What material currently appears in the “Wayfinder’s Guide to Eberron” that wasn’t reprinted in the “Eberron: Rising from the Last War” book?

The Wayfinder’s Guide to Eberron (WGtE) was originally released on DMsGuild as a PDF (and on D&D Beyond) in July 2018. (See also this Q&A: What is "Wayfinder's Guide to Eberron"?) The various parts already included in it (races, dragonmarks, magic items) then went through the Unearthed Arcana public playtest process, as did the artificer class.

Eventually, the final versions of this material were published in Eberron: Rising from the Last War (E:RftLW) in November 2019. At that point, WGtE was updated to include the final versions (as they appear in E:RftLW) of the content that was already in it; the official artificer class was added to WGtE as well, though with only 1 of the 3 subclasses that appeared in E:RftLW (the Alchemist).

As of the release of Eberron: Rising from the Last War, it seems like there’s almost no reason to buy the Wayfinder’s Guide to Eberron. Almost every single character option and magic item that exists in WGtE seems to have been reprinted in E:RftLW, and then the latter adds several additional things that are not in WGtE at all: the Artillerist and Battle Smith subclasses for artificer, reprints of bugbears/goblins/hobgoblins, a "new" orc race (though mechanically almost identical to the existing one in Volo’s Guide to Monsters), a group patrons mechanic, seemingly more in-depth lore, a short sample adventure, several additional magic items, and plenty of new monsters/NPCs.

By the way, this stands in stark contrast to Mike Mearls’ claims back when WGtE first came out that any future print product would be complementary, rather than just superseding/replacing WGtE entirely (even if E:RftLW was only a hypothetical at that point):

  • This book and a theoretical print release will be designed to complement each other, though some material (artificer, races) will be duplicated.

  • If we do an Eberron print product, we will design it to complement as much as possible what the PDF presents.
    Some things, like the artificer, races, and basic world info, will be picked up for a print book, but we want fans to be happy owning both.

  • yes, but we will build a print product so that the two complement each other.

However, in responding to someone’s question on /r/dndnext on Reddit about which of the 2 books would be a better purchase (to which the answer was obvious), I did begin to wonder what official material appeared exclusively in Wayfinder’s Guide to Eberron. The only 2 things I’m aware of are listed in my reply to the linked comment, but I was curious whether there was anything else I’d missed. (I’m intentionally choosing not to state which things I identified in my question, so that answers will contain a complete list of WGtE-exclusive material rather than excluding those two.)

What material currently appears only in the Wayfinder’s Guide to Eberron (the latest version, as of November 2019), that wasn’t also reprinted in Eberron: Rising from the Last War?

I’m mainly interested in a summary/list mechanical stuff – e.g. character options, magic items, monsters, etc. – but if there are significant lore elements mentioned only in WGtE and not in E:RftLW, it’d be nice to get a brief summary of what lore is exclusive to WGtE as well. (You don’t need to provide a full rundown of what that WGtE-exclusive lore is – just list the names of topics/sections that only WGtE has lore about, or point out where in WGtE I can find it.) I might count maps and other resources too, if they’re exclusive to WGtE.

Basically, I’m curious about any WGtE-only content that a person couldn’t get simply by buying E:RftLW.

Can I use a Forgotten Realms Adventure League Character in an Eberron AL Game?

Getting reading for GenCon and I’ve got a Lvl 5 Lizardfolk Paladin that I’d like to use in a series of Eberron games at GenCon. Other than some cursory googling, I don’t know much about Eberron besides that it’s pulpy, steam-punk DnD. I’ve been looking for something different and this sounds right up my alley.

I wonder if this particular character is the best fit for the setting though. From what I’ve read, deities work differently in Eberron. Would there be any reason, thematically and/or rules-wise, that a GM wouldn’t let me use this character?

What archfey exist in Eberron lore that would make a suitable warlock patron?

I’m planning on making an Archfey warlock for an upcoming Eberron game. To flesh out my character’s backstory, I want to know more about what kind of "fey" entities such a warlock might form a pact with.

For context, the character’s backstory is that they are a Valenar elf who’s ancestor that he has to emulate was an "Eldritch Knight" or similar, some kind of battlemage anyway, except that my character isn’t very strong or smart (STR and INT are his dump stats), so he instead formed a pact with an archfey being to make up the difference, becoming a Pact of the Blade warlock so that he could better emulate his ancestor.

The reason I’ve picked the Archfey archetype is because the Valenar seems to be rather connected with fey, at least considering the various "Valenar xxx" animals listed in Eberron: Rising from the Last War.

I can of course work with my DM to just "invent" an archfey if need be, but I wanted first to see if there are any existing named archfey within any Eberron lore (from any edition of D&D if 5e doesn’t have anything), and bonus points if that archfey is associated with the Valenar elves at all.

Are there any Trans-humanist factions in Eberron

In the Eberron source book there is an entry for using prosthetics that are akin to adding a portion of a warforged to your body. Are there any groups that are similar to transhumanism in that they are seeking to become more like a warforged?

It feels like it night fit in an offshoot of the house Cannith but I didn’t read anything of that nature.

Looking to build a 5e Tank/Leader type for an Eberron game

I want to build a character who can tank and act as an equivalent of a 4th ed leader, enabling other party members- ideally with decent damage (following the philosophy that a tank that can’t hurt anything just gets ignored).

I love the basic idea of the Sorcadin, and realize it has a superior spell selection, but I’m considering if the class abilities of Palabard might not fit what I’m after better.

What I’m thinking currently is something like this- Warforged Pal2/Hex1/BardX – Swords or Valor for the extra attack, leaning towards Valor just because the inspiration is more party friendly. I’d love Pal6, but feels like that would make the bard progression so late as to be worthless.

Concerns- Paladin is primarily a heavy armor/smite chassis, and Hexblade offers shield and SAD for attacking. I like the 3 levels dip here, but worry that I’m delaying the bard progression too much.

Has anyone played or kicked around a similar build? Is there an optimal way to build this type of character?

Is this Eberron home-brew Shifter sub-race balanced?

Looking to get the hive-mind’s feedback on the following home-brew Shifter sub race:

“Brightwit”

Quick of mind as well as body, Brightwit Shifters are renowned for their cunning. Fox ancestry is common, but so is rat, rabbit, snake, or even raven.

Ability Score Increase: Your Intelligence score increases by 2, and your Dexterity score increases by 1.

Sharp Eyes: You have proficiency with the Investigation skill.

Shifting Feature: While shifted, you can take two reactions per round, instead of one.

In Eberron, it’s possible for a character to be a member of two or more Guilds?

TL;DR: A character who is a member of the Blademarks Guild of House Deneith was invited to join the Clifftop Adventures’ Guild and he accepted, will there be any consequences for him?

Detailed Question:

I’m running a campaing in the setting of Eberron, using the Rising From the Last War as a guiding to the setting. My idea is that the players eventually join the Clifftop Adventurers’ Guild.

But one of the the players made a human fighter who is from Karrnath who, for personal reasons, joined the Blademarks Guild of House Deneith. He is not a dragonmarked character, he is just a fighter who sell his sword to the Guild.

Now, as a reason for him to go to Sharn, I said that he is receiving few jobs from the guild in Karrnath and wants to see if the guild branch in Sharn has more services for him. I recently run the first session where they helped a villager, and a member of the Clifftop Guild became admired with the party display of autruism and strengh, and he invited them to join the guild. The players accepted the invitation, but afterwards I started to wonder how this would play with that character relationship with the Blademarks Guild

Are there any explicts impeditive for him to join the Clifftop Guild?

Does he needs to choose between one guild or other, or he can be a member of both guilds and take job from them as he wishes?

Since he is not a dragonmark character, I thought that he’s relationship with the guild was more flexible, but I didn’t find any source that could provide more details about these relationships between a guild and they members.

If possible, I wanted to clear these questions:

  • Can he be a member of both guilds?
  • If not, will the Blademarks Guild recent him if he chooses the Clifftop over them?

Why does the Eberron: Rising from the Last War bestiary include standard spell descriptions in action lists?

In Chapter 6: Friends and Foes, many of the creatures with spell lists include the note “(see ‘Actions’ below)” on a single spell. Often this is a cantrip, but the Undying Councilor has this note for a 5th level spell. When I first saw this I assumed that the creature would modify the spell in some way, but text given in Actions always appears to line up with the standard description of the spell and the normal spell attack bonus or spell save DC of the creature.

Why are these spells explicitly written out in the stat block? Especially in the case of monsters with multiple offensive spells (some of which are higher powered than the called-out cantrip), what should I as the GM take from this?

In Eberron: Rising from the Last War, can Warforged become exhausted if they decide not to take a long rest?

In “Eberron: Rising from the Last War” under “Constructed Resilience”, it states the following as a bonus:

You don’t need to sleep, and magic can’t put you to sleep.

and it goes on to say

Sentry’s Rest. When you take a Long Rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you Unconscious, and you can see and hear as normal.

Now, what I’ve noticed that has changed from “Wayfinder’s Guide to Eberron” it read

Warforged Resilience … You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.”

So, in this approved version of warforged, if this living construct refused to take a long rest, would it suffer exhaustion that a normal humanoid of the flesh would likely take, or would it be safe from this kind of treatment?