House Jorasco Heir (Halfling)
Eberron: Forge of the Artificer p. 28
- Competencias
- Medicine, Stealth
Rasgos
Description
House Jorasco teaches that illness and injury stalk the living like ghosts, robbing people of health and longevity. You've been taught ways to combat these scourges, both magically and medically. You're trained to use those skills in the service of others—and to ascertain that you are always appropriately compensated for this service, ensuring the health and longevity of House Jorasco. You might be a kindly healer with no stomach for combat or a dispassionate specialist who knows exactly how to incapacitate or kill an enemy with precise strikes.
Ability Scores: Dexterity, 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 Healing
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.
Medical Intuition: When you make a Wisdom (Medicine) check or an ability check using a Herbalism Kit, you can roll 1d4 and add the number rolled to the ability check.
Healing Touch: You always have the Cure Wounds 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 of the appropriate level.
- Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat).
- When you reach character level 3, you also always have the Lesser Restoration spell prepared and can cast it the same way.
Spells of the Mark: If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Healing Spells table are added to that feature's spell list.
Mark of Healing Spells:
| Spell Level | Spells |
|---|---|
| 1 | False Life, Healing Word |
| 2 | Arcane Vigor, Prayer of Healing |
| 3 | Aura of Vitality, Mass Healing Word |
| 4 | Aura of Life, Aura of Purity |
| 5 | Greater Restoration |
Tool Proficiency: Herbalism Kit
You gain proficiency in the Herbalism Kit.
Starting Equipment
Choose A or B:
- (A) Herbalism Kit, Fine Clothes, Healer's Kit, 25 GP
- (B) 50 GP