Other Sellers on Amazon
& FREE Shipping
90% positive over last 12 months
+ $3.99 shipping
93% positive over last 12 months
Usually ships within 4 to 5 days.
+ $3.99 shipping
96% positive over last 12 months
Download the free Kindle app and start reading Kindle books instantly on your smartphone, tablet, or computer - no Kindle device required. Learn more
Read instantly on your browser with Kindle Cloud Reader.
Using your mobile phone camera - scan the code below and download the Kindle app.
Follow the Author
OK
Eberron: Rising from the Last War (D&D Campaign Setting and Adventure Book) (Dungeons & Dragons) Hardcover – November 19, 2019
| Wizards RPG Team (Author) Find all the books, read about the author, and more. See search results for this author |
Enhance your purchase
This book provides everything players and Dungeon Masters need to play Dungeons & Dragons in Eberron—a war-torn world filled with magic-fueled technology, airships and lightning trains, where noir-inspired mystery meets swashbuckling adventure. Will Eberron enter a prosperous new age or will the shadow of war descend once again?
• Dive straight into your pulp adventures with easy-to-use locations, complete with maps of floating castles, skyscrapers, and more.
• Explore Sharn, a city of skyscrapers, airships, and noirish intrigue and a crossroads for the world’s war-ravaged peoples.
• Include a campaign for characters venturing into the Mournland, a mist-cloaked, corpse-littered land twisted by magic.
• Meld magic and invention to craft objects of wonder as an artificer—the first official class to be released for fifth edition D&D since the Player’s Handbook.
• Flesh out your characters with a new D&D game element called a group patron—a background for your whole party.
• Explore 16 new race/subrace options including dragonmarks, which magically transform certain members of the races in the Player’s Handbook.
• Confront horrific monsters born from the world’s devastating wars.
- Print length320 pages
- LanguageEnglish
- PublisherWizards of the Coast
- Publication dateNovember 19, 2019
- Reading age14 years and up
- Dimensions8.5 x 0.8 x 11.1 inches
- ISBN-100786966890
- ISBN-13978-0786966899
"In an Instant" by Suzanne Redfearn
From celebrated New York Times bestselling author Luanne Rice comes a riveting story of a seaside community shaken by a violent crime and a tragic loss.| Learn more
Frequently bought together
Customers who viewed this item also viewed
From the Publisher
Stories Don’t Always End Well
Whether aboard an airship or a train car, embark on thrilling adventures shrouded in intrigue! Discover secrets buried by years of devastating war, in which magic-fueled weapons threatened an entire continent.
In the post-war world, magic pervades everyday life, and people of all sorts flock to Sharn, a city of wonders where skyscrapers pierce the clouds. Will you find your fortune on mean city streets or scouring the secrets of haunted battlefields? Will you throw in your lot with the mighty dragonmarked houses, ruthless families who control whole nations? Will you seek truth as a newspaper reporter, a university researcher, or a government spy? Or will you forge a destiny that defies the scars of war?
This book provides tools that both players and Dungeon Masters need to explore the world of Eberron, including the artificer character class—a master of magical invention—and monsters birthed by ancient warmongering forces.
Inside Eberron: Rising from the Last War
|
|
|
|
|---|---|---|
Enter a World in Need of HeroesThe world of Eberron has a rich history built on heroic deeds, evolving magic, and the wounds of a long, devastating war. Eberron: Rising from the Last War embraces swashbuckling action and pulp adventure with a layer of noir intrigue, creating the perfect opportunity for a group of bold adventurers to make a difference—for better or for worse. |
Choose Your Friends CarefullyMuch of Eberron is the domain of the rich and powerful—and adventurers like you often carry out their deeds. An adventuring group that has an influential backer as a patron has access to powerful resources, a reason to work together, and the means to change the world around them. |
Enhance Your AbilitiesA halfling healer lays hands on a dying man, and the mark on her forehead blazes with blue fire as his wounds close and vanish. A human artificer touches a creation forge, and the symbol on her hand flares as the eldritch machine rumbles to life. Each of these people possesses a “dragonmark”—an emblem that grants a set of abilities, reflecting the inherent powers of the mark and adding a unique twist to your character creation. |
An innovator in providing fantasy entertainment, Dungeons & Dragons is the wellspring for the entire modern game industry, digital as well as tabletop. Fifth edition D&D draws from every prior edition to create a universally compelling play experience, and exemplifies the true spirit of a game that holds captive the hearts and minds of millions of players worldwide. The core rulebook series consists of three books: the Player’s Handbook, the Monster Manual, and the Dungeon Master’s Guide.
I'd like to read this book on Kindle
Don't have a Kindle? Get your Kindle here, or download a FREE Kindle Reading App.
Product details
- Publisher : Wizards of the Coast (November 19, 2019)
- Language : English
- Hardcover : 320 pages
- ISBN-10 : 0786966890
- ISBN-13 : 978-0786966899
- Reading age : 14 years and up
- Item Weight : 2.5 pounds
- Dimensions : 8.5 x 0.8 x 11.1 inches
- Best Sellers Rank: #3,823 in Books (See Top 100 in Books)
- Customer Reviews:
About the author

An innovator in providing contemporary fantasy entertainment, Dungeons & Dragons is the wellspring for the entire modern game industry, digital as well as tabletop. Fifth edition D&D draws from every prior edition to create a universally compelling play experience, and exemplifies the true spirit of a game that holds captive the hearts and minds of millions of players worldwide.
Find more at: www.amazon.com/dnd
Customer reviews
Reviewed in the United States on November 28, 2019
Top reviews from the United States
There was a problem filtering reviews right now. Please try again later.
New official class, four new races, 12 Dragonmarks with new sub-races, a complete lore dive and in-depth world explanation, an entirely new patron system, and dozens of new magic items. This is worth the price for DMs and players alike even if you care nothing about the world of Eberron.
Not everyone will agree with the changes made, but the amount of content alone makes this book a must have.
- Loved the poster map in the back of the book!
- The living spells are a cool idea but are garnished with zero to no lore or fluff; just mechanics.
- The Group Patrons section is excellent, truly the best addition.
- The Foes and Enemies section is fairly good.
- The incredibly sizable “Building an Eberron Adventure” section has fairly good plot hooks and giving new DMs a helping hand.
Cons:
- The formatting of the book bothered me and made it seemed “over stuffed.” A lot of things in chapter 1 and 2 give me the feeling that an editor someplace had a very difficult job condensing this information into the page allotment that WoTC allowed.
- Many of the classes and races lost fluff and/or were nerfed compared to Wayfairer’s Guide.
- Much of the Gazzette section which explore the different territories, are just copy and pasted from Wayfairers Guide, with small edits or additions.
- The chapter on Sharn seems incredibly redundant with the one in Wayfairers Guide.
Ultimately I’m not disappointed with Keith Baker, I’m disappointed in WoTC. Wayfairers as a “beta” version of “Rising from the Last War” seems underhanded, which makes much of the content come off as redundant. I was hoping for a longer book that used Wayfairers Guide as its core and expanded upon it. Instead this seems like a revised and edited Wayfairers Guide.
Eberron is an interesting setting and if you want to take most of the wonder out of it they get this book. The book is fairly dry in its immersion. This might as well be another continent on Toril. There is one additional background added, nothing even rebranded in the ones that existed from the other sources. The new races are generally the same as the UA or the Wayfinders Guide that was released before some small tweaks, except for the warforged, unfortunately the animated golems got the shaft. They removed all the sub-races and just made all warforged basically the same. Other tweaks were fine to bring them more in line away from players that would abuse certain features but the loss of the subraces seemed to weaken the appeal.
Other races have expanded a bit with the dragooned variance and while it is an interesting take the book is dominated by this feature in a way that doesn't really bring in the vision of the world. When I heard this book was coming I grabbed it ASAP. Now I wish I just had waited, supplemented with the other source material and just shelved Eberron as my setting for the time being.
Right now to all DMs looking to expand their campaigns into Eberron, look elsewhere.
Top reviews from other countries
But things have moved on from those 3rd edition days. The imaginations of gamers have broadened out from their isolated pockets of single-genre play. Somehow it no longer feels like heresy to mix Conan-style sword and sorcery with Renaissance intrigue, technological magic and weird horror. Classic D&D settings still thrive (Frog God Games’ Lost Lands and Chaosium’s Glorantha being great examples), but increasingly publishers are reaching for more ambitious realms (Kobold Press’ Midgard or Fat Goblin Games’ Shadows Over Vathak to name but two).
With this 5th edition version of Eberron, Wizards of the Coast have hit the mark and found the crest of the zeitgeist wave. In one compact volume (320 pages + colour map) they have sketched an exciting and original campaign setting that provides myriad options to DMs and players to create any kind of adventure they desire.
There are new racial options (Changelings, Orcs, Lycanthropic Shifters, Warforged automatons), ability-enhancing Dragonmarks, patrons, rivals and factions galore, a tantalising gazetteer and a detailed guide to the City of Sharn. A short first-level adventure is included for example and flavour. The layout and artwork are also superb, meeting the high standards Wizards of the Coast have set themselves with the 5e range.
The obligatory new magic items and bestiary are also here, but perhaps best is the section on “Building Eberron Adventures”, which really helps to get under the skin of this world and explore what makes it unique.
With this great addition to the mercifully excellent 5th edition rules, Jeremy Crawford, James Wyatt and Keith Baker have managed to pull together what could easily have been an horrific mess of a setting into a cohesive and compelling whole.
Since the 2nd edition of the game under TSR, its creators have always been open-minded to settings that push beyond standard wizards and warriors fare. Post-apocalyptic, high-magic Eberron follows in the tradition of Spelljammer and Dark Sun to bring refreshing options and new ideas to the imaginations of players and DMs.
Want to play a raptor-riding nomadic halfling? A spirit-bonded gunslinging sorcerer? A symbiotically amorphous Druidic orc? You can in Eberron...
If you only buy one additional 5e book, make it this one - there's everything from robots to dinosaurs and I can't wait to run it!!
Don’t get me wrong this is a good book, with great art and lots of information
It’s just there is a better product out there
There's white spaces on the top write of the pages where the pages were miscut.
Other than that, very happy with the book!
Reviewed in the United Kingdom on November 20, 2019
There's white spaces on the top write of the pages where the pages were miscut.
Other than that, very happy with the book!









