diff --git a/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml b/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml index 3eea1d1..10e12f7 100644 --- a/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml +++ b/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml @@ -2,7 +2,7 @@ - Elf, Mark of Shadow (Eberron) + Elf, Mark of Shadow M 30 Dex 2, Cha 1 @@ -105,7 +105,7 @@ - Gnome, Mark of Scribing (Eberron) + Gnome, Mark of Scribing S 25 Int 2, Cha 1 @@ -201,7 +201,7 @@ - Half-Elf, Mark of Detection (Eberron) + Half-Elf, Mark of Detection M 30 Cha 2, Wis 2 @@ -277,7 +277,7 @@ - Half-Elf, Mark of Storm (Eberron) + Half-Elf, Mark of Storm M 30 Cha 2, Cha 2, Dex 1 @@ -354,7 +354,7 @@ - Half-Orc, Mark of Finding (Eberron) + Half-Orc, Mark of Finding M 30 Str 2, Con 1, Con 1, Wis 2 @@ -438,7 +438,7 @@ - Dwarf, Mark of Warding (Eberron) + Dwarf, Mark of Warding M 25 Con 2, Int 1 @@ -570,7 +570,7 @@ - Human, Mark of Finding (Eberron) + Human, Mark of Finding M 30 Con 1, Wis 2 @@ -684,7 +684,7 @@ - Human, Mark of Handling (Eberron) + Human, Mark of Handling M 30 Wis 2 @@ -798,7 +798,7 @@ - Human, Mark of Making (Eberron) + Human, Mark of Making M 30 Int 2 @@ -912,7 +912,7 @@ - Human, Mark of Passage (Eberron) + Human, Mark of Passage M 35 Dex 2 @@ -1027,7 +1027,7 @@ - Human, Mark of Sentinel (Eberron) + Human, Mark of Sentinel M 30 Con 2, Wis 1 @@ -1141,7 +1141,7 @@ - Halfling, Mark of Healing (Eberron) + Halfling, Mark of Healing S 25 Dex 2, Wis 1 @@ -1255,7 +1255,7 @@ - Halfling, Mark of Hospitality (Eberron) + Halfling, Mark of Hospitality S 25 Dex 2, Cha 1 @@ -1604,7 +1604,7 @@ - Kalashtar (Eberron) + Kalashtar M 30 Wis 2, Cha 1 @@ -1691,7 +1691,7 @@ - Shifter, Beasthide (Eberron) + Shifter, Beasthide M 30 Con 2, Str 1 @@ -1783,7 +1783,7 @@ - Shifter, Longtooth (Eberron) + Shifter, Longtooth M 30 Str 2, Dex 1 @@ -1875,7 +1875,7 @@ - Shifter, Swiftstride (Eberron) + Shifter, Swiftstride M 30 Dex 2, Cha 1 @@ -1967,7 +1967,7 @@ - Shifter, Wildhunt (Eberron) + Shifter, Wildhunt M 30 Wis 2, Dex 1 @@ -2059,7 +2059,7 @@ - Warforged (Eberron) + Warforged M 30 Con 2 @@ -2160,7 +2160,7 @@ - Changeling (Eberron) + Changeling M 30 Cha 2 diff --git a/FightClub5eXML/Sources/RulesSupplementsAndAdventures.xml b/FightClub5eXML/Sources/RulesSupplementsAndAdventures.xml index e3ed1c6..6e4f33c 100644 --- a/FightClub5eXML/Sources/RulesSupplementsAndAdventures.xml +++ b/FightClub5eXML/Sources/RulesSupplementsAndAdventures.xml @@ -9734,53 +9734,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Volo's Guide to Monsters, p. 119 - - Changeling (Wayfinder's Guide) - M - 30 - Cha 2 - - - - Ability Score Increase - Either your Dexterity or your Intelligence increases by 1 (your choice). - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Change Appearance - As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die. - You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible. - Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Changeling Instincts - You gain proficiency with two of the following skills of your choice: Deception, Intimidation, Insight, and Persuasion. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Unsettling Visage - When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. - Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Divergent Persona - You gain proficiency with one tool of your choice. Define a unique identity associated with that proficiency; establish the name, race, gender, age, and other details. While you are in the form of this persona, the related proficiency bonus is doubled for any ability check you make that uses that proficiency. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Languages - You can speak, read, and write Common and two other languages of your choice. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - Dwarf, Duergar M @@ -9848,168 +9801,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Mordenkainen's Tome of Foes, p. 81 - - Dwarf, Mark of Warding (Wayfinder's Guide) - M - 25 - Con 2, Dex 1, Int 1 - Intelligence - - - Darkvision - Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - - Source: Player's Handbook, p. 20 - - - Dwarven Resilience - You have advantage on saving throws against poison, and you have resistance against poison damage. - - Source: Player's Handbook, p. 20 - - - Dwarven Combat Training - You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. - - Source: Player's Handbook, p. 20 - - - Tool Proficiency - You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. - - Source: Player's Handbook, p. 20 - - - Stonecunning - Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. - - Source: Player's Handbook, p. 20 - - - Languages - You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. - - Source: Player's Handbook, p. 20 - - - Master of Locks - When you make an Intelligence (History), Intelligence (Investigation), or Thieves’ Tools check involving lock and trap mechanisms, you can roll one Intuition die, a d4, and add the number rolled to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Wards and Seals - You can use your mark to cast the alarm spell as a ritual. Starting at 3rd level you can cast arcane lock once with this trait and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - - Elf, Aereni High (Wayfinder's Guide) - M - 30 - Dex 2, Int 1 - Intelligence - Perception - - Darkvision - Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - - Source: Player's Handbook, p. 23 - - - Keen Senses - You have proficiency in the Perception skill. - - Source: Player's Handbook, p. 23 - - - Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep. - - Source: Player's Handbook, p. 23 - - - Trance - Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. - - Source: Player's Handbook, p. 23 - - - Languages - You can speak, read, and write Common, Elvish, and one extra language of your choice. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. - - Source: Player's Handbook, p. 24 - - - Cantrip - You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. - - Source: Player's Handbook, p. 24 - - - Variant: Aerini Elf - An Aereni elf can choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency. This feature replaces Elf Weapon Training - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - - Elf, Aereni Wood (Wayfinder's Guide) - M - 35 - Dex 2, Wis 1 - - Perception - - Darkvision - Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - - Source: Player's Handbook, p. 23 - - - Keen Senses - You have proficiency in the Perception skill. - - Source: Player's Handbook, p. 23 - - - Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep. - - Source: Player's Handbook, p. 23 - - - Trance - Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. - - Source: Player's Handbook, p. 23 - - - Languages - You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. - - Source: Player's Handbook, p. 23 - - - Fleet of Foot - Your base walking speed increases to 35 feet. - - Source: Player's Handbook, p. 24 - - - Mask of the Wild - You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. - - Source: Player's Handbook, p. 24 - - - Variant: Aerini Elf - An Aereni elf can choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency. This feature replaces Elf Weapon Training - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - Elf, Eladrin M @@ -10076,68 +9867,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Mordenkainen's Tome of Foes, p. 61 - - Elf, Mark of Shadow (Wayfinder's Guide) - M - 30 - Dex 2, Cha 1 - Charisma - Perception - - Darkvision - Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - - Source: Player's Handbook, p. 23 - - - Keen Senses - You have proficiency in the Perception skill. - - Source: Player's Handbook, p. 23 - - - Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep. - - Source: Player's Handbook, p. 23 - - - Trance - Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. - - Source: Player's Handbook, p. 23 - - - Languages - You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. - - Source: Player's Handbook, p. 23 - - - Natural Talent - You gain proficiency with one musical instrument or the Performance skill. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Gift of the Shadows - When you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Shape Shadows - You know the minor illusion cantrip. Charisma is your spellcasting ability for this trait. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Slip Into Shadows - You can use the Hide action as a bonus action, even if you have no cover or if you’re under observation. Regardless of whether you succeed or fail, once you use this ability, you can’t use it again until you finish a short or long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - Elf, Sea M @@ -10245,112 +9974,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Mordenkainen's Tome of Foes, p. 62 - - Elf, Valenar High (Wayfinder's Guide) - M - 30 - Dex 2, Int 1 - Intelligence - Perception - - Darkvision - Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - - Source: Player's Handbook, p. 23 - - - Keen Senses - You have proficiency in the Perception skill. - - Source: Player's Handbook, p. 23 - - - Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep. - - Source: Player's Handbook, p. 23 - - - Trance - Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. - - Source: Player's Handbook, p. 23 - - - Languages - You can speak, read, and write Common, Elvish, and one extra language of your choice. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. - - Source: Player's Handbook, p. 24 - - - Cantrip - You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. - - Source: Player's Handbook, p. 24 - - - Variant: Valenar Elf - A Valenar elf gains proficiency with the scimitar, double scimitar, longbow, and shortbow. This feature replaces Elf Weapon Training. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - - Elf, Valenar Wood (Wayfinder's Guide) - M - 35 - Dex 2, Wis 1 - - Perception - - Darkvision - Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - - Source: Player's Handbook, p. 23 - - - Keen Senses - You have proficiency in the Perception skill. - - Source: Player's Handbook, p. 23 - - - Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep. - - Source: Player's Handbook, p. 23 - - - Trance - Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. - - Source: Player's Handbook, p. 23 - - - Languages - You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. - - Source: Player's Handbook, p. 23 - - - Fleet of Foot - Your base walking speed increases to 35 feet. - - Source: Player's Handbook, p. 24 - - - Mask of the Wild - You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. - - Source: Player's Handbook, p. 24 - - - Variant: Valenar Elf - A Valenar elf gains proficiency with the scimitar, double scimitar, longbow, and shortbow. This feature replaces Elf Weapon Training. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - Firbolg M @@ -10629,56 +10252,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Mordenkainen's Tome of Foes, p. 113 - - Gnome, Mark of Scribing (Wayfinder's Guide) - S - 25 - Int 2, Cha 1 - Intelligence - - - Darkvision - Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - - Source: Player's Handbook, p. 37 - - - Gnome Cunning - You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. - - Source: Player's Handbook, p. 37 - - - Languages - You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. - - Source: Player's Handbook, p. 37 - - - Gifted Scribe - You are proficient with calligrapher’s supplies and the forgery kit. When you make an ability check using either one of these tools, you can roll one Intuition die, a d4, and add the number rolled to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Scribe's Insight - You can cast comprehend languages once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for it. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Whispering Wind - You know the cantrip message. Intelligence is your spellcasting ability when casting it. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Extra Language - You can speak, read, and write one extra language of your choice. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - Goblin S @@ -10853,94 +10426,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Sword Coast Adventurer's Guide, p. 110 - - Halfling, Mark of Healing (Wayfinder's Guide) - S - 25 - Dex 2, Wis 1 - - - - Lucky - When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. - - Source: Player's Handbook, p. 28 - - - Brave - You have advantage on saving throws against being frightened. - - Source: Player's Handbook, p. 28 - - - Halfling Nimbleness - You can move through the space of any creature that is of a size larger than yours. - - Source: Player's Handbook, p. 28 - - - Languages - You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. - - Source: Player's Handbook, p. 28 - - - Medical Intuition - When you make a Wisdom (Medicine) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Healing Touch - As an action, you can draw power from your dragonmark to spend one of your Hit Dice and revitalize yourself or a creature you touch. Roll the die, add your Wisdom modifier, and the creature regains a number of hit points equal to the total. Once you use this trait, you can’t use it again until you finish a short or long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - - Halfling, Mark of Hospitality (Wayfinder's Guide) - S - 25 - Dex 2, Cha 1 - Charisma - - - Lucky - When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. - - Source: Player's Handbook, p. 28 - - - Brave - You have advantage on saving throws against being frightened. - - Source: Player's Handbook, p. 28 - - - Halfling Nimbleness - You can move through the space of any creature that is of a size larger than yours. - - Source: Player's Handbook, p. 28 - - - Languages - You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. - - Source: Player's Handbook, p. 28 - - - Innkeeper's Charms - You know the cantrips friends and prestidigitation. Charisma is your spellcasting ability for them. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Ever Hospitable - When you make a Charisma (Persuasion) check or an ability check involving Brewer's Supplies or Cook's Utensils, you can roll one Intuition die (a d4) and add the number rolled to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - Half-Elf, High Elf Ancestry M @@ -11142,127 +10627,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Sword Coast Adventurer's Guide, p. 116 - - Half-Elf, Mark of Detection (Wayfinder's Guide) - M - 30 - Int 1, Cha 1 - Intelligence - - - Ability Score Increase - One ability score of your choice increases by 1. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Deductive Intuition - When you make an Intelligence (Investigation) or Wisdom (Insight) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Sense Threats - You can cast the detect magic and detect poison and disease spells, but only as rituals. Intelligence is your spellcasting ability for these spells. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Languages - You can speak, read, and write Common and Elvish. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - - Half-Elf, Mark of Storm (Wayfinder's Guide) - M - 30 - Dex 1, Cha 1 - - - - Ability Score Increase - One ability score of your choice increases by 1. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Sea Monkey - Your base walking speed is 30 feet, and you have a swim speed of 30 feet. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Windwright's Intuition - When you make a Dexterity (Acrobatics) check or any ability check involving operating or maintaining a water or air vehicle, you can roll one Intuition die, a d4, and add the number rolled to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Storm's Blessing - You have resistance to lightning damage. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Headwinds - You know the gust cantrip. When you reach 3rd level, you can cast the gust of wind spell once with this trait and regain the ability to do so when you finish a long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Languages - You can speak, read, and write Common and Elvish. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - - Half-Orc, Mark of Finding (Wayfinder's Guide) - M - 30 - Str 1, Wis 1 - - - - Ability Score Increase - One ability score of your choice increases by 1. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Darkvision - You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Hunter's Intuition - Your mark sharpens your senses and helps you find your prey. When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Imprint Prey - As a bonus action, choose one creature you can see within 30 feet of you. The target is imprinted in your mind until it dies or you use this trait again. Alternatively, you can imprint a creature as your quarry whenever you succeed on a Wisdom (Survival) check to track it. - When tracking your quarry, double the result of your Intuition die. When your quarry is within 60 feet of you, you have a sense of its location: it can’t be hidden from you, gains no benefit from invisibility, and your attacks against it ignore half cover. Once you use this trait, you cannot use it again until you finish a short or long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Nature's Voice - When you reach 3rd level you gain the ability to cast locate animal or plant, but only as a ritual. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Languages - You can speak, read, and write Common and Goblin. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - Hobgoblin M @@ -11295,272 +10659,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Volo's Guide to Monsters, p. 119 - - Human, Mark of Finding (Wayfinder's Guide) - M - 30 - Dex 1, Wis 1 - - - - Ability Score Increase - One ability score of your choice increases by 1. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Darkvision - You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Hunter's Intuition - Your mark sharpens your senses and helps you find your prey. When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Imprint Prey - As a bonus action, choose one creature you can see within 30 feet of you. The target is imprinted in your mind until it dies or you use this trait again. Alternatively, you can imprint a creature as your quarry whenever you succeed on a Wisdom (Survival) check to track it. - When tracking your quarry, double the result of your Intuition die. When your quarry is within 60 feet of you, you have a sense of its location: it can’t be hidden from you, gains no benefit from invisibility, and your attacks against it ignore half cover. Once you use this trait, you cannot use it again until you finish a short or long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Nature's Voice - When you reach 3rd level you gain the ability to cast locate animal or plant, but only as a ritual. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Languages - You can speak, read, and write Common and Goblin. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - - Human, Mark of Handling (Wayfinder's Guide) - M - 30 - Dex 1, Wis 1 - Wisdom - - - Ability Score Increase - One ability score of your choice increases by 1. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Wild Intuition - When you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Expert Handling - You can use the Help action to aid an ally animal companion or mount within 30 feet of you, rather than 5 feet of you. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Primal Connection - You can cast animal friendship once with this trait and regain the ability to do so when you finish a short or long rest. Wisdom is your spellcasting ability for this spell. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - The Bigger They Are - When you cast a spell that affects only beasts, it also affects monstrosities with an Intelligence score of 3 or lower. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Languages - You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. - - Source: Player's Handbook p. 31 - - - - Human, Mark of Making (Wayfinder's Guide) - M - 30 - Int 1, Dex 1 - Intelligence - - - Ability Score Increase - Increase either Intelligence or Dexterity by an additional 1 point. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Artisan's Intuition - When you make an ability check with artisan’s tools, roll 1d4 and add it to the result. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Maker's Gift - You know the cantrip mending and gain proficiency with one type of artisan’s tools - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Magecraft - You can create a temporary magic item out of common materials. Choose a cantrip from the wizard spell list. Describe the item connected to it. As long as you possess the item, you know that cantrip. At the end of a long rest, you can replace it with a new item and select a new cantrip from the wizard spell list. Intelligence is your spellcasting ability for these cantrips. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Spellsmith - You can spend one minute to weave a temporary enchantment into a nonmagical suit of armor or weapon. For the next hour the object becomes a magic item, gaining a +1 bonus to AC if it is armor or a +1 bonus to hit and damage if it is a weapon. Once you use this trait, you can’t use it again until you finish a long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Languages - You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. - - Source: Player's Handbook p. 31 - - - - Human, Mark of Passage (Wayfinder's Guide) - M - 40 - Dex 2 - - - - Ability Score Increase - One ability score of your choice increases by 1. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Courier's Speed - Your base walking speed increases to 40 ft. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Intuitive Motion - When you make a Strength (Athletics) check or any ability check to operate or maintain a land vehicle, you can roll one Intuition die, a d4, and add the number rolled to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Orien's Grace - When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Shared Passage - As a bonus action you can teleport a distance up to your walking speed, ending in an unoccupied space that you can see. You can bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this trait. Once you use this trait, you can’t use it again until you finish a long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Languages - You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. - - Source: Player's Handbook p. 31 - - - - Human, Mark of Sentinel (Wayfinder's Guide) - M - 30 - Str 1, Wis 1 - - - - Ability Score Increase - One ability score of your choice increases by 1. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Sentinel's Intuition - When you roll for Initiative or make a Wisdom (Perception) check to notice a threat, you can roll one Intuition die, a d4, and add it to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Sentinel's Shield - You know the cantrip blade ward. You can cast shield once with this trait and regain the ability to do so after you finish a short or long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Vigilant Guardian - As an action, you can designate an ally you can see as your ward. You have advantage on Wisdom (Insight) and Wisdom (Perception) checks made to spot threats to your ward. In addition, when you are within 5 feet of your ward, and that creature is the target of an attack that you can see, you can use your reaction to swap places with your ward. When you do, you become the target of the attack. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Languages - You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. - - Source: Player's Handbook p. 31 - - - - Kalashtar (Wayfinder's Guide) - M - 30 - Wis 1, Cha 1 - - - - Ability Score Increase - One ability score of your choice increases by 1. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Dual Mind - When you make a Wisdom saving throw, you can use your reaction to gain advantage on the roll. You can use this trait immediately before or after you roll, but before any of the roll’s effects occur. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Mental Discipline - You have resistance to psychic damage. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Mind Link - You can speak telepathically to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself. - As a bonus action when you’re speaking telepathically to a creature, you can give that creature the ability to speak telepathically to you until the start of your next turn. To use this ability, the creature must be within 60 feet of you and be able to see you. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Psychic Glamour - Choose one of the following skills: Insight, Intimidation, Performance, or Persuasion. You have advantage on all ability checks you make with that skill. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Severed from Dreams - Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to magical spells and effects that require you to dream, like the dream spell, but not to spells and effects that put you to sleep, like the sleep spell. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Languages - You can speak, read, and write Common, Quori, and one other language of your choice. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - Kenku M @@ -11726,198 +10824,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Volo's Guide to Monsters, p. 120 - - Shifter, Beasthide (Wayfinder's Guide) - M - 30 - Dex 1, Con 2 - - Perception, Athletics - - Darkvision - You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Keen Senses - You have proficiency with the Perception skill. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Shifting - As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. - Once you shift, you can’t do so again until you finish a short or long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Languages - You can speak, read, and write Common. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Tough - You have proficiency with the Athletics skill. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Shifting Feature - Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - - Shifter, Longtooth (Wayfinder's Guide) - M - 30 - Dex 1, Str 2 - - Perception, Intimidation - - Darkvision - You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Keen Senses - You have proficiency with the Perception skill. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Shifting - As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. - Once you shift, you can’t do so again until you finish a short or long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Languages - You can speak, read, and write Common. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Fierce - You have proficiency with the Intimidation skill. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Shifting Feature - While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - - Shifter, Swiftstride (Wayfinder's Guide) - M - 35 - Dex 2, Cha 1 - - Perception, Acrobatics - - Darkvision - You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Keen Senses - You have proficiency with the Perception skill. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Shifting - As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. - Once you shift, you can’t do so again until you finish a short or long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Languages - You can speak, read, and write Common. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Graceful - You have proficiency with the Acrobatics skill. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Swift Stride - Your walking speed increases by 5 feet. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Shifting Feature - While shifted, your walking speed increases by an additional 5 feet. Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - - Shifter, Wildhunt (Wayfinder's Guide) - M - 30 - Dex 1, Wis 2 - - Perception, Survival - - Darkvision - You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Keen Senses - You have proficiency with the Perception skill. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Shifting - As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. - Once you shift, you can’t do so again until you finish a short or long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Languages - You can speak, read, and write Common. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Natural Tracker - You have proficiency with the Survival skill. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Mark the Scent - As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can’t use this trait again until you finish a short or long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Shifting Feature - While shifted, you have advantage on Wisdom checks. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - Tabaxi M @@ -12456,195 +11362,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Volo's Guide to Monsters, p. 118 - - Warforged Envoy (Wayfinder's Guide) - M - 30 - Con 1 - - - - Warforged Resilience - You were created to have remarkable fortitude, represented by the following benefits. - - • You have advantage on saving throws against being poisoned, and you have resistance to poison damage. - - • You are immune to disease. - - • You don’t need to eat, drink, or breathe. - - • You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Sentry's Rest - When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Integrated Protection - Your body has built-in defensive layers, which determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. - You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode’s prerequisite. - - Mode — Prerequisite — Effect: - - Darkwood Core (Unarmored) — None — 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor) - - Composite Plating (armor) — Medium armor proficiency — 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus - - Heavy Plating (armor) — Heavy armor proficiency — 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Languages - You can speak, read, and write Common. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Ability Score Increase - Two different ability scores of your choice increase by 1. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Specialized Design - You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Integrated Tool - Choose one tool you’re proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - - Warforged Juggernaut (Wayfinder's Guide) - M - 30 - Con 1, Str 2 - - - - Warforged Resilience - You were created to have remarkable fortitude, represented by the following benefits. - - • You have advantage on saving throws against being poisoned, and you have resistance to poison damage. - - • You are immune to disease. - - • You don’t need to eat, drink, or breathe. - - • You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Sentry's Rest - When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Integrated Protection - Your body has built-in defensive layers, which determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. - You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode’s prerequisite. - - Mode — Prerequisite — Effect: - - Darkwood Core (Unarmored) — None — 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor) - - Composite Plating (armor) — Medium armor proficiency — 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus - - Heavy Plating (armor) — Heavy armor proficiency — 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Languages - You can speak, read, and write Common. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Iron Fists - When you make an unarmed strike, you can deal 1d4 + your Strength modifier bludgeoning damage instead of the normal damage. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Powerful Build - You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - - Warforged Skirmisher (Wayfinder's Guide) - M - 30 - Con 1, Dex 2 - - - - Warforged Resilience - You were created to have remarkable fortitude, represented by the following benefits. - - • You have advantage on saving throws against being poisoned, and you have resistance to poison damage. - - • You are immune to disease. - - • You don’t need to eat, drink, or breathe. - - • You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Sentry's Rest - When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Integrated Protection - Your body has built-in defensive layers, which determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. - You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode’s prerequisite. - - Mode — Prerequisite — Effect: - - Darkwood Core (Unarmored) — None — 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor) - - Composite Plating (armor) — Medium armor proficiency — 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus - - Heavy Plating (armor) — Heavy armor proficiency — 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Languages - You can speak, read, and write Common. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Swift - Your walking speed increases by 5 feet. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Light Step - When you are traveling alone for an extended period of time (one hour or more), you can move stealthily at a normal pace. (See chapter 8 of the Player’s Handbook for more information about travel pace.) - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - Yuan-ti Pureblood M @@ -15410,20 +14127,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Aberrant Dragon Mark - No existing dragonmark - You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits: - - • Increase your Constitution score by 1, to a maximum of 20. - - • Increase your Constitution score by 1, to a maximum of 20.You learn a cantrip from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Constitution is your spellcasting ability for these spells. - - • Increase your Constitution score by 1, to a maximum of 20.You can increase the power of your aberrant spells at the risk of your own vitality. When you cast a spell with your aberrant mark, you can use one of your Hit Dice to increase the spell’s level by 1. Immediately after you cast the spell, roll the Hit Die. You take damage equal to the number rolled. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - constitution +1 - Bountiful Luck Halfling @@ -15658,162 +14361,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Xanathar's Guide to Everything, p. 74 intelligence +1 - - Greater Mark of Detection - 8th level, must possess Mark of Detection - Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: - - • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). - - • Increase either your Charisma or Intelligence by 1, to a maximum of 20. - - • You learn see invisibility and true seeing, each of which you can cast once without expending a spell slot or using a material component. Intelligence is your spellcasting ability for these spells. You must complete a long rest to regain the use of these spells. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Greater Mark of Finding - 8th level, must possess Mark of Finding - Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: - - • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). - - • Increase either your Dexterity, Strength, or Wisdom by 1, to a maximum of 20. - - • You learn locate creature and find the path, each of which you can cast once without expending a spell slot or using a material component. Wisdom is your spellcasting ability for these spells. You must complete a long rest to regain the use of these spells. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Greater Mark of Handling - 8th level, must possess Mark of Handling - Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: - - • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). - - • Increase either your Dexterity or Wisdom by 1, to a maximum of 20. - - • You learn beast sense and dominate beast, each of which you can cast once without expending a spell slot or using a material component. Wisdom is your spellcasting ability for these spells. You must complete a long rest to regain the use of these spells. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Greater Mark of Healing - 8th level, must possess Mark of Healing - Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: - - • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). - - • Increase either your Dexterity or Wisdom by 1, to a maximum of 20. - - • You learn mass healing word and greater restoration, each of which you can cast once without expending a spell slot or using a material component. Wisdom is your spellcasting ability for these spells. You must complete a long rest to regain the use of these spells. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Greater Mark of Hospitality - 8th level, must possess Mark of Hospitality - Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: - - • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). - - • Increase either your Charisma or Dexterity by 1, to a maximum of 20. - - • You learn sanctuary and Mordenkainen's magnificent mansion, each of which you can cast once without expending a spell slot or using a material component. Charisma is your spellcasting ability for these spells. You must complete a long rest to regain the use of these spells. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Greater Mark of Making - 8th level, must possess Mark of Making - Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: - - • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). - - • Increase either your Dexterity or Intelligence by 1, to a maximum of 20. - - • You learn fabricate and creation, each of which you can cast once without expending a spell slot or using a material component. Intelligence is your spellcasting ability for these spells. You must complete a long rest to regain the use of these spells. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Greater Mark of Passage - 8th level, must possess Mark of Passage - Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: - - • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). - - • Increase either your Dexterity or Constitution by 1, to a maximum of 20. - - • You learn blink and teleportation circle, each of which you can cast once without expending a spell slot or using a material component. Constitution is your spellcasting ability for these spells. You must complete a long rest to regain the use of these spells. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Greater Mark of Scribing - 8th level, must possess Mark of Scribing - Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: - - • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). - - • Increase either your Intelligence or Charisma by 1, to a maximum of 20. - - • You learn sending and tongues, each of which you can cast once without expending a spell slot or using a material component. Intelligence is your spellcasting ability for these spells. You must complete a long or short rest to regain the use of these spells. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Greater Mark of Sentinel - 8th level, must possess Mark of Sentinel - Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: - - • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). - - • Increase either your Strength or Wisdom by 1, to a maximum of 20. - - • You learn compelled duel and warding bond, each of which you can cast once without expending a spell slot or using a material component. Wisdom is your spellcasting ability for these spells. You must complete a long or short rest to regain the use of these spells. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Greater Mark of Shadow - 8th level, must possess Mark of Shadow - Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: - - • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). - - • Increase either your Charisma or Dexterity by 1, to a maximum of 20. - - • You learn nondetection and mislead, each of which you can cast once without expending a spell slot or using a material component. Charisma is your spellcasting ability for these spells. You must complete a long rest to regain the use of these spells. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Greater Mark of Storm - 8th level, must possess Mark of Storm - Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: - - • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). - - • Increase either your Charisma or Dexterity by 1, to a maximum of 20. - - • You learn control water and control winds, each of which you can cast once without expending a spell slot or using a material component. Charisma is your spellcasting ability for these spells. You must complete a long rest to regain the use of these spells. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Greater Mark of Warding - 8th level, must possess Mark of Warding - Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: - - • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). - - • Increase either your Dexterity or Intelligence by 1, to a maximum of 20. - - • You learn knock, glyph of warding, and Leomund's secret chest, each of which you can cast once without expending a spell slot or using a material component. Intelligence is your spellcasting ability for these spells. You must complete a long rest to regain the use of these spells. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - Infernal Constitution Tiefling @@ -15867,19 +14414,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Xanathar's Guide to Everything, p. 75 - - Revenant Blade - Elf - You are descended from a master of the double blade and their skills have passed on to you. You gain the following benefits: - - • Increase your Dexterity or Strength score by 1, to a maximum of 20. - - • While wielding a double-bladed weapon with two hands, the weapon has the finesse trait for your attacks with it, and you gain +1 AC. - - • On your turn, when you use a bonus action to make a melee attack with the blade at the opposite end of the weapon, the weapon’s damage die for this attack increases to 2d4, instead of 1d4. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - Second Chance (Charisma) Halfling @@ -18081,1306 +16615,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The 6.I'm an informant for the Red Plumes. They let me continue my activities, so long as I pass them information about illegal activity in Hillsfar. - - House Cannith Agent - Investigation, Persuasion - - Description - You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. - - - Starting Proficiencies - Your background grants you the following proficiencies. - - Skills: Investigation, Persuasion - - Languages: - - Tools: alchemist's supplies and tinker's tools - - - House Connections - - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Equipment - A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. - - - Personality Trait - Choose or randomly determine - - - 1. I never let emotion complicate work. - - 2. I’m always looking to improve efficiency. - - 3. I share trivia about my house’s business (medicine, ships, warforged). - - 4. I hold myself and anyone I work with to extremely high standards. - - 5. I never forget an insult made against myself or my house. - - 6. I’m very excited and enthusiastic about everything my house does. - - 7. I’m representing my house and take great pride in my personal appearance. - - 8. I’m critical of monarchies and opposed to any restrictions on the houses. - - - Ideal - Choose or randomly determine - - - 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) - - 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) - - 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) - - 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) - - 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) - - 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) - - - Bond - Choose or randomly determine - - - 1. My house is my family, and I would do anything for my family. - - 2. I love someone from another house, but such relationships are forbidden. - - 3. Someone I love was killed by a rival faction within my house, and I will have revenge. - - 4. I don’t care about the house as a whole, but I would do anything for my old mentor. - - 5. I believe my house needs to evolve to survive, and I need to lead that change. - - 6. I am determined to impress the leaders of my house, and to become a leader myself. - - - Flaw - Choose or randomly determine - - - 1. I’m overly concerned with following established procedures and protocols. - - 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. - - 3. I believe that my house and bloodline makes me better than everyone else. - - 4. I’m concealing a secret that could get me driven from my house. - - 5. I have strong religious beliefs that aren’t shared by others in my house. - - 6. I’m working for a hidden faction in my house that gives me secret assignments. - - - - House Deneith Agent - Investigation, Persuasion - - Description - You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. - - - Starting Proficiencies - Your background grants you the following proficiencies. - - Skills: Investigation, Persuasion - - Languages: - - Tools: one gaming set and vehicles (land) - - - House Connections - - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Equipment - A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. - - - Personality Trait - Choose or randomly determine - - - 1. I never let emotion complicate work. - - 2. I’m always looking to improve efficiency. - - 3. I share trivia about my house’s business (medicine, ships, warforged). - - 4. I hold myself and anyone I work with to extremely high standards. - - 5. I never forget an insult made against myself or my house. - - 6. I’m very excited and enthusiastic about everything my house does. - - 7. I’m representing my house and take great pride in my personal appearance. - - 8. I’m critical of monarchies and opposed to any restrictions on the houses. - - - Ideal - Choose or randomly determine - - - 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) - - 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) - - 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) - - 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) - - 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) - - 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) - - - Bond - Choose or randomly determine - - - 1. My house is my family, and I would do anything for my family. - - 2. I love someone from another house, but such relationships are forbidden. - - 3. Someone I love was killed by a rival faction within my house, and I will have revenge. - - 4. I don’t care about the house as a whole, but I would do anything for my old mentor. - - 5. I believe my house needs to evolve to survive, and I need to lead that change. - - 6. I am determined to impress the leaders of my house, and to become a leader myself. - - - Flaw - Choose or randomly determine - - - 1. I’m overly concerned with following established procedures and protocols. - - 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. - - 3. I believe that my house and bloodline makes me better than everyone else. - - 4. I’m concealing a secret that could get me driven from my house. - - 5. I have strong religious beliefs that aren’t shared by others in my house. - - 6. I’m working for a hidden faction in my house that gives me secret assignments. - - - - House Ghallanda Agent - Investigation, Persuasion - - Description - You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. - - - Starting Proficiencies - Your background grants you the following proficiencies. - - Skills: Investigation, Persuasion - - Languages: - - Tools: brewer's supplies and cook's utensils - - - House Connections - - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Equipment - A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. - - - Personality Trait - Choose or randomly determine - - - 1. I never let emotion complicate work. - - 2. I’m always looking to improve efficiency. - - 3. I share trivia about my house’s business (medicine, ships, warforged). - - 4. I hold myself and anyone I work with to extremely high standards. - - 5. I never forget an insult made against myself or my house. - - 6. I’m very excited and enthusiastic about everything my house does. - - 7. I’m representing my house and take great pride in my personal appearance. - - 8. I’m critical of monarchies and opposed to any restrictions on the houses. - - - Ideal - Choose or randomly determine - - - 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) - - 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) - - 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) - - 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) - - 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) - - 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) - - - Bond - Choose or randomly determine - - - 1. My house is my family, and I would do anything for my family. - - 2. I love someone from another house, but such relationships are forbidden. - - 3. Someone I love was killed by a rival faction within my house, and I will have revenge. - - 4. I don’t care about the house as a whole, but I would do anything for my old mentor. - - 5. I believe my house needs to evolve to survive, and I need to lead that change. - - 6. I am determined to impress the leaders of my house, and to become a leader myself. - - - Flaw - Choose or randomly determine - - - 1. I’m overly concerned with following established procedures and protocols. - - 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. - - 3. I believe that my house and bloodline makes me better than everyone else. - - 4. I’m concealing a secret that could get me driven from my house. - - 5. I have strong religious beliefs that aren’t shared by others in my house. - - 6. I’m working for a hidden faction in my house that gives me secret assignments. - - - - House Jorasco Agent - Investigation, Persuasion - - Description - You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. - - - Starting Proficiencies - Your background grants you the following proficiencies. - - Skills: Investigation, Persuasion - - Languages: - - Tools: alchemist's supplies and herbalism kit - - - House Connections - - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Equipment - A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. - - - Personality Trait - Choose or randomly determine - - - 1. I never let emotion complicate work. - - 2. I’m always looking to improve efficiency. - - 3. I share trivia about my house’s business (medicine, ships, warforged). - - 4. I hold myself and anyone I work with to extremely high standards. - - 5. I never forget an insult made against myself or my house. - - 6. I’m very excited and enthusiastic about everything my house does. - - 7. I’m representing my house and take great pride in my personal appearance. - - 8. I’m critical of monarchies and opposed to any restrictions on the houses. - - - Ideal - Choose or randomly determine - - - 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) - - 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) - - 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) - - 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) - - 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) - - 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) - - - Bond - Choose or randomly determine - - - 1. My house is my family, and I would do anything for my family. - - 2. I love someone from another house, but such relationships are forbidden. - - 3. Someone I love was killed by a rival faction within my house, and I will have revenge. - - 4. I don’t care about the house as a whole, but I would do anything for my old mentor. - - 5. I believe my house needs to evolve to survive, and I need to lead that change. - - 6. I am determined to impress the leaders of my house, and to become a leader myself. - - - Flaw - Choose or randomly determine - - - 1. I’m overly concerned with following established procedures and protocols. - - 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. - - 3. I believe that my house and bloodline makes me better than everyone else. - - 4. I’m concealing a secret that could get me driven from my house. - - 5. I have strong religious beliefs that aren’t shared by others in my house. - - 6. I’m working for a hidden faction in my house that gives me secret assignments. - - - - House Kundarak Agent - Investigation, Persuasion - - Description - You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. - - - Starting Proficiencies - Your background grants you the following proficiencies. - - Skills: Investigation, Persuasion - - Languages: - - Tools: tinker's tools and thieves' tools - - - House Connections - - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Equipment - A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. - - - Personality Trait - Choose or randomly determine - - - 1. I never let emotion complicate work. - - 2. I’m always looking to improve efficiency. - - 3. I share trivia about my house’s business (medicine, ships, warforged). - - 4. I hold myself and anyone I work with to extremely high standards. - - 5. I never forget an insult made against myself or my house. - - 6. I’m very excited and enthusiastic about everything my house does. - - 7. I’m representing my house and take great pride in my personal appearance. - - 8. I’m critical of monarchies and opposed to any restrictions on the houses. - - - Ideal - Choose or randomly determine - - - 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) - - 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) - - 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) - - 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) - - 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) - - 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) - - - Bond - Choose or randomly determine - - - 1. My house is my family, and I would do anything for my family. - - 2. I love someone from another house, but such relationships are forbidden. - - 3. Someone I love was killed by a rival faction within my house, and I will have revenge. - - 4. I don’t care about the house as a whole, but I would do anything for my old mentor. - - 5. I believe my house needs to evolve to survive, and I need to lead that change. - - 6. I am determined to impress the leaders of my house, and to become a leader myself. - - - Flaw - Choose or randomly determine - - - 1. I’m overly concerned with following established procedures and protocols. - - 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. - - 3. I believe that my house and bloodline makes me better than everyone else. - - 4. I’m concealing a secret that could get me driven from my house. - - 5. I have strong religious beliefs that aren’t shared by others in my house. - - 6. I’m working for a hidden faction in my house that gives me secret assignments. - - - - House Lyrandar Agent - Investigation, Persuasion - - Description - You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. - - - Starting Proficiencies - Your background grants you the following proficiencies. - - Skills: Investigation, Persuasion - - Languages: - - Tools: vehicles (sea/air) and navigator's tools - - - House Connections - - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Equipment - A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. - - - Personality Trait - Choose or randomly determine - - - 1. I never let emotion complicate work. - - 2. I’m always looking to improve efficiency. - - 3. I share trivia about my house’s business (medicine, ships, warforged). - - 4. I hold myself and anyone I work with to extremely high standards. - - 5. I never forget an insult made against myself or my house. - - 6. I’m very excited and enthusiastic about everything my house does. - - 7. I’m representing my house and take great pride in my personal appearance. - - 8. I’m critical of monarchies and opposed to any restrictions on the houses. - - - Ideal - Choose or randomly determine - - - 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) - - 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) - - 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) - - 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) - - 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) - - 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) - - - Bond - Choose or randomly determine - - - 1. My house is my family, and I would do anything for my family. - - 2. I love someone from another house, but such relationships are forbidden. - - 3. Someone I love was killed by a rival faction within my house, and I will have revenge. - - 4. I don’t care about the house as a whole, but I would do anything for my old mentor. - - 5. I believe my house needs to evolve to survive, and I need to lead that change. - - 6. I am determined to impress the leaders of my house, and to become a leader myself. - - - Flaw - Choose or randomly determine - - - 1. I’m overly concerned with following established procedures and protocols. - - 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. - - 3. I believe that my house and bloodline makes me better than everyone else. - - 4. I’m concealing a secret that could get me driven from my house. - - 5. I have strong religious beliefs that aren’t shared by others in my house. - - 6. I’m working for a hidden faction in my house that gives me secret assignments. - - - - House Medani Agent - Investigation, Persuasion - - Description - You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. - - - Starting Proficiencies - Your background grants you the following proficiencies. - - Skills: Investigation, Persuasion - - Languages: - - Tools: thieves' tools and disguise kit - - - House Connections - - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Equipment - A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. - - - Personality Trait - Choose or randomly determine - - - 1. I never let emotion complicate work. - - 2. I’m always looking to improve efficiency. - - 3. I share trivia about my house’s business (medicine, ships, warforged). - - 4. I hold myself and anyone I work with to extremely high standards. - - 5. I never forget an insult made against myself or my house. - - 6. I’m very excited and enthusiastic about everything my house does. - - 7. I’m representing my house and take great pride in my personal appearance. - - 8. I’m critical of monarchies and opposed to any restrictions on the houses. - - - Ideal - Choose or randomly determine - - - 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) - - 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) - - 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) - - 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) - - 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) - - 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) - - - Bond - Choose or randomly determine - - - 1. My house is my family, and I would do anything for my family. - - 2. I love someone from another house, but such relationships are forbidden. - - 3. Someone I love was killed by a rival faction within my house, and I will have revenge. - - 4. I don’t care about the house as a whole, but I would do anything for my old mentor. - - 5. I believe my house needs to evolve to survive, and I need to lead that change. - - 6. I am determined to impress the leaders of my house, and to become a leader myself. - - - Flaw - Choose or randomly determine - - - 1. I’m overly concerned with following established procedures and protocols. - - 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. - - 3. I believe that my house and bloodline makes me better than everyone else. - - 4. I’m concealing a secret that could get me driven from my house. - - 5. I have strong religious beliefs that aren’t shared by others in my house. - - 6. I’m working for a hidden faction in my house that gives me secret assignments. - - - - House Orien Agent - Investigation, Persuasion - - Description - You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. - - - Starting Proficiencies - Your background grants you the following proficiencies. - - Skills: Investigation, Persuasion - - Languages: - - Tools: vehicles (land) and one gaming set - - - House Connections - - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Equipment - A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. - - - Personality Trait - Choose or randomly determine - - - 1. I never let emotion complicate work. - - 2. I’m always looking to improve efficiency. - - 3. I share trivia about my house’s business (medicine, ships, warforged). - - 4. I hold myself and anyone I work with to extremely high standards. - - 5. I never forget an insult made against myself or my house. - - 6. I’m very excited and enthusiastic about everything my house does. - - 7. I’m representing my house and take great pride in my personal appearance. - - 8. I’m critical of monarchies and opposed to any restrictions on the houses. - - - Ideal - Choose or randomly determine - - - 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) - - 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) - - 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) - - 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) - - 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) - - 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) - - - Bond - Choose or randomly determine - - - 1. My house is my family, and I would do anything for my family. - - 2. I love someone from another house, but such relationships are forbidden. - - 3. Someone I love was killed by a rival faction within my house, and I will have revenge. - - 4. I don’t care about the house as a whole, but I would do anything for my old mentor. - - 5. I believe my house needs to evolve to survive, and I need to lead that change. - - 6. I am determined to impress the leaders of my house, and to become a leader myself. - - - Flaw - Choose or randomly determine - - - 1. I’m overly concerned with following established procedures and protocols. - - 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. - - 3. I believe that my house and bloodline makes me better than everyone else. - - 4. I’m concealing a secret that could get me driven from my house. - - 5. I have strong religious beliefs that aren’t shared by others in my house. - - 6. I’m working for a hidden faction in my house that gives me secret assignments. - - - - House Phiarlan Agent - Investigation, Persuasion - - Description - You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. - - - Starting Proficiencies - Your background grants you the following proficiencies. - - Skills: Investigation, Persuasion - - Languages: - - Tools: disguise kit and one musical instrument - - - House Connections - - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Equipment - A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. - - - Personality Trait - Choose or randomly determine - - - 1. I never let emotion complicate work. - - 2. I’m always looking to improve efficiency. - - 3. I share trivia about my house’s business (medicine, ships, warforged). - - 4. I hold myself and anyone I work with to extremely high standards. - - 5. I never forget an insult made against myself or my house. - - 6. I’m very excited and enthusiastic about everything my house does. - - 7. I’m representing my house and take great pride in my personal appearance. - - 8. I’m critical of monarchies and opposed to any restrictions on the houses. - - - Ideal - Choose or randomly determine - - - 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) - - 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) - - 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) - - 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) - - 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) - - 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) - - - Bond - Choose or randomly determine - - - 1. My house is my family, and I would do anything for my family. - - 2. I love someone from another house, but such relationships are forbidden. - - 3. Someone I love was killed by a rival faction within my house, and I will have revenge. - - 4. I don’t care about the house as a whole, but I would do anything for my old mentor. - - 5. I believe my house needs to evolve to survive, and I need to lead that change. - - 6. I am determined to impress the leaders of my house, and to become a leader myself. - - - Flaw - Choose or randomly determine - - - 1. I’m overly concerned with following established procedures and protocols. - - 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. - - 3. I believe that my house and bloodline makes me better than everyone else. - - 4. I’m concealing a secret that could get me driven from my house. - - 5. I have strong religious beliefs that aren’t shared by others in my house. - - 6. I’m working for a hidden faction in my house that gives me secret assignments. - - - - House Sivis Agent - Investigation, Persuasion - - Description - You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. - - - Starting Proficiencies - Your background grants you the following proficiencies. - - Skills: Investigation, Persuasion - - Languages: - - Tools: calligrapher's tools and forgery kit - - - House Connections - - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Equipment - A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. - - - Personality Trait - Choose or randomly determine - - - 1. I never let emotion complicate work. - - 2. I’m always looking to improve efficiency. - - 3. I share trivia about my house’s business (medicine, ships, warforged). - - 4. I hold myself and anyone I work with to extremely high standards. - - 5. I never forget an insult made against myself or my house. - - 6. I’m very excited and enthusiastic about everything my house does. - - 7. I’m representing my house and take great pride in my personal appearance. - - 8. I’m critical of monarchies and opposed to any restrictions on the houses. - - - Ideal - Choose or randomly determine - - - 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) - - 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) - - 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) - - 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) - - 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) - - 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) - - - Bond - Choose or randomly determine - - - 1. My house is my family, and I would do anything for my family. - - 2. I love someone from another house, but such relationships are forbidden. - - 3. Someone I love was killed by a rival faction within my house, and I will have revenge. - - 4. I don’t care about the house as a whole, but I would do anything for my old mentor. - - 5. I believe my house needs to evolve to survive, and I need to lead that change. - - 6. I am determined to impress the leaders of my house, and to become a leader myself. - - - Flaw - Choose or randomly determine - - - 1. I’m overly concerned with following established procedures and protocols. - - 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. - - 3. I believe that my house and bloodline makes me better than everyone else. - - 4. I’m concealing a secret that could get me driven from my house. - - 5. I have strong religious beliefs that aren’t shared by others in my house. - - 6. I’m working for a hidden faction in my house that gives me secret assignments. - - - - House Tharashk Agent - Investigation, Persuasion - - Description - You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. - - - Starting Proficiencies - Your background grants you the following proficiencies. - - Skills: Investigation, Persuasion - - Languages: - - Tools: thieves' tools and one gaming set - - - House Connections - - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Equipment - A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. - - - Personality Trait - Choose or randomly determine - - - 1. I never let emotion complicate work. - - 2. I’m always looking to improve efficiency. - - 3. I share trivia about my house’s business (medicine, ships, warforged). - - 4. I hold myself and anyone I work with to extremely high standards. - - 5. I never forget an insult made against myself or my house. - - 6. I’m very excited and enthusiastic about everything my house does. - - 7. I’m representing my house and take great pride in my personal appearance. - - 8. I’m critical of monarchies and opposed to any restrictions on the houses. - - - Ideal - Choose or randomly determine - - - 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) - - 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) - - 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) - - 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) - - 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) - - 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) - - - Bond - Choose or randomly determine - - - 1. My house is my family, and I would do anything for my family. - - 2. I love someone from another house, but such relationships are forbidden. - - 3. Someone I love was killed by a rival faction within my house, and I will have revenge. - - 4. I don’t care about the house as a whole, but I would do anything for my old mentor. - - 5. I believe my house needs to evolve to survive, and I need to lead that change. - - 6. I am determined to impress the leaders of my house, and to become a leader myself. - - - Flaw - Choose or randomly determine - - - 1. I’m overly concerned with following established procedures and protocols. - - 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. - - 3. I believe that my house and bloodline makes me better than everyone else. - - 4. I’m concealing a secret that could get me driven from my house. - - 5. I have strong religious beliefs that aren’t shared by others in my house. - - 6. I’m working for a hidden faction in my house that gives me secret assignments. - - - - House Thuranni Agent - Investigation, Persuasion - - Description - You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. - - - Starting Proficiencies - Your background grants you the following proficiencies. - - Skills: Investigation, Persuasion - - Languages: - - Tools: poisoner's kit and one musical instrument - - - House Connections - - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Equipment - A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. - - - Personality Trait - Choose or randomly determine - - - 1. I never let emotion complicate work. - - 2. I’m always looking to improve efficiency. - - 3. I share trivia about my house’s business (medicine, ships, warforged). - - 4. I hold myself and anyone I work with to extremely high standards. - - 5. I never forget an insult made against myself or my house. - - 6. I’m very excited and enthusiastic about everything my house does. - - 7. I’m representing my house and take great pride in my personal appearance. - - 8. I’m critical of monarchies and opposed to any restrictions on the houses. - - - Ideal - Choose or randomly determine - - - 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) - - 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) - - 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) - - 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) - - 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) - - 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) - - - Bond - Choose or randomly determine - - - 1. My house is my family, and I would do anything for my family. - - 2. I love someone from another house, but such relationships are forbidden. - - 3. Someone I love was killed by a rival faction within my house, and I will have revenge. - - 4. I don’t care about the house as a whole, but I would do anything for my old mentor. - - 5. I believe my house needs to evolve to survive, and I need to lead that change. - - 6. I am determined to impress the leaders of my house, and to become a leader myself. - - - Flaw - Choose or randomly determine - - - 1. I’m overly concerned with following established procedures and protocols. - - 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. - - 3. I believe that my house and bloodline makes me better than everyone else. - - 4. I’m concealing a secret that could get me driven from my house. - - 5. I have strong religious beliefs that aren’t shared by others in my house. - - 6. I’m working for a hidden faction in my house that gives me secret assignments. - - - - House Vadalis Agent - Investigation, Persuasion - - Description - You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. - - - Starting Proficiencies - Your background grants you the following proficiencies. - - Skills: Investigation, Persuasion - - Languages: - - Tools: vehicles (land) and herbalism kit - - - House Connections - - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Equipment - A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. - - - Personality Trait - Choose or randomly determine - - - 1. I never let emotion complicate work. - - 2. I’m always looking to improve efficiency. - - 3. I share trivia about my house’s business (medicine, ships, warforged). - - 4. I hold myself and anyone I work with to extremely high standards. - - 5. I never forget an insult made against myself or my house. - - 6. I’m very excited and enthusiastic about everything my house does. - - 7. I’m representing my house and take great pride in my personal appearance. - - 8. I’m critical of monarchies and opposed to any restrictions on the houses. - - - Ideal - Choose or randomly determine - - - 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) - - 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) - - 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) - - 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) - - 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) - - 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) - - - Bond - Choose or randomly determine - - - 1. My house is my family, and I would do anything for my family. - - 2. I love someone from another house, but such relationships are forbidden. - - 3. Someone I love was killed by a rival faction within my house, and I will have revenge. - - 4. I don’t care about the house as a whole, but I would do anything for my old mentor. - - 5. I believe my house needs to evolve to survive, and I need to lead that change. - - 6. I am determined to impress the leaders of my house, and to become a leader myself. - - - Flaw - Choose or randomly determine - - - 1. I’m overly concerned with following established procedures and protocols. - - 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. - - 3. I believe that my house and bloodline makes me better than everyone else. - - 4. I’m concealing a secret that could get me driven from my house. - - 5. I have strong religious beliefs that aren’t shared by others in my house. - - 6. I’m working for a hidden faction in my house that gives me secret assignments. - - Inheritor Survival @@ -56009,53 +53243,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The detect magic, locate animals or plants, ray of sickness, dispel magic, ensnaring strike, entangle, plant growth, etherealness, teleport - - Clawfoot Raptor - M - beast - unaligned - 14 (natural armor) - 16 (3d8+3) - 50 ft. - 17171321210 - - Athletics +5, Perception +5, Stealth +5 - - - - - - 15 - - 1/2 - - Source - Wayfinder's Guide to Eberron, Chapter 3 - - - Pounce - If the clawfoot moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the clawfoot can make one bite attack against it as a bonus action. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - - Claws - Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage. - Claws|5|2d6+3 - - - Bite - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (2d4 + 3) piercing damage. - Bite|5|2d4+3 - - - - Mechanical Servant: Allosaurus L