Classes in Thrane

Most classes and sub-classes that are presented in Dungeons and Dragons material exist in Thrane but some of them have a specific role in the society of Thrane.


Every nation in Khovaire has its strong military traditions; Thrane is known for its archers and knights.

Arcane Archer: The bow is the favored weapon of the Silver flame, so many of its religious followers master it above all. The Archers of Thrane are the most feared units of the last war. When you reach 3rd level as a fighter, you can learn Silver Arrow instead of the usual cantrip choices for the Arcane Archer Lore feature.

Purple Dragon Knight: You can use the Purple Dragon Knight as a base archetype in order to represent a Knight of Thrane.


Monastic traditions are not generally common in Khorvaire, yet the templars of the Silver Flame have developed a unique one.

Way of the Sun Soul: Templars of the Silver Flame receive special trainning in order to be part of the Silver Forge. With radiant fist and with a cleansed soul the monks of the order strike evil with the known religious zeal of their brothers.


Paladins more common in Thrane than just about anywhere else. The Silver Flame generally accepts those that have sworn one of three oaths.

Oath of Crown: The Knights of Thrane seek to protect their own and to preserve the old values of Thrane. They see Embers as the last bastion of Thrane culture, and new immigrants are pressured to conform to their traditions. Foremost among these is respect for the blood of Wynarn and the royal family of Thrane. A knight begins every meal with a toast to Queen Diani and to the day when she holds her throne once more. Even so, most of them are followers of the Silver Flame and seek to live by its virtues, which sets them apart from the secular Throneholder movement. Faith is important to the knights and the people of Embers, but they believe that their faith — their dedication to the true principles of the Silver Flame — demands that they oppose the theocracy, which will inevitably tarnish the values of both church and state.

Oath of Devotion: These Knights are often among the leaders of the Thranish army, or sworn to protect the property of the Church. They are the face of Faith and they mostly operate in the land of Thrane or they accompany Cardinals in diplomatic missions.

Oath of Vengeance: The Knight Templars that have taken an oath of vengeance share a common goal: the eradication of evil from the world. They are the most fanatical followers of the Silver Flame, and the Church sends them first of all of its units to pursuit evil and cleanse the land.


Clerics of the Silver Flame most often choose between the Life, Light, and War domains, and their corresponding roles in the society of Thrane.

Life Domain: Clerics with the Life domain focus on the daily duties of the Church in society and serve as spiritual guides of the people of Thrane. They help and advise anyone in need and teach that The Silver Flame is not only vengeance but the light that rejuvanates life.

Light Domain: Almost all Silver Pyromancers are clerics with the Light domain. Wherever and whenever darkness descends upon the world, these clerics are there to shed the Silvery Light of the Church. Others are inquisitors, or punishers of evil, and some others exist only to remind to the wolrd that the Silver Flame is here to purge the sinners.

War Domain: War priests during the Last War joined devoted Paladins in the Battlefield. Their main duty during times of conflict is to bless the troops and boost their spirits, but now that the war is over many war priests have joined the Knights Templar and are ready for any inquisition that the Church will issue.


The church of the Silver Flame always recruits rangers in its ranks in order to hunt undead and fiends more effectively.


Not many sorcerers inhabit Thrane, since the source of their magical powers is considered suspicious from the point of view of the Church, with the notable exception of the Divine Soul.

Divine Soul: Few Divine Souls exist in Thrane and all of them are located at Flamekeep. Their celestial origin is of great importance to the church and they are considered blessed people, although in times of dire need it's not uncommon for a Divine Soul to join dangerous holy missions.


Warlocks are looked upon with utmost suspicion in Thrane. Any mortal who is making deals with unknown entities is up to something sinister. A warlock that can prove their deal is with a celestial entity, however, may be accepted.

Celestial Patron: Although a celestial entity might indeed make a deal with a mortal for any number of reasons, such as a couatl that has a special prophetic mission to fulfil, proving such a connection to the Church may be difficult at best, and blasphemous if things go wrong. The Church might accept the rare Warlock that makes a good case, but even then everyone would treat the Warlock with suspicion.


The scholars of Thrane have never shied away from arcane science, but while arcane magic has its place in postwar Thrane, citizens nowadays concentrate their energy on spiritual devotion. Thrane’s lack of arcane sophistication is countered by the widespread use of divine magic, and while arcane magic is not seen as evil, most Thranes regard excessive devotion to arcane studies as a distraction from the light of the Silver Flame.






Knight Templar

The Church of the Silver Flame illuminates a way of life for millions of people across Khorvaire, represents the force that governs the nation of Thrane, and inspires bands of crusaders dedicated to exterminating evil from the face of Eberron. If mere membership in the church grants a comforting degree of faith and security, life as a crusader in its order of knights templar guarantees a career of excitement, virtue, and honor.

Evil is everywhere, but that only strengthens your resolve to fight against it. Your faith in the Silver Flame drives you to wage unending war against the evil in the world, wherever it might be found — even if it lies within your adventuring party, your church, or yourself.

Skill Proficiencies: Insight, Religion

Languages: Two of your choice

Equipement: A holy symbol of the Silver Flame, four flasks of holy water, a small prayer book containing rites and prayers relating to exorcism and protection, two sharpened wooden stakes, and a belt pouch containing 15gp.

Knight Templar Duty

There are many roles that a Knight Templar can fill in the Church Hieracy, and some individuals are better suited to some than others. When you first join the order you are selected by a senior for a duty, and if you prove competent you are bound to it until the church finds another use for your abilities.

Choose the role you have in the church, or roll on the table below.

d8 Duty d8 Duty
1 Inquisitor 5 Silver Pyromancer
2 Priest 6 Temple Guard
3 Occult Hunter 7 Exorcist
4 Knight 8 Relic Collector

Feature: Templar Status

As a member of the order, you have the privilege of identifying yourself as a knight templar of the Silver Flame. You can properly be addressed with "Sir" or "Lady" (or "Dame") preceding your given name, and you can wear a silver tabard identifying you as a member of the order.

This status carries the most weight in Thrane, where it guarantees the good will of most citizens. You receive shelter and succor from members of your knightly order as well as from temples of the Silver Flame and just about every citizen of Thrane. The common folk make every effort to accommodate you and avoid your displeasure, and you can always secure an audience with the local authorities. These benefits only apply within the region of Thrane though; outside of Thrane your standing may provoke different responses.

Suggested Characteristics

Knights templar are shaped by their duties to the Church and the training they have undergone for the Silver Flame, more so than any previous event in their life

d8 Personality Trait
1 I idolize a particular hero of my faith, and constantly refer to that person’s deeds and example.
2 I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.
3 I see omens in every event and action. The gods try to speak to us, we just need to listen.
4 Nothing can shake my optimistic attitude.
5 I quote (or misquote) sacred texts and proverbs in almost every situation.
6 I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.
7 I’ve enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates on me.
8 I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.
d6 Ideal
1 Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
2 Charity. I always try to help those in need, no matter what the personal cost. (Good)
3 Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)
4 Power. I hope to one day rise to the top of my faith’s religious hierarchy. (Lawful)
5 Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)
6 Aspiration. I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings. (Any)
d6 Bond
1 I would die to recover an ancient relic of my faith that was lost long ago
2 I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.
3 I owe my life to the priest who took me in when my parents died.
4 Everything I do is for the common people.
5 I will do anything to protect the temple where I served.
6 I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.



d6 Flaw
1 I judge others harshly, and myself even more severely.
2 I put too much trust in those who wield power within my temple’s hierarchy.
3 My piety sometimes leads me to blindly trust those that profess faith in my god.
4 I am inflexible in my thinking.
5 I am suspicious of strangers and expect the worst of them.
6 Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
d6 Regrets
1 You have fallen in love with a high ranking member of the church, and have even engaged with them in a scandalous relationship.
2 You tried to force out a fiend from a possesed baby, once. It proved beyond your powers and although you managed to banish the fiend, the baby died in the process.
3 Your struggle to outmatch your rival in order to ascend to the church hierarchy caused his death.
4 You abadoned your rich family in order to become a knight templar.
5 You left the love of your life in order to pursue your higher calling.
6 You made a bargain with a fiend in order to save a beloved one.
d6 Debt
1 You have a patron from among the Cardinals that helped you to quickly rise in the church hierarchy. You owe him everything and now he demands a sinnister repayment.
2 You have joined a secret society that on the surface seems to be pursuing knowledge for the church. It turned out to be a heretical cabal that actually worships the Shadow within the Flame, but you must still work for them; they know enough to destroy you.
3 You gave most of your family's wealth to the church, but now your relatives demand something back.
4 A dying Knight Templar gave you an amulet of immense power, and his last words were not to trust anyone. You have sworn to the dying man to protect it, and now must find out what is going on.
5 You once gave a second chance to a marauding shifter but after a while he murdered an innocent. Now you must redeem yourself for your wrong decision.
6 You were assigned to deliver some sacred documents to a cardinal yet someone stole them from you. You need to get them back as soon as possible.


You don't undertake trivial adventures for base purposes such as self-enrichment. An adventure, for you, is a mission: an opportunity to make a difference in the world, to advance the cause of the church or hinder the progress of evil, preferably both. You are an agent the church and can use this status, but you must answer the call when the church assigns you a mission with an explicitly spiritual goal or to advance the agenda of Thrane among the other nations of Khorvaire. Even if there are no holy tasks to undertake, however, you cannot sit idle — like a knight-errant, you seek out any opportunity to right wrongs and do battle with evil. Supernatural evil is your true foe: the undead, possessing devils, rampaging demons — you can slay these foes without hesitation or qualms. By their mere existence, they corrupt the world; by eliminating them, you help to make the world a better place.


Here are some magewrights that are found exclusively in Thrane.

Exorsist. Proficient with Perception and Insight. Has the Exorcist of the Silver Flame feat. Word of Radiance, Sacred Flame, Detect evil, Protection from Evil.

Inquisitor. Proficient with Intimidation and Insight. Friends, Detect evil, Zone of Truth.

Priest. Proficient with Religion. Might have Education: Theologist of Flamekeep feat. Ceremony (ritual).




Exorcist of the Silver Flame

Prerequisite: Follower of The Silver Flame, Silver Holy Symbol

With this feat you have joined the ranks of the Exorcists. You gain the following benefits:

•Silver Exorcism. As an action you hold your holy symbol in the air and start chanting divine words that engulf it in flames that do not burn you. Choose an ally you can see within 30 feet from you that is suffering the charmed condition. That ally immediately makes a saving throw with advantage against the effect that caused the condition. If the effect that inflicted the condition did not require a saving throw, the ally must make a Wisdom saving throw against a DC of 15.

•Resist Temptation. Whenever you become charmed as a result of a failed saving throw from a spell or ability used by a Fiend or Undead, you can reroll the saving throw and take the second result. If you do, you can't use this feature again until you complete a short or long rest.

•Weapon of the Exorcist As an exorcist of the Silver Flame you choose a weapon with which you dispense the will of the church. The chosen weapon must be a weapon that you are proficient with, and must have been in your possession for the last 24 hours. While you wield the chosen weapon, it counts as silvered for the purpose of overcoming resistance and immunity to attacks and damage.

Silver Pyromancer

Prerequisite: Light Domain, Follower of the Silver Flame

Casting fire spells tinged with the holy power of the Silver Flame, you as silver pyromancer gain the following benefits:

•Bow Proficiency: You gain proficiency with the longbow and the shortbow.

•Smiting Spell. When you cast a spell that deals fire or radiant damage, you can ignore the Magic Resistance trait of Fiends and Undead for this spell. You can do this a number of times equal to your Wisdom modifier (minimun 1). You regain this ability after you complete a long rest.

•Silver Flame. Your spells are blessed with the power of the Silver Flame. You can chant sacred hymns as a bonus action. If you do, spells you cast this turn that deal fire damage deal radiant damage instead.

Blessed by the Flame

Prerequisite: Divine Smite class feature, Lay on Hands class feature, Follower of the Silver Flame

Your devotion to the Silver Flame allows you to burn the Church's foes with holy energies.

•Radiant Touch Your mere touch causes agony to the unholy. As an action, you can touch a Lycanthrope, Fiend, or Undead, and draw power from the pool of power granted by Lay on Hands, up to your level x 2 points. You deal that much radiant damage to your target. If the target is unwilling, resolve the touch as an unarmed attack.

•Zealous Smite When you roll a 1 or 2 on a damage die for the extra damage of your Divine Smite, you can reroll that die and must use the new roll, even if the new roll is a 1 or a 2.

Silver Body

Prerequisite: Warforged, Follower of the Silver Flame

Alchemical silver tracery covers your body, allowing you to overcome the supernatural defenses of certain creatures and punishing them for attacking you.

• Increase your Constitution score by 1, to a maximum of 20.

• Your unarmed strikes count as silvered for the purpose of overcoming resistance and immunity to attacks and damage.

• Whenever a Lycanthrope or Fiend hits you with a melee attack made with a natural weapon or unarmed strike, it takes an amount of radiant damage equal to your Constitution modifier.

Education: Theology of Flamekeep

Prerequisite: Proficient with Religion Skill in which you can't be already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

You have studied theology in one of the holiest places of learning and faith in Eberron, the Grand Cathedral of Flamekeep. Those who graduate frome there can handle any theological debate.

• You learn one cantrip of your choice between light, sacred flame, word of radiance, or silver arrow. Your spellcasting ability for this cantrip is Wisdom.

• You gain expertise in the religion skill, which means your proficiency bonus is doubled for any ability check you make with it.




The following spells first appeared in Thrane during the Last War, and generally only find use among clerics and paladins of the Silver Flame.

Silver Arrow

Evocation Cantrip

  • Casting Time: 1 action
  • Range: Bow range
  • Components: V, M (a bow and an arrow)
  • Duration: 1 round

While aiming with your bow you pull the string back and by chanting holy words you engulf your arrow with silver flame.

As part of the action used to cast this spell, you must make a ranged attack with a bow against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects but the damage you deal is radiant instead of its usual type.

This spell deals extra damage when you reach higher levels. It deals an additional 1d6 radiant damage when you reach 5th level, and it increases at 11th level (2d6), and 17th level (3d6).

Flamebound Symbol

3rd-level Evocation

  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 round

Clerics of the Silver Flame devised this spell to dispose of Karrnathi undead legions, since turning them was seldom enough.

Casting this spell is a bonus action. If you cast the spell before attempting to turn undead, your turn undead ability changes as follows: Instead of being turned or destroyed, all undead within 30 feet take 6d6 points of fire damage. A successful Con save reduces the damage by half. Undead creatures destroyed by the damage are utterly consumed in silvery fire, leaving nothing behind except their possessions.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Flamebound Weapon

2nd-level Evocation

  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

With this spell, you imbue a weapon you hold with the power of the Silver Flame. The weapon becomes sheathed in a silvery nimbus of light and deals an extra 1d4 points of radiant damage and an extra 1d4 fire damage to Lycanthropes, Fiends, and Undead.

Whispering Flame

2nd-level Divination (ritual)

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (two candles)
  • Duration: 8 hours (until the candles melt away)

This spell is placed on two candles, which the caster must hold at the time of casting. For the duration, anything that is spoken into the flame of one candle can be heard from the flame of the other, as long as both candles are lit. The candles’ ability to transmit and receive messages works over any distance, provided they’re both on the same plane of existence.

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