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Species

All species are allowed. The following were introduced in the official sourcebook:

  • Changelings can shift their forms with a thought. Many changelings use this gift as a form of artistic and emotional expression. It’s also an invaluable tool for grifters, spies, and others who wish to deceive. This leads many people to treat changelings with suspicion.

  • Kalashtar are a compound people, created from the union of humanity and renegade spirits from the plane of dreams — spirits called quori. Kalashtar are often seen as wise, spiritual people with great compassion for others. There is an unmistakable alien quality to the kalashtar, though, as they are haunted by the conflicts of their otherworldly spirits.

  • Shifters are sometimes called the weretouched, as many believe they are the descendants of humans and lycanthropes. They are humanoids with a bestial aspect; while they can’t fully change shape, they can temporarily enhance their animalistic features — a state they call shifting. Each shifter walks on the knife’s edge between the wilds and the world around them.

  • Warforged are formed from a blend of organic and inorganic materials. Root-like cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel, darkwood, or stone. Armored plates form a protective outer shell and reinforce joints. Warforged share a common facial design, with a hinged jaw and crystal eyes embedded beneath a reinforced brow ridge. Beyond these common elements of warforged design, the precise materials and build of a warforged vary based on the purpose for which it was designed.

Dragonmarks

A dragonmark enhances the user’s ability to perform certain tasks. Each mark is tied to bloodlines within specific species. A dragonmark appears on a person around adolescence, though not every heir manifests the mark.

Excoriates. Excoriates are dragonmarked heirs who have been cut off from their houses.

Foundlings. Foundlings are people who have a dragonmark yet have no tie to a dragonmarked house.

Names and Ranks. Any heir of the house who develops a dragonmark is allowed to add the d’ prefix to the house name: for example, Merrix d’Cannith. Despite the Korth Edicts’ proscription against house members holding noble titles, regional leaders within the houses are called barons. Most houses are led by a matriarch or patriarch, though some are led by a council.

Test of Siberys. Dragonmarks manifest around adolescence. Each house puts its heirs through a trial called the Test of Siberys. The specific trials vary by house, but they place the heir in circumstances where they are likely to manifest the mark, if they have it. About half of the members of a bloodline manifest the mark.

DragonmarkHouseSpeciesGuild Specialties
DetectionMedaniHalf-elfBodyguards, investigation, risk management
FindingTharashkHuman, half-orcBounty hunting, investigation, prospecting
HandlingVadalisHumanAnimal training and breeding
HealingJorascoHalflingHealing
HospitalityGhallandaHalflingFood, lodging, urban information
MakingCannithHumanManufacturing
PassageOrienHumanLand transportation
ScribingSivisGnomeCommunication, translation, verification
SentinelDeneithHumanBodyguards, mercenaries
ShadowPhiarlan, ThuranniElfEntertainment, espionage (Phiarlan), assassination (Thuranni)
StormLyrandarHalf-elfAir and sea transportation
WardingKundarakDwarfBanking, storage, prisons

Classes

All classes are allowed. The artificer was introduced in the official sourcebook:

Masters of unlocking magic in everyday objects, artificers are supreme inventors. They see magic as a complex system waiting to be decoded and controlled. Artificers use tools to channel arcane power, crafting magical objects. To cast a spell, an artificer could use alchemist’s supplies to create a potent elixir, calligrapher’s supplies to inscribe a sigil of power on an ally’s armor, or tinker’s tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents.

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