Eberron 5E: Feats - Dragonmarks

Magic is the lifeblood of Eberron, encircling it like the Ring of Siberys and seeping up through the earth from the bones of Khyber. Perhaps the clearest manifestation of this pervasive magic is the appearance of dragon­marks among seven of Khorvaire’s common races. Dragon­marks are elaborate skin patterns—more intricate and colorful than birthmarks, more distinctive than any tattoo—that also grant their bearers innate magical abilities. There are twelve families of dragonmarks, each one associated with a number of closely related manifestations. A thirteenth mark, the Mark of Death, has faded from history, and no living creature on Eberron carries it.

     When it is used, a character’s dragonmark grows warm to the touch. It becomes fever hot when its spell-like abilities are used up for the day, and must be allowed to cool before its power can be drawn upon again.

Mark of Detection


The Mark of Detection grants abilities that enable its possessor to discern the presence of threats, from poisoned food to scrying eyes.

·       You gain proficiency with the Investigation skill.

·       You know the guidance cantrip. When you reach 3rd level, you can cast the detect magic spell once per day. When you reach 5th level, you can also cast the see invisibility spell once per day. Charisma is your spellcasting ability for these spells.


Mark of Finding


The Mark of Finding bestows powers related to locating creatures or objects, making those who carry it useful as investigators or bounty hunters.

·       You gain proficiency with the Survival skill.

·       You know the know direction* cantrip. When you reach 3rd level, you can cast the identify spell once per day. When you reach 5th level, you can also cast the locate object spell once per day. Charisma is your spellcasting ability for these spells.


Mark of Handling


The Mark of Handling grants powers related to the care and control of animals.

·       You gain proficiency with the Animal Handling skill.

·       You know the animal trick* cantrip. When you reach 3rd level, you can cast the animal friendship and speak with animals spells each once per day. Charisma is your spellcasting ability for these spells.


Mark of Healing


The Mark of Healing grants curative magical powers.

·       You gain proficiency with the Medicine skill.

·       You know the spare the dying cantrip. When you reach 3rd level, you can cast the cure wounds spell once per day as a 1st-level spell. When you reach 5th level, you can cast the lesser restoration spell once per day. Charisma is your spellcasting ability for these spells.


Mark of Hospitality


The Mark of Hospitality grants powers related to food and shelter.

·       You gain proficiency with the Insight skill.

·       You know the prestidigitation cantrip. When you reach 3rd level, you can cast the purify food and drink spell once per day. When you reach 7th level, you can also cast the create food and water spell once per day. Charisma is your spellcasting ability for these spells.


Mark of Making


The Mark of Making grants the power to mend or fabricate material goods.

·       You gain proficiency with one type of artisan’s tools.

·       You know the mending cantrip. When you reach 3rd level, you can cast the repair damage* spell once per day as a 1st-level spell. When you reach 9th level, you can also cast the fabricate spell once per day as a 4th-level spell. Charisma is your spellcasting ability for these spells.


Mark of Passage


The Mark of Passage bestows magical powers related to transportation and teleportation.

·       You gain proficiency with the lightning reins.

·       You know the open/close* cantrip. When you reach 3rd level, you can cast the expeditious retreat spell once per day. When you reach 5th level, you can also cast the misty step spell once per day. Charisma is your spellcasting ability for these spells.


Mark of Scribing


The Mark of Scribing grants powers related to writing and communication.

·       You gain proficiency with calligrapher’s supplies and the forgery kit.

·       You know the arcane mark* cantrip. When you reach 3rd level, you can cast the comprehend languages and illusory script spells each once per day. Charisma is your spellcasting ability for these spells.


Mark of Sentinel


The Mark of Sentinel conveys powers that protect creatures from harm.

·       You gain proficiency with the Perception skill.

·       You know the blade ward cantrip. When you reach 3rd level, you can cast the sanctuary spell once per day. When you reach 5th level, you can also cast the warding bond spell once per day. Charisma is your spellcasting ability for these spells.


Mark of Shadow


The Mark of Shadow grants divinatory powers of clairvoyance and scrying, as well as illusory powers of deception.

·       You gain proficiency with the Deception skill.

·       You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self spell once per day. When you reach 7th level, you can also cast the clairvoyance spell once per day as a 3rd-level spell. Charisma is your spellcasting ability for these spells.


Mark of Storm


The Mark of Storm grants the power to control weather, primarily through the manipulation of clouds, wind, and rain.

·       You gain proficiency with the elemental helm.

·       You know the elemental warding* cantrip. When you reach 3rd level, you can cast the fog cloud spell once per day as a 1st-level spell. When you reach 7th level, you can also cast the gust of wind spell once per day. Charisma is your spellcasting ability for these spells.


Mark of Warding


The Mark of Warding protects places from unwanted intruders and items from theft.

·       You gain proficiency with either thieves’ tools or mason’s tools.

·       You know the resistance cantrip. When you reach 3rd level, you can cast the alarm spell once per day. When you reach 5th level, you can cast the arcane lock spell once per day as a 2nd-level spell. Charisma is your spellcasting ability for these spells.


New Equipment


New Tools


Item
Cost
Weight

Lightning reins
8,000 gp
1 lb.

Wheel of wind and water
8,000 gp
30 lb.



     Lightning Reins. These are enchanted long leather cords affixed at the helm of a House Orien lightning rail coach. Proficiency with lightning reins lets you add your proficiency bonus to the ability check you make to control the air elemental bound into the coach, forcing it to move the coach as you desire. Since a lightning rail coach must follow a pathway of conductor spheres, there is little control involved beyond determining the speed of travel, but an uncontrolled coach quickly either comes to a halt or accelerates until it leaves the pathway of conductor spheres and crashes into the ground.

     Wheel of Wind and Water. This ornately carved wooden wheel resembles the helm of a mundane sailing ship, but it is mounted at the helm of an elemental galleon or a House Lyrandar airship. Proficiency with the wheel of wind and water lets you add your proficiency bonus to the ability check you make to control the elemental bound into the vessel, forcing it to move the vessel as you desire.

     If a wheel of wind and water is mounted on a mundane sailing ship, you can create an area of ideal conditions around the vessel, enabling it to sail at a rate of 6 miles per hour.

New Spells


Animal Trick


Transmutation cantrip

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: 1 round



This cantrip lets you convince a beast to perform a single action for you. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or follow your verbal command. You can command the beast to take the Attack, Dash, Disengage, Dodge, or Help action.

     Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.

Arcane Mark


Transmutation cantrip

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous



You inscribe your personal rune or mark on an object, creature, or surface. The mark can be visible or invisible. If an invisible mark is made, a detect magic spell causes it to glow and be visible. An arcane mark can be removed by the caster at any time by spending an action.

     If an arcane mark is placed on a living being, it must be willing or incapacitated. A target receives a Wisdom saving throw to resist the mark. Normal wear causes the mark to fade in about a month.

Elemental Ward


Abjuration cantrip

Casting Time: 1 action

Range: Self

Components: V, S

Duration: 1 round



You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Know Direction

Divination cantrip

Casting Time: 1 bonus action

Range: Self

Components: V
Duration: Instantaneous

You instantly know the direction of north from your current position. The spell is effective in any environment in which “north” exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction.


Open/Close


Transmutation cantrip

Casting Time: 1 bonus action

Range: 30 feet

Components: V, S

Duration: Instantaneous



You can open or close one door, chest, box, window, bag, pouch, bottle, barrel, or other container within range. If anything resists this activity (such as a bar on a door or a lock on a chest), the cantrip fails. In At the DM’s option, particularly large or heavy doors, chests, and similar objects may be beyond this cantrip’s power.

Repair Damage


1st-level evocation

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous



An object or construct you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on living creatures or undead.

     At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the repair increases by 1d8 for each slot level above 1st.

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