House Deneith Heir (Human)

Eberron: Forge of the Artificer p. 27

Competencias
Insight, Perception

Rasgos

Description

As an heir of House Deneith, you've been trained for combat — not to seek it out, but not to shy from it either. You've learned the importance of duty, honor, and the laws used to govern society when duty and honor fail. As you established your name in the house, you might have worked as a bodyguard for some minor dignitary, as a mercenary, or as a marshal hunting fugitives. Now you're prepared to claim your rightful standing in the mightiest of the dragonmarked houses.

Ability Scores: Strength, Constitution, Wisdom

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 Sentinel

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.

Sentinel's Intuition. When you make a Wisdom (Insight or Perception) check, you can roll 1d4 and add the number rolled to the ability check.

Guardian's Shield. You always have the Shield 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 this spell (choose when you select this feat).

Vigilant Guardian. When a creature you can see within 5 feet of you is hit by an attack roll, you can take a Reaction to swap places with that creature, and you are hit by the attack instead. You can use this feature a number of times equal to your Proficiency Bonus and regain all expended uses when you finish a Long Rest.

Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Sentinel Spells table are added to that feature's spell list.

Mark of Sentinel Spells:

Spell LevelSpells
1Compelled Duel, Shield of Faith
2Warding Bond, Zone of Truth
3Counterspell, Protection from Energy
4Death Ward, Guardian of Faith
5Bigby's Hand

Tool Proficiency: Gaming Set

You gain proficiency in your choice of Gaming Set.

Starting Equipment

Choose A or B:

  • (A) Spear, Shortbow, 20 Arrows, Gaming Set (same as above), Fine Clothes, Healer's Kit, Quiver, 1 GP
  • (B) 50 GP