Guild of Warding

> *“My family has the finest vaults you can imagine. They forge the locks that secure the jewels of kings and queens. And I learned to make those locks when I was barely out of the crib.”*
>
>

> — Cutter d'Kundarak, guildmaster
>
>

## House Kundarak

The Guild of Warding helps their clients protect things of value. Using their power, an adept can weave wards and seal portals with mystic force. It also provides its bearer with an intuitive understanding of locks and mechanisms used to protect and seal. The decision each heir has to make is whether they’ll use this power to keep things safe, or whether they’re more interested in opening locks and taking what’s inside.

If you want to keep something safe — jewels, secrets, prisoners — Kundarak is there to help. The Defenders Guild of House Kundarak trains locksmiths, security specialists, and more. It maintains the infamous prison of Dreadhold, along with a number of smaller prisons. As useful as these services are, it’s the Banking Guild that truly defines the house. Kundarak’s planets include deep veins of precious metals and stones, and the house uses this wealth to establish the banking industry of Valyria. Anyone who makes a living from coin — from bankers to goldsmiths — likely learned their skills at House Kundarak. The security of Kundarak banks is legendary. The house also provides a special service to those who can afford it: a system of extradimensional vaults, allowing a client to store their goods in one location and retrieve them at any other Kundarak enclave.

House Kundarak has a close alliance with House Sivis. Like the House of Scribing, Kundarak has worked to earn the trust of its clients and to establish a reputation for unshakeable integrity. The house has no love of renegade members using their skills to turn a profit, and such rogues will want to avoid the eye of Kundarak.

## Racial Traits

* **Ability Score Increase:** Your Constitution score increases by 2, and your Dexterity and Intelligence scores both increase by 1.
* **Master of Locks:** When you make an Intelligence (History), Intelligence (Investigation), or Thieves’ Tools check involving lock and trap mechanisms, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
* **Wards and Seals:** You can cast the *alarm* spell as a ritual. Starting at 3rd level you can cast *arcane lock* once with this trait and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
* **Darkvision:** 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 gray.
* **Combat Training:** You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
* **Tool Proficiency:** You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.
* **Languages:** You can speak, read, and write Common and Draconic.

## 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