/* À compléter */ ====== Guerrier ====== {{tag>classes}} Fighter Blade, Bow, and Bone. At the end of the Ninth Century, Galifar was a single united kingdom. Decades of civil war drove each nation to develop unique military strategies and forces that harnessed national traditions and resources. In this unit we study some of the exotic traditions of the elite soldiers of the Cinq Nations, from the Bone Knight to the Silverbow. —Talaen Tolaoi Professor of Military Studies MA1104: Weapons of Warriors A fighter is more than just adept with arms and armament. With a second wind of determination, willpower, or sheer physical stamina, a natural born fighter takes decisive action beyond the limits of normal soldiers. When others would falter, the indomitable spirit to champion of revolution or act as a bulwark of the weak is what ultimately defines the fighter. Military Rank in Eberron La Dernière Guerre was a defining moment in the history of Eberron. Nearly every individual was affected in some way, and most fought, or Perdu friends and family, over the hundred years leading to the Mourning. Though a logical background choice, you don’t have to have been a soldier or mercenary just because you fought in La Dernière Guerre. Outlander could suffice for a former scout. A deserter might be considered a charlatan or criminal. However, the benefit of the soldier background is your Military Rank and service, and it means that you served with such distinction that your former comrades still honor your service, and that you can exert influence over other soldiers from your nation. If you do follow the soldier background, first identify the nation you served, and perhaps all the way down to the type of unit, a glorious 34 Chapter 1 | CLASSES IN EBERRON victory you enjoyed, and several defeats you suffered. The Military Rank benefit only applies to “soldiers loyal to your former military organization” from Thrane, Breland, Karrnath, and Aundair but all are sound choices for established traditions and a concrete hierarchy in Eberron. However, while the nation of Cyre has fallen, it might prove quite useful. Cyran soldiers are spread among the refugees and can be found across Khorvaire and beyond, which means help might never be far away. Furthermore, as a Cyran soldier there’s no mystery as to why you’ve left military service. Whether you served your nation with distinction or simply say that you did, the nation fell and you must establish a new path on your own. Another unusual choice for the soldier background is Maison Garda. The Épées Certifiéess of Maison Garda are likewise found across Khorvaire and helped to supply all nations with mercenaries and coordinate their movement from one employer to another. Perhaps your former service to the house can get you shelter and respect at a Garda enclave without having a Marque Du Dragon of your own. No matter which background you choose, if you’ve decided to link yourself to military service, you should consider what you did to earn such respect, why you left, and what horrors you experienced. Did you leave voluntarily? Did political positioning cause your nation to discharge you for killing an enemy aristocrat, or are you celebrated for it? Were you severely injured in a courageous act and released from service for an extended recovery? Have you been discharged, on an important mission for a general, or are you simply on leave? A final thing to establish when taking the soldier background is your military rank and the confidence that carries sway in the confidence of your gain, as well as the competency others assume you maintain. It could be an asset when you’re dealing with people loyal to your nation, and could endear you to higher ranking officers, but it might have unpredictable results when interacting with your former enemies. If you served Cyre with distinction in the war, it’s possible that a Karrnathi general will show respect for your former rank but the Karrnathi corporal might look to take revenge for a friend Perdu on the battlefield. Elite Forces of Khorvaire Martial archetypes reflect specialized training and styles of combat. Champion and Battle Master are flexible archetypes that have a place in any culture. But there are other archetypes that have a narrow focus and more closely reflect the martial traditions of a particular culture. If your backstory involves military service, you might have been selected to one of these elite units during La Dernière Guerre, might still in good standing, and receive ongoing specialized training directly from the source. Otherwise, you might decide that you received instruction of full abilities of an archetype during the Last War, and while you practice them daily in your morning routines, you refuse to put them to work until you have perfected the motions for fear of getting your allies killed. In any case, members of this force will likely recognize your talents and regard you accordingly, if not friendly. As a Karrn, you served with the Ebon Skull but have only recently been able to utilize the full potential of Bonecraft, and one of the Ebon Skull would certainly recognize your efforts. Optional Rule: The Silverbow The Silverbow is an optional variant of the Arcane Archer martial archetype, drawing on the divine power of the Flamme d'Argent. If you use this variant, replace the Arcane Archer Lore feature with Silverbow Lore, and add Radiant Arrow to the list of options for Arcane Shot. Silverbow Lore At 3rd level, you are trained in the rituals and lore of the Flamme d'Argent. You choose to gain proficiency in either the History or Religion skill and learn the thaumaturgy cantrip. Radiant Arrow You infuse your arrow with the light of the Flamme d'Argent. The creature hit by the arrow takes an extra 2d6 radiant damage and it must succeed on a Constitution saving throw or be stunned until the end of your next turn. The radiant damage increases to 4d6 when you reach 18th level in this class. The damage is increased by 1d6 if the target is Mort-vivant, to a maximum of 5d6. Chapter 1 | CLASSES IN EBERRON 35 Aside from the backstory potential, these elite forces are still active in the world, and could be potential allies or enemies during your adventures. Aundair: Les Chevaliers Arcaniques Wizardry is the lifeblood of the kingdom of Aundair. The smallest of the Cinq Nations, Aundair relied on arcane superiority to hold its own on the battlefield. Aundair was the first nation to field squads of soldiers trained in the use of destructive cantrips, called franc-casteurs. Les Chevaliers Arcaniques are among the finest forces in the Aundairian arsenal and are feared as warriors who can strike down the enemy with steel, spell, or both simultaneously. Les Chevaliers Arcaniques are the predominant Eldritch Knights of Eberron and the pride of Aundair. Their garrison is attached to the Tours Flottantes d'Arcanix, and Aundair continues to build their ranks in preparation for whatever conflicts lie ahead. The Knights recruit nobles and sages from the aristocracy and the most promising students of Aundair, and both are logical backgrounds in lieu of the soldier. While Les Chevaliers Arcaniques are fighters, on the battlefield they are supported by wizards, Mage-artisans, and powerful mystical artillery, giving them an edge working with more magical allies in their travels. Aside from Les Chevaliers Arcaniques, Aundairians favor grace and cunning over brute strength. Aundairian Battle Masters often specialize in Disarming Attack, Evasive Footwork, and Feinting Attack. While not by name specifically, the Samurai reflect the considerate dedication and discipline that is valued throughout the nation. Many Aundairians prefer light armor and finesse weapons, often with a wand in one hand. Even if an Aundairian fighter isn’t an Eldritch Knight, the Magic Initiate feat can categorize their aptitude appropriately. Breland: The King’s Shields The most elite soldiers of Brelandeare drawn to the King’s Citadel, and those with arcane talent are assigned to the King’s Wands, while those who work best in L'Ombres join the King’s Lanternes Sourdes. The King’s Swords fight in the 36 Chapter 1 | CLASSES IN EBERRON vanguard, and fighters in this force are typically Champions. However, the finest soldiers in Brelandeare the King’s Shields, entrusted with the defense of the royal family and anyone the nation can’t afford to lose. The Swords are celebrated for their courage, but the Shields are renowned for their skill with sword and shield, whether mounted or on foot. Most Cavaliers aspire to this charge, and a character who learns to use Unwavering Mark and Warding Maneuver to draw attacks and defend their allies will be quickly noticed. Finally, with the longest borders of all the nations, and threats coming from nations and raiding bands of outlaws and monsters, those folk hero types who can’t help but stand against the tide find themselves labeled Vigilante for taking matters into their own hands. These brawlers are rarely concerned with their own personal safety, and years of standing up for their neighbors have made them tough as nails and stalwart in conviction. Vigilantes can even be found on the dark streets of Sharn, with rivulets of temperate rains accented by the glow of magical neon lights drizzling from their weapons or armored trench coats. Cyre: Resurgent Cyre’s military was shattered by the Mourning, its leadership was Perdu, and units scattered to the corners of Khorvaire. Prince Oargev has established himself in Nouvelle Cyre, but not all of the loyal soldiers of Cyre believe that the prince is the best hope for a reborn Cyre and some fear that he is too focused on his own narratives of glory rather than what is truly best for the scattered refugees of his crippled nation. To be a Resurgent is to follow an ideal. A soldier still willing to fight for the good of the Cyran people and possessing the determination and charisma to keep the spirit of the nation alive. Not drawn from a single unit, and no true sigillary to bear, the symbol of the movement is the golden Cyran crown wreathed in green flames. It’s fire represents the spirit of the Cyran people and the crucible that will restore the nation. Former rank means little to a Resurgent; a general might follow a foot soldier, if that soldier shows sufficient courage and tact. A Resurgent with the soldier background is respected for their deeds in La Dernière Guerre and might have held a high rank but folk heroes are equally Commun, reflecting the Commun soldier who has fought to protect the refugees and earned their respect and love. The Resurgents don’t have a strict hierarchy, and even a Vigilante can be a respected Resurgent while still following their own path as an adventurer, simply by keeping their eyes open for ways to aid and inspire Cyran refugees through action. The Resurgent is an inspiring figure who gives the downtrodden courage and hope. Most Resurgent these days are Vigilantes fighting in the alleys of cities, battling criminals and others who prey on refugees, as well as throughout the countryside. Those who spent more time in service, or exemplified the teachings of their instructors, follow the techniques of the Battle Master and specialize in the maneuvers like Commander’s Strike, Distracting Strike, Rally, and others that help facilitate their allies to victory. No matter the path, the Resurgent focus on directly defending the people of their once beloved nation, even at great personal cost. Karrnath: The Ebon Skull Karrnath is renowned for a martial discipline that strikes fear into the hearts of their enemies. Menacing Attack is the signature maneuver for Karrnathi Battle Masters, most Karnns can tell one of their soldiers by the posture and confidence that their extensive training demands. Cavaliers and Champions can be found throughout its army and special forces reflecting the same tenacity and poise of their leadership. No matter how impressive the Karrn’s mundane skills are, Karrnath is infamous for its use of Mort-vivant on the battlefield, and as the ranks of these skeletal legions swelled, the nation needed a new kind of soldier who could marshal the dead and forge them into an effective weapon. Years of perfecting this call to arms produced the Bone Knight, a fearsome warrior who stands between life and death. Through the secrets of the religion, the first Bone Knights learned bonecraft as followers of the Le Sang Divin. In the hands of an ambitious military, the religious devotion once required is now more of a daunting matter of discipline, but still one many patriotic Karrns struggled to master. Bone Knights were spread among a number of units to provide the vital techniques necessary to muster the Mort-vivant, and a single Bone Knight could turn the tide of a battle. The two most distinguished units were the Order of la Griffe d'Émeraude and the Order of the Ebon Skull and both were disbanded at the end of the La Dernière Guerre. la Griffe d'Émeraude has since been revived as a force of violent extremists, warriors who serve the Queen of the Dead instead of the King of Karrnath. By contrast, the members of the Ebon Skull have remained loyal to their nation. Stories of the victories attributed to the Ebon Skull echo throughout Karrnath, and even if their unit has been disbanded, its members are still respected. Many continue to serve at Fort Bones, waiting for the day that the war begins again, and the ivory legions are called from the crypts. As a Bone Knight, consider that those who trained you came from the Ebon Skull or the Griffe Émeraude. If you were part of the Emerald Claw, your former allies are now outlaws and terrorists, but members of the Ebon Skull still have comrades and a home base in the Fort des Os. Either unit might seek to defeat established traitors and or heretics to redeem their storied reputation? Either might follow the faith of the Le Sang Divin or see necromancy as a martial tool disconnected from any faith, wielded the same as any weapon. Thrane: The Silverbows Archery is a devotional practice of the Silver Flame, and many practiced on the rangel daily, regardless of their station on the battlefield. The people of Thrane take pride in their archery, and peasant archers played a major role in the Last War. While such informal Vigilante militias are surprisingly effective, the Church of the Silver Flame also fielded elite units of exceptional archers behind their frontlines. These archers were the envy of every other major power and the magical capabilities they could deliver with a volley of arrows far exceeded that of any other nation. As much of Thrane’s conflict during the war was with the neighboring Karrnath, the training of the Silverbows focused on infusing their arrows with the power of the Flame itself, blasting their Mort-vivant foes with radiant energy or using beguiling arrows to control the battlefield or halt a fight all together. Those with the soldier background are first and foremost aligned with the martial wing of the Chapter 1 | CLASSES IN EBERRON 37 Silverbows, tied directly to the army, and fought specifically to defend Thrane from the advancing Mort-vivant hordes. The acolyte background would indicate service with the templars, dedicated to the Église de la Flamme d'Argent to protect the nation and defend all innocents from supernatural threats. Different backgrounds tied to the Silverbows might be tenuous, operating either as a solo operative who mastered the techniques through study and practice, or left the order after some great travesty or faith shaking realization. Silverbow or not, Thrane fighters typically specialize in Archery or Protection. Rally, Goading Strike, and Distracting Strike are Commun techniques for Thrane Battle Masters. In the service of Thrane, a Silverbow is nearly indistinguishable from an Arcane Archer of another nation, with a few distinct changels that identify its service to the theocratic nation. When a Silverbow fires the Banishing Arrow, the victim is pulled into the bindings of the Flame itself, while the Beguiling Arrow calls on the compassion of the Flame to soothe aggressors. Finally, and perhaps the most telling, Magic Arrows loosed from the Silverbow’s strings radiate with a translucent blue flame. Valénar Warbands The Valénar Elfes devote their long lives to martial excellence, and even the least among the Valénar is a match for the elite warriors of other nations. Each Valénar Elfee is sworn to emulate the life and deeds of a heroic ancestor, a champion of legend. These ancestral heroes embraced every path of war. Cavaliers of the Valénar are the finest cavalry in Khorvaire. Arcane Archers and Eldritch Knights weave magic into their warfare with hypnotic movements, and Valénar Battle Masters overwhelm enemies with Sweeping Attacks and unerring precision. Ancestry and patronage are paramount to each Valénar fighter, as is their equine prowess. An Eldritch Knight might come from a long line of battle mages, and might be excited to join the line or furious their path has been chosen already. The Samurai archetype is a good choice for a Valénar who wants an especially close relationship with their patron ancestor, drawing on his ancestors for guidance in battle as exemplified by their Fighting Spirit. 38 Chapter 1 | CLASSES IN EBERRON The Valénar nation is one vast army. This roving army is grouped into camps made up of around 500 Elfes, called warclans, which are broken down into independent warbands of 8 to 12 soldiers. What is your relationship with your warclan? What position did you have within your warband? Is your clan assigned to Valénar, or are its members serving as mercenaries across the Cinq Nations? Are you the last survivor of a devastating battle? Work with your DM to establish the story of your past and relationship with your ancestors as a Valénar, no matter your path. Martial Heroes As a fighter, you’re a fierce combatant, but you don’t have to be a soldier, and you might not have fought in La Dernière Guerre. Here’s a few additional ideas for fighters in Eberron. The Enforcer You grew up on the mean streets of one of the great cities of Khorvaire. You never fought in La Dernière Guerre, and you never gave a damn about nations or who sits on a throne. Your interest was always surviving another day and taking vengeance on your enemies. You had to fight to survive, fell in with a gang, and even worked your way up to working for one of the major criminal organizations. What is it that caused you to leave this life behind to become an adventurer? Did you fall out with your employer? Did a rival gang wipe out your former comrades? Or do you yearn to do something better with your life to redeem your bloody past? The criminal background is a good start for an enforcer, and gives you contacts in the underworld. The Battle Master can give you a few dirty tricks—Disarming Attack, Menacing Attack, Trip Attack—from your back-alley brawls and the Vigilante embodies the archetypical lone wolf. The Effondré Paladin You were once a truly devout champion of the light, perhaps a templar of the Flamme d'Argent or a paladin of Dol Arrah, but your faith was shattered by something you saw or did during sword and shield are all you can believe in—at least, they’ve never let you down. As a Effondré Paladin, you’re unlikely to be an acolyte or a soldier, because you turned away from the life you once led well before your adventures began. Now you might be a wandering urchin, a sailor, even a criminal. On the other hand, you could be a folk hero who’s seen the ugliness of the world, and though you don’t believe there’s a divine plan or great purpose, you can still bring your own justice to the streets. The War Machine A Guerrier de Fer fighter is a living weapon, literally made for battle. As a Guerrier de Fer fighter, your class abilities might be manifestations of your design. Second Wind activates a sElfee-repair routine. If you take the Samurai archetype, the temporary hit points from Fighting Spirit could be temporarily shift your armor for better durability. As a Rune Guard (Xanathar’s Perdu Notes), your spells could be enchantments etched into your plating. Whatever your path, it’s an opportunity to explore the idea that you were built for this purpose, and with that in mind, what drives you now? You were made to be a weapon, but can you stomach the bloodshed or do you hunger for battle? Legacy Weapon La Dernière Guerre. Perhaps it was simply the relentless cruelty and suffering you witnessed daily, a massacre, or the Mourning itself. Whatever it was broke your faith so completely that you turned away from the divine and never looked back. This would be a story decision and wouldn’t changel how fighters normally work but is driven by the idea that your shattered faith is the core of your character. It’s not just that you have pragmatic doubts or made a mistake once upon a time, it’s that the things you’ve seen or done have made you bitter, cynical, or pessimistic. In the past, your faith might have produced miraculous victories but that really might have been just steel and muscle. These days, your No one becomes a fighter overnight. Many seem carry to on a family tradition learned from a parent or wise mentor, and further honed during years of military service. Perhaps you weren’t a protégé but a prodigy, feeling the length of a blade or the weight of armor as an extension of your own body, and the drive to innovate where the teaching of others lulls them into predictable patterns, and predictable flaws. If you’ve chosen the path of a fighter, whatever battles you’ve fought, your mind, arms and armor are the tools that saw you through it, and your favorite weapon might have a story of its own, forged by your sweat, or handed down through millennia. Perhaps a family sword has innate powers that will only be revealed when the blade tastes Chapter 1 | CLASSES IN EBERRON 39 the blood of a dragon, proving the heir’s mettle. A rescued artificer might offer to enchant the bow left by a dying mentor. By working with your DM to craft a lineage defined by your armor, weapons, or shield, you two might build a narrative bond over that item and might choose to unlock magic properties in this weapon of legacy, rather than placing magical weapons in your path. Pick one of your weapons and use the table below to enhance the history of your weapon. Weapon Legacy Bone Knight Features Fighter Level Feature 3rd Spellcasting, Ivory Legionnaire 7th Bonecraft 10th Master of the Ivory Banner 15th Marrow Strike 18th Grim Conscription d8 Story 1 The weapon has been handed down in your family for generations. Spellcasting 2 You took the weapon from a dangelrous enemy. 3 Your dying mentor entrusted you with the weapon. 4 You received the weapon when you joined the army, and carried it through the war. When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list. 5 The weapon was a mysterious gift, supposedly from a secret admirer. 6 You received the weapon as a prize in a grand tournament. 7 You made the weapon yourself. It’s not pretty, but it works. 8 You stumbled upon a forgotten ruin as a child, and found the weapon there. ====== Dragonmarks: The Fighter ====== Posted on [[http://keith-baker.com/dragonmarks-the-fighter/|January 1, 2018]] It’s 2018, and what better way to start the new year than by continuing the series of articles I began in 2017? I’m currently running a 5E Eberron campaign, and that means I’m digging more deeply into 5E and how it works with Eberron. As a result, I’m going through each class and considering how it fits into the setting, along with the new options from //Xanathar’s Guide to Everything//. So far I’ve looked at the **[[http://keith-baker.com/bards/|Bard**]]** and the **[[http://keith-baker.com/barbarians/|Barbarian**]]**, and in this article I want to think about the **Fighter**. Let’s start with a basic point: just as most priests aren’t clerics, most soldiers aren’t fighters. Eberron is based on the idea that PC classes represent exceptional skill – that even at low levels, a player character is remarkable because of that. In the original 3.5 Campaign Setting, most soldiers were //warriors// – possessing proficiency with martial weapons and armor, but lacking the unique abilities of a fighter. 5E doesn’t have NPC classes as such; it’s up to the DM to decide what traits to apply to an NPC. The //Fighting Style //ability is a logical thing for any warrior that has a specialty; if a soldier is called an “archer,” it’s reasonable to give them the benefits of the Archery fighting style. I could also see adding a feat to represent further specialization. As noted in a previous article, many Aundairian soldiers might be **[[http://keith-baker.com/dragonmarks-magewrights/|Wand Adepts**]]**, while a Thrane archer might be a Sharpshooter and a Karrnathi knight could be a Heavy Armor Master. So what are the unique aspects of the Fighter – the traits //not //possessed by the common warrior? * **Second Wind. **You can regain hit points in the middle of battle. Is this sheer physical toughness? Mental discipline that lets you ignore pain? Or something else? * **Action Surge. **You can take an extra action when you need it most. Is this due to remarkable reflexes? Combination moves tied to your particular style? A surge of morale? * **Martial Archetype. **Each archetype provides its own set of unique skills, each supporting a different story. * **Feats and Ability Scores. **A warrior might get a single feat to reflect specialization, but a fighter gets more Ability Score Improvements than any other class… which translates to more feats if you’re using them. So: You’re a fighter, someone possessing exceptional martial skills. Where did you acquire these skills? What did you do with them before you became an adventurer? This is especially important in Eberron because as of 998 AR, the world is barely out of a bitter, all-consuming war. What was your role in the conflict? Consider the following questions. * **Did you fight in the Last War? ** * **If so, **in what capacity? Did you serve in the army of one of the Five Nations, and if so, which one? Were you a mercenary, and if so did you serve House Deneith directly or work with a smaller independent company? * **If so, **why are you no longer serving? If you take the //Soldier //or //Noble //background you may have left honorably and still have recognized rank; otherwise, you may have left dishonorably, whether this was justified or not. Perhaps you disobeyed orders to protect innocents – something that cost you your rank, but may have left you as a //Folk Hero//. Perhaps you discovered corruption in the ranks, and deserted in disgust… or perhaps you were framed by your corrupt commander, blamed for the crimes of others. Or perhaps you were a soldier of Cyre, and no longer have a nation to serve. * **If you didn’t fight in the Last War**, why didn’t you put your remarkable skills to good use? Perhaps you were fighting your own war on the mean streets of Sharn as an enforcer for a gang or as a member of the city watch. Maybe you ignored the war, pursuing opportunities as a settler in Q’barra or Stormreach. Or maybe your duty took you in a different direction, as you trained for a specific mission. Essentially, if you’re a fighter you likely learned your skills //by fighting//. What was that conflict, and why have you left it behind for the life of an adventurer? Or are you somehow still pursuing that original path as an adventurer? Now, let’s take a look at the different Martial Archetypes and different ways you could take them. If you’re starting at first level, of course, you won’t have a Martial Archetype right away. But if you //know //the archetype you want to take, you can still develop your backstory with that archetype in mind. ====== Champion ====== In many ways Champion is the simplest archetype: it simply makes you //good at fighting//. Combine //Soldier //and //Champion //and you might have been an elite warrior on the front lines of the Last War. Blend //Criminal //and //Champion //if you want to be a gang enforcer who’s looking to do more with your life. Generally speaking, the Champion reflects martial skill. But consider a few alternatives. * **Revenant Blade. **If you’re playing a Valenar fighter, your abilities can reflect martial excellence… but they could also reflect the guidance of your patron ancestor. When you take your Second Wind it’s your ancestor giving you strength and encouragement. Your Action Surge is your ancestor guiding you in a perfect action. Your Improved Critical likewise reflects this guidance. This idea could apply to any archetype, and there’s no //mechanical //difference; it’s just up to you to describe these benefits as the voice of your Ancestor… and it’s up to the DM whether to do more with that, perhaps granting you visions that guide you on the path to adventure. * **Warforged Champion. **Your abilities could be the result of design as opposed to training. When you engage Second Wind, you are triggering swift healing enchantments. Action Surge is a form of overdrive, temporarily pushing beyond your limits. If you take the //Heavy Armor Master //feat, that could reflect your actually growing thicker armor plates. Again, //mechanically //there’s no difference here; it’s a matter of how you //think //about your abilities. ====== Battle Master ====== The flavor of //Battle Master //really depends on the maneuvers you choose. Combine the //Noble //or //Soldier //background with //Commander’s Strike //and //Rally //and you have a sound basis for serving as an officer in the Last War. On the other hand, you could blend //Entertainer //with //Feinting Attack //and //Disarming Strike //to reflect a career as an swashbuckling duelist, renowned for your showmanship in battle (a path that could also work for a College of Swords bard). Karrnathi soldiers might be known for //Menacing Attack//, while Aundairians might prefer lighter armor and //Evasive Footwork//. This is another easy path for a Valenar revenant, with your chosen maneuvers reflecting the specialties of your patron ancestor. ====== Eldritch Knight ====== Arcane magic forms the foundation of Aundair’s military strategy, and this is an easy path for the Knights Phantom of Aundair. But they weren’t the only Eldritch Knights in the war. In Karrnath, the knights of the Ebon Skull blended swordplay with necromantic magic. And House Bombardier could easily have experimented with warforged designed to supplement martial skill with arcane power. I could also imagine a Greensinger champion who studies the arts of war in Thelanis. For me, a critical question with an Eldritch Knight is //who teaches you//. Do you suddenly learn the arts of magic spontaneously? Or do you have a mentor – whether an old soldier, a fey knight, or even an elderly artificer who helps your warforged Eldritch Knight unlock its arcane potential? ====== Arcane Archer ====== //Xanathar’s Guide to Everything //presents this as an Elvish tradition, and it certainly works as a Tairnadal technique. But there’s no reason this archetype has to be Elvish… or even arcane. Archery is a devotional practice of followers of the Silver Flame, and Thrane was renowned for its archers during the Last War. The Silver Bows could be an elite order of templars who infuse their weapons with the power of the Flame. If you take this route, //Arcane Archer Lore //should provide proficiency with the Religion skill and the //Thaumaturgy //cantrip. All other abilities remain the same; just bear in mind that the Archer of the Flame is charging their arrows with devotion instead of arcane power, and that their mystical bolts are wreathed in silver flame. If you take the //Soldier //background, you could be an active agent of the Church, with your Military Rank being recognized by any who follow the Flame. The //Nature/Druidcraft //approach is well suited to warriors of the Eldeen Reaches. You could be a serious Warden of the Woods or a carefree Greensinger, blending primal magic and martial skill. It could even be a specialty of the elite hunters of House Tharashk, with the //seeking arrow// drawing on the power of the Mark of Finding. What about Aundair? //Personally//, I prefer to keep “Arcane Archer” as a Thrane archetype, and to have Aundairians focus on the Eldritch Knight. We’ve called out Thrane as the preeminent archers in the Five Nations, and this supports that; meanwhile, I see Aundair as placing a greater emphasis on the use of wands and offensive cantrips than on archery, even arcane archery. But I could see a fighter/rogue tradition using the arcane version… perhaps developed by House Thuranni, perhaps by the Dark Lanterns or Royal Eyes. ====== Cavalier ====== The Cavalier is an easy path for the Valenar, who are known as the finest cavalry forces in Khorvaire. But there’s other cavaliers of note. Talenta halflings may not fit the typical image of the knight, but a bold warrior with a close bond with his clawfoot could definitely follow this path. Within the Five Nations I personally see the Karrns as having the strongest chivalric tradition, but I could see cavaliers tied to any of the Five Nations. Setting aside the cavalry aspect and focusing on the Cavalier’s talent for defending others, this is also a plausible path for a champion of House Deneith. ====== Samurai ====== There’s no culture in Eberron that is a simple match to feudal Japan. But here again the issue is to ignore the //name //and look at the mechanical elements that define the archetype: a talent for Persuasion and courtly manners; proficiency with Wisdom saving throws; and most notably, //Fighting Spirit// – a surge of temporary hit points accompanied by advantage on an attack role. Here’s a few ways I could interpret those abilities… * A Karrnathi chivalric order. The “fighting spirit” is a literal spirit conjured to guide and protect the knight. * The gift of an Archfey of Thelanis; the warrior who swears allegiance to the Prince of Swords can call on his favor on the battlefield or in the court. * As suggested above, a Tairnadal could call on their patron ancestor for guidance and strength. ====== Random Ideas ====== Setting aside specific archetypes, here’s a few ideas for fighters I might play… * **The Fallen Paladin. **//Once I believed in the righteousness of the Sovereigns//. //Once I believed I had a calling. Then I discovered the web of lies surrounding the people I’d trusted and realized the terrible things I’d done in Dol Arrah’s name. The Sovereigns and I… we’re not on speaking terms any more. // Mechanically this character is a fighter, probably a Cavalier or warlord-style Battle Master. But //in theory// he began as a paladin, who lost his divine powers when he lost his faith. Now he’s just trying to find his way on the mean streets. He’s got a good heart; it’s just been shaken by failure and betrayal. Think Malcolm Reynolds from //Firefly//. Can he regain his faith in himself and humanity over the course of the campaign? If so, might return to a divine path? For a background, I’m probably do //Criminal //or //Mercenary Veteran //with the idea that he’s been doing grunt work in the underworld… but there’s many backgrounds that could work here. * **The Survivor. **//You used to be the sheriff of a small town… a town that was wiped out by war criminals/Droaam raiders/brigands. You’re not going to rest until you’ve avenged your fallen family and friends… and you’re looking for a posse who will help you get the job done. //This is a character with a very specific story to tell, and I’d want to run it past the DM before I dove into it. There’s a number of ways it could run. As written, you could be a “Soldier” (a recognized law enforcer) seeking vengeance against a specific villain, something that could potentially drive low-level adventures. On the other hand, the target could be something too powerful to easily face. You’re a Karrnathi Noble/Cavalier, whose family was scapegoated by Kaius and brought down in disgrace; now you’re determined to bring down Kaius himself. You’re a Cyran folk hero whose village was destroyed in the Mourning, and you’re going to find out who was responsible for that devastation. But at the end of the day… you’re a fighter with a mission. That’s all I have time for now, but share your ideas and questions below! As always, thanks to my **[[https://www.patreon.com/keithbaker|Patreon**]]** supporters, who make this blog possible. {{url>http://vps265505.vps.ovh.ca/5eTools/classes.html#fighter_phb,hideclassfs:true,showfluff:true 100%,800 noborder}}