Page 51 - Eberron -Rising from the Last War_Neat
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SOVEREIGNS AND FIRSTBORN, GRANT ME THE FOUR
blessings promised to our people: dominion over the air, do
f
minion over the water, f o rtune f o r rrry f a miry, and o rtune
f o r rrry future.
-From the Oath o f Ly randar
Wind and water welcome the half-elves who carry the
Mark of Storm, and some learn to call on the power of
the storm itself.
HOUSE LYRANDAR
Leader: Esravash d'Lyrandar
Headquarters: Stormhome (Aundair)
House Lyrandar has long ruled the seas. Their
kraken-marked galleons harness air and water elemen S p ells of the M a rk. If you have the Spell casting or
tals and are faster than any mundane vessel. Control of the Pact Magic class feature, the spells on the Mark of
sea and river trade gave Lyrandar considerable power. Storm Spells table are added to the spell list of your
Now they reach out to the skies. Merely a decade old, spellcasting class.
Lyrandar airships have undermined the lightning rail's
domination of overland travel. M A R K O F STOR M SPELLS
House Lyrandar also controls the air in a literal way. Spell Level Spells
The Raincallers' Guild can use the Mark of Storms to 1 s t f e ather a ll, f o g cloud
f
control the weather for its clients. 2nd gust of wind, levitate
For many of the house's members, the house is more
than a family or business-its private island enclave, 3rd sleet storm, wind wall
Stormhome, is the closest thing they have to a home 4th conjure minor elemental, control water
land. Baron Esravash is ambitious and often steers the 5th conjure elemental
house to act in what he sees as the interests of all half
elves. Lyrandar heirs help the Valenar elves run their GUST
young kingdom, and some believe that Valenar could T r ansmutation cantrip
become a true homeland for the Khoravar. Casting Time: 1 action
V A RIANT HALF-ELF: MARK OF STORM Range: 30 feet
Components: V, S
If your half-elf character has the Mark of Storm, the fol Duration: Instantaneous
lowing traits replace the half-elf's Ability Score Increase You seize the air and compel it to create one of the fol
and Skill Versatility traits in the Player's Handbook. lowing effects at a point you can see within range:
Ability Score I n crease. Your Charisma score in
creases by 2, and your Dexterity score increases by 1 . • One Medium or smaller creature that you choose
W i n dwright's I n tuition. When you make a Dexterity must succeed on a Strength saving throw or be
(Acrobatics) check or any ability check involving naviga pushed up to 5 feet away from you.
tor's tools, you can roll a d4 and add the number rolled • You create a small blast of air capable of moving one
to the ability check. object that is neither held nor carried and that weighs
Storm's Boon. You have resistance to lightning damage. no more than 5 pounds. This object is pushed up to 10
H e adwinds. You know the gust cantrip. Starting at feet away from you. It isn't pushed with enough force
3rd level, you can cast the gust of wind spell once with to cause damage.
this trait, and you regain the ability to cast it when you • You create a harmless sensory effect using air, such as
finish a long rest. Charisma is your spellcasting ability causing leaves to rustle, wind to slam shutters closed,
for these spells. or your clothing to billow impressively in a breeze.
CHAPTER 1 I CHARACTER R EATION
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