Fourth Edition (Endhaven Supplement)

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All information may change with the publication of 4th edition.

Character Creation[edit]

Use the "standard" character creation method from this edition.


Most races in Endhaven follow 4th edition. The following tables shows the equivalencies for some of the races in Endhaven.

4th Edition Race
Catkin Halfling
Half-Fey Half-Elf or adapted fey
Schandernan Eladrin
Therionthrope Tiefling or Pick the best matching race


This is a translation of 4th edition traditions to Endhaven. (This is based on a preview. The actual 4th edition may change this.)

Tradition Element Damage Type Tradition
Atlantean Water Cold, Acid Emerald Frost
Charystan Body Force Golden Wyvern
Schanderna Fire Fire Hidden Flame
Hadean Earth Electricity Iron Sigil
Rhakotian Mind Psychic Serpent Eye
Astrean Air Thunder Stormwalker
Crusader Light Radiant ?
Psychotic Mind Psychic ?
Animal Poison, Acid ?
Plant Poison ?
Shadow Lance Dark Necrotic, Poison




Residuum retains some properties of the item which made it. If used to make an item with a similar keyword, then the residuum counts 2x its value to enchanting a new magic item.

For example, a character breaks down a flaming sword and gains 200gp of residuum of fire. If used to make a frost hammer, the residuum counts 200gp towards making the new item. If the residuum is used to create a flaming hammer or a fire cloak, the residuum of fire adds 400gp towards the making of the new item.

Only one keyword can be kept when breaking down a magic item.

Exotic Materials[edit]

Heroes of Endhaven come from a myriad of cultures and civilizations, having knowledge of unusual materials and secret techniques. This knowledge is called a "material theme." The theme helps define and describe your character, as well as guiding the development of your character.

Materials that are part of your theme are "themed materials".

Each hero in Endhaven should have knowledge of one material theme. This theme should be narrow enough to define the look and feel of your character, but not so narrow as to strangle their options. Characters should pick themes appropriate to their roles, race, cultures, and personality.

Characters may make items from these materials, both mundane and magical. The cost of these items is always the market price for a similar item of similar performance. For example, a ceramic longsword would have the same cost as a steel longsword, the same hardness, and the same damage.

A material may give your character an advantage in some circumstances. For example, a ceramic longsword would be impervious to rusting and wood armor would float. These are nice advantages in particular circumstances, but these same properties may be liabilities in other circumstances. For example, wood armor may take more damage from acid and ceramic longswords may be worthless on the secondary market.

With themed materials, you only pay for the mechanical advantages that you equipment actually provides. Scaled armor made from pottery shards will have the same AC as scale armor and cost the same as scale armor. If you were to give this armor the "mithral" quality, it would gain all the advantages of mithril. Instead of mithral metal, the item would be made of some rare clay of equal cost.

The character can make items for this theme even if he cannot use the item. For example, a dwarven stonecarver can make a stone destrier even if he can't ride a horse, or a stone of earthquakes even if he cannot cast earthquake.

Here are some example themes:

Air Materials
You can create such things as feathered cloaks, silk robes, and giant bird eggshell armor.
Animal Materials
You can create such things as horn-and-bone bows, bone armor, and fang-spears. These materials are all harvested from living things.
Dark Materials
You create things from things steeped in dark energies, such as hair, skin, skulls, coffin parts, and designs used in dark rituals. Typical items include skull masks, pentacle shields, and death shroud cloaks.
Fire Materials
You can create such things as glass blades, slag armor, basalt flail, and gold rings. These things grow soft or liquid in fire, or were once liquid in fire.
Hard Earth Materials
You can create such items as steel maces, granite armor, and ebony blades. These things must be hammered and chipped.
Light Materials
You create items centered around light. Items include stained-glass shields, ivory blades, and sun-motifs.
Plant Materials
You can make longbows, thorn-head arrows with leaf fletching, and woven-branch armor. You can strengthen materials or make them more flexible.
Soft Earth Materials
You can create such items as pottery scale armor, ceramic warmasks, and ceramic blades. These materials are created soft and dry or are baked into hard substances.
Sea Materials
You can create such items as seashell armor, whalebone bows, and sharktooth swords. Other materials include coral and mother-of-pearl. Some practitioners even make items from ice.
  • All character may make functional equipment based on their theme.
  • Characters may make magic items from these items.
  • These magic items only work for the character. They are not transferrable.
  • Characters may make magic items of their level or lower.

Special materials convey mechanical properties. You pay for the property, not for the special material. For example, if someone were making an arrowhead with adamantine properties, the cost for that exotic wood would be the same as adamantine, and the arrowhead would have the same properties as adamantine.

You can discount the cost of an item if the player finds treasure that is appropriate to his item. For example, if the fighter has slain a red dragon, the dragon's hide should be considered treasure and account for some of a dragonhide armor's cost.

The equipment of an elemental creature tend to absorb the qualities of that element. That may mean that a steel sword may gain enough air properties to become an air material.

Any reasonable story explanation should be enough for these items.

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