It's a subtle nod to the fluff
From page 22 of the Eberron Campaign Setting:
Older warforged tend to be fighters or barbarians. The more recently created warforged, especially those less than five years old, are more inclined to try different class options.
Aarren d'Cannith created the first warforged 33 years before the present. They were mass-produced ...
In each of your examples the term "humanoid" could be replaced with "people". A more common-language approach may be easier to work in-game than trying to shoehorn a more awkward word.
The only thing lost is the distinction between humanoid and non-humanoid personages (for example, the Beholder mentioned in the question). However, ...
You can simply justify it by saying that for mechanical/story reasons, you don't want them to do it. They can come up with the specifics. Ideally, just be up front with it when they build their characters, and they can come up with something.
Hi all, for this next campaign we will start with a short introduction story (containing one adventure) and then ...
Eberron and Faerûn might be connected, possibly
It is the default of D&D campaign settings that they are connected to one another through the “multiverse,” which refers to all the other planes beyond the Material one the campaign setting is set on. In AD&D 2e, those planes themselves became their own major campaign setting, Planescape. And it is ...
House Cannith perfected modern, sentient warforged in 965 YK. The Treaty of Thronehold, which ended the Last War and required House Cannith to destroy the Creation Forges, was in 996 YK. All (legal) warforged were produced during this 31-year period. The combatants during this timeframe were:
The Five Nations:
Darguun was one of the most ...
It's going to be up to the DM
5e doesn't cover schooling costs for Wizards, but I'll leave it to others better versed in D&D lore to see if it's covered in other editions and, if so, to update the cost to match 5e.
But it's okay that there isn't a RAW answer here. Your question is more about creating a background hook, not about a mechanical need.
It's a digitally published book by Wizards of the Coast
You can read the description of this playtest material on D&D Beyond and via DMsGuild.
It is described as:
Eberron was born in 2002 when Wizards of the Coast launched a worldwide search for a new campaign setting.
Wayfinder's Guide to Eberron brings the eponymous campaign setting to the fifth ...
Eberron's connection to wildspace was never defined in canon.
Spelljammer ended with AD&D 2e, while Eberron made its debut in D&D 3.5, with the result being that the two settings have little overlap. Eberron couldn't have been mentioned in an AD&D Spelljammer book, and I don't recall any mention of spelljamming in any Eberron book.
The closest ...
Yes, Warforged Barbarians suffer no ill-effects after raging.
From Races of Eberron, page 23:
As a warforged, your Constitution bonus allows you to rage longer, your immunity to fatigue means you suffer no ill effect when your rage ends, ...
4e's Dragon #371 ("Origin Stories: Incorporating Races", pages 40-42) discussed the idea of Warforged in Faerûn, mentioning the following five possibilities:
a one-off wizard experiment
a product of a (non-Thayan) Red Wizard Enclave
coming from Eberron by way of Sigil
travelling from the Returned Abeir nation of Gontal (possibly from a primordial's ancient ...
You are operating under a misconception: lightning and electricity in Eberron (and most D&D worlds) does not work like it does in reality. This is to some degree just simplification; it would not be fun to have to pull out Maxwell's equations every time an electrical attack happened. But this simplification does have some rather important side-effects.
Dragonmarked, a supplement dedicated to the Dragonmarked Houses, lacks any information on this issue.
The Forge of War, an adventure written during the Last War, brings this issue up at the outset of its House Deneith section:
After the outbreak of war among the Five Nations, House Deneith was thrust into a precarious situation: Its services were more in ...
+3 to Charisma is a legitimate choice and also slightly better than adding the +1 to a different stat most of the time. It's also not a typo but intentional, as evidenced by Crawford agreeing that's what the rules say:
Q: Is it intentional that Changelings can put their floating +1 in charisma giving them a +3 to charisma ASI? — ProfNesbitt, Nov 21 ...
The Case for Eberron, Itself
Yeah, I know, no one’s ever written, or ever will write, an Eberron book for Pathfinder. That would be in violation of some copyright and trademark law (unless Wizards did it, but obviously they won’t).
But setting information doesn’t mind itself very much with mechanics. Eberron Campaign Setting has only a limited amount of new ...
Also see ways to prevent teleportation.
Ways to prevent scrying
Many countermeasures to the 4th-level Sor/Wiz spell scrying [div] (PH 274-5) and the 7th-level Sor/Wiz spell greater scrying [div] (PH 275) and other spells of the scrying subschool exist, but some of those countermeasures perform inadequately.
The list below omits scrying countermeasures of ...
Originally, Wayfinder’s Guide to Eberron stated that both high elves and wood elves are found among both the Aereni and the Valenar, so these groups are not subraces. Wayfinder’s Guide to Eberron does offer Aereni the option of a skill or tool proficiency with doubled proficiency bonus, and Valenar the option of alternate weapon proficiencies, but those ...
Means same as "people", especially "common people", or other somehow defined group of people.
Examples: Townsfolk. Folk of the realm. Poor folk. Hey folks! Those pitiful folk of the material plane! What kind of folks live here in this town?
Some examples of use from RPG and other fantasy texts I found:
D&D PHB has Folk Hero ...
They had an 'unwritten policy' that Deneith Mercs wouldn't fight each other
From The Forge of War...
The problem is brought up here (p66):
After the outbreak of war among the Five Nations, House Deneith was thrust into a precarious situation: Its services were more in demand than ever, but it could not provide those services to all that desired them without ...
Since this is at the start of play, you can actually mess around a bit narativistically .
You officially start play, 4 years after that adventure.
Narrate that scene a bit,
and then do a flash-back to the adventure you wanted to do as an intro.
For example you narrating as the GM:
Our story starts with you all meeting up in a tavern -- a bunch of old ...
The technical term is "Khoravar".
From the section on half-elves in the Wayfinder's Guide to Eberron (p. 77-78), under the heading "The Khoravar":
When two half-elves conceive, the child is always a half-elf. Over
the course of generations, families and communities of half-elves have
developed their own cultural identity. Members of ...
in one word - information.
You can wish for (or perhaps simply learn) more about the past place/time you are travelling to: contacts, important information about future events, some soon-to-be invented tech... Knowing who will win a race is a good quick money; knowing some juicy gossip is a way to make friends, or blackmail someone; knowing who will be the ...
In a word, no.
I have some expertise in the world of Eberron, and I have a degree in electrical engineering, and I am quite confident in this.
We have no reason to suspect transistors themselves would fail in Eberron
I don’t agree that electricity necessarily behaves differently in D&D/Eberron than it does in real life. Magic electricity, maybe, ...
I have had similar instances in the past involving required time-skip, or what I call "interrupted adventuring" for one reason or another. There is a few things I would recommend doing. First and foremost, just inform them of the situation from your side. Something along the lines of..
"We can't have you adventuring when you are not in the party, but we ...
It's canonically ambiguous.
Like many of the big mysteries in Eberron, this question is left to the DM to decide. This type of intentional moral and cosmological ambiguity is a big part of the theme of the Eberron setting.
The people of Khorvaire consider the question of do warforged have souls? to be unsolved and controversial. The Eberron Races Unearthed ...
Mordenkainen's Magnificent Emporium has a section on Hirelings (starting page 136). Page 138 has a table of cost/day for each given level of hireling (from 15 @ level 1 to 125,000 @ level 30); the same page says a Mercenary is the standard Hireling rate x3 (meaning a level 1 Mercenary costs 45gp/day, and a level 30 Mercenary costs 375,000gp/day).
Restating my assumptions:
You need to send your spirit back in time to possess your earlier self to avoid execution.
You have two sidereal weeks to prepare for this.
You have no consequences in the present for your actions.
You are in a very large city with access to real spellcasters.
This is the climax of your game, barring that: "Our goal is to alter the ...
Warforged don’t need to eat or drink
As per the book Eberron: Rising From the Last War, the official fifth edition source for Eberron, Warforged have the Constructed Resilience trait, which confers several benefits including:
• You don’t need to eat, drink, or breathe.
The description makes no mention of them requiring any other form of sustenance, ...
The first answer that comes to mind is the Warforged, certainly. These are living automatons, similar to golems, that are playable character races. I played a Warforged Paladin for a while, and it was fun both for game-mechanics reasons (built-in weaponry! Installing a bag of holding inside my chest compartment!) and for roleplaying reasons (As a construct, ...
There is not UA or other 5e Wizards content about living spells.
(As of June 11, 2018)
The existing Eberron UA only covers some mechanics for Eberron races and dragonmarks.
There is Keith Baker.
The main creator of the Eberron setting continues to write his opinions and how he personally runs the setting in 5e on his personal website. This can be ...
It's a variant of the basic human race that replaces your Ability Score Increase trait.
The "Creating a Dragonmarked Character" section says (Wayfinder's Guide to Eberron, p. 90; Eberron: Rising from the Last War, p. 37):
Dragonmarks are associated with race, depicted by a combination of
variant races and subraces.
For humans and half-orcs, a ...