House Kundarak Heir (Dwarf)
Eberron: Forge of the Artificer p. 29
- Proficiencies
- Arcana, Investigation
Traits
Description
As an heir of House Kundarak, you take great pride in your family and its work of safeguarding the valuables of Khorvaire. Your house has always been a leader among the clans of the Mror Holds. Though it has never held the crown, it has a reputation for professionalism, honor, and order. You might strive to uphold that reputation, you might place your own sense of honor over your family's, or you could rebel against the house's expectations and flout the demands of honor.
Ability Scores: Strength, Constitution, 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 Warding
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.
Warder's Intuition. When you make an Intelligence (Investigation) check or an ability check using Thieves' Tools, you can roll 1d4 and add the number rolled to the ability check.
Wards and Seals. You always have the Alarm and Mage Armor 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 Arcane Lock 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 Warding Spells table are added to that feature's spell list.
Mark of Warding Spells:
| Spell Level | Spells |
|---|---|
| 1 | Armor of Agathys, Sanctuary |
| 2 | Knock, Nystul's Magic Aura |
| 3 | Glyph of Warding, Magic Circle |
| 4 | Leomund's Secret Chest, Mordenkainen's Faithful Hound |
| 5 | Antilife Shell |
Tool Proficiency: Thieves' Tools
You gain proficiency in Thieves' Tools.
Starting Equipment
Choose A or B:
- (A) Thieves' Tools, Fine Clothes, 10 GP
- (B) 50 GP