House Orien Heir (Human)
Eberron: Forge of the Artificer p. 30
- Proficiencies
- Acrobatics, Athletics
Traits
Description
Before the Last War, Orien's influence covered Khorvaire, and its trade roads and lightning rails were the lifeblood of a vibrant kingdom. But the war cut those arteries, leaving Galifar dead and House Orien bloodied. While the house's couriers and shippers still keep goods moving on both sides of the continent, finding a way to reestablish routes across the Mournland remains the house's top priority. In the meantime, Orien adventurers can serve their house by investigating missing couriers, recovering goods stolen from caravans, and troubleshooting disruptions to the lightning rail.
Ability Scores: Dexterity, 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 Passage
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.
Courier's Speed. Your Speed increases by 5 feet.
Intuitive Motion. When you make a Strength (Athletics) or Dexterity (Acrobatics) check, you can roll 1d4 and add the number rolled to the ability check.
Magical Passage. You always have the Misty Step 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).
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Passage Spells table are added to that feature's spell list.
Mark of Passage Spells:
| Spell Level | Spells |
|---|---|
| 1 | Expeditious Retreat, Jump |
| 2 | Find Steed, Pass without Trace |
| 3 | Blink, Phantom Steed |
| 4 | Dimension Door, Freedom of Movement |
| 5 | Teleportation Circle |
Tool Proficiency: Cartographer's Tools
You gain proficiency in Cartographer's Tools.
Starting Equipment
Choose A or B:
- (A) Cartographer's Tools, Fine Clothes, Map, Map or Scroll Case, 18 GP
- (B) 50 GP