House Thuranni Heir (Elf)
Eberron: Forge of the Artificer p. 32
- Proficiencies
- Performance, Stealth
Traits
Description
Given House Thuranni's short history and focus on espionage, its leaders expect you to further the interests of the house at every opportunity. During the house's formative years as an independent entity, every move you make has been watched closely. This isn't to say that every Thuranni heir must actively spy at the behest of house elders. But even the house's most insular artists and artisans must keep up with current political events and pass on or collect information when asked.
Ability Scores: Dexterity, Intelligence, 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 Shadow
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.
Cunning Intuition. When you make a Dexterity (Stealth) or Charisma (Performance) check, you can roll 1d4 and add the number rolled to the ability check.
Shape Shadows. You know the Minor Illusion cantrip. You also always have the Invisibility 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 Shadow Spells table are added to that feature's spell list.
Mark of Shadow Spells:
| Spell Level | Spells |
|---|---|
| 1 | Disguise Self, Silent Image |
| 2 | Darkness, Pass without Trace |
| 3 | Clairvoyance, Major Image |
| 4 | Greater Invisibility, Hallucinatory Terrain |
| 5 | Mislead |
Tool Proficiency: Musical Instrument
You gain proficiency in your choice of Musical Instrument.
Starting Equipment
Choose A or B:
- (A) Musical Instrument (same as above), Costume, Fine Clothes, 13 GP
- (B) 50 GP