House Medani Heir (Human)

Eberron: Forge of the Artificer p. 30

Competencias
Insight, Investigation

Rasgos

Description

As a member of House Medani, your life revolves around subterfuge—not engaging in it, but preventing others from doing so. You see the world around you as an intricate web of schemes, plots, and counterplots. Assessing the range of possibilities, you use instinct to predict threats to your clients and defend against them well before those threats can turn into danger. Defending against an assassin's blade is a job any Deneith sellsword or Tharashk enforcer can do—making sure no one ever draws that blade is the Medani way.

Ability Scores: Dexterity, Intelligence, 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 Detection

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.

Deductive Intuition. When you make an Intelligence (Investigation) or Wisdom (Insight) check, you can roll 1d4 and add the number rolled to the ability check.

Magical Detection. You always have the Detect Magic and Detect Poison and Disease spells prepared. You can cast each spell 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 these spells 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). When you reach character level 3, you also always have the See Invisibility 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 Detection Spells table are added to that feature's spell list.

Mark of Detection Spells:

Spell LevelSpells
1Detect Evil and Good, Identify
2Detect Thoughts, Find Traps
3Clairvoyance, Nondetection
4Arcane Eye, Divination
5Legend Lore

Tool Proficiency: Disguise Kit

You gain proficiency in the Disguise Kit.

Starting Equipment

Choose A or B:

  • (A) Disguise Kit, Fine Clothes, 10 GP
  • (B) 50 GP