Wayfinder's Guide to Eberron

(Nancy Kaufman) #1
CHAPTER 4 | THE MARK OF MAKING 101

The Mark of Making .................................................

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— Baron Merrix d’Cannith

The Mark of Making guides its bearer through
any act of creation. The bearer of the mark can
mend broken things with a touch, and always
has a minor magic item they’ve been working
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enchanted blade.

HOUSE CANNITH
House Cannith dominates all forms of
manufacturing, both mystical and mundane.
Cannith forgeholds use streamlined forms of
production to quickly produce common goods.
Even independent artisans often learn their trade
at Cannith academies and adhere to Cannith
standards. The House of Making builds the tools
the other houses rely upon, and it has always
been the unspoken leader of the Twelve.
The Last War was a time of great opportunity
for Cannith. Every nation wanted weapons and
warforged, along with mundane arms and armor.
The war raised the house up, and then tore it
down. House Cannith was based in Cyre, and
the Mourning destroyed the house leadership
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the leadership vacuum: the alchemist Jorlanna of
Fairhaven, weaponsmith Zorlan of Korth, and
warforged innovator Merrix of Sharn. It remains
to be seen whether one of these leaders will unite
the house, or if it will shatter under the strain.
If you’re an heir of House Cannith, you should
decide which of these barons you serve—or if you
have other ideas about the future of the house.

DRAGONMARKED CHARACTERS
Some characters with the Mark of Making:
Noble Wizard. Born to one of the most
powerful families in House Cannith, you’re a
diletante who has so far squandered your arcane
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adventurer? Or will the house demand that you
live up to the duties of your rank?
+ZQUQVIT)Z\QÅKMZYour parents were
excoriated from House Cannith for engaging in
forbidden research. They died when you were
young. You’ve never learned what they were
working on. But you inherited their talent for
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Sharn. It’s time to pursue your parents’ legacy.

MARK OF MAKING TRAITS
The Mark of Making only manifests on humans.
These traits replace the human Ability Score
Increase trait in the 8TIaMZ¼[0IVLJWWS.
Ability Score Increase. Your Intelligence
and Dexterity scores increase by 1. Increase either
Intelligence or Dexterity by an additional 1 point.
Artisan’s Intuition. When you make an
ability check with artisan’s tools, roll 1d4 and add
it to the result.
Maker’s Gift. You know the cantrip UMVLQVO
IVLOIQVXZWÅKQMVKa_Q\PWVM\aXMWNIZ\Q[IV¼[
tools.
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.
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
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