Hintergrund-Features in Eberron | World Anvil
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Hintergrund-Features

Cali - Ghallanda Hunter

Hospitality

You are often treated with more respect by traders and authorities when they recognize you as a house member and you can always get food and lodging for yourself and your friends at a house enclave - usually a Gold Dragon Inn - or at a distant cousin's from the Talenta plains. Depending on your standing in the House, you can also get access to services, equipment and transportation at a reduced price.

Wilderness Gourmet

As a result of hunting and foraging your whole life (and partly due to your dragonmark), you can make food out of almost anything, you have advantage on saves against ingested poisons and can always harvest something edible from corporeal monsters you slay. You can also perfectly remember the way back to any water or food source, be it a restaurant or a wild goodberry bush.

Clawfoot Bond

You have Tejo as a dinosaur companion and mount who steals your food and eats your leftovers, but accompanies you almost anywhere, lets you ride them and helps you hunt and fight in return. Your bond lets the other know when they're in distress and lasts beyond death.  

Jatrak - Cyrian Refugee

False Identity

You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy. Your forgeries won't hold up to close inspection by a member of House Sivis however.

Artist

Drawing on your connections to the art scene, you usually know someone who can get you and a plus one backstage access, a spot on the guest list or a meeting with famous people who work in art within the next 3d10 days. You often learn 1d4 rumors in the process.

Pact of the All-Seeing Eye

When you attempt to learn a piece of information or a secret, if you do not know that information, you often know where and from whom you can obtain an eye-witness account. You can also expend hit dice up to your proficiency modifier, rolling them, adding the result to your Intelligence check and taking an equal amount of psychic damage. You then experience a vision of the events. Information gained in this way usually has unforeseen repercussions.  

Schraube - Deserter

Forged Solidarity

You can find a place to hide, rest, or recuperate among other warforged. They will help you with repairs and shield you from the law or anyone else searching for you, though they will not risk their lives for you. While in a busy part of Lower Sharn or other industrial cities, you can spend 2d10 minutes to convince 1d6 other warforged to perform an act that inconveniences a member of the Watch or other oppressors.

Workshop

You have access to a workshop in Sharn where you can repair most machinery and treat the injuries of warforged, earning a modest income. People you've helped might owe you a favor. The adjacent bar and squat are also a hub for culture and activism.

Secret Stash

You assembled a stash of items, hidden in the former war zone, among them 3 Tracking Masks, Integrated Weapons and Tools, a Sentinel Shield and a Ring of Jumping.  

Xaos - Sharn Charlatan

False Identity

You have created a second identity, Ava, that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy. Your forgeries won't hold up to close inspection by a member of House Sivis however.

Sharn Native

You know the secret patterns and flow to Sharn and can find passages through the urban sprawl that others would miss. You (and companions you lead) can travel between any two locations in the city twice as fast. You can also reliably find most goods or services available in the city in less than an hour, for a good price, and always know a guy.

Mentor

Your mentor in the arts of deception Chance is the owner of a secret gambling hall, a priest of the Traveler, and for some reason the gangs of Sharn treat them as untouchable. They take every bet, as long as it is strange enough, they can get you a contact, semi-legal work and information, and you can always recall some useful, if not entirely clear, advice they gave you.

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