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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
Least Manifestations
- At the end of each long rest, you receive a series of portents. Roll five d20s and record them. Any time you or another creature within 30 feet makes an attack roll, you may replace their roll with the result one of your portent dice. You may also spend a portent die to determine if a creature is a threat. You learn if they are proficient in martial weapons, poisons or intimidation, and, if so, which. The market value for the use of one portent on another's behalf is 5 gold.
- At the end of each long rest, you receive a series of portents. Roll five d20s and record them. Any time you or another creature within 30 feet makes a deception or insight check, you may replace their roll with the result one of your portent dice. You may also spend a portent die to determine if a creature is deceptive. You learn if they are proficient in forgery, disguises or deception, and, if so, which. The market value for the use of one portent on another's behalf is 5 gold.
- At the end of each long rest, you receive a series of portents. Roll five d20s and record them. Any time you or another creature within 30 feet makes a Performance or Persuasion check, you may replace their roll with the result one of your portent dice. You may also spend a portent die to determine if a creature is talented. You learn if they are proficient in any artisan tool, any musical instrument or in performance, and, if so, which. The market value for the use of one portent on another's behalf is 5 gold.
Lesser Manifestations
- Your mark warns you of danger and your distance to it. Any time that any creature (including you) takes an action which will directly (within one round) endanger (hit point damage, death, a negative condition or some other objective harm) you or some other creature within 30 feet of you, you receive a colour based warning indicating how close the danger is, with red indicating a creature endangering itself, orange indicating a creature endangered by another within 1 foot, yellow 10 feet, green at 100 feet, blue at 1000 feet, indigo at 10000 feet and violet at any greater distance. This does not tell you the cause, nature or direction of the danger and can be fooled by any effect which fools divinations. This does not inform you of danger in advance, only as it happens.
- Your mark grants you a prescient sense of self preservation. Upon being struck by an attack, or failing a save, you may instead, as a reaction, declare that the attack missed or that you succeeded in your save. This ability may be used once per short or long rest.
- Your dragonmark allows you to ferret out secret things and secret dangers. Each long rest you receive five omens, each of which indicates a nearby secret. Each omen can be expended to indicate the direction (but not distance) of the nearest trap, secret door, hidden object or enemy. While you may not select which category the omen detects (it always chooses the nearest), you become aware of which category (or categories) the discovered secret falls under once the omen is revealed. For the purposes of this effect, an object is hidden if it was intentionally placed somewhere for the purpose of making it difficult to find, and a creature as hostile if it is either currently acting to harm you, or would immediately act to harm you upon becoming aware of your presence. An heir with access to navigator's tools may make a DC 15 Intelligence (Navigation) check after expending two charges to determine the exact position of the secret detected.
Greater Manifestations
- Your dragonmark grants you prophetic dreams while you are sleeping. For up to four hours per long rest, you may use your dreams to scry, as if with a Crystal Ball of Telepathy, save that the save DCs are all equal to your dragonmark save DC. This does not disrupt your rest. Furthermore, you are aware of your surroundings while sleeping and can wake from sleep, even magical sleep, at will.
- Your dragonmark grants you prophetic dreams while you are sleeping. For up to four hours per long rest, you may use your dreams to scry, as if with a Crystal Ball of True Seeing], save that the save DCs are all equal to your dragonmark save DC. This does not disrupt your rest. Furthermore, you are aware of your surroundings while sleeping and can wake from sleep, even magical sleep, at will.
- Your dragonmark grants you prophetic dreams while you are sleeping. For up to four hours per long rest, you may use your dreams to scry, as if with a Crystal Ball of Mind Reading, save that the save DCs are all equal to your dragonmark save DC. This does not disrupt your rest. Furthermore, you are aware of your surroundings while sleeping and can wake from sleep, even magical sleep, at will.
Siberys Manifestation
At the end of each short rest, you may declare one contingency. This may be any event which could occur within 100 feet of you and one action you would like to take in response to it. The first time the contingent event comes to pass, you may, as a reaction, take the contingent action. You do not need to be aware of the contingent event occurring, but you must specify it unambiguously. Any action which could be completed in one round may be chosen as a contingent action. Each new contingency granted this ability replaces the ones chosen previously. If you refrain from using this ability for 48 hours, signs and omens begin to manifest around you. Each sentient creature within 5 miles receives the benefits of an Augury spell once per day (typically when waking or at the end of a long rest), indicating broadly how their day will go. Creatures intending to act against you always receive a woe result, regardless of whether their plans are likely to succeed.
Finding
Least Manifestations
- Your dragonmark aids you in finding victory even in the most unlikely of places. Your eye is naturally drawn toward the weaknesses of others. Any time you roll a natural one on an attack roll, it is not an automatic miss. Instead, it is an automatic critical hit.
- You gain the ability to find and track animals on instinct. Whenever you taste the fresh blood of a living creature, you gain advantage on any Survival or Investigation checks to find other members of the same species and expertise on all such checks to track down the specific creature whom the blood belongs to. These benefits last until the next time you eat or drink. While this ability is most often used by Tharashk hunters to find game, it works perfectly well for bounty hunters after more intelligent quarry.
- You develop an ear for minerals. By touching an example of a given mineral to your ear as an item interaction, you may discern the location of all other examples of the same mineral within 60 feet. This is of great use both in prospecting and in locating nearby creatures and objects bearing or containing metal. You may use this ability while prospecting to find ore containing 1d6 pounds of gold each week (or an equal value in other minerals) or while searching for metal objects (or hidden creatures carrying metal objects) to gain advantage on your check.
Lesser Manifestations
- Your mark grants perfect vision and allows you to focus on either seeing very small objects or very distance objects. While focused on minute seeing, you cannot see beyond 1 foot away, but can examine individual grains of sand without strain. You gain advantage on Medicine and all sight-based investigation checks. Whiled focused on far seeing, you cannot make out objects within 100 feet, but may examine objects at up to 5 miles away as easily as if you were physically present. You gain advantage on all Perception checks and do not suffer disadvantage when firing a ranged weapon at its maximum range. You may choose to switch to either vision mode, or to see normally, as a bonus action.
- You gain the ability to track creatures by scent, provided you have an object as a reference. You may follow the scent trail left by last creature to have had prolonged skin contact of at least one minute with the object. You know which way the creature has gone, how fast and approximately what path it took. You also learn the general type of creature, such as beast, humanoid, construct and so forth. These scent trails last 48 hours under normal circumstances. Precipitation, strong winds and strong scents in the area cut the time a scent trails last in half. If the creature itself bathes, changes clothes or otherwise changes its scent, a Survival check is needed to continue to follow the trail, typically with a DC between 10 and 20.
- Your mark allows you to become a fantastic hunter, both of man and of beast. As an action, you may declare one specific creature as your quarry. You have expertise on any Survival or Perception checks made to track or spot your chosen prey, advantage against all spells it might cast and treat all weapons you use against it as magic weapons which do 2d10 extra damage. Once you have declared a quarry, you may not declare another until one day after you have either killed or captured the creature, or seven days have passed without sight of your prey.
Greater Manifestations
- Your mark grants you the ability to see heat as well as light. As a bonus action, you may activate or deactivate your infravision. While active you can see any creature or object significantly above or below room temperature, ignoring darkness (whether magical or not), cover or solid objects. Your awareness of temperature changes extends out up to sixty feet, allowing you to track prey through walls. Your eyes invert colour while using this ability. Your sclera turn black, your pupils glow white and your irises become a complimentary colour.
- You gain the ability to detect the passage of creatures. By spending one minute searching your surroundings for tracks, traces, scents and other leavings, scenting at the wind and listening closely to the instincts your dragonmark provides you, you discover all trails left by all creatures which have passed within 50 feet in the last 24 hours. You learn how many creatures of what types have passed have which way, how fast they were going, their sexes, heights, weights and general appearance. This ability works on creatures of all types, but may only be used once per short rest.
- You can find planar Crossings to Thelanis and the Plane of Shadow. More importantly, you can always find Crossings back to the Prime Material Plane. You may use these abilities to either explore the wilderness of these planes, or to travel swiftly from point to point on Prime. Using Thelanis as a shortcut allows the heir to travel at twice their normal speed, while using the Shadow allows manmade objects such as walls and towers, to be easily bypassed. Fey Crossings located through this ability never subject a creature to the Memory Loss or Time Warp effects, nor do Shadow Crossings found this way subject creatures to Shadowfell Despair. See pages 49 through 52 in the DMG for further details on these effects.
Siberys Manifestation
Your dragonmark grants you instant insight into the area around you. Once per long rest, choose one species of plant (such as 'apple trees'), one race of creature (such as 'orcs') or one type of mineral (such as 'iron ore'). The DM will give you a one word description of how much or how many of your chosen type is present within a 5 mile radius. Examples include, but are not limited to, 'none', 'six', 'dozens', 'millions', 'ounces' and 'tons'. If you do not use this ability for 48 hours, you instead gain a broad overview of the area around you each morning. You become aware of all all major landmarks (such as rivers, lakes, settlements and caverns) within 5 miles. You are also aware of the distance and direction to each from your current location at all times.
Handling
The magic of the Mark draws one animal companion to the heir and ensures its loyalty. This animal appears within a week of the Mark first manifesting its power. Any beast of challenge 1/4th or lower may potentially be selected by the Mark as an animal companion. This companion acts on the heir's initiative and may only take an action if the heir uses their action to direct it. Most (but not all) heirs choose this animal as the bearer of the manifestations of their Mark.
Unlike most marks, Handling manifests primarily through its effects on animals rather than on the bearer. A beast under the influence of the mark is known as a Magemarked Beast and is granted some unusual trait or bodily feature. In addition to the effects listed in each manifestation entry, Magemarked Beasts grow more hardy and intelligent than normal. The lesser mark ensures the beast has at least 5 hit dice and at least 3 intelligence. The greater mark provides 9 hit dice and 10 intelligence. Beasts which are deceased or under the influence of shapechanging magic cannot be Magemarked.
For most beasts, becoming Magemarked is temporary: the power fades once the heir alters manifests the power in another or travels more than a mile away. For a rare few, this is not the case. Some rare few can be permanently transformed by the Mark of Handling. Breeding such a creature is difficult and requires time and resources on par with creating a Very Rare magic item, and as requiring attunement slots equal to the number of powers it manifests to gain its loyalty. A Magemarked Beast, whether permanent or temporary, occasionally pass their traits onto their offspring, creating Magebred Animals. Each Magebred Animal permanently gains a lesser version of one Magemarked power from its ancestors. Magebred Animals cannot be further imbued by the Mark of Handling. The typical stud fee for a Magemarked Beast is 10 gold per day per power, while the mare fee is typically 250 gold per month of pregnancy per power.
Least Manifestations
- Your mark grants you deep insight into the communication of animals. You are proficient with Wisdom (Animal Handling) checks and may use Animal Handling in place Persuasion, Deception, or Intimidation when speaking with a beast. Furthermore, you are under the benefit of a "Speak with Animals" spell at all times.
- Your mark allows you to draw beasts to you, even from great distances. As a 10 minute ritual, you may call the closest example of a beast to your location, so long as it is within five miles. The beast makes a wisdom save, and upon failure, moves towards your current location at its fastest available speed on the most direct available route. This confers no other control and the animal may be displeased about being forced to travel long distances.
- You gain the ability to breed magebred steeds. The children produced have their adult size increased by one (to a maximum of Large), their base speed (either land or swim, at the breeder's discretion) increased to 60 feet, and gain the ability to bear a rider. Such beasts also gain one of the following benefits: A climbing speed of 60 feet, the ability to dash as a bonus action, a strength score of 16, or the ability to breathe in both air and water. A magebred steed may learn any skill when trained as a skilled hireling. A magebred steed may learn Athletics, Acrobatics, Stealth, Survival or Performance if trained as a skilled hireling.
Lesser Manifestations
- Your mark grants you a limited control over the movement of animals. By spending one minute at work, you may create either a beast lure or beast repellant. When creating a lure, choose one point within reach. All beasts must succeed an Intelligence saving throw when attempting to move away from the lure, or fail to move. When creating beast repellant, choose one creature within reach. All beasts approaching within 10 feet of that creature must make an Intelligence saving throw or be frightened by the repellant creature. Both effects last for ten minutes.
- Your mark allows you to give beasts complex instructions and have them obey them intelligently. Once per long rest, you may issue a suggestion (as per the Suggestion spell) to a single beast. Should the creature follow your suggestion (willingly, or as the result of a failed save), it temporarily gains proficiency in all tools and skills you yourself are proficient in for one hour, or until it completes the suggestion, whichever comes first.
- You gain the ability to breed magebred warbeast. The children produced have their adult size increased by one (to a maximum of Large), their Strength, Constitution and base Armour Class (before dexerity bonuses) increased to a minimum of 16, and gains either a 1d10 ranged or a 2d10 melee attack which inflicts cutting, piercing, bludgeoning, poison or acid damage. A magebred warbeast may learn Athletics, Acrobatics, Stealth, Perception, Survival and Intimidation if trained as a skilled hireling.
Greater Manifestations
- You gain sway over the teeming hordes of tiny beasts. All tiny beasts, regardless of species, are indifferent toward you and will not attack you if you do not threaten or harm them. Up to three times per day, you may summon a Swarm of Bats, Insects, Poisonous Snakes, Quippers, Rats or Ravens to your location, provided there are enough creatures of the proper type to form a swarm. See pages 337 through 339 of the Monster Manual for statistics. The summoned swarm obeys your commands for one hour. Whenever a swarm that isn't under another creature's control comes within 30 feet of you, you may try to seize control over it with a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and cannot be swayed this way for the next 24 hours. If you succeed, the swarm falls under your control for the usual duration.
- Your mark grants you the trust of nearby beasts. While your mark is visible, all beasts within sixty feet of you are charmed, granting you advantage on diplomacy and animal handling rolls when interacting with them and rendering them unable to attack you. Beasts with an intelligence of 3 or greater are allowed a charisma save to negate this charm - less intelligent beasts are not. This effect ends if the beast leaves the area of effect or ceases to be a beast for whatever reason. Those who pass their saving throws are immune to being charmed this way for the next 24 hours.
- You gain the ability to breed magebred savant. The children produced have their Intelligence, Wisdom and Charisma all increased by 10 (to a maximum of 16), learn one language (which you or an assistant must speak) and gain a single background of your choice, complete with skills and background features, but no starting equipment. A magebred steed may learn any skill when trained as a skilled hireling.
Siberys Manifestation
You may elevate one animal as a sacred beast which blesses the region around it. All animals within 5 miles regain the maximum amount of health while resting, and all members of the same species are charmed by the sacred beast should they encounter it. The sacred beast itself is surrounded by an ethereal light, becomes immune to radiant damage and has its natural lifespan extended to ten years if it is not naturally longer. All sacred beasts have a copy of the Siberys Mark of Handling somewhere on their body. Upon death, the sacred beast returns to life as an adult member of its species. If it was slain by another creature, it gains the Regeneration, Rejuvenation and Vengeful Tracker abilities of a revenant, and must slay its killer within a year and a day or else cease to exist. If successfully defeats its killer, it loses these abilities and continues in its present form, still a sacred beast. If it had died of old age, the sacred beast is returned to life as an adolescent member of the same species which is just old enough to survive independently. Each of its ability scores are each increased by 2 to a maximum of 30 for physical ability scores and 20 for mental ability scores. The heir may not bless a new sacred beast while the another they have elevated still exists. A sacred beast's status can outlive the heir which uplifts it. Any children the sacred beast sires or bears are unusually healthy and exceptional members of their species, but are not sacred beasts themselves.
Healing
Least Manifestations
- You are proficient with the healer's kit, medicine and the herbalist's kit. Additionally, you may craft potions of healing and vials of antitoxin at ten times the usual rate. This provides no cost discount.
- Your dragonmark allows you to prepare medicinal tinctures to protect yourself and others from diseases. Each tincture requires one minute and a use from a healer's kit to prepare. You may prepare up to 50 tinctures this way before the magic of this manifestation needs a long rest to recover. Each tincture protects a creature for one day from one specific disease chosen when you prepare the tincture. Each tincture has a market price of 1 gold.
- You may induce a patient within touch range to fall into a recuperative sleep. Once asleep, the patient may choose to spend a single hit die to regain lost hit points. If they do not wish to fall asleep, the patient may make a constitution save to remain awake, but in this case the patient may not spend a hit die. During the first minute of sleep, the patient will not awaken of their own accord. Shaking or loud noises will also not wake the patient, but damage will do so immediately. After one minute of sleep, the patient may wake or be awakened normally.
Lesser Manifestations
- If you tend to a patient for at least ten minutes, they may immediately make a recuperation check (as if they had spent three days recuperating) and gains both benefits of recuperation rather than just one. They will also regain all expent hit dice on their next long rest rather than half.
- You may accelerate the healing of your patients while they rest. Once during a short rest, a patient may expend one hit die to gain the benefits of lesser restoration rather than healing. Alternatively, they may expend three hit dice to gain as many temporary hit points as those hit dice would have healed for one hour.
- By spending one minute diagnosing a patient, you may prepare written or verbal instructions for any character who is proficient in medicine checks, possibly including yourself. The next time this character provides treatment to the patient according to your instructions, all hit points recovered by the patient are maximized. This includes magical healing.
Greater Manifestations
- As an action, you may channel the power of your mark to holistically heal one living creature. It immediately regains 50 hit points, regenerates all lost limbs, organs or other body parts and is cured of all conditions which a greater restoration spell could cure. You may elect not to cure certain conditions, regenerate certain parts or heal damage from certain sources. You may use this ability once per long rest.
- You become proficient in Athletics, Acrobatics, one throwing weapon and two saving throws of choice. Characters who spend at least one hour per day exercising according to your instructions gain advantage on saving throws of the same type you gained proficiency in due to this manifestation.
- You become immune to disease. As an action, you may use your understanding of nosomatic chirgurgy to draw the disease out of a touched patient and isolate it within yourself. This cures the patient and renders the disease perfectly incommunicable with a single exception: Once per long rest, by touching a creature as an action, you may infect them with one disease you have isolated within yourself. Treat this as a Contagion spell in all regards save for which disease is transmitted. Note that infecting someone with a disease does not remove it from your list of isolated diseases - only a small trace is needed to infect each person. If you unattune this manifestation, you are immediately exposed to every disease isolated within you at once.
Siberys Manifestation
You may activate your Siberys Mark of Healing once a week to utterly eliminate all instances of a single disease or condition within a five mile radius. If you have not made use of the Siberys powers of your mark for over a month, you gain the ability to restore yourself to peak health as a reaction. You recover all hit points, remove all negative conditions, recover from all diseases, break all curses affecting you, restore all of your hit dice and become two weeks younger. This counts as a use of the mark, meaning that you must wait a week before curing disease or a month before another full healing. Heirs to the Siberys mark of healing are often loathe to use this mark except in the most dire or profitable circumstances due to massive advantage it bestows.
Hospitality
Least Manifestations
- You require five less untrained hirelings to maintain a stronghold. While carousing or sowing rumors, your lifestyle counts as one step (or 5gp if already aristocratic) more lavish than it actually is at no additional cost. You become proficient in cook's and brewer's tools.
- Your mark allows you to make a little hospitality go a long way: Any food you make feeds twice the usual number of people. Those staying at accommodations you prepare may complete a long rest in half the usual time. Friendly creatures within thirty feet of you are not considered difficult terrain for you or for other creatures friendly to you.
- Once a day you may fill empty pitchers or other containers as you had an Alchemy Jug (DMG pg. 150).
Lesser Manifestations
- Any fire tended by the Marked is far too warm and comforting to allow violence. Creatures within 30 feet of the fire must make a charisma save to take any violent action against any other creature within range. Those who willingly approach the fire and lay down their weapons fail this save automatically. Anyone who successfully initiates such a violent action is exempted from this protection.
- Once per long rest, as a reaction, you may pull yourself and any willing, adjacent targets into an extradimensional shelter. The shelter is 100 square feet and can fit up to 10 medium sized creatures inside before becoming too crowded. Once inside, the shelter can be left by any occupant with an action, placing them as close as possible to where they were transported from.
- You are followed by five unseen servants. As normal, these servants will act to serve their master within the vicinity, pulling out chairs, placing food, cleaning and performing other menial tasks. A servant is destroyed if it is moved further than 60 feet from its master. As an action, you may transfer one servant to another creature, effectively making that creature the servant's master for one hour. The unseen servant will then obey that creature and may go beyond 60 feet from you so long as it stays within range of its temporary master. At the end of the hour, the unseen servant reverts to your control and reappears next to you. If destroyed for any reason, they reform after one week.
Greater Manifestations
- You create an extradimensional space consisting of no more than 50 ten foot cubes arranged in any configuration you wish. This volume is initially empty and unfurnished save for the indestructible walls which constitute the borders of the extradimensional space. The space may then be built in or furnished however you wish using the rules for building a stronghold on page 127 of the DMG. You may open a portal to this extradimensional location through any door which has been engraved with the mark of hospitality. As long as the door open remains open, any creature may pass through the portal. When a creature leaves, they exit at the location from which they entered. If you attempt to leave with an object brought into the space from another location, it exits the space at the doorway through which it entered.
- By performing an elaborate, full day ritual, you may erect a large wall an outdoor area. Draw the mark of hospitality at seven sites, each at least 10 feet but most 100 feet from another mark. From each mark, a rounded stone tower 5 feet in diameter and 30 feet tall springs forth. An wall 5 feet thick and 20 feet tall connects each tower to each other tower within 100 feet. Neither the walls nor the tower are hollow, but handholds exist on one side of each tower allowing a creature to climb to the top or onto a wall. This structure lasts for one week before collapsing into dust. Each tower and each 10 foot section of wall has 60 hit points and is immune to damage from non-magical weapons other than siege weapons.
- By channeling your magic through some part of a structure for one minute, you may fortify and secure it. Select a door, window, wall, roof or floor. Doors and windows permanently gain locks and become Arcane Locked for 24 hours. Walls, roofs and floors permanently gain immunity to one common source of damage based on their type, with wood becoming fireproof, stone proof against bludgeoning, metal immune to rust and ice immune to melting. Walls also temporarily become immune to damage from nonmagical sources for one hour.
Siberys Manifestation
Once a day, you may activate your Siberys mark, giving everyone within five miles of you immunity to the negative effects of weather and extreme temperature for 24 hours. If you go without using this for 48 hours, everyone within five miles of you instead begins to feel a deep fervor to defend their neighbors. As a reaction upon seeing another creature rob or break into a residence or business, each creature affected this way may fly into a berserk rage as if they were a 1st level barbarian.
Making
Least Manifestations
- Each day, you may create mundane objects as per nolzur's marvelous pigments with limits of no more than 10000 cubic feet in total volume and no more than 25gp in total value per day. Doing so requires the use of tools appropriate to the creation of the items in question, rather than painting with a brush.
- Once per long rest, you may spend ten minutes with a whetstone to sharpen one nonmagical slashing or piercing weapon to incredible sharpness, effectively transforming it into a +3 magical weapon. Each time the weapon hits, it loses one point of enhancement bonus, becoming non-magical on the third successful strike. Alternatively, you may sharpen five pieces of ammunition. These count as magical the next time they are fired and do not cause disadvantage when firing at long range, but confer no bonus to attack or damage rolls.
- Once per long rest, you may affix two unattended, currently touching objects with a nearly unbreakable bond. This process takes ten minutes and may only be reversed using universal solvent, oil of etherealness, the wish spell or another application of this manifestation of the Mark of Making.
Lesser Manifestations
- While attuned to this manifestation of the Mark of Making, you are proficient in the use of any tools, weapons, armour or other objects you personally craft. This does not grant proficiency in other similar objects, only in those you have created.
- Once per short rest, you may, as an action, imbue a manufactured object weighing no more than two tons with an unusual resistance to damage. Select a number of damage types for the object to become vulnerable to, then select twice as many damage types for the object to be immune to. These may not overlap. As a side effect of this process, you may craft any object from any material - glass may forged into swords, silk spun might into armour and even stone may ground into flour. Such objects always cost at least twice the normal price to create and may cost significantly more if expensive materials such as gold and precious gems are used in their crafting.
- You may awaken an otherwise unliving construct by imbuing it with a touch of life. For the next 24 hours, such constructs count as living creatures for all effects which would effect a living creature but not a construct. Furthermore, they are capable of feeling true emotion and lose any immunity psychic damage, the charmed or frightened conditions, bardic music and other such emotional effects. Most importantly, an intelligent construct awakened this way becomes capable of gaining inspiration, and may spend that inspiration to extend the duration of its awaking another 24 hours. If a construct is ever awakened for a full week without interruption, it permanently comes to life and becomes a living construct just as a warforged is. Note: this ability has no effect on a construct's disposition. Even awakened, a golem ordered to guard a room will continue to do so, feeling a strong sense of duty to obey the orders of its creator. Only once permanently awakened does it truly become its own person.
Greater Manifestations
- You may create and animate a construct servant to protect you. Treat this as a helmed horror(see page 183 of the monster manual) save that you may equip it with any equipment you wish to provide and that it speaks any languages you do. As the creator, you may select the three spells it is immune to. The construct is under your direct control, acts on your initiative and serves you to the best of its abilities. By expending a Hit Die during a short or long rest, you may repair your construct of damage equal to the hit points you would have recovered or change one of its spell immunities. Creating this construct or replacing a destroyed one costs 5000 gold in raw materials and a khyber shard containing an elemental spirit to supply the guiding intelligence and general personality. Consult with your DM as to how one might be obtained.
- Once per short rest, you may create a temporary mundane object as if through a Creation spell. By extending the casting time to ten minutes and providing refined eberron shards equal in value to the object to be created, you may instead create real objects through this manifestation.
- By replacing the eberron shards in a magic item with siberys shards, you may convert it to a dragonmarked item. Preparing the siberys shards requires a month's work with alchemist's tools, while switching out the shards requires only a day's labor once the shards are prepared. Each set of siberys shards must be prepared with a specific item and a specific mark and size in mind. Consult with your DM to determine the details of which items are appropriate for what size of which dragonmark.
Siberys Manifestation
You may manifest any one of these powers each day:
- Resurrect a construct, as per Raise Dead, save that it requires 500 gold worth of parts and works only on constructs
- Instantly repair one object, even a magic item or artifact, as long as the item in question was destroyed by outside forces rather than through the intended use of the object. A potion that has been drunk cannot be 'repaired' this way, but one which has been spilled or smashed can. Generally, artifacts can only be remade at certain significant locations, such as the site of the artifact's destruction or original creation.
- Animate all unattended man-made objects within 120 feet for one hour, as per Animate Objects. Rather than mentally directing them to attack, you must direct them toward objects which need to be cleaned or repaired, or toward ongoing crafting or building projects. These objects are considered to be proficient in their own use: an animated hammer would be proficient at any task which a worker might use that hammer for.
If none of these abilities are used for over 48 hours, the power of the mark diverts itself into fixing objects in the region around you. All items within 5 miles slowly repair normal wear and tear over time rather than sustaining it. All efforts to repair a broken object take half as much time as expected. This passive effect fades as soon as one of the active manifestations of your Siberys mark are used.
Passage
Least Manifestations
- You benefit from Spider Climb, as per the spell, at all times. You are also immune to slippery surfaces and have advantage against shoving attacks.
- All characters within 30' of you can move at normal speed while sneaking, swimming or climbing and may move at fast speed, navigate, draw a map, track or forage without taking any penalty to Wisdom (Perception) checks while traveling.
- You are proficient with mounts and all types of vehicles. Any vehicle you drive or mount you ride goes at three times normal speed rather than twice when dashing or moving at a fast pace.
Lesser Manifestations
- You gain a swim speed equal to your land speed and no longer need to breathe. In addition to letting you avoid drowning, this renders you completely immune to harmful gases and vapors (such as Cloudkill, Stinking Cloud, inhaled poisons and certain breath weapons.)
- If you use the Dash or Disengage action, you can fly that round in addition to going faster or not provoking reaction attacks.
- Any mount or vehicle you are control of has a base speed of 15 feet faster than usual for its type, may walk on or travel over water, jump three times the usual distance and leaves no tracks.
Greater Manifestations
- You may turn ethereal for up to ten minutes per day. This ability is activated for one minute at a time as a reaction to attempting to pass through a solid barrier or to being attacked.
- Once per long rest, you may teleport a single object or container no larger than 10' in any dimension to any teleport circle you know the sigil sequence to. This requires one minute to draw out the greater mark of passage on the item to be teleported.
- You instinctively know how to reach any permanent teleport circle created using the Greater Mark of Passage. You can discern the direction and distance to any such circle you know the sigil sequence for. Should you lack the sigil sequence for such a circle, you can still teleport to it using only a reliable description of its location. This ability does not work with teleport circles created without the use of the Mark of Passage.
Siberys Manifestation
By drawing an accurate, full-sized depiction of the Siberys Mark of Passage on any outdoor surface, you create a mystic link from yourself to the location of the drawing. Thereafter, you may teleport yourself and any objects (but not creatures) which you carry to the drawing as an action. You may do this as often as you wish. While you may have as many such drawings as you wish, this ability fails if the mark is damaged or is not visible to the open sky. If you do not actively use your mark to teleport this way for more than 48 hours, the powers within instead divert themselves to creating paths and passages in your wake. For the first ten miles you travel each day, a path forms behind you. Each square traveled ceases to be difficult terrain as foliage bends to open a way, rubble crumbles into loosely packed gravel and sand fuses into stone. If a path or road already exists, it repairs itself if damaged or increases in quality if already pristine. No route may benefit from this ability more than once a year, and miles traveled along already improved paths do not count against your daily allotment.
Scribing
Least Manifestations
- You gain the ability to prepare recording scrolls. Once the seal on a scroll is broken, it begins to record any sounds heard within 100 feet of the scroll, writing them down in a complex format using several colours of ink. Although the actual text of a filled scroll is completely unintelligible to most creatures, anyone attempting to reading what is written receives a mental impression of the recorded sounds, exactly as they were heard by the scroll. A scroll capable of storing one hour of sounds requires 25 gold in ink and paper, and requires one day of work to prepare, and has a market price of 50 gold. Scrolls of any length may be created, costing proportionally more to create and holding proportionally longer recordings. Once a scroll is completely filled, it ceases recording and lets out a brief chime to indicate that it is full. A filled scroll may be read any number of times but may not be emptied or reused.
- Your dragonmark makes you remarkably adept at getting your meaning across. While speaking or writing, you may choose to be understood. And words produced this way can be comprehended by any creature with a language in whatever language they are most fluent. Spoken words produced this way sound like plain, ordinary speech if one listens to the meaning, but as gibberish if one listens to the sounds. The written form likewise appears ordinary when one tries to read it, but illegible if one examines the individual letters and words produced.
- Your mark grants you the ability to create papercraft charms. When thrown onto the ground as an interaction, these origami charms expand into larger versions of the object which the charm resembles. A charm takes ten minutes to fold out of a sheet of ordinary paper and may only be deployed by its creator. The resulting object may be no larger than five feet in any dimension and is made out of any combination of wood, wood pulp, sawdust or paper. You may only maintain a single object at a time, as deploying a second causes the first to revert back into its paper charm form.
Lesser Manifestations
- You may engage in a complicated form of doublespeak which distorts the memories of others. As an action, you may effectively 'undo' the last six seconds of a conversation, replacing whatever you just said with something else instead. Doing so allows you to retroactively gain advantage on one Charisma check of your choice. Each listener then makes a wisdom save. If successful, they do not immediately realize the switch, but will catch the alteration should they ever try to recall how the conversation went. On a failure, the creature does not notice the change at all. Almost all creatures will become hostile should they realize you are tampering with their memories. Those prone to violence will attack, while others may spread word that you cannot be trusted.
- You gain the ability to communicate telepathically with any creature within 1000 feet which you are aware of. You are automatically aware of the number (but not identity or location) of minds within range. Creatures which are immune to being charmed or which lack a language can neither be detected by nor communicated with via this form of telepathy. As this ability does not reveal the location or nature of other minds, it is of little use for locating hidden creatures.
- You gain the ability to enter into a trance which allows you to take remote dictation. As an action, choose one location within 1000 feet with which you have previously seen or have a reliable description of. An invisible scrying sensor appears at that location, on inch in diameter. For as long as you continue to concentrate, you can write down anything said or done within 100 feet of the sensor. While manifesting this ability, you enter into a trance and are effectively blind and deaf. You neither see nor hear your own surroundings nor those of the scrying sensor. As a side effect of attuning this ability, you gain perfect penmanship and proficiency in calligraphy tools.
Greater Manifestations
- You gain the ability to prepare naming scrolls. Each scroll requires one hour to prepare and requires the true name of an extraplanar entity. See pages 53 and 67 of the Monster Manual for details, but keep in mind that House Sivis prefers to use the names of elementals rather than make enemies of fiendish creatures. Each time a question is written on the scroll, the bearer of the true name written makes an intelligence saving throw against the scroll's creator. On a failed save, it must answer the question written honestly and to the best of its knowledge, answering with a minimum of one word per question, or with a short phrase if all single word answers would be misleading. On a successful save, the owner of the name is still compelled to respond, but may freely choose to lie, to give a useless answer or to otherwise be unhelpful. After five questions are asked (no matter what answers are given) the scroll is destroyed.
- As an action once per long rest, you may form a telepathic bond between two willing creatures. Either bonded creature may mentally communicate with the other regardless of distance. Bonded creatures may also, as an action, see through the senses of the other creature for one round. This telepathic bond remains in place for as long as either member of the bond continues to concentrate. If one bonded creature ceases to concentrate, it may resume concentration as an action, so long as the bond is still in place.
- Your mark grants you the ability to draw up contracts which are difficult to secretly violate. If signed in ink, the contract monitors the terms of the agreement and bursts into flames as soon as the signee becomes aware of a breach in the terms laid out. The contract ignites regardless of who is responsible for the violation, and will always be triggered by a creature who has signed in ink knowingly breaking the agreement. If signed in blood, the contract instead ignites the singee should they cause the contract to be breached, inflicting 6d10 fire damage. This ignition happens only once per signee per signature. In order for the signature to be valid and have any magical effect, the creature signing must be aware of the magical nature of the contract and, in the case of the blood signature, voluntarily sign the contract with the intent to be bound by its terms. It is common practice in House Sivis for creatures to sign both in ink and in blood, and to maintain a non-magical copy of any such agreement for recordkeeping purposes.
Siberys Manifestation
You gain the ability to write a book which contains all of your knowledge and lore. This process takes one month of seclusion, a thousand pages of paper or parchment and at least a dozen bottles of ink. Choose when writing it whether you are writing a treatise, a journal, an anthology or a manual. Once written, your book becomes a transcendent example of its form and grants great insight to those who read it or any copy made of it:
- Once per short rest, any creature may consult your book to gain advantage on one related skill check. Doing so takes one minute.
- While not adventuring, any creature may study your book to train itself in a related skill. Doing so takes the usual training time, but no additional materials.
- Once per week, you (and only you) may use your book to commune with previous heir of the Siberys Mark of Scribing, receiving insight as per either a Commune spell or a Legend Lore spell.
- If you commune with the elders once per week and ask about their own wishes, or about their histories, you may be invited to join them upon your death. In this case, any future bearers of the Siberys Mark of Scribing will be able to contact you, and any copy of your book can be used to resurrect you, as if it were a part of your body.
A treatise is related to all Intelligence based skills. A journal is related to all Wisdom based skills. An anthology is related to all Charisma based skills and to the use of instruments. A journal is related to all physical skills and to the use of artisan's tools.
Sentinel
Least Manifestations
- You become proficient in Wisdom (Perception) checks and all types of armour. Characters who spend at least one hour per day drilling according to your instructions gain advantage on perception checks, proficiency in one type of armour, and count as a skilled hireling for the purposes of maintaining a garrison. You may train up to 25 people at once during downtime, and the market price of such training is typically one gold per day per person. This training requires a regimented lifestyle which is incompatible with travel or adventuring.
- Your mark reveals attacks to you seconds before they happen. You become proficient in initiative checks, gain advantage on initiative checks and are always aware of the origins of any attack targeting you. After rolling initiative, the first saving throw for each save you make within the next minute is made with advantage.
- You gain exceptional insight into restraining dangerous prisoners. You become proficient in nets, and creatures restrained by you (through any means, not just using nets) cannot escape their restraints using magic, nor make use of any form of teleportation or dimensional travel. As an attack while holding a net, rope, chain, manacles or other restraint you may ensnare a creature, making it easier to capture. For each such attack, treat the creature as one size smaller for the purposes of grappling and netting. This effective decrease in size lasts for one minute or until the creature is neither grappled nor restrained, whichever is longer. It does not make the creature weigh less, which may limit your ability to drag grappled creatures along.
Lesser Manifestations
- Your mark protects you against magic and those protected by magic. You count as if wearing a Ring of Counterspelling (see page 193 of the DMG) and all of your attacks count as magical for the purposes of bypassing resistance and immunity to damage.
- As an action, you may establish a protective connection between yourself and another creature. Doing so requires that you place one of a matched pair of silver rings engraved with the Mark of Sentinel to the creature onto be warded and that you currently be wearing the other member of the pair. These rings cost 50 gold each, and the effect ends as soon as either is removed from its wearer. Putting the ring back on does not reestablish the effect. While within 60 feet of the warded creature, treat this effect as a Warding Bond spell of indefinite duration Beyond this range, you are aware of the status of any warded creature including their direction and distance from you with enough accuracy track them, their general health and vague insight into their emotional wellbeing. Sentinel Wardens have been known to occasionally use cursed rings in order to keep track of prisoners.
- Nothing escapes the gaze of an heir to The Mark of the Sentinel. You gain truesight and blindsight out to 120 feet at all times. This often manifests with some visual alteration to the eyes of the heir.
Greater Manifestations
- You regenerate. As long as you are still above 0 hit points, regain 5 hit points at the start of each of your turns. If you take acid or fire damage, this ability does not manifest at the start of your next turn. You are also no longer subject the "Instant Death" or "Damage at 0 Hit Points" rules from Chapter 9 of the Player's Hand Book. Instead, for every 15 damage received while below 0 hit points, roll once on Loathsome Limbs table as seen in the Troll entry on page 291 of the Monster Manual.
- By taking ten minutes after a long rest, you may draw the Greater Mark of Sentinel upon a shield and thereby imbue it with powerful protective magics. Choose any one type of damage. For the next 24 hours, any proficient wielder of the shield is immune to all damage of that type, while non-proficient wielders merely become resistant. This effect is esoteric as it is powerful, and does not act through purely physical means. Thus, even seemingly implausible types of damage, such as psychic or poison, can be protected against. If using the least manifestation of your mark to count as if having a shield, you may instead gain the immunity by tracing over your own mark with the required inks. Regardless of the surface covered, one vial of ink allows for five applications.
- You may grant spiritual and physical protection. Choose yourself or any other individual within thirty feet, as well as a single type of creature. Your target gains the benefits of a Protection from Evil and Good spell which protects them from the chosen type of creature. Any creature type may be chosen, even those not normally allowed by the spell. You may change the target and/or type to protect against after a short rest, but only one individual may benefit from this ability at a time.
Siberys Manifestation
As an heir to the Siberys Mark of the Sentinel, you may establish its protective force over a whole region once per long rest. By spending ten minutes concentrating and selecting a single type of creature, you may create a protective dome with a radius of five miles around yourself. Treat the area inside as if affected by a Magic Circle spell tuned against the chosen creature type. This ability has an effective spell level equal to half your character level, rounded up and lasts for twelve hours plus one hour per spell level. If you go one week without using this ability, your resolute defense instead turns inwards, giving you the benefits of Mind Blank, as the spell.
Shadow
Least Manifestations
- Once per long rest, you may transform a collection of ordinary theatre props into temporary, but far more valuable versions of themselves. Such props may have a total value of no more than 5gp, while the resulting illusory versions may be worth no more twenty times that of the prop provided. While infused with illusory power, the items are effectively real versions of the props. Prop swords become sharp, prop armour protective, prop poisons can kill and prop potions can heal. The majority of magic items cannot be created this way, illusion or not. No matter what is made, items are fleeting: each prop turns back to its true form with the coming of the dawn or when exposed to a bright light. Only their effects remain behind.
- You gain proficiency in three musical instruments and the ability to produce musical compositions containing auditory illusions. Treat this as the Minor Illusion cantrip, save that it can only produce sound and lasts for the duration of the performance. This effect is a property of the music rather than the musician. If transcribed into a arcane composition (which takes twice as the performance itself) any other musician working from the arcane composition can include the same illusions in their performance. Such music is often passed down as heirlooms in family lines.
- You may manipulate unattended objects at a distance so long as they are completely enshrouded by your shadow. You strength and precision with this ability is exactly the same as your own. While fighting with a weapon in one hand and a source of light to create a shadow with in the other, you may use this ability to effectively give your weapon the reach property.
Lesser Manifestations
- You gain proficiency in calligraphy tools and persuasion. When you sow rumours during downtime, 1d6 random characters (DM's choice which, but typically an even mix between skilled and unskilled labourers) who learn of the rumour are subjected to a Suggestion effect of your choice relating to the contents of the rumour. These characters are each unaware of the identities of the others and, unless the suggestion specifies otherwise, will not seek each other out in the course of completing the suggestion.
- You become proficient in Athletics and Acrobatics. Whenever you Dash, Dodge or Disengage, you may elect to gain the benefits of one of the other two as well.
- During downtime, you may produce Shadow Cards. Each has a market value of 25 gold, may only be used by a bearer of the Mark of Shadow, and produces the effects of a Phantasmal Force illusion when flung onto the ground. The content of the illusion is determined when the card is crafted, with a depiction of the illusion appearing on the front face of the card. By spending ten times the normal time and gold, you may instead create a Greater Shadow Card which does not require a Mark of Shadow to use. Use the magic item crafting rules to determine how long a card takes to make. A character may play no more than three Shadow Cards (of either variety) each long rest.
Greater Manifestations
- Your shadow and reflection gain a life of their own. As an action once per long rest, you may cause your shadow to rise up as a Shadow creature. This Shadow cannot make spawn, but serves you loyally. If destroyed, it reforms during your next long rest. Once per long rest as a bonus action, you may use your reflection to cast a Mislead spell. While using this ability, your reflection does not appear in mirrors, even to those with truesight.
- As part of a one hour ritual, you may imbue five works of art with a fragment of your own shadow. All five art objects much be present at once for the ritual, and all five are imbued at once. If you have other imbued objects in existence, they must be present for the ritual and count against your five item limit. You may not perform this ritual while blind. Once imbued, you may look through any of the objects as an action. Each has 120 feet of vision and 60 feet of darkvision, overcoming even magical darkness. If an imbued object is destroyed, you take 3d10 psychic damage and are blinded permanently until cured.
- You gain the ability to adopt a shadow form. While in this form, you may hide as a bonus action while standing in darkness and may freely slip through 1 inch gaps. You gain resistance to all damage types other than Radiant, which you immediately become vulnerable to instead
Siberys Manifestation
Your Siberys mark allows you to teleport to creature within 5 miles, provided that you have previously seen their face, that they are currently attempting to hide from another creature and that the creature you wish to teleport to is located in an area with no bright lighting. This teleportation may occur as often as you like. If you refrain from using this ability for 48 hours, your awareness of the play of light and dark expands, making you aware the appearance (but not location) of anyone within 5 miles using the shadows to hide.
Storm
Least Manifestations
- As a reaction while flying or falling, you may move twice your speed. This movement cannot move you upward, but does not need to move you downward. If you reach the ground as part of this movement, you take no falling damage. This ability does not, by itself, allow a character to stay in the air indefinitely. You still descend at the usual rate.
- You become proficient in Water Vehicles, Carpenter's Tools and Navigator's Tools. When building or repairing waterborne vehicles, you perform work at ten times the usual rate.
- You may alter the direction in which winds are blowing. Pick a point in mid air that you can see. For as long as you concentrate, up to one minute, any wind passing within 50 feet of that point is turned to blow in a direction of your choice, and is slowed by 10 miles per hour for every 30 degrees this direction differs from the prevailing winds in the area. While outdoors, this ability can almost always be used to call a downdraft from the upper atmosphere, shoving all creatures within a 50 foot cylinder 5 feet away from the center. A successful Strength save negates this shove. This ability may also be used to disperse clouds and perform crude alterations to the weather.
Lesser Manifestations
- You gain the ability to fly at your normal movement speed for as long as you concentrate. If you cease to concentrate while in mid air, you fall.
- Your mark can be used to sway the minds of elementals around you. Once per short rest as an action, you may radiate a subtle aura of elemental fury. All elementals within 30 feet of you must make an Intelligence save or become overwhelmed with either terror or awe. Elementals of Fire and Earth who fail the save are charmed and frightened for one hour, while elementals of Water or Air are charmed and subject to the effects of a Compulsion spell for eight hours. The bearer of the mark decides how elementals of mixed origin (such as mephits) are treated. This ability is commonly employed on board elemental vessels in order to keep the bound elementals under control.
- You may move cloud columns up and down. Your power extends out in a thirty foot column centered on you and allows you to move any clouds above you one mile higher or lower each minute. If a cloud reaches ground level, treat it as fog. If a cloud extends above 5 miles, precipitation occurs, manifesting as rain or sleet based on local temperatures. At 10 miles, snow occurs regardless of ground temperature, transforming into hail if an updraft of at least 35 miles per hour is also present. Clouds typically start one mile above the ground, but may extend many miles higher. This ability also works on magically created clouds, but will generally not produce precipitation when one is moved.
Greater Manifestations
- Once per short rest, you may solidify any clouds inside a 30 foot cube for as long as you concentrate, up to one hour. The clouds take one round to harden and one round to soften again, once the duration expires. During this time, treat the clouds as difficult terrain. For the rest of the duration, they are as hard as stone while retaining their usual weight. A creature trapped inside the clouds once they have fully hardened must hold its breath or begin to suffocate.
- You mark grants you great intuition on a wide range of topics. Once a day, taking one minute, you may ask a single question, much like the spell Commune. The topics you may inquire upon include the weather up to a season in advance, regional plants and their growth requirements, regional animals with flight or swim speed, and finally regional water or air vehicles. This ability may be countered by anything that counters divinations, and cannot give answers related to anything that is not under open sky.
- Once per day, you may alter the temperature in a one mile radius around you, increasing or decreasing the temperature by five degrees ferinheight for every minute spend concentrating. This ability may not change the temperature further than 30 degrees beyond the local average value for the season, and temperatures gradually return to a seasonal normal at a rate of 5 degrees per day. This alteration of temperature has wide-ranging impacts on the weather as air fronts form in response to the sudden temperature change. Air moving from warmer regions to colder regions creates winds in the direction of movement, with speed equal to two miles per hour per one degree of temperature difference. Clouds form at the edges of the front, often causing rain or thunderstorms.
Siberys Manifestation
Your Siberys mark is capable of extreme manipulations of the weather, given time. While you are present, weather within five miles of you is never damaging. Hail is never larger than grapes, and wind is never capable of damaging buildings. If you spend a week in a location, you may induce a maelstrom of rain, thunder, and wind around you. Over the course of one hour, clouds fill a one mile radius cylinder starting one mile off the ground and extending ten miles into the sky. Rain occurs as normal for this cloud formation. Once all of the clouds appear, a cyclone forms around you, starting with a 500 foot diameter eye of calm weather at the center of the storm. Just beyond this, wind speeds pick up to 300 miles per hour, decreasing 10 mph for every 30 feet beyond the edge of the eye. This cyclone lasts for twelve hours, and passes quickly once the duration is over. It takes a week for your weather moderating powers to become active once more, after which you may spend another week inducing another maelstrom. Although extremely destructive if used improperly, the weather workers of the Raincaller's guild often divert the wind and rain created through such storms into productive uses.
Warding
Least Manifestations
- You gain the ability impart knowledge into pieces of metal. Iron, copper, silver, gold and platinum hold messages of 10, 50, 500, 5000 and 50000 words per pound of metal respectively. In order for this ability to work, the metal must be unalloyed, untransmuted and non-magical. This ability is often used by House Kundarak on coins to protect them from theft and devaluation. Copper peices typically contain only the name of the account they belong to, while larger denominations feature more extensive information, including previous owners, location of minting or details on past transactions. If any part of the metal is removed or damaged, the entire message becomes garbled, a sure sign of tampering. Up to 10000 words may be added or altered in any number of coins you can touch during a one minute ritual. Rumours persist that the House also uses this ability to pass secret messages between branches of their banks. Any bearer of the mark may read these messages, but only those manifesting this power may alter them. As a side effect of this ability, you are able to tell the weight of any metal object at a glance.
- You may ward an item against movement within five feet during a one hour ritual. The next time a creature or object moves within range of the warded item, the magic reacts in one of three ways:
- The ward flashes brightly, becoming visible at up to 300 feet away. All creatures within five feet are permanently blinded. This can be avoided with a reflex save.
- The ward conjures magical ropes around the intruder, who must make a strength save or become restrained.
- The ward releases a cloud of toxic dye, causing all within five feet to become painted a single colour of the warder's choice and to make a constitution save against being poisoned.
The ward may be indefinitely disabled or re-enabled by a spoken command phrase or by displaying the Mark of Warding to the warded item. Either, both or neither bypass method may be set when the ward is placed, but may not be changed later. If something is already within range at when the ward is activated, the ward is not triggered until some part of the creature or object passes out of proximity. This manifestation may be used simultaneously on a number of objects equal to the total number of hit dice you possess.
- You become proficient in the use of thief's tools and mason's tools. While constructing locks and traps, you make progress at a rate of 50 gold a day and may craft magical locks and traps. Two exceptionally common forms of magical lock include phrase locks and mark locks, which require, respectively, a particular pass phrase and a particular dragonmark in place of a key. Consult the DM for available traps.
Lesser Manifestations
- Underneath each major Kundarak bank are five masses of metal known as Vaults of Kundarak. This manifestation of your mark allows you to access their contents. As an action, you may store any object made of the same metal as a Vault and imbued with an account name by the least manifestation of the mark within the vault. The object vanishes and its mass is added to that of the vault. Later, anyone who manifests this same ability may summon the item forth at a distance. Doing so requires ten minutes, an accurate mental image of the object or objects to be summoned and a one word account name for each object. The object(s), should such objects exist in any Vault matching your mental image and provided account name, are taken from the Vault and appear within 10 feet. For this reason, the true names of bank accounts are kept secret, to prevent unscrupulous bearers of the mark from tracelessly draining the contents. This ability is also occasionally used to conjure other objects, such as weapons or even cages in the defense of the house's properties.
- You may ward an item against physical contact during a one hour ritual. The next time a creature (or object being handled by a creature) touches the warded item, the magic reacts in one of three ways:
- The object turns invisible and teleports to a predetermined location within 30 feet.
- The ward releases a thunderous noise, audible within 600 feet and deafening within 60.
- The ward lashes out at the creature or object, inflicting 4d10 damage.
Each ward may be tuned to exclude certain creatures or types of creatures. These exclusions may be as complicated as desired, but must be based on some physical characteristic of the creature to be excluded. This manifestation may be used simultaneously on a number of objects equal to the total number of hit dice you possess.
- You gain the ability to create and control mimics. Any container of medium size and sturdy construction may be transformed into a mimic through a one week process. In order for the mimic to take form, coins, gems or art objects worth at least 300 gold must be placed inside the container as an initial "seed" of treasure. Most mimics created this way are simple ambush predators. They do not speak and attempt to devour any unmarked individuals who blunder into them. A heir wishing to create a more useful and loyal creation can use objects with great sentimental value in the creation of a mimic. This produces an unusually docile and intelligent mimic which instinctively regards its creator as a friend and an ally. The resulting creature speaks Dwarven and is extremely reluctant to fight, acting only to defend the treasure within it, or if directed that round as an action by its creator. Due to the fickle nature of sentiment, only the loyalty of one such "tame" mimic can be had at a single time: creating a second is invariably seen as a betrayal by the first.
Greater Manifestations
- You gain the ability to create magical masses of metal known as Vaults. Doing so requires one week of work and 250 pounds of suitable metal. Each manifestation of this mark may only create one Vault for each type of metal. In addition to providing the basis for House Kundarak's interbank coin exchange, each carries a potent magical defense of its own. While within 100 feet of a vault (ignoring line of sight and cover), certain forms of magic are blocked:
- Iron prevents all magic which would cause a creature to become charmed or frightened.
- Copper prevents access to the Ethereal and Shadow planes.
- Silver prevents access to the Astral plane, including that required for teleportation.
- Gold prevents all divinations from viewing the area.
- Platinum foils all illusions and invisibility within the radius, treating all observers as if they had truesight for those purposes.
Abilities granted by the Mark of Making are not blocked by the Vaults, and may freely be used within range. Rumours persist of Vaults maintained by dwarves with the Mark of Making outside of banking system.
- You gain the ability to create beam based wards by tracing sigils onto parallel surfaces. As long as both sigils continue face each other, both surfaces remain parallel, and each sigil remains within 100 feet of its opposite, the ward remains in place and an invisible beam of energy connects the two sigils. Any creature or object which passes into this beam is subject to the effects of a Prismatic Spray spell targeting only that creature or object. The warder may choose to have the ward only produce a single colour, or to produce a random colour each time as per the spell. If the warder selects violet as the colour (or allows for random colours), the warder must choose whether the beam sends its victims to the astral, ethereal or shadow plane. If either surface is moved, the beam is disrupted for one round. A single pair of sigils requires no check to bypass if noticed, while larger numbers of sigils may require an acrobatics check to navigate safely.
- You gain the ability to ward objects against visual inspection during a one hour ritual. If a creature closely examines the warded object, or uses the object without closing or averting their eyes, the creature is subject to one of the following three effects, chosen by the warder at the time the ward is placed:
- The creature is paralyzed, unable to move or even blink until moved away from the warded object by an outside force. A dexterity save negates this effect.
- The creature begins to petrify. If the creature fails a constitution saving throw, it becomes restrained on the first round, paralyzed the next and finally petrified on the third round after failing the save. A lesser restoration spell during either of the intermediate stages will cure the creature, as will a greater restoration spell after the creature has fully petrified.
- The creature is struck mad. It must make a roll on the long term insanity table on page 260 of the DMG. A successful will saving throw will reduce this to short term insanity instead.
Unlike other wards made by this mark, no method can be set to bypass it. A creature must either know where not to look, or cover their eyes completely. This manifestation may be used simultaneously on a number of objects equal to the total number of hit dice you possess.
Siberys Manifestation
You gain the ability to cast Guards and Wards three times per day. Whenever one of the traps placed by this spell goes off, you are immediately alerted to the fact by a mental alarm. If you go without using this ability for 48 hours, you instead gain a passive awareness of the flow of wealth. After each long rest, choose one phrase. You become aware of the location all objects imbued with a message containing that phrase by the least manifestation of this mark. This awareness lasts until your next long rest (when you may change the phrase) or until you use your mark to manifest Guards and Wards again.
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.
Least Manifestations
- Any weapon you wield counts as a +1 weapon. If you strike a bearer of a dragonmark which does not match your own, they must make a Constitution saving throw or take 2d10 necrotic damage. Success means that they take no damage and become immune to this effect until the next dawn.
- So long as your mark is uncovered, you may use it as a spellcasting focus. When using your mark this way, you no require a free hand to cast spells. You also gain advantage on constitution checks to maintain concentration.
- While your dragonmark is uncovered, you count as if wearing adamantine scale mail even while unarmoured. This includes the disadvantage on stealth checks, which is caused by a protective glow from the mark. Covering the mark negates both the glow and the protection. Because you are not actually wearing armour, your dexterity modifier to AC is not capped due to this protection.
Lesser Manifestations
- You gain resistance to all draconic breath weapons and advantage on saving throws against spells cast by a dragon. Once per long rest, you may magically discern the distance and direction of the closest dragon within 30 miles.
- Your mark grants you deep knowledge of the draconic language, including how to use it to augment your spellcasting. You can now speak Draconic. If you speak the verbal component of a spell (or speak aloud while casting a spell without a verbal component) you may do so in Draconic to gain +2 to your spell attack roll and to the saving throw DC to resist your spell.
- You gain a breath weapon, which may be used as an action in either a 15 foot cone or a 30 foot line originating from you, and deals one of fire, cold, lightning, thunder, poison or acid damage. When using your breath weapon, roll 1d4+1. It inflicts damage equal to 6 times the number rolled, with a dexterity save for half damage. Once used, your breath weapon cannot be used again for a number of rounds equal to the number rolled.
Greater Manifestations
- Any weapon you wield gains the magical properties of a Dragon Slayer sword (166 DMG). Once per month, you can enchant an arrow (or ammunition) of slaying, attuned against an individual dragon you know the name of.
- You can use your reaction to absorb a spell that targets only you and does not have an area of effect. The spell levels of the absorbed spell (but not the spell itself) are stored inside your dragonmark. A maximum of 13 spell levels can be stored within your mark at any one time - if there is not room to fully absorb a spell within your dragonmark, you cannot absorb it at all. Once your mark contains stored spell levels, you may expend them to regain an expended spell slot equal in level to the number of spell levels spent or to regain one expended ki per spell level spent. If you have the Dragonmark Initiate feat, you may instead use these stored spell levels to regain uses of your Dragonmark Initiate spells, with the least costing 1 spell slot, the lesser 3 and the greater 5. If you do not have the feat, have no ki and have no way to make use of spell slots, you will not naturally manifest this manifestation.
- Your greater mark grants you the imperious presence of a dragon. So long as your mark is exposed, any creature who attacks you with a melee attack must succeed a wisdom save or be frightened for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect from your mark for twenty-four hours.
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
- A shiver runs down your spine. Roll again twice.
- Inflict Wounds
- Arms of Hadar
- Hold Person
- Jump
- Hex
- You may choose to attune or unattune one cursed item. While attuned, you gain one less roll on this chart each short rest. This ignores any restrictions on unattuning cursed items. Roll again twice.
- Fear
- Fireball
- Spirit Guardians
- Evard's Black Tentacles
- Dominate Beast
- Fire Shield. Roll again once.
- Immolation (EEEC 19)
- Seeming
- Telekinesis
- Chain Lightning
- Reverse Gravity
- You may regain one expended Hit Dice as an action. Roll again once. This counts as an 8th level spell.
- You may gain your level in temporary hit points as an action. Roll again once. This counts as a 9th level spell.
Madness
- Your mark whispers horrible things to you. Roll again twice.
- Chromatic Orb
- Thunderwave
- Crown of Madness
- Shield of Faith
- Hideous Laughter
- You may choose to attune or unattune one cursed item. While attuned, you gain one less roll on this chart each short rest. This ignores any restrictions on unattuning cursed items. Roll again twice.
- Hunger of Hadar
- Hypnotic Pattern
- Bestow Curse
- Confusion
- Compulsion
- Phantasmal Killer. Roll again once.
- Geas
- Rary's Telepathic Bond
- Modify Memory
- Mass Suggestion
- Mirage Arcane
- You may regain one expended Hit Dice as an action. Roll again once. This counts as an 8th level spell.
- You may gain your level in temporary hit points as an action. Roll again once. This counts as a 9th level spell.
Contagion
- You mark feels inflamed with sickness. Roll again twice.
- Ray of Sickness
- Hex
- Blindness/deafness
- Detect Poison/disease
- Sleep
- You may choose to attune or unattune one cursed item. While attuned, you gain one less roll on this chart each short rest. This ignores any restrictions on unattuning cursed items. Roll again twice.
- Stinking Cloud
- Bestow Curse
- Vitriolic Sphere (EEEC 23)
- Blight
- Giant Insect
- Contagion
- Insect Plague
- Cloudkill
- Create Undead
- Finger of Death
- You regain one expended Hit Dice. Roll again once. This counts as an 8th level spell.
- You gain your level in temporary hit points. Roll again once. This counts as a 9th level spell.
Freezing
- A chill runs through your mark. Roll again twice.
- Ice Knife
- Armor of Agathys
- Hold person
- Mage Armor
- Fog Cloud
- You may choose to attune or unattune one cursed item. While attuned, you gain one less roll on this chart each short rest. This ignores any restrictions on unattuning cursed items. Roll again twice.
- Sleet Storm
- Tidal Wave (EEEC 23)
- Slow
- Ice Storm
- Control Water
- Watery Sphere + Roll again Twice (EEEC 23)
- Cone of Cold
- Maelstrom (EEEC 20)
- Otiluke's Freezing Sphere
- Investiture of Ice (EEEC 19)
- Whirlwind (EEEC 24)
- You regain one expended Hit Dice. Roll again once. This counts as an 8th level spell.
- You gain your level in temporary hit points. Roll again once. This counts as a 9th level spell.
Seduction
- Your mark tingles pleasantly with evil. Roll again twice.
- Charm Person
- Command
- Suggestion
- Hellish Rebuke
- Hex
- You may choose to attune or unattune one cursed item. While attuned, you gain one less roll on this chart each short rest. This ignores any restrictions on unattuning cursed items. Roll again twice.
- Hypnotic Pattern
- Major Image
- Vampiric Touch
- Compulsion
- Locate Creature
- Evard's Black Tentacles + Roll again once.
- Dominate Person
- Geas
- Modify Memory
- Mass Suggestion
- Etherealness
- You regain one expended Hit Dice. Roll again once. This counts as an 8th level spell.
- You gain your level in temporary hit points. Roll again once. This counts as a 9th level spell.
Special: Unlike with most aberrant marks, this variant on the Aberrant Mark grants Force Whip as its cantrip option rather than Vicious Mockery. The Force Whip cantrip uses the same mechanics as Thorn Whip, save that it is made out of force rather than a thorny vine, and that the damage inflicted is Bludgeoning rather than Piercing.
Everburning
- Your skin flakes away as ashes near your mark, then heals. Roll again twice.
- Burning Hands
- Cure Wounds
- Flame Blade
- Hellish Rebuke
- Absorb Elements (EEEC 15)
- You may choose to attune or unattune one cursed item. While attuned, you gain one less roll on this chart each short rest. This ignores any restrictions on unattuning cursed items. Roll again twice.
- Melf's Minute Meteors (EEEC 20)
- Revivify
- Flame Arrows
- Fire Shield
- Death Ward
- Wall of Fire + Roll again once.
- Mass Cure Wounds
- Greater Restoration
- Immolation (EEEC 19)
- Investiture of Flame (EEEC 19)
- Regenerate
- You regain one expended Hit Dice. Roll again once. This counts as an 8th level spell.
- You gain your level in temporary hit points. Roll again once. This counts as a 9th level spell.
The Khyber Mark
Your Khyber Mark grants you a malign power akin to that of a Siberys dragonmark. As an action, you may impart aberrant power into a creature. They roll once on the long term madness table on page 260 of the DMG, then get three separate 1d4 rolls on your aberrant spells table. If you do not use this ability at least once a day, the unearthly power within your mark begins to seep into the region around you, increasing the rate at which aberrant marks manifest in the population. Each year, one additional aberrant mark manifests per thousand people within a five mile radius around you. These marks are equally distributed across the population and occur randomly throughout the year, with proportionally more or less marks appearing if you stay in an area for more or less than one full year. Marks which result from this manifestation are never of the same variant as your own.