics to fit the world. The new races seem a bit cumbersome - too many abilities - on the first read, but I'm interested to see how they feel in play. Definitely worth buying if you want to bring Eberron into your 5e game, especially if they keep updating and adding to it. Need that artificer!

Only 4/5 cause $20 feels like a bit much for a playtest document, but hopefully will pay off over time.



Rating:
[4 of 5 Stars!]
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Wayfinder's Guide to Eberron (5e)
Publisher: Wizards of the Coast
by David G. [Verified Purchaser]
Date Added: 08/04/2018 22:41:32

Worth the purchase price and so glad to finally have Eberron represented. Looking forward to the continued updates and additions to the setting in 5e.



Rating:
[5 of 5 Stars!]
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Wayfinder's Guide to Eberron (5e)
Publisher: Wizards of the Coast
by Mark N. [Verified Purchaser]
Date Added: 08/02/2018 18:27:55

Overall, I'm very glad I bought this. I think it's a great update and very useful, both for myself as a DM and as a resource I can use for my players. I've been trying to run Eberron in 5e for about two years now, using a mixture of my own homebrew and things I found across the web. I found the mechanical options in here to be better (both in function and simplicity) compared to a number of the homebrew elsewhere.

Here are some thoughts on a few sections. Races: I felt these did a great job at getting the races into the 5e system. Overall, I was very impressed with these. Dragonmarks: I like that the bulk of these are now an option at first level. I think subraces was a very good idea for how to do the dragonmarks, and it really works to amplify that these are an inborn ability, which may steer you towards a certain skill or class, but does not define you in the same way that your later actions might. The other oddity is that Mark of Finding half-orcs get goblin instead of Orcish. This makes sense with the optional language rule, but doesn't if a DM doesn't adopt that rule. Aberrant Marks: I like the flavor of this feat much better than just using magic initiate. I wish there was a way for Aberrant Marks to likewise be an option at first level, but I'm not sure how to make this work.

Other thoughts: I liked seeing examples of both common magic items as well as some eldritch machines and dragonmarked items. I am guilty of having first skipped just to the mechanical sections, but I'm really glad I went back and re-read the rest of the text. It was worth I liked a lot of the various roleplay options presented and the ways to think about actually being in the world. The chapter on Sharn was very useful for thinking about ways to set different adventures in different parts of the city.



Rating:
[5 of 5 Stars!]
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Wayfinder's Guide to Eberron (5e)
Publisher: Wizards of the Coast
by Anthony T. [Verified Purchaser]
Date Added: 07/31/2018 23:33:05

I've been running and homebrewing Eberron for 5e for several years now, so I was ecstatic to see this get an official release. Now that I've had to opportunity to full disgest it, I figured I would give my feedback on the mechanics here.

Dragonmarks

I had originally been resistant to the idea of dragonmarks as subraces when I first heard about it, because I was laboring under the assumption that the dragonmarks still worked like they did in the original Unearthed Arcana article about Eberron, where the dragonmarks just gave a few castings of a spell as is. In my homebrew I had decided to give all characters a bonus feat at 1st level to accomodate for what I felt was the necessity of allowing all races to start with a dragonmark if one was available to them.

But! In their current form, as fully-fledged subraces with their own Ability Score Increases and whole suites of abilities, I am loving it. It makes so much sense, and it really makes the world of Eberron "fit" into 5th Edition seemlessly without having to tweak game rules (like granting a bonus feat).

There are only two things missing from the dragonmark rules:

  1. The ability to suddenly, spontaneously develop a dragonmark (other than an aberrant mark) at higher levels, due to the story concept of delayed manifestation until later in life. I understand that we might be getting this in the upcoming Morgrave Miscellany product, so that will be great to have!
  2. The ability to play an Aberrant Dragonmark from level one. Currently only humans can do it. Perhaps there should be a rule that states you can give up +2 or +1/+1 of your racial ability bonuses to take the Aberrant Mark feat, to represent the negative aspect of having an Aberrant Mark causing pain or madness (sacrificed physical or mental ability scores). Whatever is ultimately decided, I think there needs to be mechanical support for the background of having had an Aberrant Mark already for a while when you start the game.

Unique Eberron Races

I am digging all the updates to the main 4 unique Eberron races (didn't really expect to see the Daelkyr half-blood, haha). The kalashtar look great, and it is really interesting to see Keith's thoughts on Changeling personas being given mechanical weight. The Shifter looks good too, and I'm hoping we'll see more of their classic Traits being included in future updates to the WGtE.

So, that leads me to the Warforged. Now, we can talk about how I feel about them being mechnaically humanoid and not constructs, and gaining full effect from healing, but that's all opinion and I wouldn't blame you for not caring about my opinon.

However, Integrated Armor is game breaking because it makes one simple mechanical error: It assumes it has to replace magical armor that all other PCs are getting.

In 5e, the system math DOES NOT ASSUME such a thing ever happens. If this Warforged racial trait takes magical armor into consideration, it will be the only mechanical element for players to specifically take into account the aquisition of magic items. This is a mistake.

The better course of action would be to design Integrated Armor as if it has to keep up with regular armor, maybe provide a minor net +1 bonus over regular armor to make the racial feature an actual perk instead of power neutral. Then if a Warforged wants to improve their Integrated Armor, bring back the Armor Enhancement Disc component from 3rd edition like so:

ARMOR ENHANCEMENT DISC, +1 , +2 , OR +3

Warforged component (requires attunement by a warforged), rare (+1), very rare (+2), or legendary (+3)

When you atttune to this dragonshard-studded metal disk, it becomes embedded in your chest and magically reinforces your body. While it is attached, you have a bonus to AC. The bonus is determined by its rarity.

You need to leave it up to DMs whether they want to deal with warforged with legendarily-high AC. It's not a given that every human fighter will have legendary +3 full plate by level 20.

Other than those critiques, which I hope have been taken in the constructive spirit they were meant, I am INCREDIBLY EXCITED to finally have Eberron for 5th Edition and the Wayfinder's Guide to Eberron is an AMAZING first step back into my favorite D&D world!



Rating:
[5 of 5 Stars!]
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Wayfinder's Guide to Eberron (5e)
Publisher: Wizards of the Coast
by Edward K. [Verified Purchaser]
Date Added: 07/27/2018 22:49:42

Ring Side Report- RPG Review of Wayfinder’s Guide to Eberron

Originally posted at www.throatpunchgames.com, a new idea everyday!

Product- Wayfinder’s Guide to Eberron System-DnD 5e Producer- Wizards of the Coast Price- $20 here http://www.dmsguild.com/product/247882/Wayfinders-Guide-to-Eberron-5e?affiliate_id=658618 TL; DR- A much needed update on nearly everyone's favorite modern crazy setting. 88%

Basics-Whose ready for some Dragonpunk? Wayfinder’s guide to Eberron is a 5e update to Eberron from Keith Baker. Eberron debuted in 3.5 DnD, received a 4e update, and this is the updated 5e version. What Eberron is is hard to describe. It's a post-magic war, Noir, fantasy, semi-modern sci-fi non-standard epic with sprinkles of Cthulhu mythos added in, with massive changes to the standard DnD world as magic is extremely common and every race doesn’t follow any of the normal conventions set before. The book itself has one chapter setting the tone and feel of the world. After that is a chapter on the geography of the main continent followed by a chapter on the different races of Eberron. From there the book shifts to magic, focusing one chapter on Dragonmark houses (think magic family guilds with tattoos that appear under stress providing magic powers), and then new magic creation rules as well as items for the world. The book wraps up by focusing on a major city of the world called Sharn, and finally providing additional resources like extra reading, a glossary, and pictures you can use for your game.

Theme or Fluff-I like the stuff in this book. It is travel guide to the world of Eberron providing a much needed update for the most recent system of DnD. Players get to learn about the world, and GMs get enough story seeds that they can set a story anywhere. The races feel fresh since that is a major point of Eberron, and the world is deep. My major complaint is this book feels short. Under 3.5, whole books were written about each of the different countries, and here each place gets about a page. For a book published by Wizards of the Coast itself, I expect a bit more for a $20 PDF. Nothing here is bad, but I expect a bit more from the main publisher. 4.5/5

Mechanics or Crunch-Wizards of the Coast put out a book, so they know their own system. I love the new races and am glad to see the races specific to Eberron get a 5e DnD coat of paint. I also can’t give enough praise and love to how Dragonmarks and magic item creation is handled. Dragonmarks are one of the core elements of the Eberron setting as these magic family businesses run large chunks of the world, at least by proxy. Previous editions handled this by feats, but this one sets them up as races. You are born a Dragonmark, which feels thematically true, but I also like the crunch of how each Dragonmark is handled. Magic items are extremely common with an almost cellphone like network existing in Eberron, so magic item rules needed an update. This book provides new item creation rules and providing costs for items. This is an update the system needed long ago as some DnD Adventurers’ League players are swimming in gold but have no real use for it. In Eberron, that gold has a place to go! 5/5

Execution- HOOOOLLLLYYYY COW! Wizards of the Cost put out a PDF and its hyperlinked!? Overall, I like the flow in this book. I don’t hate reading the book as it doesn’t hurt my eyes to scan or dive deeply into each topic. The text is laid out well, font is good, and I like the art. Now, the art is very recycled, but the DMs Guild lets authors use art from previous editions, so I don’t hate it. I would like a bit more from the mothership, but its is not bad. The book does feel short, and that short nature hurts it a bit. I could easily see expanding each country to two pages and adding in more art assets from other books. This also kinds of makes me angry as your charging roughly full price compared to Chaosium and Paizo for a book that the fluff is already written for and your art is already written for. The art is already made, and you have the graphics sitting on a hard drive, so why not use them? The maps are ok, but they are the most general ones from the setting, so you don’t even see the capital cities on them. This would also break up the text a bit more as multiple pages are two columns in a row. There is enough white space to not make reading boring, but I’d like more. 3.75/5

Summary-Eberron is an amazing setting that everyone should experience. From how it flips the script of traditional RPG elements to its Noir setting of morally gray characters, it should be on every RPG player's bucket list. This book provides a great new update to the world, providing both DMs and players with a wealth of information. My main complaint is that I would like more. For a $20 PDF, I would like a bit more, and some of the more I want are things that Wizards of the Coast already has like maps and art assets. Some are included in the back of the book, but putting them where they are mentioned in the book might help a bit more. That said, you can’t really go wrong with this book. If you are tired of the same Tolkien inspired fantasy, then check out Eberron. This book will give you the 5e shot in the arm you’ve been looking for to start your own game. 88%



Rating:
[4 of 5 Stars!]
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Wayfinder's Guide to Eberron (5e)
Publisher: Wizards of the Coast
by Thomas B. [Verified Purchaser]
Date Added: 07/27/2018 20:39:10

Great introduction to Ebberron and much awaitied high-quaility and semi official 5e update/pilot.

I have been waiting for published, semi-official 5e Eberron for a long time.
I have been playing other table tops; Have never bought any other 5e material. This is bringing me back into D&D, and I am going to run a campain.

The thoughtfulness and the quality of the discriptions, the notes on play, and the fresh new rules is giving me life. I love the tables, especially the 9 reasons you need 200 GPs now.



Rating:
[5 of 5 Stars!]
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Wayfinder's Guide to Eberron (5e)
Publisher: Wizards of the Coast
by Blake J. [Verified Purchaser]
Date Added: 07/27/2018 12:18:36

This is a great primer for Eberron. There is a lot of room for expansion however. Please make more!



Rating:
[4 of 5 Stars!]
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