TEXT: Not for resale. Permission granted to print and photocopy this document for personal use. 
  D&D Adventurers League Eberron: Oracle of War Player’s Guide v1.0 
  1 
   
   
  PLAYER’S GUIDE 
  Version 1.0 
   
  ORACLE OF WAR 
   
   
   
   
  Credits 
  D&D Staff-Head Dungeon Master Chris Lindsay 
  D&D Adventurers League Eberron Administrators Will Doyle, Shawn Merwin, Amy Lynn Dzura 
   
  Effective Date 
  3 December 2019 
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon 
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  of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast. 
  ©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 
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  D&D Adventurers League Eberron: Oracle of War Player’s Guide v1.0 
  2 
  PART 1. CREATING AN ORACLE OF WAR CHARACTER 
  This document is a guide to creating and advancing a D&D character for play in the Oracle of War campaign, featuring the 
  EBERRON: RISING FROM THE LAST WAR campaign sourcebook and managed by the D&D Adventurers League. 
   
  OVERVIEW 
  The Oracle of War campaign begins with the characters 
  as scavengers, adventurers who head into the highly 
  dangerous Mournland to locate and extract artifacts from 
  the remains of the ruined nation of Cyre. Based on those 
  initial scavenging missions, the characters soon find 
  themselves embroiled in a world-spanning adventure that 
  will take them from levels 1 to 20. 
   
  This document details how to create an official Oracle 
  of War character, presents rules for positioning the 
  character to best fit into the campaign, and describes extra 
  campaign elements that allow your group to create a 
  unique home base. 
  WHAT YOU NEED TO PLAY 
  To participate in the D&D Adventurers League Oracle of 
  War campaign, you’ll need access to at least the following: 
   
  D&D Basic Rules. This .pdf document is free on the 
  Wizards of the Coast website and contains all the basic 
  rules of the game. For a more complete experience, we 
  recommend you use a fifth edition D&D Player’s Handbook. 
   
  A Character Sheet. You can use any character sheet 
  meant for fifth edition D&D, including the use of D&D 
  Beyond, to keep track of your character. You can find some 
  at D&D Adventurers League Resources. 
   
  Log sheets are not used for this campaign. For more 
  information on how that information is tracked, see “After 
  Your Adventure” below. 
   
  Eberron: Rising from the Last War. In addition to the 
  D&D Basic Rules and D&D Player’s Handbook, players can 
  use options from Eberron: Rising from the Last War. 
  CHARACTER CREATION 
  You’ll need an Eberron character made specifically for the 
  D&D Adventurers League Oracle of War campaign. 
  Characters from the Embers of the Last War campaign 
  cannot be used, although they can be recreated 
  starting at 1st level using the rules of the Oracle of 
  War campaign. All Eberron characters begin at 1st level, 
  unless you possess campaign documentation that states 
  otherwise or further rules countermand this. 
  STEP 1: CHOOSE A RACE AND CLASS 
  Oracle of War characters can choose race and class 
  options from the Player’s Handbook and the Eberron: 
  Rising from the Last War campaign sourcebook only 
  (unless you possess campaign documentation providing 
  additional options).  
   
  You may select the Variant Human Traits option from 
  the Player’s Handbook.  
  STEP 2: DETERMINE ABILITY SCORES 
  Your Oracle of War character’s ability scores are 
  generated using one of the following methods: 
  • Standard Array (15, 14, 13, 12, 10, 8) 
  • Variant: Customizing Ability Scores (PHB).  
  STEP 3: DESCRIBE YOUR CHARACTER 
  Describe your character and choose a background. 
   
  Background. Choose or create a background using the 
  Player’s Handbook or the Eberron: Rising from the Last War 
  campaign sourcebook. You may also choose backgrounds 
  from this document (see “Backgrounds and Patrons”). 
  These backgrounds are specifically tailored to fit into the 
  storyline of the Oracle of War campaign.  
   
  Alignment. Oracle of War characters can be any 
  alignment but evil (unless you possess campaign 
  documentation providing additional options). 
   
  Deities. Your character can choose any deity listed in 
  the Eberron: Rising from the Last War campaign 
  sourcebook. Clerics must worship a single, specific deity 
  or an Eberron-specific pantheon, but aren’t limited to the 
  Domains recommended for their deity/pantheon. Other 
  characters are not required to have a deity. 
  STEP 4: CHOOSE EQUIPMENT 
  Your character’s class and background determine 
  equipment and gold; you don’t roll for starting wealth.  
   
  Trinkets. You start with a trinket from the table in 
  Chapter 5 of the Player’s Handbook or from the trinket 
  tables in Eberron: Rising from the Last War—choosing one 
  or determining it randomly (your choice). 
   
  Equipment. Your character can buy spell components 
  and equipment found in the Player’s Handbook or Eberron: 
  Rising from the Last War campaign sourcebook. 
  
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  D&D Adventurers League Eberron: Oracle of War Player’s Guide v1.0 
  3 
  PART 2. D&D ADVENTURERS LEAGUE PLAY 
  To play an adventure in the Oracle of War campaign, your character must fall within the adventure’s level range. The adventures in 
  the campaign are meant to be played in order, and therefore they are optimized for the level that characters should be at the time 
  when playing them. However, instructions are given to the DM to allow any characters within an adventure’s tier to play that 
  adventure. A character may not play the same adventure more than once, although a player can use a different character to play an 
  adventure they have already played. 
   
  DURING YOUR ADVENTURES 
  Your character can sell or buy equipment at the table either 
  before or after each adventure, as well as during the 
  adventure. Each adventure describes what can be purchased 
  before, during, and after the session. 
   
  Currency and equipment can’t be given to another 
  character, but: 
  • Equipment and consumable items can be lent to other 
  characters at your table, but they must return it at the end 
  of the session (unless it’s been consumed). 
  • Equipment, including permanent magic items, cannot be 
  traded at any time. 
  • Characters can choose to divide the cost of NPC 
  spellcasting services obtained before, during, or after an 
  adventure. The services available are described in each 
  adventure. 
  • Characters may not divide the cost of any Legacy Event 
  related costs unless the Legacy Event specifically allows it. 
  The player gaining the benefit of the Legacy Event must 
  pay its cost alone. 
   
  Character Death. Character death is a real possibility in 
  games. Dealing with character death in a shared-world 
  campaign is difficult: most want the consequences of the 
  death to be present without having the death remove the 
  player from the campaign completely. With that in mind, 
  when a character dies during an adventure, use the 
  following consequences and resolutions. 
  • If the adventure provides consequences and resolutions 
  for character death, use that guidance first. 
  • If the character has 500 gp in wealth, they must use that 
  wealth to be raised. Other players at the table during the 
  adventure can share this cost at their discretion. 
  • If a character does not have 500 gp, and no other players 
  are willing to contribute to reach that number, a character 
  can still be raised, though they receive no rewards 
  (wealth, magic items, etc.) for that adventure. The player 
  may choose to have their character gain a level (or not) at 
  their discretion. 
  • A character that dies during an adventure should still 
  receive any Legacy Events that they earned, based on the 
  discretion of the DM. If they declined the level, they cannot 
  gain any benefits from the Legacy Event that is provided 
  when a level is gained. 
  AFTER YOUR ADVENTURE 
  After you have completed an adventure, the DM will provide 
  you with an Adventure Record. This document summarizes 
  your play experience, provides rewards (wealth, magic 
  items, etc.) for the adventure, lists any Legacy Events that 
  your character may have received, and helps keep track of 
  character progression. 
   
  Choosing Rewards. Each Adventure Record (AR) contains 
  a list of possible rewards. For most adventures, you receive 
  standard rewards based on what you did, and then you may 
  choose one of the optional rewards for your character 
  (unless otherwise noted). Optional rewards might include a 
  permanent magic item, gold and other valuables, 
  consumable items, or some combination thereof. Once you 
  make your selection, you cannot change your decision. 
   
  The DM can remove reward choices from the AR if the 
  party failed to perform the tasks that would have earned 
  that reward. For example, if party failed to defeat the wizard 
  wielding the staff of magic missiles, the DM can cross that 
  reward off the AR so that it cannot be selected. 
   
  Downtime and Renown. Downtime and renown are not 
  tracked in the Oracle of War campaign. There are, however, 
  chances to gain prestige, memberships, and other rewards 
  through Legacy Events. 
  CHARACTER ADVANCEMENT 
  In the Oracle of War campaign, your character advances 
  one level at the end of each adventure, unless it is a special 
  event, for which level advancement is optional. Your DM tells 
  you when you’ve gained a level, and when level 
  advancement is optional. 
   
  Advancement. At the end of any core storyline adventure, 
  your character that participated advances a level. You may 
  decline that level but doing so means your character gains 
  no treasure and no benefits from Legacy Events the 
  character earned. At the end of other types of adventures, 
  you can decide if you want your character to advance a level 
  or not, but you can still earn the rewards. 
   
  Advancing Your Character. Your character advances 
  using the options found in the D&D Player’s Handbook and 
  the Eberron: Rising from the Last War campaign sourcebook. 
  Use the fixed hit point value provided in the class’s entry; 
  characters never roll their hit points. 
   
  Magic Items. Whenever the group you’re playing with 
  finds a magic item in an adventure, unless otherwise stated, 
  your character can keep it if you wish, as part of their 
  optional reward choice. The number of magic items your 
  character can possess is determined by their tier using the 
  table below (common and consumable magic items don’t 
  count against this limit). 
   
   
  
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  D&D Adventurers League Eberron: Oracle of War Player’s Guide v1.0 
  4 
   
  When you choose a new magic item, your character can 
  replace a magic item in their possession with the new one—
  useful in getting rid of obsolete items or those that have 
  been destroyed or have no magic remaining. 
  Tier 
  Magic Item Limit 
  Tier 
  Magic Item Limit 
  1 
  1 
  3 
  6 
  2 
  3 
  4 
  8 
   
  THE ADVENTURE RECORD (AR) 
  ARs are provided at the end of each adventure for your 
  convenience. Since the Oracle of War campaign contains 
  only 20 core storyline adventures, plus a few special events, 
  keeping the ARs should not be too burdensome for most 
  players. If, however, you wish to track the information 
  provided on the ARs in some other way, you can do so. Just 
  be sure you have access to all the information from the ARs 
  over the course of the campaign. 
  CATCHING UP 
  A player at 4th, 10th, or 16th level can choose to gain a level 
  at any point in order to play in the next higher tier of 
  adventures. The character does not gain any other rewards 
  or benefits; they simply make a note on the last AR they 
  received and gain an extra level. 
  COPYING/SCRIBING SPELLS 
  Once per adventure that you gain a level, you can scribe one 
  spell into your spellbook, Book of Shadows, or ritual book at 
  the normal cost. This spell must be from the PHB or another 
  campaign-legal source. ARs might also have special options 
  in the rewards or Legacy Events section to allow characters 
  to scribe more spells. This is in addition to other spells that 
  you gain through normal leveling and character 
  advancement. You may not copy spells in other ways unless 
  you have campaign documentation that allows it. 
  PLANNING FOR THE FUTURE 
  As you gain levels, your character evolves and grows. In 
  advancing your character, the following rules apply. 
   
  Character Rebuilding. You can rebuild your character 
  prior to playing it at 5th-level—changing any of your 
  character’s statistics in accordance with the rules, except 
  their name. Your character keeps any rewards and 
  equipment earned to that point. If you change your 
  character’s class or background, they lose any equipment 
  that it granted, along with the proceeds from selling it, or 
  benefits derived from it. 
   
  Non-mechanical/story-based aspects of your character 
  such as alignment, gender, choice of deity, or personality 
  traits can be changed between sessions regardless of level. 
   
   
  
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  D&D Adventurers League Eberron: Oracle of War Player’s Guide v1.0 
  5 
  PART 3. BACKGROUNDS AND PATRONS 
  To best fit within the story presented in the Oracle of War campaign, characters can select one of the following backgrounds and/or 
  patrons. Players are not required to use these. Players can create their own backgrounds, as explained in the fifth edition Player’s 
  Handbook, or use one from approved sources. Patrons allow groups of characters a shared background which may add some 
  connections between character and story, within the Oracle of War campaign narrative. 
   
  BACKGROUNDS 
  DISCIPLE OF THE SOVEREIGN HOST (ACOLYTE) 
  Use the Acolyte background, with the following additions. 
  You were raised and trained in the light of the Sovereign 
  Host. You do not raise any of the nine deities above the 
  other, instead worshipping all of them in the understanding 
  that only taken together do they show a complete picture of 
  life on Eberron. 
  DEZINA MUSEUM RESEACHER (ARCHAEOLOGIST) 
  Use the Archaeologist background (from Tomb of 
  Annihilation), with the following additions. 
  The Dezina Museum of Antiquities in Sharn has a 
  remarkable collection of relics from across Eberron. The 
  curator, Emeron Sennared, is hoping to create a new exhibit 
  with relics from the ruined land of Sharn, showing normal 
  objects twisted by the magic of the Mournland. You have 
  found the best way to locate such objects is to join the 
  salvage teams that head into the Gray from the town of 
  Salvation. 
  WAR IMPOSTOR (CHARLATAN) 
  Use the Charlatan background, with the following additions. 
  When you joined the Karrnathi army near the end of the Last 
  War, your life was not going well. Something in your past 
  was haunting you so much that signing up to die was 
  preferable to staying where you were. Then a miracle 
  happened. You witnessed someone die who looked like you, 
  and you suddenly had access to their life. You took their 
  identity, and when the war ended you could let your old self 
  go and become a new person. The town of Salvation is the 
  perfect place to start over as this new person. 
  RESISTANCE LEADER (CRIMINAL) 
  Use the Criminal background, with the following additions. 
  At the end of the Last War, your home was occupied by 
  enemy forces. You had to pretend to be subservient to your 
  occupying forces, but you secretly led a resistance group 
  against your captors, hoping to help drive them out and 
  retake your home. Fortunately for you, the war ended before 
  you were found out, but you learned a great number of skills 
  as a member of the resistance. Your life will never be the 
  same because of the war, but there may be a use for your 
  skills in the world of salvage. 
  CAMP PERFORMER (ENTERTAINER) 
  Use the Entertainer background, with the following additions. 
  You never thought yourself a soldier, but when you were 
  forced to join the Brelish army, you had no choice. 
  Fortunately, a superior officer recognized your talent and 
  decided to make you a camp entertainer. You traveled from 
  place to place, raising the spirits of the troops before or after 
  a battle. You even saw your share of close calls, when the 
  battlefront came to your location unexpectedly. You now 
  have the taste for adventure, and still have your entertaining 
  skills to fall back on. 
  WAR HERO (FOLK HERO) 
  Use the Folk Hero background, with the following additions. 
  During your time in the Cyran army, you quickly earned 
  accommodation after accommodation for valor, skill, and 
  honor. You were on maneuvers outside of the Cyran borders 
  on the Day of Mourning, and soon after the war ended. You 
  no longer had the rank and title you once possessed, but the 
  Cyran refugees know who you are, and they look to you to 
  help reclaim the homeland. 
  DESPERATE SOUL (GAMBLER) 
  Use the Gambler background (from Acquisitions 
  Incorporated), with the following additions. 
  Your gambling debts were piling up, and your debtors were 
  about to catch up with you. You heard from a friend that if 
  you wanted to get lost—and potentially make enough money 
  to pay off your debts—you should seek out a town called 
  Salvation on the edge of the Mournland. Brokers were 
  paying good coin for artifacts from the Mournland. 
  Enterprising adventurers can make a fortune by just picking 
  up trash in the ruined Cyre! And if that doesn’t work, you can 
  always play cards with newly wealthy fools who come out of 
  that place with the treasures that you want. 
  AUNDAIRIAN SPECIAL FORCES (GLADIATOR) 
  Use the Gladiator background, with the following additions. 
  During the final years of the Last War, you served in a special 
  unit of the Aundairian army. You were inserted into 
  dangerous areas with special mission objectives. These often 
  involved defeating high profile targets that led groups of 
  mercenaries working for opposing forces. By defeating the 
  leaders of these mercenary groups, and impressing their 
  mercenaries by doing so, you could gain their allegiance and 
  turn them against their former patrons. Your army has no 
  more use for your skills, but you can’t get the love of the 
  danger out of your system. 
  
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  D&D Adventurers League Eberron: Oracle of War Player’s Guide v1.0 
  6 
  ENTREPRENEUR (GUILD MERCHANT) 
  Use the Guild Merchant background, with the following 
  additions. 
  Since the end of the Last War, making a living as a merchant 
  has been more and more difficult. Connections are hard to 
  make, and those who made a profit off the war have 
  cornered the market in many commodities. And that doesn’t 
  even include the monopoly-seeking Dragonmarked Houses! 
  Word from your former business connections indicates that 
  a new market in artifacts from ruined Cyre might be a place 
  to invest your time and energy. You might need to get your 
  hands dirty, but the future looks like it could be bright in this 
  new market! 
  BRELISH DESERTER (HERMIT) 
  Use the Hermit background, with the following additions. 
  During the final years of the Last War, you’d had enough. 
  After so much death and destruction, you needed to escape 
  the madness of endless destruction. Unable to go home 
  because of your status as a deserter of the Brelish army, you 
  needed to hide. You made your home on the border between 
  Cyre and Breland, dodging patrols of both armies and living 
  alone in the wilderness. With the Last War now over, you 
  find that your knowledge of Cyre’s border is now coming in 
  handy. 
  HOUSE AGENT 
  Use the House Agent background as detailed in Eberron: 
  Embers of the Last War with no changes. 
  MERCENARY LEADER (KNIGHT) 
  Use the Knight background, with the following additions. 
  You were a leader for a renowned mercenary group that sold 
  its services to the highest bidder during the Last War. Your 
  group fought valiantly and with honor for those who 
  contracted you, but the war took its toll. By the end, you 
  found it hard to find competent soldiers to serve you. When 
  the war ended, your group disbanded, leaving you with just a 
  few retainers and a stellar reputation. 
  CYRAN ARISTOCRAT (NOBLE) 
  Use the Noble background, with the following additions. 
  You were born of noble blood in Cyre, and the service you 
  provided your country involved acting as an ambassador to 
  distant lands. With Cyre now destroyed and the Last War 
  ended, you have no station in the world, except with the 
  refugees from Cyre that look to you for leadership in 
  attempting to start a new life. They want to go home, but the 
  terrible event that brought down Cyre must be discovered 
  and reversed before that can happen. 
  CONSCIENTIOUS OBJECTOR (OUTLANDER) 
  Use the Outlander background, with the following additions. 
  As the Last War raged on, you refused to join the army of 
  Breland. None of the civilized areas would have you, 
  deeming your objections to the war cowardly and 
  unpatriotic. You learned to survive in the hinterlands of 
  Breland, making do with what you could find and avoiding 
  contact with the Brelish military and invaders alike. Now 
  that the war is over, you still face scorn in civilized places, 
  but the town of Salvation seems like a place where anyone 
  might be welcome to start over. 
  MORGRAVE UNIVERSITY PROFESSOR (SAGE) 
  Use the Sage background, with the following additions. 
  You’ve gained a great deal of knowledge while you studied, 
  and then taught, at Morgrave University in Sharn. When the 
  Last War ended a few years ago, even the most learned 
  academics scratched their heads at who or what caused the 
  Day of Mourning that destroyed Cyre. Many of these are too 
  cautious to truly investigate the Mournland, but your sense 
  of curiosity outweighs that of self-preservation. Journeys 
  into the Mournland might reveal its cause, which would 
  make you the toast of the academic community. 
  OFFICER IN THE 12TH BRELISH INFANTRY (SOLDIER) 
  Use the Soldier background, with the following additions. 
  During the latter years of the Last War, you served in the 
  Breland Army, under General Millven “Mad Dog” Marshallen. 
  You and your peers were preparing for a foray into Cyre on 
  the Day of Mourning. A few units were already across the 
  border, when the gray fog rolled through and destroyed 
  them in terrible ways. If another hour had passed, you would 
  have been one of them. This visions still haunt you, and you 
  have a driving desire to know what happened. 
  EAR OF THRANE (SPY) 
  Use the Spy background, with the following additions. 
  During the Last War, you were an Ear of Thrane, acting as a 
  spy for that nation, pretending to be a loyal soldier for a 
  different nation. When the war ended, your secret identity 
  was learned. Untrusted by your former friends, you found 
  that the nation of Thrane also mistrusted you, thinking you 
  may have been a double agent. Mistrusted now by both 
  sides, you are a spy without a home. 
  WAR ORPHAN (URCHIN) 
  Use the Urchin background, with the following additions. 
  The devastation of the Last War spared some, but not you. 
  An attack on your home left your family dead, and you were 
  forced to make your way by any means necessary. You have 
  a driving hatred of whatever military or mercenary force 
  destroyed your home, but your connections to others of your 
  status have made it clear that a new future—and potential 
  fortunes—await in the town of Salvation. It sounds like it 
  might be rough, but it can’t be worse that where you grew 
  up. 
   
  
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  D&D Adventurers League Eberron: Oracle of War Player’s Guide v1.0 
  7 
  PATRONS 
  If a group of players want to create characters already joined 
  by a certain history or cause, the group can select a patron. 
  These patrons act to provide the group with unified goals, a 
  common ethos, a shared story, and potential adventure 
  hooks or benefits in individual adventures. 
   
  For a party to gain these benefits, all members of the party 
  must be pledged to the same patron, and all members must 
  be in good standing with the patron. 
   
  The list of possible patrons that may come into play 
  during the Oracle of War campaign include the following 
  organizations (that are described in general terms in 
  Eberron: Rising from the Last War). 
  DRAGONMARKED HOUSE 
  Your group’s patron can include any of the thirteen 
  Dragonmarked Houses described in Eberron: Rising from the 
  Last War. 
  HEAD OF STATE 
  Your group’s patron is one of the heads of state of Aundair, 
  Breland, Karrnath, or Thrane. You are a special group that 
  reports your findings, via intermediaries, to the leadership of 
  a nation. 
  NEWSPAPER 
  Your group works for the Korranberg Chronicle as a special 
  investigative unit, exploring the causes and ramification of 
  the Last War in general, and the Day of Mourning in 
  particular. You are expected to keep this connection secret 
  and find a way to send reports back to your editor at regular 
  intervals or when you learn something compelling. 
  RELIGIOUS ORDER 
  Your group serves the heads of one of the following religious 
  organizations: Sovereign Host, Church of the Silver Flame, 
  Undying Court, or Druids of Khorvaire. You are expected to 
  remain faithful to the premise of each of these organizations 
  while carrying out your investigations of the Mournland. 
  OTHER 
  Your group is free to create a patron different than those 
  listed above and weave it into the ongoing story. Only the 
  patrons listed above, however, may show up specifically 
  mentioned in the adventures that comprise the Oracle of 
  War campaign. 
   
   
  
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  D&D Adventurers League Eberron: Oracle of War Player’s Guide v1.0 
  8 
  PART 4. FAQ 
   
  Are the adventures from the Embers of the Last War 
  campaign or the Forgotten Relics adventure from 
  Eberron: Rising from the Last War legal adventures to 
  play in the Oracle of War campaign? 
  No. The only adventure that are currently legal in the Oracle 
  of War campaign are the Core Storyline adventures (with the 
  code EB) and the Eberron EPIC adventures (with the code 
  EB-EP). If any other adventures become legal for the 
  campaign, the adventure will say so specifically, or it will be 
  announced and noted in the campaign documentation. 
   
  What rules sources are legal for the Oracle of War 
  campaign? 
  Currently, the Player’s Handbook (or Basic Rules) and 
  Eberron: Rising from the Last War are the two legal rules 
  sources. Other resources may be opened by campaign 
  documentation such as Adventure Records or special event 
  certs. 
   
  What about Wayfinder’s Guide to Eberron? 
  Wayfinder’s Guide to Eberron is not a legal source, except in 
  the case where the content of that source matches Eberron: 
  Rising from the Last War exactly. 
   
  The artificer spell list contains spells from Xanathar’s 
  Guide to Everything. Are those legal? 
  Yes. Artificers can use those spells. Other classes, however, 
  do not have access to those spells or any other content from 
  Xanathar’s Guide to Everything without further 
  documentation. 
  Do artificer infusions count against the magic item limit 
  for a character? 
  The magic items created through an artificer's infuse item 
  ability do not count against the magic item ownership limits 
  set forth by the campaign. However, due to the episodic 
  nature of the Oracle of War campaign, any items infused by 
  an artificer lose their infusion at the end of an adventure. 
  The artificer character can, at the start of the next adventure, 
  infuse items again. If the exact same characters and same DM 
  play several adventures in a row, then the DM can choose to 
  waive this restriction and allow the items to remain infused 
  between adventures. 
   
  How do greater aberrant powers from an aberrant 
  dragonmark work? 
  Players with an aberrant dragonmark do not roll to see if 
  they gain an epic boon. Potential greater aberrant powers 
  will be managed through Adventure Records or other 
  campaign documentation. 
   
  Can I play an orc, bugbear, goblin, or hobgoblin? 
  Yes. Eberron: Rising from the Last War talks about the 
  heritage of these races in Eberron. Use the statistics and 
  traits from this book instead of other sources. 
   
   
   
   
   
   
   
  
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