House Cannith Heir (Human)
Eberron: Forge of the Artificer p. 27
- Competencias
- Investigation, Sleight of Hand
Rasgos
Description
As a scion of House Cannith, you carry a proud legacy. Cannith creates wonders of the modern world, and you're expected to contribute to the ongoing success of the house through invention, scholarship, business, or diplomacy. The only thing that can stand in your way is the deep rift within your own house. The sooner the three barons sort out which of them is the true head of the house (and you, no doubt, have your preference), the sooner House Cannith can claim its rightful position of leadership among all the dragonmarked houses.
Ability Scores: Strength, Dexterity, Intelligence
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: Mark of Making
Dragonmarks are mysterious and magical symbols that appear on the skin of some people across Khorvaire. The twelve established dragonmarks are tied to specific family lines, and the scions of those families work hard at consolidating the power of the marks in order to maximize the profit and influence they gain from them. The Mark of Healing, for example, has given the halflings of House Jorasco an edge in providing medical care; the house has exploited that edge to the point where it remains virtually the only provider of healing services. Dragonmarks typically appear for the first time in situations of stress or peril where the power of the mark could prove useful, heirs of the dragonmarked houses undergo a rite of passage called the Test of Siberys in adolescence. Each house's test is different, but they all involve some danger designed to evoke the power of the house's mark. Usually, a dragonmark appears during the test, if it ever manifests at all, but heirs sometimes manifest their marks years after failing the Test of Siberys.
You gain the following benefits.
Artisan's Intuition. When you make an Intelligence (Arcana) check or an ability check using Artisan's Tools, you can roll 1d4 and add the number rolled to the ability check.
Spellsmith. You know the Mending cantrip. You also always have the Magic Weapon 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 Long Rest. You can also cast it using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Making Spells table are added to that feature's spell list.
Mark of Making Spells:
| Spell Level | Spells |
|---|---|
| 1 | Identify, Tenser's Floating Disk |
| 2 | Continual Flame, Spiritual Weapon |
| 3 | Conjure Barrage, Elemental Weapon |
| 4 | Fabricate, Stone Shape |
| 5 | Creation |
Tool Proficiency: Artisan's Tools
You gain proficiency in your choice of Artisan's Tools.
Artisan's tools:
| Tools | Cost | Weight |
| Alchemist's supplies | 50 gp | 8 lb. |
| Brewer's supplies | 20 gp | 9 lb. |
| Calligrapher's supplies | 10 gp | 5 lb. |
| Carpenter's tools | 8 gp | 6 lb. |
| Cartographer's tools | 15 gp | 6 lb. |
| Cobbler's tools | 5 gp | 5 lb. |
| Cook's utensils | 1 gp | 8 lb. |
| Glassblower's tools | 30 gp | 5 lb. |
| Jeweler's tools | 25 gp | 2 lb. |
| Leatherworker's tools | 5 gp | 5 lb. |
| Mason's tools | 10 gp | 8 lb. |
| Painter's supplies | 10 gp | 5 lb. |
| Potter's tools | 10 gp | 3 lb. |
| Smith's tools | 20 gp | 8 lb. |
| Tinker's tools | 50 gp | 10 lb. |
| Weaver's tools | 1 gp | 5 lb. |
| Woodcarver's tools | 1 gp | 5 lb. |
Starting Equipment
Choose A or B:
- (A) Artisan's Tools (same as above), Crowbar, Fine Clothes, 2 Pouches, 17 GP
- (B) 50 GP