The Dragonmarks
"Magic is the lifeblood of Eberron, encircling it like the Ring of Siberys and seeping up through the earth from the bones of Khyber. Perhaps the clearest manifestation of this pervasive magic is the appearance of dragonmarks among seven of Khorvaire’s common races. Dragonmarks are elaborate skin patterns— more intricate and colorful than birthmarks, more distinctive than any tattoo— that also grant their bearers innate spell-like abilities. There are twelve families of dragonmarks, each one associated with a number of closely related manifestations. A thirteenth mark, the Mark of Death, has faded from history, and no living creature on Eberron carries it."
"To possess a dragonmark, a character must take the Least Dragonmark feat. He or she can increase the power of the dragonmark by adding the Lesser Dragonmark and Greater Dragonmark feats, and by taking levels in the dragonmark heir prestige class. Also, the Aberrant Mark feat grants an alternative dragonmark-like ability."
"When it is used, a character’s dragonmark grows warm to the touch. It becomes fever hot when its spell-like abilities are used up for the day, and must be allowed to cool before its power can be drawn upon again."1
The Mark of Detection
"The Mark of Detection grants abilities that enable its possessor to discern the presence of threats, from poisoned food to scrying eyes."
House: "The half-elves of House Medani carry the Mark of Detection. One of the youngest of the dragonmarked houses, House Medani organized into a mercantile house as a result of the War of the Mark that ended fifteen hundred years ago. Despite the fact that it has stood as an established mercantile house for fifteen centuries, some of the older houses still view House Medani as an upstart. Unconcerned with the opinions of its peers, House Medani controls the Warning Guild, which offers services related to personal protection. House Medani originated in Breland and continues to concentrate its efforts in the central region of Khorvaire."
"Unmarked members of House Medani sell their services as scouts, sentries, and similar occupations."1
Least Mark of Detection
Prerequisites: Half-elf, must not already have a dragonmark
Benefit: You gain the Least Mark of Detection. You gain the following benefits:
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Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
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Choose a spell from the list detect magic or detect poison. You learn the spell as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You gain proficiency in the skill Perception. If you were already proficient you gain Expertise in the skill. If you already had Expertise you gain no further benefit.
Lesser Mark of Detection
Prerequisites: Half-elf, Least Mark of Detection
Benefit: You gain the Lesser Mark of Detection. You gain the following benefits:
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Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
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Choose a spell from the list arcane eye or augury (duration extended to 8 hours). You learn the spell as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You may cast the spell you gained from the Least Mark of Detection one additional time without needing a spell slot per Long Rest.
Greater Mark of Detection
Prerequisites: Half-elf, Least Mark of Detection
Benefit: You gain the Greater Mark of Detection. You gain the following benefits:
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Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
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You learn the spell true seeing as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You may cast the spells you gained from the Least Mark of Detection and Lesser Mark of Detection one additional time without needing a spell slot per Long Rest.
The Mark of Finding
"The Mark of Finding bestows powers related to locating creatures or objects, making those who carry it useful as investigators or bounty hunters. In addition, members of the Finders Guild serve an essential role in locating dragonshards and selling them to other guilds for attunement."
House: "House Tharashk is a family of halforcs and humans originally from the region around the Shadow Marches. It controls the Finders Guild, which includes free lance inquisitives, some law enforcement agents, explorersfor-hire, and dragonshard prospectors. The Finders Guild concentrates its efforts in western Khorvaire, where a lucrative dragonshard prospecting business flourishes, although its members are found in every major town and city."
"The unmarked members of House Tharashk assist their dragonmarked kin in every area; they offer mundane investigative services and help on dragonshard prospecting expeditions."1
Least Mark of Finding
Prerequisites: Human or Half-orc, must not already have a dragonmark
Benefit: You gain the Least Mark of Finding. You gain the following benefits:
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Increase your Dexerity or Intelligence score by 1, to a maximum of 20.
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Choose a spell from the list identify or locate object. You learn the spell as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You gain proficiency in the skill Investigation. If you were already proficient you gain Expertise in the skill. If you already had Expertise you gain no further benefit.
Lesser Mark of Finding
Prerequisites: Human or Half-orc, Least Mark of Finding
Benefit: You gain the Lesser Mark of Finding. You gain the following benefits:
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Increase your Dexerity or Intelligence score by 1, to a maximum of 20.
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Choose a spell from the list photographic memory or locate creature. You learn the spell as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You may cast the spell you gained from the Least Mark of Finding one additional time without needing a spell slot per Long Rest.
Greater Mark of Finding
Prerequisites: Human or Half-orc, Least Mark of Finding
Benefit: You gain the Greater Mark of Finding. You gain the following benefits:
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Increase your Dexerity or Intelligence score by 1, to a maximum of 20.
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You learn the spell true seeing as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You may cast the spells you gained from the Least Mark of Finding and Lesser Mark of Finding one additional time without needing a spell slot per Long Rest.
The Mark of Handling
"The Mark of Handling grants powers related to the care and control of animals."
House: "The humans of House Vadalis carry the Mark of Handling. Their Handlers Guild controls the business of breeding and selling livestock throughout Khorvaire. Though the elves of Valenar are gaining a reputation for breeding the finest horses in Khorvaire, their steeds are rare and expensive, while House Vadalis provides a strong, loyal, and affordable mount."
"Unmarked members of House Vadalis are animal handlers, breeders, auctioneers, stablekeepers, drivers, and teamsters."1
Least Mark of Handling
Prerequisites: Human, must not already have a dragonmark
Benefit: You gain the Least Mark of Handling. You gain the following benefits:
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Increase your Strength or Wisdom score by 1, to a maximum of 20.
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Choose a spell from the list animal friendship, calm beasts, or speak with animals. You learn the spell as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You gain proficiency in the skill Animal Handling. If you were already proficient you gain Expertise in the skill. If you already had Expertise you gain no further benefit.
Lesser Mark of Handling
Prerequisites: Human, Least Mark of Handling
Benefit: You gain the Lesser Mark of Handling. You gain the following benefits:
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Increase your Strength or Wisdom score by 1, to a maximum of 20.
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Choose a spell from the list dominate beast or magic fang. You learn the spell as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You may cast the spell you gained from the Least Mark of Handling one additional time without needing a spell slot per Long Rest.
Greater Mark of Handling
Prerequisites: Human, Least Mark of Handling
Benefit: You gain the Greater Mark of Handling. You gain the following benefits:
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Increase your Strength or Wisdom score by 1, to a maximum of 20.
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Choose a spell from the list commune with nature or beast form. You learn the spell as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You may cast the spells you gained from the Least Mark of Handling and Lesser Mark of Handling one additional time without needing a spell slot per Long Rest.
The Mark of Healing
"The Mark of Healing grants curative magical powers."
House: "The halflings of House Jorasco carry the Mark of Healing and operate the Healers Guild, which controls both the mundane and magical healing trades. A sick or injured person in Khorvaire is far more likely to seek healing from the Healers Guild than from any temple, and in fact most temples do not offer healing services for sale (though they still heal their own champions and faithful when necessary)."
"Unmarked members of House Jorasco are expertly trained in the healing arts, as well as in fields such as alchemy and herbalism."1
Least Mark of Healing
Prerequisites: Halfling, must not already have a dragonmark
Benefit: You gain the Least Mark of Healing. You gain the following benefits:
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Increase your Constitution or Wisdom score by 1, to a maximum of 20.
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Choose a spell from the list cure wounds or lesser restoration. You learn the spell as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You gain proficiency in the skill Medicine. If you were already proficient you gain Expertise in the skill. If you already had Expertise you gain no further benefit.
Lesser Mark of Healing
Prerequisites: Halfling, Least Mark of Healing
Benefit: You gain the Lesser Mark of Healing. You gain the following benefits:
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Increase your Constitution or Wisdom score by 1, to a maximum of 20.
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Choose a spell from the list cure wounds (upcast to 3rd level) or cleansing hands. You learn the spell as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You may cast the spell you gained from the Least Mark of Healing one additional time without needing a spell slot per Long Rest.
Greater Mark of Healing
Prerequisites: Halfling, Least Mark of Healing
Benefit: You gain the Greater Mark of Healing. You gain the following benefits:
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Increase your Constitution or Wisdom score by 1, to a maximum of 20.
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You learn the spell greater restoration as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You may cast the spells you gained from the Least Mark of Healing and Lesser Mark of Healing one additional time without needing a spell slot per Long Rest.
The Mark of Hospitality
"The Mark of Hospitality grants powers related to food and shelter."
House: "The halflings of House Ghallanda carry the Mark of Hospitality, which is extremely useful in the halflings’ native nomadic culture. In the cities of Khorvaire, House Ghallanda operates the Hostelers Guild, whose members include innkeepers, chefs, and restaurateurs. While the guild does not operate every inn and dining establishment in Khorvaire, it enforces standards and performs inspections to regulate those businesses."
"Unmarked members of House Ghallanda run some of the finest hotels and restaurants in Khorvaire."1
Least Mark of Hospitality
Prerequisites: Halfling, must not already have a dragonmark
Benefit: You gain the Least Mark of Hospitality. You gain the following benefits:
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Increase your Constitution or Charisma score by 1, to a maximum of 20.
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Choose a spell from the list purify food and drink or unseen servant. You learn the spell as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You gain proficiency in the skill Persuasion. If you were already proficient you gain Expertise in the skill. If you already had Expertise you gain no further benefit.
Lesser Mark of Hospitality
Prerequisites: Halfling, Least Mark of Hospitality
Benefit: You gain the Lesser Mark of Hospitality. You gain the following benefits:
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Increase your Constitution or Charisma score by 1, to a maximum of 20.
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Choose a spell from the list create food and water or secure shelter. You learn the spell as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You may cast the spell you gained from the Least Mark of Hospitality one additional time without needing a spell slot per Long Rest.
Greater Mark of Hospitality
Prerequisites: Halfling, Least Mark of Hospitality
Benefit: You gain the Greater Mark of Hospitality. You gain the following benefits:
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Increase your Constitution or Charisma score by 1, to a maximum of 20.
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You learn the spell heroes' feast as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You may cast the spells you gained from the Least Mark of Hospitality and Lesser Mark of Hospitality one additional time without needing a spell slot per Long Rest.
The Mark of Making
"The Mark of Making grants the power to mend or fabricate material goods."
House: "The humans of House Cannith carry the Mark of Making. Members of their Tinkers Guild often travel as widely as more traditional tinkers, stopping in villages to repair goods as they go. House Cannith also runs the Fabricators Guild, whose members include those with lesser or greater marks who can fabricate new items rather than just repair old ones."
"Unmarked members of House Cannith are well-to-do artisans and, less often, mundane tinkers."1
Least Mark of Making
Prerequisites: Human, must not already have a dragonmark
Benefit: You gain the Least Mark of Making. You gain the following benefits:
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Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
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Choose a spell from the list make whole or repair damage. You learn the spell as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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Choose two tools from the list alchemist's tools, calligrapher's tools, glassblower's tools, jeweler's tools, leatherworker's tools, smith's tools, or tinker's tools. You gain proficiency in the tools. If you already were proficient with either one you gain Expertise with that tool. If you already had Expertise you gain no further benefit.
Lesser Mark of Making
Prerequisites: Human, Least Mark of Making
Benefit: You gain the Lesser Mark of Making. You gain the following benefits:
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Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
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Choose a spell from the list lesser creation or repair damage (upcast to 3rd level). You learn the spell as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You may cast the spell you gained from the Least Mark of Making one additional time without needing a spell slot per Long Rest.
Greater Mark of Making
Prerequisites: Human, Least Mark of Making
Benefit: You gain the Greater Mark of Making. You gain the following benefits:
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Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
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Choose a spell from the list greater fabricate or creation. You learn the spell as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You may cast the spells you gained from the Least Mark of Making and Lesser Mark of Making one additional time without needing a spell slot per Long Rest.
The Mark of Passage
"The Mark of Passage bestows magical powers related to transportation and teleportation."
House: "The humans of House Orien are the bearers of the Mark of Passage. They control a worldwide Couriers Guild that uses its powers to carry parcels, messages, and people over great distances instantaneously—for a high price. The house has holdings and operates across Khorvaire, though it traces its origins to Aundair. The house’s Transportation Guild oversees lightning rail and caravan routes throughout central Khorvaire."
"Unmarked members of House Orien work as mundane couriers, often within the boundaries of a single city or nation."1
Least Mark of Passage
Prerequisites: Human, must not already have a dragonmark
Benefit: You gain the Least Mark of Passage. You gain the following benefits:
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Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
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Choose a spell from the list misty step or expeditious retreat. You learn the spell as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You gain proficiency in the skill Survival. If you were already proficient you gain Expertise in the skill. If you already had Expertise you gain no further benefit.
Lesser Mark of Passage
Prerequisites: Human, Least Mark of Passage
Benefit: You gain the Lesser Mark of Passage. You gain the following benefits:
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Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
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Choose a spell from the list dimension door or phantom steed. You learn the spell as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You may cast the spell you gained from the Least Mark of Passage one additional time without needing a spell slot per Long Rest.
Greater Mark of Passage
Prerequisites: Human, Least Mark of Passage
Benefit: You gain the Greater Mark of Passage. You gain the following benefits:
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Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
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You learn the spell teleportation circle as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You may cast the spells you gained from the Least Mark of Passage and Lesser Mark of Passage one additional time without needing a spell slot per Long Rest.
The Mark of Scribing
"The Mark of Scribing grants powers related to writing and communication. Those who carry it specialize in the magic of the written word, serving as diplomats and translators or facilitating communication over long distances."
House: "The gnomes of House Sivis carry the Mark of Scribing. This house controls the Speakers Guild, which offers the services of translators and mediators and can facilitate instantaneous long-range communication by means of sending. In addition, House Sivis controls the Notaries Guild, which uses arcane mark to certify legal documents and similar work. This guild also prepares secure documents intended for specific recipients using illusory script and performs transcription and copying services. House Sivis originated in Zilargo and has spread along with the gnomes throughout the Five Nations. The house does not usually operate in regions where gnomes are rare."
"The unmarked members of House Sivis serve as mediators, scribes, messengers, go-betweens, and sometimes diplomats."1
Least Mark of Scribing
Prerequisites: Gnome, must not already have a dragonmark
Benefit: You gain the Least Mark of Scribing. You gain the following benefits:
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Increase your Dexterity or Charisma score by 1, to a maximum of 20.
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Choose a spell from the list arcane mark, comprehend languages, or whispering wind. You learn the spell as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You gain proficiency in the skill Persuasion. If you were already proficient you gain Expertise in the skill. If you already had Expertise you gain no further benefit.
Lesser Mark of Scribing
Prerequisites: Gnome, Least Mark of Scribing
Benefit: You gain the Lesser Mark of Scribing. You gain the following benefits:
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Increase your Dexterity or Charisma score by 1, to a maximum of 20.
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Choose a spell from the list sending or tongues. You learn the spell as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You may cast the spell you gained from the Least Mark of Scribing one additional time without needing a spell slot per Long Rest.
Greater Mark of Scribing
Prerequisites: Gnome, Least Mark of Scribing
Benefit: You gain the Greater Mark of Scribing. You gain the following benefits:
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Increase your Dexterity or Charisma score by 1, to a maximum of 20.
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Choose a spell from the list hypercognition or peregrine messenger. You learn the spell as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You may cast the spells you gained from the Least Mark of Scribing and Lesser Mark of Scribing one additional time without needing a spell slot per Long Rest.
The Mark of Sentinel
"The Mark of Sentinel conveys powers that protect creatures from harm."
House: "The humans of House Deneith carry the Mark of Sentinel. They put their powers to use in the Defenders Guild, which offers comprehensive bodyguard services to persons of position and wealth. The house also provides sentinel marshals that have jurisdiction across national boundaries. House Deneith originated in Karrnath, but the Defenders Guild operates across Khorvaire."
"The unmarked members of House Deneith work as bodyguards without the benefit of magical assistance.'"1
Least Mark of Sentinel
Prerequisites: Human, must not already have a dragonmark
Benefit: You gain the Least Mark of Sentinel. You gain the following benefits:
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Increase your Strength or Wisdom score by 1, to a maximum of 20.
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Choose a spell from the list mage armor, protection from arrows, or shield other. You learn the spell as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You gain proficiency in the skill Insight. If you were already proficient you gain Expertise in the skill. If you already had Expertise you gain no further benefit.
Lesser Mark of Sentinel
Prerequisites: Human, Least Mark of Sentinel
Benefit: You gain the Lesser Mark of Sentinel. You gain the following benefits:
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Increase your Strength or Wisdom score by 1, to a maximum of 20.
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Choose a spell from the list circle of power or protection from energy. You learn the spell as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You may cast the spell you gained from the Least Mark of Sentinel one additional time without needing a spell slot per Long Rest.
Greater Mark of Sentinel
Prerequisites: Human, Least Mark of Sentinel
Benefit: You gain the Greater Mark of Sentinel. You gain the following benefits:
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Increase your Strength or Wisdom score by 1, to a maximum of 20.
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Choose a spell from the list resilience or radiant shields. You learn the spell as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You may cast the spells you gained from the Least Mark of Sentinel and Lesser Mark of Sentinel one additional time without needing a spell slot per Long Rest.
The Mark of Shadow
"The Mark of Shadow grants divinatory powers of clairvoyance and scrying, as well as illusory powers of deception."
House: "One of the most surprising and devastating effects of the Last War was the schism of the family that carries the Mark of Shadow. House Phiarlan, an elf family of ancient lineage, carried the Mark of Shadow for millennia before the Last War and was known as an information clearinghouse. During the war, however, the mission of the house turned its members against each other, eventually resulting in the formation of a new house—House Thuranni."
"One of the most surprising and devastating effects of the Last War was the schism of the family that carries the Mark of Shadow. House Phiarlan, an elf family of ancient lineage, carried the Mark of Shadow for millennia before the Last War and was known as an information clearinghouse. During the war, however, the mission of the house turned its members against each other, eventually resulting in the formation of a new house—House Thuranni."
"The two houses continue their ancient work of espionage, surveillance, and similar intelligence-gathering activities, while outwardly pursuing mercantile activities based on entertainment and artisan endeavors. House Phiarlan’s Entertainers and Artisans Guild is based in Breland, and its spies work for (or sell information to) Thrane, Aundair, and Breland. House Thuranni, based in the Lhazaar Principalities (but with an enclave in Breland), controls the Shadow Network. Its members perform their spying activities on behalf of the Lhazaar princelings, Karrnath, Droaam, Q’barra, and even the Order of the Emerald Claw."
"Unmarked members of both House Phiarlan and House Thuranni work as entertainers and artisans who gather information and serve as spies and rogues."1
Least Mark of Shadow
Prerequisites: Elf, must not already have a dragonmark
Benefit: You gain the Least Mark of Shadow. You gain the following benefits:
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Increase your Dexterity or Charisma score by 1, to a maximum of 20.
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Choose a spell from the list darkness, disguise self, or minor image. You learn the spell as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You gain proficiency in the skill Insight. If you were already proficient you gain Expertise in the skill. If you already had Expertise you gain no further benefit.
Lesser Mark of Shadow
Prerequisites: Elf, Least Mark of Shadow
Benefit: You gain the Lesser Mark of Shadow. You gain the following benefits:
-
Increase your Dexterity or Charisma score by 1, to a maximum of 20.
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Choose a spell from the list clairvoyance or major image. You learn the spell as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You may cast the spell you gained from the Least Mark of Shadow one additional time without needing a spell slot per Long Rest.
Greater Mark of Shadow
Prerequisites: Elf, Least Mark of Shadow
Benefit: You gain the Greater Mark of Shadow. You gain the following benefits:
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Increase your Dexterity or Charisma score by 1, to a maximum of 20.
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Choose a spell from the list mislead or prying eyes. You learn the spell as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You may cast the spells you gained from the Least Mark of Shadow and Lesser Mark of Shadow one additional time without needing a spell slot per Long Rest.
The Mark of Storm
"The Mark of Storm grants the power to control weather, primarily through the manipulation of clouds, wind, and rain. A character with this mark can create a short, localized drizzle or a powerful rainstorm, a short breeze, or enough wind to propel a ship across the sea."
House: "The half-elves of House Lyrandar carry the Mark of Storm. Their Windwrights Guild dominates the business of shipping and transportation over both sea and sky. Their Raincallers Guild provides services to farmers across Khorvaire. Both guilds are found in every coastal nation of Khorvaire, and they proudly trace their ancestry to the elves of Aerenal and the humans of Thrane."
"Unmarked members of House Lyrandar are prosperous farmers, plantation owners, and sailors crewing the ships driven by their marked relatives."1
Least Mark of Storm
Prerequisites: Half-elf, must not already have a dragonmark
Benefit: You gain the Least Mark of Storm. You gain the following benefits:
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Increase your Dexterity or Charisma score by 1, to a maximum of 20.
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Choose a spell from the list endure elements, fog cloud, or gust of wind. You learn the spell as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You gain proficiency in the skill Acrobatics. If you were already proficient you gain Expertise in the skill. If you already had Expertise you gain no further benefit.
Lesser Mark of Storm
Prerequisites: Half-elf, Least Mark of Storm
Benefit: You gain the Lesser Mark of Storm. You gain the following benefits:
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Increase your Dexterity or Charisma score by 1, to a maximum of 20.
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Choose a spell from the list sleet storm (can create either freezing sleet or warm rain), wind wall, or wind's favor. You learn the spell as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You may cast the spell you gained from the Least Mark of Storm one additional time without needing a spell slot per Long Rest.
Greater Mark of Storm
Prerequisites: Half-elf, Least Mark of Storm
Benefit: You gain the Greater Mark of Storm. You gain the following benefits:
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Increase your Dexterity or Charisma score by 1, to a maximum of 20.
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Choose a spell from the list lesser control weather or control winds. You learn the spell as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You may cast the spells you gained from the Least Mark of Storm and Lesser Mark of Storm one additional time without needing a spell slot per Long Rest.
The Mark of Warding
"The Mark of Warding protects places from unwanted intruders and items from theft."
House: "The dwarves of House Kundarak carry the Mark of Warding. They control the Warding Guild, which specializes in security for businesses and precious goods. House Kundarak originated in the Mror Holds and now has interests in many large towns and cities throughout Khorvaire."
"The unmarked members of House Kundarak work as security consultants, often specializing in trapmaking as well as running the House Kundarak bank."1
Least Mark of Warding
Prerequisites: Dwarf, must not already have a dragonmark
Benefit: You gain the Least Mark of Warding. You gain the following benefits:
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Increase your Constitution or Intelligence score by 1, to a maximum of 20.
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Choose a spell from the list alarm, arcane lock, or fire trap. You learn the spell as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You gain proficiency in the skill Investigation. If you were already proficient you gain Expertise in the skill. If you already had Expertise you gain no further benefit.
Lesser Mark of Warding
Prerequisites: Dwarf, Least Mark of Warding
Benefit: You gain the Lesser Mark of Warding. You gain the following benefits:
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Increase your Constitution or Intelligence score by 1, to a maximum of 20.
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Choose a spell from the list explosive runes, glyph of warding, or nondetection. You learn the spell as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You may cast the spell you gained from the Least Mark of Warding one additional time without needing a spell slot per Long Rest.
Greater Mark of Warding
Prerequisites: Dwarf, Least Mark of Warding
Benefit: You gain the Greater Mark of Warding. You gain the following benefits:
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Increase your Constitution or Intelligence score by 1, to a maximum of 20.
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You learn the spell guards and wards as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You may cast the spells you gained from the Least Mark of Warding and Lesser Mark of Warding one additional time without needing a spell slot per Long Rest.
Aberrant Dragonmarks
Least Aberrant Dragonmark
Prerequisites: Dwarf, elf, gnome, half-elf, halfling, half-orc, or human; must not already have a dragonmark
Benefit: You gain a least aberrant dragonmark. You gain the following benefits:
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Increase your Constitution or Charisma score by 1, to a maximum of 20.
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Choose a spell from the list alter self, blindness/deafness, cause fear, charm person, color spray, darkness, disguise self, enthrall, false life, hold person, inflict wounds, invisibility, levitate, minor image, pyrotechnics, shatter, silence, or suggestion. You learn the spell as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You gain proficiency in the skill Intimidation. If you were already proficient you gain Expertise in the skill. If you already had Expertise you gain no further benefit.
Lesser Aberrant Dragonmark
Prerequisites: Dwarf, elf, gnome, half-elf, halfling, half-orc, or human; Least Aberrant Dragonmark
Benefit: You gain a lesser aberrant dragonmark. You gain the following benefits:
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Increase your Constitution or Charisma score by 1, to a maximum of 20.
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Choose a spell from the list animate dead, bestow curse, blight, dispel magic, dominate beast, fear, gaseous form, haste, major image, phantasmal killer, sickening radiance, slow, speak with dead, stinking cloud, or vampiric touch. You learn the spell as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You may cast the spell you gained from the Least Aberrant Dragonmark feat one additional time without needing a spell slot per Long Rest.
Greater Aberrant Dragonmark
Prerequisites: Dwarf, elf, gnome, half-elf, halfling, half-orc, or human; Lesser Aberrant Dragonmark
Benefit: You gain a greater aberrant dragonmark. You gain the following benefits:
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Increase your Constitution or Charisma score by 1, to a maximum of 20.
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Choose a spell from the list animate objects, cloudkill, contagion, danse macabre, disintegrate, enervation, eyebite, insect plague, mislead, or programmed illusion. You learn the spell as an innate spell. You may cast it once per day without expending a spell slot, and you regain that ability when you finish a Long Rest. You can also cast the spell using any spell slots you have.
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You may cast the spells you gained from the Least Aberrant Dragonmark and Lesser Aberrant Dragonmark one additional time without needing a spell slot per Long Rest.
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