Guild of Finding

> *“My ancestors used their gift to track beasts in the swamps. I use mine to find fugitives in the slums. I’m still a hunter. I always find my mark.”*
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> — Hondar’Aashta Tharashk, bounty hunter and guildmaster
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## House Tharashk

House Tharashk traditionally licenses inquisitives and bounty hunters. Recently the Finder’s Guild has expanded into dragonshard prospecting. Dragonshards are the lifesblood of the magical economy. A talent for finding this resource has given the house new wealth and influence.

Tharashk is the youngest of the Dragonlord Houses and hasn’t embraced all of the customs of the Twelve. Heirs often use family names or traditional nicknames instead of the house surname and many hold on to beliefs and traditions carried from their Free City origins — like the faith of the Gatekeepers or secretive cults of the Dragon Below.

## House Traits

The Finding Dragonlords have sharpened senses, guiding the hunter to prey. Characters who are born to House Tharashk have the following traits replace their racial traits.

* **Ability Score Increase:** Your Strength and Wisdom scores both increase by 1. In addition, one ability score of your choice increases by 1.
* **Darkvision:** Thanks to your dragon blood and specialised training, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.
* **Hunter’s Intuition:** Your training sharpens your senses and helps you find your prey. When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll one additional d4, and add the number rolled to the ability check.
* **Imprint Prey:** As a bonus action, choose one creature you can see within 30 feet of you. The target is imprinted in your mind until it dies or you use this trait again. Alternatively, you can imprint a creature as your quarry whenever you succeed on a Wisdom (Survival) check to track it. When you are tracking your quarry, double the result of your extra die. When your quarry is within 60 feet of you, you have a general sense of its location. Your attacks against it ignore half cover. If you can’t see the target when you attack it, your inability to see it doesn’t impose disadvantage on the attack roll. Likewise, your quarry doesn’t gain Advantage on attack rolls against you due to being hidden or invisible. Once you use this trait, you cannot use it again until you finish a short or long rest.
* **Nature’s Voice:** When you reach 3rd level you gain the ability to cast *locate animals or plants*, but only as a ritual.

## Feat: Finding Training

* Your *Hunter's Intuition* bonus die increases by one size to a maximum of d10. (d4, d6, d8, d10)
* Increase your Dexterity, Strength, or Wisdom score by 1, to a maximum of 20.
* You learn the spells *Locate Creature* and *Find the Path*, each of which you can cast once without expending a spell slot or using a material component. Wisdom is your spellcasting ability for these spells. You regain use of this ability after a long rest.

## Other Guilds

 Guild of Death Guild of Detection Guild of Finding Guild of Handling Guild of Healing Guild of Hospitality Guild of Making Guild of Passage Guild of Scribing Guild of Sentinel Guild of Shadow Guild of Storm Guild of Warding