Dragonmarks

~fluff stuff to go here~

At level 1, you may choose to possess a Dragonmark. You must be a member of one of the allowed races to select a Mark. Any race may have an Aberrant Mark, and you may develop on after first level in rare cases. In either case, such Marks are looked upon with fear and mistrust, and may not be suitable in every campaign.

Your mark has no mechanical implications (although see Feats and Manifestations, below). It does, however, have roleplaying implications. Marked members of their House are held in very high regard. If you chose the Noble or Guild Artisan background, you are likely in good standing with your House. Otherwise, you have done something to anger or distance your House.

Mark Allowed races Associated House
Detection Half-elf Medani
Finding Human, Orc, Half-orc Tharashk
Handling Human Vadalis
Healing Halfling Jorasco
Hospitality Halfling Ghallanda
Making Human Cannith
Passage Human Orien
Scribing Gnome Sivis
Sentinel Human Deneith
Shadow Elf Phiarlan, Thuranni
Storm Half-elf Lyrander
Warding Dwarf Kundarak
Aberrant marks Any Tarkanan

Feats

Dragonmark Initiate

Prerequisite: Must possess a dragonmark

You gain the ability to cast certain cantrips and spells by channeling power through your dragonmark. When you take this feat, you gain the spells listed under the Least column below. You may cast each spell at its lowest level. Once cast in this way, you must finish a long rest before doing so again (cantrips are cast at will, as normal). You must still expend any required material components. At 5th level, you gain the spell listed under the Lesser column, and at 9th level you gain the spell listed under the Greater column. These spells all use the ability listed under the Ability column as their spellcasting modifier.

Mark Ability Least Lesser Greater
Detection Wisdom Detect magic, mage hand Detect thoughts Clairvoyance
Finding Wisdom Identify, mage hand Locate object Clairvoyance
Handling Wisdom Druidcraft, speak with animals Beast sense Conjure animals
Healing Wisdom Cure wounds, spare the dying Lesser restoration Revivify
Hospitality Charisma Friends, unseen servant Rope trick Tiny hut
Making Intelligence Identify, mending Magic weapon Fabricate
Passage Intelligence Expeditious retreat, light Misty step Teleportation circle
Scribing Intelligence Comprehend languages, message Sending Tongues
Sentinel Wisdom Blade ward, compelled duel Blur Protection from energy
Shadow Charisma Dancing lights, disguise self Darkness Nondetection
Storm Intelligence Fog cloud, shocking grasp Gust of wind Sleet storm
Warding Intelligence Alarm, resistance Arcane lock Magic circle
Aberrant Charisma Vicious mockery, Chromatic orb Alter Self Bestow Curse

Heir of Siberys

Prerequisites: 8th level or higher, cannot have an aberrant mark. This feat has no benefit until you reach 9th level and have exchanged three magic item attunement slots for manifestation slots (see below).

You have manifested a Siberys Dragonmark. This magical, body-covering symbol grants numerous magical magical abilities, including not only the extraordinary powers of the dragonmark, but also certain nearly miraculous applications that can change the face of Eberron. The manifestation of this mark is a momentous occasion, viewed as an omen by many and can send shockwaves through the dragonmarked houses, for good or ill. Speak to your DM about whether this feat is suitable to your campaign. Details on the properties of Siberys marks can be found under the Siberys heading in the manifestations section for your mark.

Child of Khyber

Prerequisites: 8th level or higher, cannot any mark besides an aberrant one. This feat has no benefit until you reach 9th level and have exchanged three magic item attunement slots for manifestation slots (see below).

You have manifested a Khyber Dragonmark. This warped dragonmark covers your entire body. Rumor holds that it spreads madness and pestilence anywhere it is found. There are no credible reports of this mark having been seen in recorded history, although rumour has it that it may have manifested briefly in Sharn during the War of the Mark. This is a rare, extremely stigmatized form of dragonmark. Speak to your DM about whether this fits your campaign. Details on the properties of Khyber marks can be found under the Khyber heading of the Aberrant Marks section.

Manifestations

Dragonmarks can manifest in strange and unusual ways, granting unique powers. In order to have their character's Mark manifest one of these powers, a player should ask the DM for permission. If permission is granted, one of the character's magic item attunement slots is permanently replaced with a dragonmark manifestation slot, which is exactly the same as a magic item attunement slot, except that it allows you to attune manifestations of a certain dragonmark instead of allowing a character to attune ordinary magic items. Certain magic items, known as dragonmarked items, can be attuned by dragonmark manifestation slot for a specific mark and only by such a slot. These represent items which require a mark to use, such as the Cannith creation forges, the Sivis sending stones and the Orien lightning rails.

Attuning to a dragonmarked item works precisely as attuning to a normal magic item, save that it requires a dragonmark manifestation slot of the appropriate level and suppresses the natural manifestation of that dragonmark for as long as you are attuned to the item. Altering the manifestation of a character's dragonmark is possible, but typically requires access to Siberys stones, traumatic events or prefereably both at once. This is the basis for the Test of Siberys employed by the dragonmarked houses.

Note that the potential to manifest a dragonmark is not the same as having already done so. A character who switches out their magic item attunement slot for a dragonmark manifestation slot does not immediately gain a dragonmark power. Instead, the DM decides when the power manifests. Since a dragonmark manifestation is equal in power to that of a magic item, the DM should treat them as such when deciding when they manifest. If a character manifests a dragonmark power, other members of the party should gain magic items to attune, for the sake of fairness. A DM should feel in no way pressured to have a character manifest a dragonmark power at the first possible opportunity if doing so would lead to a disparity in the party. The player of the character in question should determine whether their lack of a dragonmark power indicates that they have not yet manifested their dragonmark at all (and appear to be a normal member of their race) or whether they have a dragonmark, but do not yet understand how to use its powers.

You may only ever have one least, one lesser and one greater dragonmark manifestation slot at a time. A character must be of at least 5th level to gain a lesser slot and at least 9th level for a greater slot. The manifestation of siberys or khyber mark requires no dragonmark manifestation slots itself, but does require that all three magic item attunement slots be replaced with dragonmark manifestation slots. Essentially, if you have a siberys or khyber mark, you must also manifest least, lesser and greater powers whether you want to or not.

Some dragonmark manifestations grant proficiency in some skill or item. This proficiency is lost after the mark is unattuned, but does allow you to teach yourself the skill using the usual training costs. In this case, the gold cost is spent on training materials rather than paying an instructor. Other dragonmark manifestations may call for a saving throw as a result of their use. This is always equal to 8 + heir's proficiency bonus + modifier from heir's highest mental attribute.

A DM may choose to have the player roll randomly for which ability they manifest. For each level of manifestation, roll a d20. If it is a natural 20, then they gain a universal manifestation instead of a Mark-specific one. In either case, roll a d4; they gain the manifestation with the rolled number. On a result of 4, the player may choose which power they manifest.

Detection

Finding

Handling

Healing

Hospitality

Making

Passage

Scribing

Sentinel

Shadow

Storm

Warding

Universal Manifestations

Approximately 5% of natural dragonmark manifestations exhibit what is known as a "universal manifestation". Although uncommon, these manifestations can appear in any form of dragonmark, making them only slightly more rare than mark-specific powers when the population as a whole is taken into account. Around 9000 least, 900 lesser and 90 greater universal manifestations exist in Eberron. Universal manifestations are distributed proportionally across the dragonmarked houses, including House Tarkanan. Should an aberrant mark manifest a universal power, they roll one less time on the spell table for their mark, just as if they had attuned a cursed item.

Universal manifestations tend toward effecting other dragonmarks, influencing the dragons themselves or enhancing the bearer's natural magical abilities. The greatest influence of these universal manifestations was seen during the War of the Mark, where many of the dragonmarked houses artificially induced universal manifestations in their finest soldiers, giving them draconic weapons or a special affinity in destroying aberrant dragonmarks.

Aberrant Marks

Aberrant marks come in a very large variety of forms and appearance. No one Mark looks identical to another, and their powers are far more unpredictable. Each character manifesting the mark manifests only a single variant of it. As the marked devotes more and more dragonmark manifestation slots to it, their mark grows in power. This uses all the usual rules for a dragonmark manifestation slots, save that there is no choice in what power you get. Instead, your mark suffuses you with aberrant energy at the end of each short rest, allowing you to cast certain spells. Roll on the chart for your variant to determine which spells you gain, replacing all unused spells from prior short rests. Least Aberrant Marks roll d6s, Lesser roll d12s and Greater roll d20s. Roll once for each Dragonmark Manifestation Slot devoted to the Aberrant Mark. Resolve each roll completely before starting the next. You may cast each spell rolled once for each time you roll it on the chart. Your spell level for these spells is equal to half your character level (rounded up). If this would normally be insufficient to cast the spell, it is cast at its minimum spell level and you roll on the Short Term Madness table on page 258 of the DMG.

As an example, a character with a Lesser Aberrant Mark who has two Dragonmark Manifestation Slots attuned to their mark would roll a d12 on the chart twice, while a character with a Greater Mark, three Dragonmark Manifestation Slots and two cursed items attuned would roll a single d20.

Example Manifestation Variants

Terror

Madness

Contagion

Freezing

Seduction

Everburning

The Khyber Mark

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