It’s been a bountiful year of Dungeons & Dragons releases. Van Richten’s Ezmerelda’s Guide to Ravenloft! Fizban’s Guide to Dragons! Strixhaven: A Curriculum of Chaos! Before I dive into any of those, though, I’ve got 13 months’ worth of catching up to do, and so I’m going to pick up where I left off: with Eberron: Rising From the Last War, probably followed by Mythic Odysseys of Theros, although the post-Eberron sequence remains up for discussion.
The top item on my Eberron to-do list is the inspired, humanoids whose consciousness is ridden by the alien minds known as quori.
Possession by quori grants psionic power to the inspired, which have high Dexterity and very high Intelligence and Charisma, positioning them as casters that aren’t looking to get into a mano a mano fight. They have proficiency in Insight and expertise in Deception and Persuasion, and they can’t be charmed or frightened, which tells us that they’re just as puissant in the social arena. In fact, they’re good enough at both talking and fighting (at least at their challenge level) that they can probably gain a bit of synergy by combining the two. Since talk is not merely cheap but free from an action economy perspective, we can easily imagine an inspired keeping a running patter going throughout a fight, angling to achieve their goal—whatever that is—by whichever means gets the job done first.
As spellslingers, they’re limited by the ranges of their spells, but this isn’t much of a limit for the inspired: Hex is good out to 90 feet, and dissonant whispers, hold person and vicious mockery reach up to 60 feet, although charm person is good only within 30. Let’s take a closer look at these spells, because their mechanics allow some tactical combinations but prohibit others. (more…)