House Vadalis Heir (Human)
Eberron: Forge of the Artificer p. 33
- Proficiencies
- Animal Handling, Nature
Traits
Description
You have grown up with respect for both family and nature. You understand the culture of the Five Nations, but you don't get drawn into the games of ambition and status that others play. You know the beauty and power inherent in life, the mysteries of birth and death, and the miracles that happen in between. Your insights into the natural world allow you to see through the lies and deception of city folk — and never let on how much of their subterfuge you recognize.
Ability Scores: Constitution, Wisdom, 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 Handling
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.
Wild Intuition. When you make an Intelligence (Nature) or Wisdom (Animal Handling) check, you can roll 1d4 and add the number rolled to the ability check.
Primal Connection. You always have the Animal Friendship and Speak with Animals 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. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).
Monstrous Connections. When you reach character level 3, you can target a Monstrosity when you cast Animal Friendship or Speak with Animals if the creature's Intelligence score is 3 or lower.
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Handling Spells table are added to that feature's spell list.
Mark of Handling Spells:
| Spell Level | Spells |
|---|---|
| 1 | Command, Find Familiar |
| 2 | Beast Sense, Calm Emotions |
| 3 | Beacon of Hope, Conjure Animals |
| 4 | Aura of Life, Dominate Beast |
| 5 | Awaken |
Tool Proficiency: Herbalism Kit
You gain proficiency in the Herbalism Kit.
Starting Equipment
Choose A or B:
- (A) Herbalism Kit, Fine Clothes, Net, 29 GP
- (B) 50 GP