Eberron - Rising from the Last War

(Joyce) #1

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50

SOVEREIGNS AND FIRSTBORN, GRANT ME THE FOUR
blessings promised to our people: dominion over the air, do­
minion over the water, fortune for rrry fa miry, and fortune
for rrry future.
-From the Oath of Lyrandar

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
tals and are faster than any mundane vessel. Control of
sea and river trade gave Lyrandar considerable power.
Now they reach out to the skies. Merely a decade old,
Lyrandar airships have undermined the lightning rail's
domination of overland travel.
House Lyrandar also controls the air in a literal way.
The Raincallers' Guild can use the Mark of Storms to
control the weather for its clients.
For many of the house's members, the house is more
than a family or business-its private island enclave,
Stormhome, is the closest thing they have to a home­
land. Baron Esravash is ambitious and often steers the
house to act in what he sees as the interests of all half­
elves. Lyrandar heirs help the Va lenar elves run their
young kingdom, and some believe that Va lenar could
become a true homeland for the Khoravar.

Mark of Storm 50 Dura

If your half-elf character has the Mark of Storm, the fol­
lowing traits replace the half-elf's Ability Score Increase
and Skill Versatility traits in the Player's Handbook.
Ability Score Increase. Yo ur Charisma score in­
creases by 2, and your Dexterity score increases by 1.
Windwright's Intuition. When you make a Dexterity
(Acrobatics) check or any ability check involving naviga­
tor's tools, you can roll a d4 and add the number rolled
to the ability check.
Storm's Boon. You have resistance to lightning damage.
Headwinds. You know the gust cantrip. Starting at
3rd level, you can cast the gust of wind spell once with
this trait, and you regain the ability to cast it when you
finish a long rest. Charisma is your spellcasting ability
for these spells.

CHAPTER 1 I CHARACTER CREATION

Spells of the Mark. If you have the Spell casting or
the Pact Magic class feature, the spells on the Mark of
Storm Spells table are added to the spell list of your
spellcasting class.

MARK OF STORM SPELLS
Spell Level Spells
1st fe ather fa ll, fo g cloud
2nd gust of wind, levitate
3rd sleet storm, wind wall
4th conjure minor elemental, control water
5th conjure elemental

GUST
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You seize the air and compel it to create one of the fol­
lowing effects at a point you can see within range:


  • One Medium or smaller creature that you choose
    must succeed on a Strength saving throw or be
    pushed up to 5 fe et away from you.

  • You create a small blast of air capable of moving one
    object that is neither held nor carried and that weighs
    no more than 5 pounds. This object is pushed up to 10
    feet away from you. It isn't pushed with enough force
    to cause damage.

  • You create a harmless sensory effect using air, such as
    causing leaves to rustle, wind to slam shutters closed,
    or your clothing to billow impressively in a breeze.

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