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.
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.
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.
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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