Aberrant Heir
Eberron: Forge of the Artificer p. 25
- Competencias
- History, Intimidation
Rasgos
Description
Your aberrant dragonmark has made life challenging since it manifested. You might have hidden it successfully for most of your life or managed to avoid notice. Alternatively, you might have encountered suspicion and fear, perhaps coupled with the outright antagonism of one or more dragonmarked houses. You might have formed an association with the House Tarkanan criminal organization (named for one of the most notorious leaders of the aberrant dragonmarked in the War of the Mark twenty-five centuries ago). Or you might struggle to find your own way in the world, relying on your wits and the power of your mark.
Ability Scores: Strength, Constitution, Charisma
A background lists three of your character's ability scores. Increase one by 2 and another one by 1, or increase all three by 1. None of these increases can raise a score above 20.
Feat: Aberrant Dragonmark
Dragonmarks are mysterious and magical symbols that appear on the skin of some people across Khorvaire. You bear an aberrant dragonmark. These rare marks appear on members of all species. Aberrant dragonmarks disturb the houses—you would be wise to avoid their attention.
You gain the following benefits.
Aberrant Fortitude. When you fail a Constitution saving throw, you can take a Reaction to roll 1d4 and add the number rolled to the save, potentially turning the failure into a success. Once you've used this benefit, you can't use it again until you finish a Long Rest.
Aberrant Magic. You know one cantrip of your choice from the Sorcerer spell list. Also, choose a level 1 spell from that spell list. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Short or Long Rest. You can also cast this spell using any spell slots you have. Constitution is your spellcasting ability for this spell.
Aberrant Surge. When you cast the level 1 spell from this feat, you can expend one of your Hit Point Dice and roll it. If you roll an even number, you gain a number of Temporary Hit Points equal to the number rolled. If you roll an odd number, one creature within 30 feet of you (not including you) takes Force damage equal to the number rolled. If no other creatures are in range, you take the damage.
Tool Proficiency: Disguise Kit
You gain proficiency in the Disguise Kit.
Starting Equipment
Choose A or B:
- (A) Dagger, Disguise Kit, Costume, Traveler's Clothes, 16 GP
- (B) 50 GP