House Lyrandar Heir (Khoravar)

Eberron: Forge of the Artificer p. 29

Competencias
Acrobatics, Nature

Rasgos

Description

As an heir of House Lyrandar, the wind is your ally, the sea and sky your dominion. Despite the devastation of the Last War, your house is on the ascendancy, buoyed by its mastery of the new airship technology. You might have spent your early career on the sea as a sailor or navigator; as a shipwright; or as a member of the Raincallers' Guild, manipulating the weather and assisting with irrigation and similar public works. Or you might have been among the first in your house to take to the skies as part of an airship crew. Service to the house might call you to hunt pirates in the Lhazaar Sea, to explore ancient ruins in search of magical technology to bind elemental forces, or to salvage a wrecked airship in the Mournland.

Ability Scores: Strength, Dexterity, 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: Mark of Storm

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.

Windwright's Intuition. When you make a Dexterity (Acrobatics) check or an ability check using Navigator's Tools, you can roll 1d4 and add the number rolled to the ability check.

Storm's Boon. You have Resistance to Lightning damage.

Storm Magic. You know the Thunderclap cantrip. When you reach character level 3, you also always have the Gust of Wind 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 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 Storm Spells table are added to that feature's spell list.

Mark of Storm Spells:

Spell LevelSpells
1Feather Fall, Fog Cloud
2Levitate, Shatter
3Sleet Storm, Wind Wall
4Conjure Minor Elemental, Control Water
5Conjure Elemental

Tool Proficiency: Navigator's Tools

You gain proficiency in Navigator's Tools.

Starting Equipment

Choose A or B:

  • (A) Navigator's Tools, Fine Clothes, 10 GP
  • (B) 50 GP