Adept Linguist. Kalgoorlie can communicate with humanoids who don’t speak any language she knows. She must observe the humanoids interacting with one another for at least 1 day, after which Kalgoorlie learns a handful of important words, expressions, and gestures—enough to communicate on a rudimentary level.
Gnome Cunning. Kalgoorlie has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Gifted Scribe. WhenKalgoorlie makes an Intelligence (History) check or an ability check using calligrapher's supplies, she can add 2 (1d4) to the ability check.
Spellcasting. Intelligence is Kalgoorlie’s spellcasting ability, her spall save DC is 12.
The Mark of Scribing deals with communication—both the written and spoken word. A gnome who bears the mark can feel words as though they are living creatures, struggling to make their meaning known. The mark provides a range of gifts. It translates languages, but it also allows its bearer to communicate with others at a distance.
Kalgoorlie has spent years practicing her writing and oration in the hope of becoming a student of Silverquill College. Her studies focus on language, literature, and the power of words, both magical and otherwise. The metaphorical power of words to illuminate or conceal is joined with the literal ability of magic to do the same in her academic pursuits.
Personality Traits
I prefer saying the blunt truth over a pretty lie, and I don’t particularly care whose feelings I hurt.
I’ve mastered the art of using humor as a defense, and I always have a charming joke ready.
Ideals
Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
Bonds
My life’s work is a series of tomes related to the study of linguistics.
Flaws
I talk to myself, and I don’t make friends easily.
Urban Infrastructure. Marcus has a basic knowledge of the structure of buildings, including the stuff behind the walls. He can also find blueprints of a specific building in order to learn the details of its construction. Such blueprints might provide knowledge of entry points, structural weaknesses, or secret spaces. His access to such information isn’t unlimited. If obtaining or using the information gets him in trouble with the law, the guild can’t shield him from the repercussions.
Actions
Light Hammer. Melee or Ranged Weapon Attack:+3 to hit, reach 5 or range 20/60 ft., one target. Hit: 3 (1d4 + 1)bludgeoning damage.
Light Hammer (Magic Weapon). Melee or Ranged Weapon Attack:+4 to hit, reach 5 or range 20/60 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Bonus Actions
Spell — 1/Long Rest: magic weapon(the spell lasts for 1 hour and doesn’t require concentration).
Description
Armed with an inventive intellect, a love of magical technology, and an unquenchable energy, Marcus is an enthusiastic participant in the research work of the Izzet League. Though he is beginning hir career as a mere attendant, he aspires to become a skilled mage or alchemist, a laboratory supervisor, or even a flamethrower-wielding scorchbringer tasked with defending Izzet laboratories. The Izzet are obsessive, brilliant, inspired, and an unpredictable force of chaos in Ravnica, and he epitomizes all of those qualities.
Characteristics
Personality Traits. “I have a hard time staying focused on … oh, and my brain tends to jump from one … did I mention focus?” & “If you can guess what I’m about to do, that means I’ve run out of imagination.”
Ideal. Discovery. “Every experiment has the potential to reveal more secrets of the multiverse.
Bond. “I have the schematics for an invention that I hope to build one day, once I have the necessary resources.”
Flaw. “I’m convinced there’s not a soul in Ravnica, except maybe the great Niv-Mizzet, who can match my boundless intellect.”
Contacts
Izzet Ally. “The guildmaster, Niv-Mizzet, took note of one of my experiments!”
Izzet Rival. “A sibling is the head of a laboratory doing exotic research.”
Non-Izzet Ally. “I have a cousin in the Cult of Rakdos, and we get along quite well.”
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
Humans are the most adaptable and ambitious people among the common races. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds. 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 on.
The popular conception of the Izzet League is based on mad inventions, dangerous experiments, and explosive blasts. Much of that perception is accurate, but the league is also involved with mundane tasks of construction and architecture — primarily in crafting the infrastructure that allows Ravnicans to enjoy running water, levitating platforms, and other magical and technological wonders.
Kalgoorlie Tamworth
Adept Linguist. Kalgoorlie can communicate with humanoids who don’t speak any language she knows. She must observe the humanoids interacting with one another for at least 1 day, after which Kalgoorlie learns a handful of important words, expressions, and gestures—enough to communicate on a rudimentary level.
Gnome Cunning. Kalgoorlie has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Gifted Scribe. WhenKalgoorlie makes an Intelligence (History) check or an ability check using calligrapher's supplies, she can add 2 (1d4) to the ability check.
Spellcasting. Intelligence is Kalgoorlie’s spellcasting ability, her spall save DC is 12.
At Will- Message, Thaumaturgy, Vicious Mockery (DC 12 Wis save or 2 (1d4) psychic damage.
1ce / Short Rest- Comprehend Languages
1ce / Long Rest- Healing Word 4 (1d4 + 2) HP.
Description
The Mark of Scribing deals with communication—both the written and spoken word. A gnome who bears the mark can feel words as though they are living creatures, struggling to make their meaning known. The mark provides a range of gifts. It translates languages, but it also allows its bearer to communicate with others at a distance.
Kalgoorlie has spent years practicing her writing and oration in the hope of becoming a student of Silverquill College. Her studies focus on language, literature, and the power of words, both magical and otherwise. The metaphorical power of words to illuminate or conceal is joined with the literal ability of magic to do the same in her academic pursuits.
Personality Traits
Ideals
Bonds
Flaws
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Marcus Bindy
Additional Proficiencies. Smith's Tools, Tinker's Tools
Artisan’s Intuition. Whenever Marcus makes an Arcana check or ability check involving artisan’s tools, he adds 2 (1d4)to the check.
Spellsmith. Intelligence
Spell — At will: mending
Urban Infrastructure. Marcus has a basic knowledge of the structure of buildings, including the stuff behind the walls. He can also find blueprints of a specific building in order to learn the details of its construction. Such blueprints might provide knowledge of entry points, structural weaknesses, or secret spaces. His access to such information isn’t unlimited. If obtaining or using the information gets him in trouble with the law, the guild can’t shield him from the repercussions.
Light Hammer. Melee or Ranged Weapon Attack: +3 to hit, reach 5 or range 20/60 ft., one target. Hit: 3 (1d4 + 1)bludgeoning damage.
Light Hammer (Magic Weapon). Melee or Ranged Weapon Attack: +4 to hit, reach 5 or range 20/60 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Spell — 1/Long Rest: magic weapon (the spell lasts for 1 hour and doesn’t require concentration).
Description
Armed with an inventive intellect, a love of magical technology, and an unquenchable energy, Marcus is an enthusiastic participant in the research work of the Izzet League. Though he is beginning hir career as a mere attendant, he aspires to become a skilled mage or alchemist, a laboratory supervisor, or even a flamethrower-wielding scorchbringer tasked with defending Izzet laboratories. The Izzet are obsessive, brilliant, inspired, and an unpredictable force of chaos in Ravnica, and he epitomizes all of those qualities.
Characteristics
Personality Traits. “I have a hard time staying focused on … oh, and my brain tends to jump from one … did I mention focus?” & “If you can guess what I’m about to do, that means I’ve run out of imagination.”
Ideal. Discovery. “Every experiment has the potential to reveal more secrets of the multiverse.
Bond. “I have the schematics for an invention that I hope to build one day, once I have the necessary resources.”
Flaw. “I’m convinced there’s not a soul in Ravnica, except maybe the great Niv-Mizzet, who can match my boundless intellect.”
Contacts
Izzet Ally. “The guildmaster, Niv-Mizzet, took note of one of my experiments!”
Izzet Rival. “A sibling is the head of a laboratory doing exotic research.”
Non-Izzet Ally. “I have a cousin in the Cult of Rakdos, and we get along quite well.”
Equipment: An Izzet insignia, one set of Tinker's Tools, the charred and twisted remains of a failed experiment, a light hammer, a block and tackle, a set of common clothes, and a belt pouch containing 5 gp (Azorius 1-zino coins).
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
Humans are the most adaptable and ambitious people among the common races. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds. 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 on.
The popular conception of the Izzet League is based on mad inventions, dangerous experiments, and explosive blasts. Much of that perception is accurate, but the league is also involved with mundane tasks of construction and architecture — primarily in crafting the infrastructure that allows Ravnicans to enjoy running water, levitating platforms, and other magical and technological wonders.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting