TEXT: Dragonmark Heirs I: An NPC Portfolio
  by Magic Goblin
  
  © Magic Goblin, 2018
  MAGIC GOBLIN PRESENTS:
  Dragonmark Heirs I: An NPC Portfolio
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, and all other Wizards of the Coast
  product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright
  Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.
  All other original material in this work is copyright 2018 by Magic Goblin and published under the Community Content Agreement for Dungeon Masters Guild.
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  ii
  
  ©Magic Goblin, 2018
  Contents
  INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  1
  ROWAN D’DENEITH (LG)
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  2
  ULFUND D’KUNDARAK (LN) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  4
  THERRAN D’LYRANDAR (CN) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  6
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  iii
  
  ©Magic Goblin, 2018
  INTRODUCTION
  Welcome to Dragonmark Heirs I: An NPC Port-
  folio, a Dungeons & Dragons roleplaying game
  bestiary for the 5th edition ruleset.
  A trio of NPCs are presented here for integra-
  tion in the world of Eberron, all tied to a differ-
  ent Dragonmarked house.
  They all have 3 stat
  blocks, for the NPCs to grow with your player char-
  acters. These are all exceptional individuals, and
  may serve as nemeses or potential short term al-
  lies. However, keep in mind that in Eberron, the
  player characters should take center stage; they
  are the most important individuals in the world. Try
  not to use a gamut of high level allied NPCs that
  the PCs get the idea of ”we don’t have to do this,
  so and so will take care of this threat.”
  WHAT IS EBERRON?
  Eberron is a campaign setting created in 2002 by
  Keith Baker, as part of a search by Wizards of the
  Coast for a new campaign setting for third edition
  Dungeons and Dragons. It is different from most
  other settings, having a feel of pulp Industrial Eu-
  rope, where magic replaces the advances in tech-
  nology. It is a world of cinematic action where the
  player characters take center stage. They are the
  most important characters in the setting. Airships
  and lightning rails, powered by elementals, allow
  for cross-continental travel very swiftly and easily,
  allowing for a typical adventure to feature a wide
  gamut of scenery and foe types without having
  weeks of foot travel. High magic, like resurrection
  spells, are very uncommon in Eberron, while low
  magic like magical laundry services are prevalent,
  mainly proliferated by the Dragonmarked Houses.
  If you are interested in knowing more, there are
  several 3rd and 4th edition books for Eberron, as
  well as the recently released Wayﬁnder’s Guide to
  Eberron, which will be useful for players and DMs
  alike in using these NPCs and running adventures
  in the world of Eberron.
  MOTIVATION VS. ALIGNMENT
  I owe the inspiration for this section to none other
  than Kieth Baker himself, who wrote on this topic
  extensively on his website. There is a difference,
  especially in Eberron, between a character’s per-
  sonal motivation and alignment. Two allies on the
  same side of a war can have different alignments,
  one good and one evil. The evil one may delight
  in the slaughter, wearing trophies of his slain foes
  on his arms and armor, but would never do some-
  thing so awful to the citizens of his home country.
  The good soldier may strive to protect the inno-
  cents of his campaign, and may resent his ally for
  the wanton slaughter and torture he perpetrates
  on their enemies. But at the end of the day, they
  both have the same motivation: to ﬁght and protect
  their country from threats. In this way, the NPCs
  presented here have a range of alignments, cov-
  ering the entire spectrum. Just because an NPC
  is lawful good does not prevent them from being
  a nemesis for a good aligned party; even though
  their alignments may be similar, their motivations
  may be at odds with one another. Do not be afraid
  to cause a moral dilemma among the player char-
  acters; Eberron is a world of shades of gray, and
  every decision need not be clear cut and obvious
  for the players.
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  1
  
  ©Magic Goblin, 2018
  ROWAN D’DENEITH (LG)
  As an infant, Rowan was living on a job with his
  Blademark father and his mother. During the Last
  War, they were stationed in a Brelish border town
  that was attacked by Hobgoblin mercenaries from
  Cyre.
  When the battle was over, Rowan’s par-
  ents both were deceased. When a Bladebearer
  heard the infant’s cries from within the ruins of
  a structure, he was impressed at the child’s forti-
  tude and decided to raise him as his own. Rowan
  aged slower than the other members of the clan,
  as he was a human, but he worked longer hours
  and trained every day until his Dragonmark mani-
  fested. He became stronger, and eventually man-
  aged to defeat his Blademaster in single combat.
  Returning to House Deneith, Rowan now works
  to integrate his Hobgoblin brethren into the Blade-
  marks Guild, as he knows that their battle prowess
  is above many others. Rowan’s Dragonmark has
  manifested on his left hand.
  ROWAN D’DENEITH
  Medium humanoid (human), lawful good
  Armor Class 16 (chain mail)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  10 (+0)
  15 (+2)
  10 (+0)
  14 (+2)
  10 (+0)
  Saving Throws Con +4, Str +5
  Skills Athletics +5, Perception +4
  Senses passive Perception 14
  Languages Common, Goblin
  Challenge 3 (700 XP)
  Mark of Sentinel.
  Rowan’s Dragonmark allows
  him to innately cast the following spells, requiring
  no material components:
  At will: blade ward
  1/day: shield
  Actions
  Multiattack. Rowan makes two attacks with his
  glaive.
  Glaive. Melee Weapon Attack: +5 to hit, reach 10
  ft., one target. Hit: 8 (1d10 + 3) slashing damage.
  ROWAN D’DENEITH
  Medium humanoid (human), lawful good
  Armor Class 18 (+1 half plate armor)
  Hit Points 120 (16d8 + 48)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  10 (+0)
  16 (+3)
  10 (+0)
  14 (+2)
  10 (+0)
  Saving Throws Con +6, Str +7
  Skills Athletics +7, Perception +5
  Senses passive Perception 15
  Languages Common, Goblin
  Challenge 6 (2,300 XP)
  Mark of Sentinel.
  Rowan’s Dragonmark allows
  him to innately cast the following spells, requiring
  no material components:
  At will: blade ward
  1/day: shield
  Sentinel’s Intuition. When Rowan rolls for Initia-
  tive or makes a Wisdom (Perception) check to no-
  tice a threat, he can roll one Intuition die, a d4, and
  add it to the ability check.
  Martial Advantage. Once per turn, Rowan can
  deal an extra 10 (3d6) damage to a creature he
  hits with a weapon attack if that creature is within
  5 feet of an ally of Rowan that isn’t incapacitated.
  Actions
  Multiattack. Rowan makes three attacks with his
  glaive.
  Glaive. Melee Weapon Attack: +7 to hit, reach 10
  ft., one target. Hit: 9 (1d10 + 4) slashing damage.
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  2
  
  ©Magic Goblin, 2018
  ROWAN D’DENEITH
  Medium humanoid (human), lawful good
  Armor Class 18 (+1 half plate armor)
  Hit Points 165 (22d8 + 66)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  10 (+0)
  16 (+3)
  10 (+0)
  14 (+2)
  10 (+0)
  Saving Throws Con +6, Str +8
  Skills Athletics +8, Perception +5
  Senses passive Perception 15
  Languages Common, Goblin
  Challenge 9 (5,000 XP)
  Magic Weapons. Rowan’s weapons attacks are
  magical.
  Mark of Sentinel.
  Rowan’s Dragonmark allows
  him to innately cast the following spells, requiring
  no material components. His spellcasting ability is
  wisdom (save DC 13):
  At will: blade ward
  1/day each: compelled duel, shield, warding bond
  Sentinel’s Intuition. When Rowan rolls for Initia-
  tive or makes a Wisdom (Perception) check to no-
  tice a threat, he can roll one Intuition die, a d6, and
  add it to the ability check.
  Martial Advantage. Once per turn, Rowan can
  deal an extra 13 (4d6) damage to a creature he
  hits with a weapon attack if that creature is within
  5 feet of an ally of Rowan that isn’t incapacitated.
  Actions
  Multiattack. Rowan makes three attacks with his
  glaive.
  Burning Glaive. Melee Weapon Attack: +9 to hit,
  reach 10 ft., one target. Hit: 11 (1d10 + 6) slashing
  damage plus an additional 3 (1d6) ﬁre damage.
  Reactions
  Parry. Rowan adds 3 to his AC against one melee
  attack that would hit him. To do so, Rowan must
  see the attacker and be wielding a melee weapon.
  Story Hooks
  • Rowan is a White Blade Blademark in Sharn,
  and one of the player characters has been ac-
  cused of a crime - the truth of the crime is an-
  other matter, but Rowan has been known for
  more brutal police work, as well as his efﬁciency
  at taking down criminals.
  • Rowan is leading a squad of hobgoblins from
  Darguun into the Shadow Marches to recruit
  Tharask mercenaries into the Deneith folds - of-
  ten by force.
  • Rowan is a believer in the maligned dark dream
  of conquest, and with his Dragonmark advanc-
  ing to its greater form, he is working with Queen
  Aurala of Aundair to begin a new war - one that
  results in Deneith in a place of higher power, and
  the destruction of House Cannith.
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  3
  
  ©Magic Goblin, 2018
  ULFUND D’KUNDARAK (LN)
  Ulfund is considered a disgrace among his fellows
  of House Kundarak, as he has turned to using his
  talents for less than scrupulous activities. He has
  formed an addiction with the rush of opening a lock
  or a vault, loving the kick he gets with every suc-
  cessful job. Ulfund isn’t a bad person, but he has
  his vices, and loves a good drink and to share sto-
  ries of his exploits. Ulfund often donates his ex-
  cess ”earnings” to local orphanages and halfway
  houses, rarely making more than end’s meet even
  from high proﬁle jobs, and he refuses to steal
  from anyone who can’t replenish the loss. Ulfund’s
  Dragonmark has manifested on his right cheek.
  ULFUND D’KUNDARAK
  Medium humanoid (dwarf), lawful neutral
  Armor Class 15 (studded leather armor)
  Hit Points 41 (6d8 + 14)
  Speed 25 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (−1)
  16 (+3)
  14 (+2)
  14 (+2)
  13 (+1)
  12 (+1)
  Saving Throws Dex +5, Int +4
  Skills Acrobatics +5, Perception +3, Sleight of
  Hand +5, Stealth +7, Thieves’ Tools +5
  Senses darkvision 60ft., passive Perception 13
  Languages Common, Dwarvish
  Challenge 2 (450 XP)
  Mark of Warding.
  Ulfund’s Dragonmark allows
  him to innately cast the following spells, requiring
  no material components. His spellcasting ability is
  intelligence (save DC 12):
  At will: alarm (ritual)
  1/day: arcane lock
  Sneak Attack. Once per turn, Ulfund can deal an
  extra 7 (2d6) damage when he hits a target with
  a weapon attack and has advantage on the attack
  roll, or when the target is within 5 feet of an ally of
  Ulfund that isn’t incapacitated and Ulfund doesn’t
  have disadvantage on the attack roll.
  Actions
  Multiattack.
  Ulfund makes two attacks with his
  handaxe.
  Handaxe. Melee Weapon Attack: +5 to hit, reach
  5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  ULFUND D’KUNDARAK
  Medium humanoid (dwarf), lawful neutral
  Armor Class 17 (+1 studded leather armor)
  Hit Points 104 (16d8 + 32)
  Speed 25 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (−1)
  18 (+4)
  14 (+2)
  14 (+2)
  13 (+1)
  12 (+1)
  Saving Throws Dex +7, Int +5
  Skills Acrobatics +7, Perception +4, Sleight of
  Hand +7, Stealth +10, Thieves’ Tools +7
  Senses darkvision 60ft., passive Perception 14
  Languages Common, Dwarvish
  Challenge 5 (1,800 XP)
  Mark of Warding.
  Ulfund’s Dragonmark allows
  him to innately cast the following spells, requiring
  no material components. His spellcasting ability is
  intelligence (save DC 13):
  At will: alarm (ritual)
  1/day: arcane lock
  Master of Locks.
  When Ulfund makes an In-
  telligence (History), Intelligence (Investigation), or
  Thieves’ Tools check involving lock and trap mech-
  anisms, he can roll one Intuition die, a d4, and add
  the number rolled to the ability check.
  Sneak Attack. Once per turn, Ulfund can deal an
  extra 14 (4d6) damage when he hits a target with
  a weapon attack and has advantage on the attack
  roll, or when the target is within 5 feet of an ally of
  Ulfund that isn’t incapacitated and Ulfund doesn’t
  have disadvantage on the attack roll.
  Actions
  Multiattack.
  Ulfund makes two attacks with his
  handaxe and one with his wrist-mounted cross-
  bow.
  Handaxe. Melee Weapon Attack: +7 to hit, reach
  5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
  Wrist-Mounted Crossbow. Ranged Weapon At-
  tack: +7 to hit, range 30/120ft., one target. Hit: 7
  (1d6 + 4) piercing damage.
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  4
  
  ©Magic Goblin, 2018
  ULFUND D’KUNDARAK
  Medium humanoid (dwarf), lawful neutral
  Armor Class 17 (+1 studded leather armor)
  Hit Points 157 (21d8 + 63)
  Speed 25 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (−1)
  20 (+5)
  16 (+3)
  16 (+3)
  13 (+1)
  12 (+1)
  Saving Throws Dex +8, Int +6
  Skills Acrobatics +8, Perception +4, Sleight of
  Hand +8, Stealth +11, Thieves’ Tools +11
  Senses darkvision 60ft., passive Perception 14
  Languages Common, Dwarvish
  Challenge 7 (2,900 XP)
  Mark of Warding.
  Ulfund’s Dragonmark allows
  him to innately cast the following spells, requiring
  no material components. His spellcasting ability is
  intelligence (save DC 14):
  At will: alarm (ritual)
  1/day each: arcane lock, glyph of warding, knock
  Master of Locks.
  When Ulfund makes an In-
  telligence (History), Intelligence (Investigation), or
  Thieves’ Tools check involving lock and trap mech-
  anisms, he can roll one Intuition die, a d6, and add
  the number rolled to the ability check.
  Sneak Attack. Once per turn, Ulfund can deal an
  extra 17 (5d6) damage when he hits a target with
  a weapon attack and has advantage on the attack
  roll, or when the target is within 5 feet of an ally of
  Ulfund that isn’t incapacitated and Ulfund doesn’t
  have disadvantage on the attack roll.
  Actions
  Multiattack.
  Ulfund makes two attacks with his
  handaxe and one with his wrist-mounted cross-
  bow.
  Handaxe. Melee Weapon Attack: +8 to hit, reach
  5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.
  Wrist-Mounted Crossbow. Ranged Weapon At-
  tack: +8 to hit, range 30/120ft., one target. Hit: 8
  (1d6 + 5) piercing damage.
  Reactions
  Uncanny Dodge. When Ulfund is attacked and
  can see the attacker, he can use his reaction to
  halve the attack’s damage against him.
  Story Hooks
  • Ulfund is usually an independent thief, but has
  been press-ganged into working for the Boromar
  Clan. They’ve tasked him with lifting some mag-
  ical items from distracted adventurers - like the
  party.
  • Ulfund has stolen a priceless artifact from Mor-
  grave University, and rumors hold that the per-
  son who hired him for the job wants it for nefar-
  ious purposes - but Ulfund wants to donate the
  earnings to a decaying orphanage in Sharn, the
  one he grew up in.
  • Ulfund has enacted a plan to break into a mighty
  bank vault in the Mror Holds, but the vault he has
  chosen could start an open conﬂict between two
  Dragonmarked houses!
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  5
  
  ©Magic Goblin, 2018
  THERRAN D’LYRANDAR (CN)
  Therran loves the lifestyle offered by her dragon-
  mark; she is a fan of sailing the high seas or the
  skies above, controlling all manner of transport
  craft to see the world’s splendors. She has taken
  to the privateer life, disliking the rules of House
  Lyrandar and preferring to take passengers that
  she approves of. Of course, these passengers of-
  ten want her to sail for less than legal purposes,
  and she has found herself on the ”right” side of a
  lightning rail robbery at least once in her life.
  THERRAN D’LYRANDAR
  Medium humanoid (half-elf), chaotic neutral
  Armor Class 15 (studded leather armor)
  Hit Points 60 (11d8 + 11)
  Speed 30 ft., swim 30ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (−1)
  16 (+3)
  13 (+1)
  12 (+1)
  10 (+0)
  16 (+3)
  Saving Throws Dex +5, Cha +5
  Skills Acrobatics +5, Persuasion +5
  Damage Resistances lightning
  Senses darkvision 60ft., passive Perception 10
  Languages Common, Elven
  Challenge 3 (700 XP)
  Mark of Storms.
  Therran’s Dragonmark allows
  her to innately cast the following spells, requiring
  no material components. Her spellcasting ability is
  charisma (save DC 12):
  At will: gust (WGtE p.107)
  1/day: gust of wind
  Amphibious. Therran can breathe air and water.
  Actions
  Multiattack. Therran makes two attacks with her
  rapier.
  Rapier. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. Hit: 7 (1d8 + 3) piercing damage.
  Storm’s Fury (Recharges on a short or long
  rest).
  Each creature in contact with the ground
  within 15 feet of Therran must make a DC 12 Dex-
  terity saving throw, taking 21 (6d6) lightning dam-
  age on a failed save, or half as much damage on
  a successful one.
  THERRAN D’LYRANDAR
  Medium humanoid (half-elf), chaotic neutral
  Armor Class 17 (+1 studded leather armor)
  Hit Points 92 (18d8 + 11)
  Speed 30 ft., swim 30ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (−1)
  18 (+4)
  13 (+1)
  12 (+1)
  10 (+0)
  18 (+4)
  Saving Throws Dex +7, Cha +7
  Skills Acrobatics +7, Persuasion +7
  Damage Resistances lightning
  Senses darkvision 60ft., passive Perception 10
  Languages Common, Elven
  Challenge 7 (2,900 XP)
  Mark of Storms.
  Therran’s Dragonmark allows
  her to innately cast the following spells, requiring
  no material components. Her spellcasting ability is
  charisma (save DC 14):
  At will: gust (WGtE p.107)
  1/day: gust of wind
  Storm’s Grace. When Therran hits with her rapier,
  she deals an extra 4 (1d8) piercing damage (in-
  cluded in the attack).
  Amphibious. Therran can breathe air and water.
  Actions
  Multiattack. Therran makes two attacks with her
  rapier. She can replace one of these attacks with
  storm’s fury.
  Rapier. Melee Weapon Attack: +7 to hit, reach 5
  ft., one target. Hit: 13 (2d8 + 4) piercing damage.
  Storm’s Fury (Recharges on a short or long
  rest).
  Each creature in contact with the ground
  within 15 feet of Therran must make a DC 14 Dex-
  terity saving throw, taking 28 (8d6) lightning dam-
  age on a failed save, or half as much damage on
  a successful one.
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  6
  
  ©Magic Goblin, 2018
  THERRAN D’LYRANDAR
  Medium humanoid (half-elf), chaotic neutral
  Armor Class 18 (+2 studded leather armor)
  Hit Points 126 (24d8 + 18)
  Speed 30 ft., swim 30ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (−1)
  18 (+4)
  13 (+1)
  12 (+1)
  10 (+0)
  20 (+5)
  Saving Throws Dex +8, Cha +9
  Skills Acrobatics +8, Persuasion +9
  Damage Immunities lightning
  Senses darkvision 60ft., passive Perception 10
  Languages Common, Elven
  Challenge 11 (7,200 XP)
  Mark of Storms.
  Therran’s Dragonmark allows
  her to innately cast the following spells, requiring
  no material components. Her spellcasting ability is
  charisma (save DC 17):
  At will: gust (WGtE p.107)
  1/day: gust of wind, control water, control wind
  Storm’s Grace. When Therran hits with her rapier,
  she deals an extra 9 (2d8) piercing damage (in-
  cluded in the attack).
  Amphibious. Therran can breathe air and water.
  Windwright’s Intuition. When Therran makes a
  Dexterity (Acrobatics) check or any ability check
  involving operating or maintaining a water or air
  vehicle, she can roll one Intuition die, a d6, and
  add the number rolled to the ability check.
  Actions
  Multiattack. Therran makes three attacks with her
  rapier. She can replace one of these attacks with
  storm’s fury.
  +1 Rapier. Melee Weapon Attack: +8 to hit, reach
  5 ft., one target. Hit: 18 (3d8 + 5) piercing damage.
  Storm’s Fury (Recharges on a short or long
  rest).
  Each creature in contact with the ground
  within 15 feet of Therran must make a DC 17 Dex-
  terity saving throw, taking 42 (12d6) lightning dam-
  age on a failed save, or half as much damage on
  a successful one.
  Story Hooks
  • Therran is ferrying a passenger who has stolen
  something from the PC’s; open conﬂict aboard
  the ship could cause them to be banned from it
  permanently, but they cannot let the item out of
  their sight for too long.
  • The party needs to charter a ship for a job, but
  the risk of it leads several parties to decline to
  take them.
  Therran, however, will gladly see
  them to their destination - for a price.
  • Therran is piloting an airship set to rob a price-
  less artifact that is being moved across land on
  a heavily armored lightning rail - and the PC’s
  need to ensure this artifact arrives safely!
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  7
  
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