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Grek
2015-06-03, 05:31 PM
Expanded Dragonmarks
This is intended as an alternate system for dragonmarks, to be used instead of or in addition to the Dragonmarked feat in UA Eberron. The premise is simple: A character with a dragonmark exchanges their magic item attunement slots for access to dragonmark powers which are on par with (but distinctly different from) the magic item they could have otherwise attuned.

In order to have their character gain a dragonmark and the ability to 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.

Also note that simply having the potential to manifest a dragonmark power (or even having had manifested one) is not the same as being a fully accepted scion to a dragonmarked house. Simply having a dragonmark does not, mechanically, give a character any special privilege or rank. Instead, players are strongly encouraged to take a background suitable to their mark, shuch as Noble or Merchant. This isn't a strict requirement, but DMs should keep in mind that if a character has a dragonmark, but is not a member of a dragonmarked house in good standing, that means that the character has done something during their background to put themselves in bad standing, and should be treated as such. To put it as simply as possible, having a dragonmark is not a ticket to gaining a free background feature.

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.

New Feats and Feat Options
Prerequisite: 8th level or higher. This feat has no benefit until you are level 9 and have exchanged all three of your magic item attunement slots for dragonmark manifestation slots. You may not take this feat if you have an aberrant dragonmark.

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.
Prerequisite: 8th level or higher. This feat has no benefit until you are level 9 and have exchanged all three of your magic item attunement slots for dragonmark manifestation slots. You may not take this feat if you have any dragonmark other than an aberrant one.

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.
Under this system, the Dragonmark feat from UA Eberron undergoes some thematic revisions: Rather than granting a dragonmark, this feat now requires a dragonmark. Having a dragonmark is a roleplay choice which shouldn't be based on liking the spell selection a feat gives you. It doesn't actually require that you gain any dragonmark manifestation slots, but it does require that you declare that your character have a dragonmark somewhere on their body.
Rather than representing the innate powers of the dragonmark, it represents you receiving training in how to cast spells using your dragonmark as a source of magical energy.
The feat is renamed Dragonmark Initiate under the new theme. You are, in effect, a specialized form of Mystic Initiate.
Aberrant marks are now allowed! Add the following to the list of Dragonmarks allowed under the Dragonmark Initiate feat:
Aberrant Mark: House Tarkanan, which runs numerous criminal syndicates. Least: Vicious Mockery, Chromatic Orb. Lesser: Alter Self. Greater: Bestow Curse. Your spellcasting ability modifier is Charisma.

Changelog
V a.2.0: Posted Making and Passage
V a.2.1: Revised Greater Making #1 to give you a helmed horror instead of a golem. A golem is way too strong, what was I thinking?
V a.2.2: Guess who forgot to give a price for the helmed horror. Hint: It is Grek.
V a.2.3: Added additional Siberys Passage option requested by Weyroc.
V a.2.4: Moved Spider Climb from Lesser to Least in passage, replacing expertise in Forced Marching. New Lesser ability added to replace it.
V a.2.5: Replaced Shillelagh in Making 1.4 with Tenser's; replaced Magic Weapon and Heat Metal in Making 2.4 with Magic Aura and Continual Flame.
V a.2.6: Find Steed becomes Phantom Steed in Passage 2.4
V a.2.6: Revised wording on .4 abilities to clarify that no, you cannot qualify for the extra prepared spells manifestation by dent of being able to cast spells through your dragonmark. You need actual spell slots.
V a.5.1: Added Healing, Hospitality, and Aberrant marks.
V a.5.1: Had accidentally swapped #1 results on Terror and Madness variant tables; now fixed.
V a.5.2: Making 3.4 loses Elemental Weapon, gains Flame Arrows. We really screwed up the spells on this one, didn't we?
V a.5.3: Spellcasting stat for Aberrant Marks now specified to be charisma.
V a.5.4: Text of Passage 3.3 revised; you can no longer spend an afternoon to just learn all the sigil sequences.
V a.5.6: Terror mark loses Fireball and gains Fear. How did we not include Fear for the TERROR mark?? Also daily limits for Healing 3.3.
V a.6.1: Mark of Shadow added.
V a.6.2: Fixed spell level numbering in Mark of Shadow.
V a.6.3: Fixed Changelog numbering for above numbering fix. Siiiigh. Also, swapped Darkvision for See Invisibility in Shadow 2.4 when it was pointed out that many races naturally have darkvision.
V a.6.4: CHANGELOG NUMBERING. Not Changeling.
V a.6.5: Reworded Siberys Healing.
V a.6.6: Request Granted! Aberrant Mark of Seduction added.
V a.6.7: Corrected spelling of "breath weapon"
V a.6.8: Specified how exactly you're supposed to roll for Aberrant marks. Apparently I left out the d6 -> d12 -> d20 progression!
V a.6.9: Added clarifying example, cleaned up a few "Dragonmark Attunement" vs. Dragonmark Manifestation" typos.
V a.7.1: Mark of Storm released! Also, we hit the character limit for the OP, so we've moved things into three posts.
V a.7.2: Hospitality revisions.
V a.8.1: Mark of Sentinel posted.
V a.8.2: Mark of Sentinel Least manifestations almost completely revised. Prior version left in post #16 for posterity/to remind us of our eternal shame.
V a.8.3: Massive changes to the system in general: There are no longer any feat prerequisites to gaining dragonmark manifestation slots. It only ever costs magic item attunement slots.
V a.8.4: More Sentinel revisions.
V a.9.0: Warding up.
V a.10.0: Scribing up.
V a.10.1: Clarifying edit to the section on gaining a dragonmark, specifying that if you have no dragonmark powers you can either not yet have had your mark appear, or you can have it appear but not know how to use it yet.
V a.10.2: Even more sentinel revisions.
V a.10.3: Various copypasta errors fixed.
V a.11.1: Detection up.
V a.11.2: Detection detected as being on holiday with the halflings down in post #7. Weyroc has been chastised and Detection moved into the proper location.
V a.12.1: Finding found.
V b.1.0: Handling done. That's the last of the 12 marks, meaning that we're now moving into beta. This includes: playtesting, writing introductions for each mark and proofreading. Please let us known when (not if) you find embarrassing spelling mistakes, missing words or bad grammar.
V b.1.1: Adjusted proficiencies on Handling. In retrospect, it was silly not to give everyone with the Handling mark proficiency in animal handling.
V b.1.2: Introduced first introductory sections, Medani and Vadalis.
V b.1.3: Altered Handling (swapping strength and con boosts around) and Detection (specified they learn which proficiencies) slightly to make their powers more economically viable.
V b.1.4: Revised Lesser Making 2.
V b.2.0: Removed 4s, 5s from all true dragonmarks due to those being boring and obnoxious to balance. Added universal dragonmark manifestations (including one which replaces the #5 options). In the future, we may include an expanded Dragonmark Initiate which adds the spells from the #4s as alternative options for your sla pick.
V b.2.1: Intros done through to Orien, rest are forthcoming.
V b.2.2: Added "Houses, Hirelings and Holdings" to the essays section.
V b.3.0: New Handling revision up, including new introduction.
V b.3.1: House Sivis introduction up.
V b.3.2: House Deneith introduction up. Also fixed the Wisdon typo in Sentinel Least 1.
V b.3.3: Deneith intro is no longer a pastebin link to the draft version. Thanks to Weyroc for catching that!
V b.3.4: Phiarlan/Thuranni intro up.
v. b.3.5: Lyrandar up.
v. b.3.6: Kundarak up.
v. b.3.7: Re-added Aberrant Mark general mechanics. because apparently I never ported those over from the old thread.
v. b.3.8: Tarkanan up. That's all the intros! Next, another editing pass.

Grek
2015-06-03, 05:32 PM
Detection
House Medani bears the Mark of Detection and concerns itself primarily with investigation and counterintelligence. Unlike most Houses, Medani has a strong tie with the Kingdom of Breland. Of the approximately 7500 marked members of House Medani, 1500 of them live in the home enclave at Wroat, 1000 in Sharn, while a further 2500 live in the rest of Breland. There are approximately 500 Medani in each of the other Five Nations, 300 each in Zilargo and the Reaches and roughly 400 scattered across the rest of Khorvaire. Although the Warning Guild is less starkly divided, enjoying strong popularity in the Five Nations, Zilargo and the Mhor Holds, most business comes through Sharn and there has been little success in the 'uncivilized' regions of Khorvaire. If a Siberys Heir of Detection exists they are almost certainly either dwelling at the Tower of Inquisition, or guarding the Mornlands from Arythawn Keep in Southern Thrane.

House Medani offers simple security and business consultations at Warning Guild guildhalls for a fee of 5 gold per consultation. This service includes one hour of questioning and advice from an expert on the consultation's topic and one portent from a Least Medani (often also the expert) applied toward the client's benefit. The locations of Medani enclaves are kept secret from the public and never host consultations.

For 25 gold per day, the Warning Guild can be contracted to solve a crime, search for plots, perform background checks or otherwise investigate on behalf of a client. This fee hires at least one inquisitive to work exclusively on the client's case, promises discretion about all inquiries and pays for any magical or nonmagical assistance required by the lead inquisitive on the case, including, if necessary, the Scrying Dreams of the Greater Medani. The discretion of the Warning Guild is limited by the letter and the spirit of the law: Inquisitives are required to report any crimes they uncover during their investigations to the proper authorities.

Finally, individual Marked Medani can be hired as bodyguards. This costs 30 gold per day for a Least Medani protector and a larger, highly negotiable amount for those with more powerful marks. Lesser Medani can generally only be afforded by the nobility, and Greater and Siberys Medani generally cannot be hired as bodyguards for gold at all - their services to the inquisitives are simply too valuable to risk.

House Medani is always willing to hire those with Least and Lesser the Mark of Detection in the Warning Guild at the standard fee. If you have a position of privilege in House Medani, whether from your background or through exemplary service, you can expect to be maintained in a wealthy lifestyle while in Breland or in a comfortable lifestyle in enclaves abroad. Regardless of background, if you have a Greater or Siberys Mark of Detection, House Medani will strongly encourage you to come join the Tower of Inquisition in Wroat, where you will be kept in aristocratic style and under guard against possible assassination.1. 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.
2. 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.
3. 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.1. 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.
2. 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.
3. 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.1. 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 rather than that indicated on page 159 of the DMG. 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.
2. 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 rather than that indicated on page 159 of the DMG. 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.
3. 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 rather than that indicated on page 159 of the DMG. 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.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.
FindingHouse Tharashk bears the Mark of Finding, making its heirs great hunters of beasts and objects alike. Though young, Tharask is a large and wide-spread House, extending from the Shadow Marches, to Droaam, to Q'Barra and beyond. Tharashk is divided into three clans: Thorrn, Velderan and Aashta, which approximately 3000 marked members each. Approximately 500 from each clan live in Zarash'ak, with a further 1000 each throughout the rest of the Shadow Marches. Droaam is second in popularity for Tharashk heirs, featuring around 900 heirs from each clan and a total of 450 Tharashk in the settlement of Graywall alone. The almost 1800 remaining marked Tharashk can be found all over the globe on prospecting expeditions, hunting trips and archeological finds. Nonmarked numbers are unusually high for a dragonmarked house, owing to Tharashk's full acceptance of their orcish kin and the occasional marriage into the house by other races.

House Tharashk engages in a wide variety of commercial ventures, including dragonshard prospecting, mineral prospecting, surveying, tracking, fishing, mining, game finding, bounty hunting, procuring mercenaries and labourers from Droaam and sponsoring archeological digs. Of these, Tarashk's trade deals with Droaam are the most profitable, with prospecting second and hunting a distant third.

Droaam's largely untapped mineral resources and monstrous reputation allows the Tharashk clans to serve as middlemen for the bulk trade agreements between the Daughters of Sora Kell and the Five Nations. In addition to the rich iron and coal deposits of the region, Droaam has the single largest deposits of byeshk metal in all of Khorvaire. Moreover, Droaam's native races often have great strength (ogres, gnolls and minotaurs), the ability to fly (harpies and gargoyles) or unusual magical abilities (medusae and hags), allowing House Tharashk to find them employment not only as mercenaries, but as labourers, couriers and even mages.

House Tharashk's prospecting work is mixed in profitability. While the Mark of Finding grants the house a massive edge in locating mineral deposits, and the Finder's guild has some of the most skilled prospectors of the modern age, House Tharashk has no particular affinity for extracting the wealth from the earth once it is located. Often, a seemingly promising mine is abandoned when skilled miners cannot be found to excavate in the untamed wilderness of Q'Barra or the Shadow Marshes. House Tharashk strongly prefers prospecting for Eberron Dragonshards over precious gems or metal ores, as their high value and tendency to form in areas of soft earth simplify mining operations significantly.

If House Tharashk's hunting and bounty hunting operations are among their least profitable, they are easily the most glamorous. Countless pulp novels feature bare-chested Tharashk inquisitives tracking escaped fugitives across the untamed wild, muscles glistening with sweat as they run down their criminal prey. Meanwhile, many noble huntsman simply wouldn't dream of going on a hunt without a team of beaters from the Finding Guild. While these paint an unrealistic picture of Tharashk's operations, there remains a grain of truth in the legendary inescapability of a Tharashk manhunter.1. 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.
2. You gain the ability to find and track creatures 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.
3. 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.1. 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.
2. 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.
3. 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.1. 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.
2. 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.
3. You can find planar Crossings to the Feywild (known as Thelanis by the Gnomes) and the Shadowfell (known as the Shadow Plane to most). 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 the Feywild as a shortcut allows the heir to travel at twice their normal speed, while using the Shadowfell allows manmade objects such as walls and towers, to be easily bypassed. Fey Crossings located through this ability never subject a creature to the Feywild's 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 planes.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.
HandlingHouse Vadalis bears the Mark of Handling, allowing the domestication of wild beasts and the creation of fantastic creatures. Of the Dragonmarked Houses, Vadalis is the smallest and one of the few based outside of the Five Nations. While the House Seat is located in Varna, only 500 of the estimated 6000 Marked Vadalis reside there at any given time. The sprawling Foalswood Ranch features both over 1000 Marked Vadalis and the most involved breeding and research programs. A further 3000 are found in enclaves dotted throughout the Eldeen Reaches and western Aundair. Most of the remaining 1500 heirs can be found scattered in small family units in any rural area of the Five Nations. All members of House Vadalis are officially banned from entering Valenar by the nation's senate. While no Siberys Mark of Handling currently exists, three sacred beasts do: a giant silver stag, a winged wolf and an invisible fish allegedly living in lake Gallifar.

While most Dragonmarked Houses at least pretend to obey the Korth Accords, House Vadalis flouts the agreement entirely, citing the Treaty of Thronehold as their justification. According to the Heirs of Handling, wild animals are not soldiers; magebreeding stables are not House Enclaves; and the Druidic Sects are not nobility. Accordingly, House Vadalis judges themselves free to raise as many magebred beasts as they see fit; to count only the human housing against their land limits and to intermarry freely with the Druids who rule below the Great Oalian. Although this is all, technically, within the letter of the law, the other Houses view this behavior as a brazen defiance of the spirit.

House Sivis takes the most offense to these practices, and is further offended by Vadalis's efforts to train messenger animals as mail carriers in regions where the Sivis speaking stones do not extend. House Orien is possibly Vadalis's only defender, and detractors are eager to point out that this is almost certainly due to the fact that the Handler's Guild provides the majority of Orien's horses. Given that Vadalis is the only source of magebred beasts and mundane domestication, the other houses have little recourse but to lean on the Kings and Queens of the Five Nations to deal more harshly with House Vadalis outside the Reaches.

Breeding a magebred beast requires the use of a magebred stable and a tamed breeding pair of the species of beast you wish to breed. Use the rules for attracting untrained hirelings (see Houses, Hirelings and Holdings for details) using the stable as a stronghold to determine how quickly you may rear magebred beasts. If you do not have a stable of your own, most House Vadalis stables will permit an heir with the appropriate manifestation to work a week in exchange for the use of a magebred beast. Magebred beasts may be promoted to skilled hirelings as normal, and may learn skills as indicated in the manifestation entry. While magebred beasts are generally not sold, they may be rented quite cheaply.1. 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.
2. 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.
3. 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.1. 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.
2. 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.
3. 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.1. 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.
2. 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.
3. 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.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.

Grek
2015-06-03, 05:33 PM
HealingHouse Jorasco bears the Mark of Healing and is known far and wide for their medical skill. During the Last War, Jorasco healers could be found on every front and working for every nation. Of the 12000 marked members of the House, nearly 500 can be found at Resthold in Vedykar with a further 3500 elsewhere in Karrnath. Breland hosts a further 3000 based out of Sharn, while Aundair features a contingent of 2500 marked heirs based out of Fairhaven. In Thrane, Jorasco's popularity is dampened by the Silver Flame's dubious view of for-profit healing, leading to a contingent of only 1500 heirs, mostly in and around Flamekeep. In the Five Nations, most modern Jorasco hospitals were originally field hospitals of the Last War and now stand within sight of national borders. Jorasco has moved away from their nomadic origins and maintains only a small, but politically significant healing house in Gatherhold, featuring 250 marked members operating an "ambulant hospital" which rides healers out to tribes with sick or wounded. The remaining 750 or so heirs are scattered throughout hospitals and clinics on the frontiers of Khorvaire and beyond, with representatives in Pylas Talaer in Aerenal and Stormreach in Xen'drik.

The majority of Jorasco's income comes from the creation of medicine and the treatment of war veterans. If Least Jorasco were to work as quickly and efficiently as possible, they could collectively contribute 50000 healing potions, 4000 antitoxin vials and 5 million man-days worth of anti-disease tinctures to the economy each month. The Lesser Jorasco can cure just under 15000 cases of blindness and deafness each month, while the Greater Jorasco can restore the lost limbs to a thousand crippled soldiers in the same period. The Healer's Guild contributes still more to these totals, and yet disease is still a reality for all of Khorvaire. Jorasco must pay rents under the Korth Accords, buy herbs in mass for their medicines and hire nurses and orderlies to tend to their patients. There is simply not enough money to help everyone if the House wishes to survive.

As a result, Jorasco has a perhaps unfair reputation as being extremely mercenary in their services. No heir may offer free healing, even to another member of the House, on pain of excoriation. A potion of healing costs 50 gold, whether sold to a man in health or a man dying at your feet. If they cannot pay, they cannot be healed. To do otherwise undermines Jorasco and all future generations. Only three common exceptions to this rule exist: First, a Jorasco heir and a Ghallanda heir may trade healing for housing without the exchange of gold, so long as the total worth is maintained. Secondly, House Jorasco is willing to offer loans with which to buy healing, payable with interest once the patient is healthy. Finally, if an heir is given the choice between their life and their oath, they may heal their captor so long as the House is later informed and the debt is later paid in blood.

1. 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.
2. 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.
3. 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.1. 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.
2. 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.
3. 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.1. 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.
2. 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.
3. 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.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.
HospitalityHouse Ghallanda bears the Mark of Hospitality and operates the Hosteler's Guild. Food, drink, lodging and even gambling fall under their purview. As a result, at least one room is set aside in Ghallanda-liscensed lodging as House Enclave where heirs may shelter at no cost. The Hosteler's Guild does its best to maintain at least one such room per five thousand people in each settlement they have access to, with the number of non-enclave rooms varying based on actual demand for lodgings.

Of the approximately 12000 marked members of the house, a third maintain this semi-nomadic lifestyle of traveling from inn to inn, using their mark as thanks. Of the remaining 6000, approximately 500 dwell at the House Seat in Gatherhold, 1000 are 'true' nomads living among the Talenta Tribes or following the Wandering Inn. In the Five Nations, Breland features 1300 Ghallanda of fixed residence; Aundair 900, Karrnath 800, and Thrane 700. Both Zilargo and the Mror Holds have 500 marked Ghallanda, while Darguun, Droaam and the Eldeen Reaches host around 300 each. Q'Barra, Valenar and the Shadow Marches feature around 150 heirs each, as do the combined Lhazaar Principalities. Pylas Talaear hosts 100, while 300 live in Stormreach.

The Hosteler's Guild prides itself on maintaining a uniform standard of quality across all bonded businesses. A Golden Dragon Inn in Fairhaven is supposed to be indistinguishable from one in Dreadhold or Thaliost. Everything from the taste of food to the size of the beds to the shape of the building is held to be as uniform as possible, so that it is impossible to tell which Inn one is in. Where possible, even the waiters are selected to look approximately alike. This practice, combined with the fact that the some of the Greater Ghallanda have access to extradimensional residences, has led to persistent (but seemingly false) rumours that all Golden Dragon Inns are in fact the same Inn, magically connected through the Mark of Hospitality.

Due to shrewd bargaining during the signing of the Korth Accords, customers at House Ghallanda enclaves may not be unwillingly removed for any reason, even by officers of the law. Until they cease to pay or are refused further service by House Ghallanda, the law can no more arrest a paying customer than they can a foreign diplomat. This is somewhat less useful to fugitives than it initially seems: nothing prevents the Sharn Watch from having an officer rent the room next to the Sharn Enclave, ready to arrest the criminal as soon as they step out of their room. More common is an accused suspect hiding from the law this way while a hired inquisitive (or lawyer) to find (or fabricate) proof of their innocence.

Ghallanda Enclaves are host to more than just members of the House itself. Deneith Marshals, Sivis Senders, Shadow Network members, the Entertainer's Guild and Jorasco Healers all find themselves welcome to offer protection, entertainment, Speaking Stone sendings and healing to the patrons of Ghallanda in exchange for hospitality.1. Your presence makes even substandard accomodations more enjoyable. You become proficient in cook's and brewer's tools. 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 may choose to have any stronghold you manage (as an owner or a paid supervisor) attract 50% more unskilled hirelings than normal.
2. 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.
3. Once a day you may fill empty pitchers or other containers as you had an Alchemy Jug (DMG pg. 150).1. 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.
2. 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.
3. 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.1. 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.
2. 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.
3. 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.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.
MakingHouse Cannith bears the Mark of Making and concerns itself with all manner of industry, both magical and mundane. Although Cannith runs the Fabricator's Guild, which certifies artisans and craftspeople, most marked heirs find themselves diverted to the Tinker's Guild, where almost all Cannith with any magical affinity are taught to cast the Mending cantrip. The 8000 marked members of House Cannith are currently divided into three factions:

Cannith East has 900 in Korth and 1900 throughout the rest of Karrnath. Cannith East also maintains 50 members at Gatherhold, 150 at Krona Peak, 100 in Q'barra and 100 across the Lhazaar Principalities. Cannith East makes the majority of its profits by supplying the war-torn Karrnath economy and by running the Rekkenmark Academy. Cannith East hopes to repeat the House's success with creating sentient constructs by creating a race of sentient undead servitors alongside Karranthi necromancers. Members of this faction tend toward manifestations of magical creation and host the Fabricator's Guild international headquarters.

Cannith West has 800 at their headquarters in Fairhaven, and a further 1700 in Aundair, the majority of which spend at least one season a year studying magical locations in the Eldeen Reaches under the careful scrutiny of the Wardens of the Wood. Cannith West also maintains a 300 member mission in Cannith East-dominated Korth, where the Twelve hold their regular meetings. Cannith West is currently focused on public relations and outreach, trying to repair the damage done by the Mourning to Cannith's good name. The majority of Cannith with powers useful for architecture and enchantment join this faction.

Cannith South has 250 members at its Sharn headquarters, with a further 1100 across Breland, 300 in Zilargo, 200 in Darguun and 150 in Stormreach. Cannith South hopes to restore the House to its former glory through a dual plan of continued experimentation into living constructs and the creation of a new Creation Forge outside of the jurisdiction of the Treaty of Thronehold. Rumours hint that Cannith South's leadership hopes to recover the Whitehearth Creation Forge from the Mournlands and repair it on Xen'drix. The majority of Lesser and Greater Cannith with abilities tuned toward construct making join this faction.

The Mark of Making is most profitably employed to provide raw materials which are then refined by hand. While a suitably attuned Least Cannith can directly conjure 50 feet of fine steel chain and sell that for 25 gold, a more canny heir would conjure up the same value in raw iron ore, then hire a team to smelt that into ingots, a team to pull the ingots into wire and a team to turn the wire into chain, more than doubling their total profit in the long run. This very process sparked the creation of the original Fabricator's guild when it was realized that the concept of standardized, vertically-integrated assembly line production could be applied to all industries rather than to just the processing of magically created ore. This process has since become the standard across all industries.1. 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.
2. 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.
3. 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.1. 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.
2. 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.
3. 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.1. 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.
2. 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.
3. 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.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.

Grek
2015-06-03, 05:34 PM
PassageHouse Orien bears the Mark of Passage and maintains both the Courier and Transportation Guilds. Orien's heirs are well-traveled and widely spread, rivaling Houses Tharashk and Ghallanda in those regards. Of the 8000 or so marked heirs, only 900 make permanent residence. 300 of these heirs reside at the House Seat of Journey's Home in Passage, while a further 400 are distributed across the various royal and noble courts of the four surviving Galifarian nations. A sizable majority of the House, some 5500 in total, live and work on the Transportation guild caravans directly, either as drivers, mail carriers or vanguards. A further 1100 work for the Lightning Rail service directly, while the remaining 500 are employed as land, sea and even air couriers specializing in deliveries to areas outside the road and rail networks. As Orien caravans tend to stick to fixed routes, most of Orien caravaneers and Rail-workers tend to remain within a single geographical region, even if they change cities each night.

Rail and caravan prices are extremely reasonable, provided one is willing to go where house Orien is already headed. Four major "hub" caravans exist at present: the Circumgalifar (linking the Reaches to the Five Nations), the Wroat-Zolanberg (from south Breland across Zilargo), the Vedykar-Vulyar (linking the Krona Rail to the Gatherhold-Rekkenmark line) and the Greywall Gallop (carrying Tharashk goods out of Droaam). Each has at least one stop at a Lightning Rail, from which a traveler can usually make a direct transfer to the hub caravan headed toward their final destination. Typical fees include 3cp per mile for passengers, or 1cp per pound per mile for post and parcels, with prices at least doubling for destinations outside the conventional route. Some (but not all) caravans are willing to allow armed adventurers ride for free, in exchange for their services in detering bandits. Typical speeds are 120 miles per day on caravans, or twice that on the Lightning Rail.

The major exception is the Vedykar-Vulyar in Karrnath. With the loss of the White Arch bridge during the Last War and the Cyre Hub during the Mourning, Karrnath's rail lines remain entirely severed from the rest of the Five Nations. While Orien has established a ferry between Thaliost and Rekkenmark, volume is severely limited along this route. Political tensions in Aundair over Thaliost's status have prevented the bridge from being repaired, while the presence of the Mournlands renders the Cyre lines unusable to passengers. Rumours persist of unmanned Orien cargo shipments passing through unharmed, but these have never been substantiated. The fact that these routes remain closed seems to indicate a lack of a (Orien loyal) Siberys Heir of Passage.

More exotic services offered include horse courier (25cp and one hour per 10 miles), marked courier (30gp and one day per 200 miles), air courier (50gp and one day per 200 miles; no extra fee for cross mountain or cross sea shipments) and teleportation courier (50gp per person or square foot of parcels, instant to select locations).1. 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.
2. 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.
3. 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.1. 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.)
2. If you use the Dash or Disengage action, you can fly that round in addition to going faster or not provoking reaction attacks.
3. 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.1. 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.
2. 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.
3. 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.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.
ScribingHouse Sivis bears the Mark of Scribing and has been instrumental over its nearly three thousand year history in establishing the culture and customs of the Dragonmarked Houses today. All Heirs of Sivis are gnomes, and thus the majority live in Zilargo. Of the nearly 10000 marked members of House Sivis, only around 3500 have permanent residence outside of the gnomish homeland, primarily working as Speaking Stone operators at Message Stations, or as diplomats and mediators for the Speaker's Guild. The largest Sivis enclave and current residence of the house matriarch (alongside approximately 2500 other House Sivis members) is Korranberg, home of the internationally famous Library of Korranberg. Other major enclaves include Trolanport (1300), Zolanberg (1000), Oskilor (900) and Thurimbar (800). The two guilds under Sivis control, the Speakers and Notaries, are far less centralized in Zilargo, with the diplomatic missions of Speaker's Guild seeing somewhat higher penetration into the more wild regions of Droaam, Talenta, Darguun and the Shadow Marches.

Historically, the primary work of House Sivis has not been communication, but innovation. One of the earliest Dragonmarked Items was the an enchanted stamp designed to provide an indelible and unfalsifiable signature for its user. Banking, quite literally, on the success of the Arcane Mark, Sivis established itself early in its history as a trusted resource in the fields of law and finance. Later, Sivis would study the nature of the Dragonmarks themselves and fund the expeditions which would discover Houses Kundarak and Tharashk, the former allowing Sivis to insert itself as a vital partner the modern banking system and the latter giving Sivis enough sway in Droaam and the Shadow Marches to extend their communication networks to the westernmost coast of Khorvaire.

Today, the public face of House Sivis is the Speaking Stone network, but in the gnomish view this is a rather recent development. Invented by Tasker Torralyn d'Sivis in 783 YK, the days of the first Speaking Stone networks are still in living memory for the longer lived races on Khorvaire. Fundamentally, a Speaking Stone functions not unlike a Sending Stone - Torralyn's primary innovation was to link each stone, not to a single other stone, but to every other of its kind. Although each Sending Stone weighs 30 pounds and requires the attunement of the Mark of Scribing, the increased flexibility made connecting the entire continent feasible at last.

The innovations of House Sivis continue into the modern era, with the 811 invention of the Lightning Rail in cooperation with Houses Cannith and Orien, followed in 990 by the invention of the Elemental Galleon alongside Cannith and Lyrandar. Although Sivis is viewed as something of a silent partner in both discoveries, having largely turned over the administration of these inventions to the other Houses involved, it is certain that without the diplomatic skill and visionary insights of the Gnomes of Sivis that neither project would have come to fruition. The next great ambition of House Sivis is the secretive Tasker's Dream: to decode the Draconic Prophesy.1. 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.
2. Your dragonmark makes you remarkably adept at getting your meaning across. While speaking or writing, you may choose to be understood. Any 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. Such messages use a tenth as many words as an equivalent translation in Common would require.
3. 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.1. 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.
2. 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.
3. You gain the ability to enter into a trance which allows you to take remote dictation. As an action, choose one location within 3 miles 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.1. 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 and fey creatures 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.
2. 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.
3. 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.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.
SentinelHouse Deneith bears the Mark of Sentinel and is one of the premier military organizations in Khorvaire. For much of the House's history, Deneith has been involved with wars of conquest, including the campaigns of Karrn the Conqueror and ultimately culminating in the unification of Khorvaire under Galifar I. After the unification, House Deneith was transformed from a conquering army to a peacekeeping force, a transformation which continues into the present day.

House Deneith's military and paramilitary obligations are strictly laid out under the Treaty of Thronehold. 75% of Deneith forces are required under treaty to be put toward maintaining international peace and security, and the remaining 25% are to engage in no activity which threatens international peace or violates international law, even when ordered to do so by their employers. In accordance with these requirements, House Deneith's military operations are divided up into 24 brigades, each of which is assigned 500 marked heirs and 3000 to 5000 non-marked soldiers.

Legally, these brigades are organized into three guilds: the Blademark, Defenders and Sentinel Marshals. In practice, only the Blademark actually recruits new members and, unlike the other dragonmarked guilds, only in two year terms of service. During this time new recruits are trained and indoctrinated in proper military procedure and the professional neutrality on which House Deneith prides itself. The Blademark serves as a general mercenary group, fighting as ordered to the best of their ability and as permitted by law.

After their two year term is completed, a Blademark veteran is eligible to join the Sentinel Marshals, or, should they be of the Deneith bloodline, the Defender's Guild. Defender and Marshal brigades are more loosely organized and are specialized respectively in the protection of important dignitaries and in the apprehension of criminals.

Aundair, Thrane, Karrnath and Breland are each entitled an indefinite contract for two Blademark Brigades, one Defender Brigade and one Sentinel Marshal Brigade under the command of their respective rulers. The Mournlands and the Isle of Thronehold each have one Defender Brigade assigned to keep intruders out and, in the case of the Mournlands, to keep any dangerous creatures in. The Sentinel Marshal Expeditionary Brigade is tasked with mercenary bounty collection, while the five Blademark Reserve Brigades serve both as a reserve to replace losses in Thronehold-mandated units and as the major mercenary arm of House Deneith.

The Blademark hires out soldiers on a monthly per-company basis, with the standard non-transferable one month contract for a 250 man blademark company costing 15000 gold. Assuming a valid warrant is presented, the Sentinel Marshals (including the Expeditionary) hires out individual marshals for a flat fee of 500 gold per week. Hiring Deneith Defender requires either royal consent or special dispensation from the Baron d'Deneith. This costs upwards of 150 gold per month for an unmarked Defender, or over a thousand for a Least Deneith Defender. All fees are payable in advance or on contingency, provided a certified bounty has been posted by a third party.1. You become proficient in Wisdom (Perception) checks and all types of armour. You may choose to have any stronghold you manage (as an owner or supervisor) can support 50% more skilled hirelings than normal. If you make use of this option, all hirelings associated with that stronghold gain advantage on all Wisdom (Perception) checks and proficiency in one type of armour of your choice.
2. 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.
3. 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.1. 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.
2. 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 well-being. Sentinel Wardens have been known to occasionally use cursed rings in order to keep track of prisoners.
3. 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.1. 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.
2. 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.
3. 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.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.

Grek
2015-06-03, 05:35 PM
ShadowHouse Phiarlan is the oldest Dragonmarked House, originating in Aerenal alongside the House of Vol. Prior to the Last War, Phiarlan was the largest House currently in existence, with over 20000 marked members at their peak. The decline of the House was swift in the last century, starting with the destruction of the Paelion family and the defection of the Thuranni during the Shadow Schism, followed by heavy losses during the Day of Mourning. Today, there are only 10000 surviving Phiarlans and less than 5000 loyal Thuranni alive today. Today, the Five Demesnes of House Phiarlan host the majority of their surviving members:

Politicians, poets, authors and playwrights all study in the Demesne of Memory at Fairhaven, where House Phiarlan teaches the written and spoken word. Nearly 1200 marked Phiarlan are also in attendance. The local sect of Serpentine Table works somewhat regularly with the Royal Eyes of Aundair in investigations, both groups sharing a appreciation for the usefulness of divinations. Although illegal, members of the House do on occasion make use of the Suggestion abilities of the Lesser Mark of Shadow in Fairhaven. Phiarlan leaves any such criminal foolish enough to be caught to their punishment.

Second only to Shadow in popularity, the Demesne of Music is found in Flamekeep, Thrane, near the Entertainers and Artisans Guild International Headquarters. Admission is extremely limited and requires either proficiency in three relevant skills, or a Lesser Mark of Shadow. Phiarlan's heirloom performances, including thousands of arcane compositions, are kept in storage here when not entrusted to a performer. Currently, 1700 students at this Demense bear the Mark of Shadow.

The Demesnes of Motion and Shadow are both found in Breland, with the former teaching dance and acrobatics in Wroat while the latter teaches illusion and deception in Sharn. Shadow is more popular by far, with 2000 marked heirs to Motion's 1300 and only slightly more even numbers in the unmarked enrollment. The Shadow Initiate program teaches disguise illusions, both to members of the Serpentine Table and to the escorts at Demesne of Motion.

The original Demesne of Shape was located in Metrol, Cyre, but was destroyed on the Day of Mourning alongside the the leadership of the House at the time. Subsequently, two new Demesnes of Shape have been established: one in Thaliost, Thrane, by House Phiarlan and a second in Atur, Karrnath by House Thuranni. Traditionally House Thuranni has been far more talented in the arts of craft and design, and so it is no surprise that House Thuranni's Demesne of True Shapers hosts over 3300 heirs compared to the scant 1000 at the New Demesne of Shape. Unlike House Phairlan, the Thuranni Shadow Network is not separate from the Demesne of True Shapers - all who attend are taught espionage and architecture equally.

The remaining 2800 Phiarlan and 1700 Thuranni operate from no fixed address, and often at odds. Phiarlan prefers to work within the law, while Thuranni is not above breaking it. See "The Espionage Clusterfarce" for further details.1. 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.
2. 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.
3. 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.1. 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.
2. 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.
3. 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.1. 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.
2. 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.
3. 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.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.
StormHouse Lyrandar bears the Mark of Storm and runs the Windwright and Raincallers Guilds. The name Lyrandar is elven for "Children of Lyran", and many of the House today believe that their founders - Lyran and Selavash - watch over their heirs even today. There may be some truth to this claim, as a perfect storm of circumstances (elven lifespan, safe work, high fertility, few losses during the Last War, and strong public support) has made the House one of the largest at over 14000 living members.

Much like Houses Orien and Ghallanda, Lyrandar is spread widely across Khorvaire. Port Enclaves are maintained at Flamekeep, Thaliost, Rekkenmark, Sharn, Trolanport, Korranberg, Zarash'ak, Newthrone, Varna and Regalport, with nearly 8000 marked Lyrandar residing either at one of these ports or onboard a ship. Stormhome, the House Seat, is also a port, but maintains a permanent residence of 2000 heirs at any given time. Likewise, Lyrandar's illegal holdings in Taer Valaestas host a further 1200 heirs and the House's largest temples to Arawai and Kol Korran. The remaining 2800 marked heirs reside either at the Raincaller's Guild Staging Enclaves (found in Wroat, Korth, Zolanberg, Athandra and Vedykar) or wandering the world as their wanderlust takes them.

Unlike many other marks, there is a strong degree of vertical integration found in the Mark of Storm. The ability to swiftly glide while falling is significantly enhanced by the ability to fly at will, and those granted an affinity for ships see their abilities shine ever brighter aboard an Elemental Vessel. Likewise, while there are over 4000 Least Lyrandar capable of manipulating winds, their abilities only truly shine when combined with the Lesser and Greater Lyrandar capable of lifting clouds and shaping weather fronts. When combined with a Siberys Mark of Storm (of which currently three exist: one at permanent residence in Stormhold, one abroad and one excoriate) the Windwrights can extend their reach worldwide.

Lyrandar's trade winds all begin in the air above Stormhold, where a circle of around 30-40 specially chosen Lesser Lyrandar (selected for a combination of wind manipulation and personal levitation manifestations, the number depends on availability) surround the Siberys Heir and pry the hurricane force winds surrounding her out of their spiral path. These winds are sent hurling in brief gusts across the continent, with coloured smoke added as a signal to other Windwrights further along the route. Such a gust might travel from Stormhold to sails in Kraken Bay within six hours, then be angled (and slowed, as to spare said sails from being damaged by a 200 mile per hour gale) by the local office.

The lack of infrastructure investment required for this process, combined with Lyrandar and Orien's direct competition, have made relations between the two houses very strained in the postwar era. Although not as aggressive as the Deneith-Tharashk disputes nor as deadly as the Phiarlan-Thuranni Schism, many among the Twelve predict conflict between the two Houses is inevitable if House Orien cannot find some new way to compete. 1. 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.
2. 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.
3. 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.1. 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.
2. 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.
3. 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.1. 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.
2. 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.
3. 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.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.
WardingHouse Kundarak bears the Mark of Warding and is the only Dwarven Dragonmarked House. While House Kundarak is today synonymous with the banking industry, the House has traditionally been more focused on warding and defense, owing to its descent from the defenders of the Korunda Gate against the exiled Dwarven Clans. Owing to this ancient heritage, the House's enclaves have traditionally been built such that their entrances and interiors are protected by the defensive aura of the Vaults created using the Greater Mark of Warding just as the Korunda Gate itself was protected. As there are currently 27 Greater Kundarak who are able to create Vaults, there are currently 27 major Kundarak Enclaves. They are located in Cliffscrape, Delethorn, Fairhaven, Flamekeep, Frostmantle, Gatherhold, Greywall, Irontown, Krona Peak, Korunda Gate, Korranberg, Korth, Newthrone, Passage, Regalport, Rhukaan Draal, Sharn, Sigilstar, Skairn, Stormhaven, Stormhome, Taer Valaestas, Tantamar, Thaliost, Trolanport, Wroat and Zarash'ak.

Presently, each of the Vault Enclaves hosts around 300 heirs, with the Korunda Gate Enclave having an exceptional 1000 heirs and the Krona Peak branch hosting around 500. Greater Heirs (and all others, to a lesser extent) are shuffled around from branch to branch as new heirs are discovered or pass away. When one of the Greater Heirs passes, it is expected that either the Cliffscrape or Delethorn branch will be demoted to subsidiary branch to maintain full services elsewhere. Should a new heir be discovered, it is expected that House Kundarak will submit proposals for a new Enclave to established in the Great Crag or in Greenheart, should the local governments finally assent to House Kundarak's presence.

While nowhere near all of House Kundarak's 9000 marked heirs actually work for the Banking Guild directly, the public perception is that all members of House Kundarak live and breathe finance, that they literally live inside the bank itself and that each is, individually, a wealthy banker with vast personal wealth. In truth, the average Kundarak heir lives alongside his or her family in an underground complex accessible through discreet and guarded stairwells inside the Enclave and opposite from the entrance to the bank. Typically, they are located in the same building, with the Bank on one side and the entrance to the underground housing complex located discretely on the other.

In the average Kundarak Branch, roughly a tenth of the heirs work with the Banking Guild directly, either maintaining the Vaults, maintaining the supplementary wards around the Vaults, adding or removing coins on behalf of the tellers, or working as accountants. A quarter will go (under guard) to and from the subsidiary branches of the Banking Guild in order to pick up deposits and conduct inspections. Where possible, this is done via Lightning Rail, but in areas where the Rails do not run, Kundarak brings along a company of Iron Gate defenders to guard the shipments (often including one who can call cages from the Iron Vaults). The remainder of the marked heirs work for the Golden Door, House Kundarak's security specialists. 1. 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.
2. 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.
3. 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.1. 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 cannot be used to add objects to a Vault created by an heir who no longer lives.
2. 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.
3. 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.1. 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.
2. 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.
3. 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. he 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.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.

Grek
2015-06-03, 05:37 PM
Aberrant MarksHouse Tarkanan is a criminal syndicate founded for the benefit of those who bear an Aberrant or Mixed Dragonark. The only predictable features of aberrant manifestations are that the children of mixed houses will always bear a mixed mark and that the aberrant mark itself manifests more commonly in the region around the bearer of a Khyber Mark. By bringing all of the mixed mark heirs and the elusive Son of Khyber together in a single city, Thora Tavin was able to reestablish House Tarkanan in the city of Sharn.

With a population in the millions and an Heir of Khyber influencing much of the population of Sharn, around 4 new aberrant marks manifest each day in the City of Towers. Presently, House Tarkanan has approximately 4700 members with aberrant marks and 300 with mixed marks, the majority of which still live in and around Sharn. It is unknown how many aberrant marks truly exist in the larger world, as less than a third of those who manifest outside of Sharn can be contacted by House Tarkanan before being discovered by agents of the Twelve, injured by the unpredictable nature of their powers or otherwise killed unexpectedly. In Sharn itself the odds are much better, with nearly half of all those manifesting in Sharn being inducted without their identity being discovered. Once a new Tarkanan Heir is discovered, they are trained extensively, both in criminal enterprises and in the control of their mark's powers. Heirs are repeatedly instructed not to reach for powers they cannot safely wield and to always test new manifestations in the safety of Tarkanan's secured guildhalls, with someone on hand to help if anything goes wrong.

Membership in House Tarkanan is illegal and strongly persecuted by agents of both the Twelve and of King Boranel. Coupled with the often destructive nature of aberrant manifestations, the majority of House Tarkanan's heirs are employed in criminal occupations. Theft, manslaughter and assassination are the three most common and profitable services offered by the House. Theft of a specific item will generally costs 30 gold or 10% of the item's value (whichever is greater) with the expectation that the heir sent will be allowed a share of any other valuables present and easily taken. Manslaughter costs around 50 gold and will involve one heir and a small gang of unmarked thugs being sent to kill the target as soon as is feasible, followed by a second if the first is slain, or a refund of 25 gold if the target is determined to be too dangerous to practically attack. Assassinations are more subtle and more likely to work, but take longer and cost much more - often in the range of 25 gold a day for up to two weeks before a chance presents itself. House Tarkanan does not accept contracts of any sort on major criminal or governmental organizations inside Sharn itself or murder contracts against targets likely to survive an attempt and retaliate against the House as a whole.The Aberrant Dragonmark comes in a variety of forms, and 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 Dlots, 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 below 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 immediately after casting.

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.Variants on the Aberrant Mark1. A shiver runs down your spine. Roll again twice.
2. Inflict Wounds
3. Arms of Hadar
4. Hold Person
5. Jump
6. Hex
7. 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.
8. Fear
9. Fireball
10. Spirit Guardians
11. Evard's Black Tentacles
12. Dominate Beast
13. Fire Shield. Roll again once.
14. Immolation (EEEC 19)
15. Seeming
16. Telekinesis
17. Chain Lightning
18. Reverse Gravity
19. You may regain one expended Hit Dice as an action. Roll again once. This counts as an 8th level spell.
20. You may gain your level in temporary hit points as an action. Roll again once. This counts as a 9th level spell.1. Your mark whispers horrible things to you. Roll again twice.
2. Chromatic Orb
3. Thunderwave
4. Crown of Madness
5. Shield of Faith
6. Tasha's Hideous Laughter
7. 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.
8. Hunger of Hadar
9. Hypnotic Pattern
10. Bestow Curse
11. Confusion
12. Compulsion
13. Phantasmal Killer. Roll again once.
14. Geas
15. Rary's Telepathic Bond
16. Modify Memory
17. Mass Suggestion
18. Mirage Arcane
19. You may regain one expended Hit Dice as an action. Roll again once. This counts as an 8th level spell.
20. You may gain your level in temporary hit points as an action. Roll again once. This counts as a 9th level spell.1. You mark feels inflamed with sickness. Roll again twice.
2. Ray of Sickness
3. Hex
4. Blindness/deafness
5. Detect Poison/disease
6. Sleep
7. 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.
8. Stinking Cloud
9. Bestow Curse
11. Vitriolic Sphere (EEEC 23)
12. Blight
13. Giant Insect
14. Contagion
15. Insect Plague
16. Cloudkill
17. Create Undead
18. Finger of Death
19. You regain one expended Hit Dice. Roll again once. This counts as an 8th level spell.
20. You gain your level in temporary hit points. Roll again once. This counts as a 9th level spell.1. A chill runs through your mark. Roll again twice.
2. Ice Knife
3. Armor of Agathys
4. Hold person
5. Mage Armor
6. Fog Cloud
7. 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.
8. Sleet Storm
9. Tidal Wave (EEEC 23)
10. Slow
11. Ice Storm
12. Control Water
13. Watery Sphere + Roll again Twice (EEEC 23)
14. Cone of Cold
15. Maelstrom (EEEC 20)
16. Otiluke's Freezing Sphere
17. Investiture of Ice (EEEC 19)
18. Whirlwind (EEEC 24)
19. You regain one expended Hit Dice. Roll again once. This counts as an 8th level spell.
20. You gain your level in temporary hit points. Roll again once. This counts as a 9th level spell.1. Your mark tingles pleasantly with evil. Roll again twice.
2. Charm Person
3. Command
4. Suggestion
5. Hellish Rebuke
6. Hex
7. 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.
8. Hypnotic Pattern
9. Major Image
10. Vampiric Touch
11. Compulsion
12. Locate Creature
13. Evard's Black Tentacles + Roll again once.
14. Dominate Person
15. Geas
16. Modify Memory
17. Mass Suggestion
18. Etherealness
19. You regain one expended Hit Dice. Roll again once. This counts as an 8th level spell.
20. 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.1. Your skin flakes away as ashes near your mark, then heals. Roll again twice.
2. Burning Hands
3. Cure Wounds
4. Flame Blade
5. Hellish Rebuke
6. Absorb Elements (EEEC 15)
7. 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.
8. Melf's Minute Meteors (EEEC 20)
9. Revivify
10. Flame Arrows
11. Fire Shield
12. Death Ward
13. Wall of Fire + Roll again once.
14. Mass Cure Wounds
15. Greater Restoration
16. Immolation (EEEC 19)
17. Investiture of Flame (EEEC 19)
18. Regenerate
19. You regain one expended Hit Dice. Roll again once. This counts as an 8th level spell.
20. You gain your level in temporary hit points. Roll again once. This counts as a 9th level spell.The Khyber MarkYour 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. With DM permission, you can also build your own aberrant mark with whatever random assortment of spells you like. Fill out the bolded portions on the following template and present it to your DM for final approval. Parts you shouldn't alter are listed in italics.1. Your mark pulsates unpleasantly in some fashion. Pick out appropriate flavour text. Roll again twice.
2. 1st level spell
3. 1st level spell
4. 2nd level spell
5. 1st level spell
6. 1st level spell
7. 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.
8. 3rd level spell
9. 3rd level spell
10. 3rd level spell
11. 4th level spell
12. 4th level spell
13. 4th level spell + Roll again once.
14. 5th level spell
15. 5th level spell
16. 5th level spell
17. 6th level spell
18. 7th level spell
19. You regain one expended Hit Dice. Roll again once. This counts as an 8th level spell.
20. You gain your level in temporary hit points. Roll again once. This counts as a 9th level spell.
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.

Unversal 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 artificial induced universal manifestations in their finest soldiers, giving them draconic weapons or a special affinity in destroying aberrant dragonmarks.

1. 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.
2. 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.
3. 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.
1. 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.
2. 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.
3. 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 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.
1. 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.
2. 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.
3. 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.We decided that certain niches that were filled by magic items couldn't be filled by the current design of the Dragonmarks, and decided to instead look into uses and references from previous editions for ideas. Thanks to books like Dragonmarked, we learned that there were actually mark-agnostic ways to learn to use your mark, including some interesting ones involving fighting dragons. Because of this, we decided to include another category of marks, known as the universals. Anyone can attune to these, but they lack the flash or synergy of some of the house-specific manifestations.

Grek
2015-06-03, 05:38 PM
Assorted Essays:

Eberron's population is a subject of a lot of controversy. Some fans claim that toward the end of Eberron's production, all distances and times in the setting were increased by an order of magnitude in order to make the setting seem more "epic". These fans go on to suggest that either the population needs to be increased to match, or the size of everything needs to be shrunk to a tenth of what it is. Others reject this theory and take the the numbers printed in the book as canon for the setting. As the writers, we considered this while writing and ultimately decided not to take a firm stance on the issue.

Fortunately for us, the populations of marked individuals are almost entirely unaffected by the size of Eberron's population. Each Mark sprung up among several families and grew from there. They were not distributed evenly through the population and are not found in every descendant of a marked couple. We chose ten thousand as the average number of heirs per mark because it seemed to be a happy medium: large enough allow for a house's sub-factions to be significant on a national scale and for there to be a few dozen manifestations of each Greater Mark, but small enough that Dragonmarked Heirs are a minority population even with the smallest suggested population numbers.

If you decide to increase Eberron's population, we suggest multiplying the size of each guild by ten, but leaving the number of marked heirs alone. In that case each heir holds more political sway (in absolute terms) but can't leverage the increased density of marks in a way that would disrupt the setting. Many Houses, particularly Cannith, Orien, Sivis and Lyrandar, would operate in a fundamentally different way if they had access to ten times as many heirs at each level of strength, and often in a way that is undesirable for the goal of having interesting adventures in the world. For a "realistic" population, we feel that a small number of influential nobles is better for the setting than a large number of magically potent world-warpers.TBA
As you may have noticed, some of the Dragonmark rules interact with hirelings and strongholds. While strongholds get some coverage in the DMG, hirelings get a price per day listing in the PHB and little to no guidance beyond that. This is a problem.

Suppose the party is going to fight a group of bandits. One of the players asks to recruit some hirelings to help fight them. They have 50 gold leftover from the last time loot was divided up, and now they want to hire 25 mercenaries for the battle. Suddenly there are an extra 25 NPC turns being taken each round of the fight, with 25 attacks and 25 movements needing to be resolved. Combats drag on and the players start wondering why they were needed in the first place, when the person sending them to defeat the bandits could have hired these mercenaries directly and skipped the middleman. Some DMs take this line of reasoning to the conclusion that players simply shouldn't be allowed to recruit mercenaries.

On the other hand: hirelings clearly exist in the setting, and it will often make perfect sense for a character to want to hire someone else to do some work on their behalf, whether that comes in the form of hiring a smith to forge you a sword or recruiting a mercenary to wield it on your behalf. Refusing to allow players access to the same economy that the NPCs interact with makes the DM seem tyrannical and the world scripted or gamey. This is true even if the players understand why they're not being allowed to recruit hirelings. Balancing these competing desires can be difficult, but we hope to present a solution here.

Our fix is to associate hirelings with strongholds: If you control a stronghold and regularly pay its maintenance costs, it attracts one untrained hireling for every 500 gold the stronghold originally cost to construct. You don't need to do anything in particular to recruit these hirelings. They represent ordinary, unskilled workers showing up at your stronghold and asking for work. You can fill out your entire allotment of untrained hirelings in one month, regardless of how large your stronghold is, as larger strongholds draw people in faster. These untrained hirelings may be upgraded to skilled hirelings over the course of 250 days per skill they are to learn, at a cost of 1 gold per day in training. A stronghold can support one skilled hireling per 1000 gold in construction cost, and this same process is used to replace any hirelings who die, retire or abandon you.

Any hirelings you attract beyond those required for maintenance costs can be assigned to projects as you see fit. For example: a Keep costs 50000 gold to construct and therefore can attract up to 100 untrained hirelings. It can support, but does not initially come with, 50 skilled hirelings. Finally, it requires 50 skilled and 50 unskilled hirelings for its maintenance. Thus, to build a new keep and get it to be self-sustaining, you'll need a land grant, 50000 gold for construction, 400 days for the construction to take place, 50 skilled hirelings loaned to you from elsewhere to oversee the construction, and, at minimum, a further 12500 gold and 250 days to train half the untrained hirelings you attract as staff and garrison. Once this process is completed, your keep will attract an extra 50 untrained hirelings in excess of those required for the stronghold's maintenance. These workers can be assigned to manual labour in and around your new keep as you see fit for as long as your continue to pay their wages.

If you don't own a stronghold, you may still be able to recruit hirelings. Rather than negotiate with individuals, you negotiate with the owner of a stronghold who has hirelings to spare. Unless a substantial reward is offered, or the owner of the stronghold has a duty to their title to support you, skilled soldiers will not be assigned directly to an adventuring party's command or send dungeon delving on adventurer's behalf. Besides the obvious ethical issues with sending their loyal servants to their deaths, replacing skilled hirelings is expensive and time consuming. Further, most stronghold owners will not send their hirelings more than a week's travel (200 miles) away from home, nor onto the property of another stronghold owner without first obtaining permission from either the Crown or the owner of the lands they wish to enter.

On a more Eberron-specific note, these same rules apply to the Dragonmarked Houses, with one major exception: Under the Korth Accords, Dragonmarked Houses cannot legally own the title to lands. They instead lease their strongholds from the Crown for 10% of the stronghold value per month on top of the maintenance fees for the staff and garrison. These rates date back to the original establishment of the Kingdom of Galifar, and, though extremely costly to the Houses in the long run, have remained constant over the centuries. That isn't to say that the Houses are happy this this arrangement - all of the Dragonmarked Houses who are able to do so practically (Tharashk, Vadalis, Cannith, Ghallanda, Orien, Phiarlan, Thuranni and Lyrandar) have established permanent strongholds outside of the jurisdiction of the Korth Accords or otherwise circumvented some part of their payments - merely that the Twelve have yet to unite themselves long enough to renegotiate their terms with the newly splintered Galifarian successor states. Such negotiations could easily form the basis for an entire campaign.TBATBA; essay on the Trust / Aurum / Sivis / Phiarlan / Thuranni / Medani / Emerald Claw / Dark Lanterns spying situation

And Fiction:
TBATBA

Weyroc
2015-06-04, 02:38 AM
We will be continuing down the list with intros and demographics. We're also still accepting requests for aberrants, or maybe even "Universal" manifestations. We've toyed with the idea of things that all dragonmarks can do, but we haven't come up with any yet that aren't just boring bonuses.

Grek
2015-06-05, 11:55 PM
Slowly writing more essays for inclusion. Now posted are essays for the first five houses, plus a brief aside on Eberron's population figures and how to adapt these rules to some proposed variants on those numbers.

Weyroc
2015-06-12, 05:16 AM
We've done some pruning and added universal manifestations! They share a post with Aberrant, tell us what you think!

The_Doctor
2015-06-12, 10:06 AM
I'd like to help with this, but there is simply too much material. Besides, I don't have the 5e Eberron book anyway.


EDIT: It is just me but if I take the Khyber mark of Madness couldn't I technically become akin to Cthulhu (or friends)?

Weyroc
2015-06-13, 06:04 AM
Indeed you can do the Cthulhu business with the Khyber mark of Madness.

We'll be getting back to the introductions soon, and will finish up with a small assortment of dragonmarked items and then do a final rebalancing. Look forward to it!

Fizban
2015-06-29, 03:19 AM
I'm back for the moment. Haven't been all up in the books so sorry if I forget anything.

Mark of Finding
Least 2: I think expertise is a little to limited to be used as a keyword ability, it's only on two classes and is easy to forget. Would be better to just say "double proficiency bonus," unless the stacking rules allow that to stack with expertise. Also might not want to say animals if it's meant to work on all creatures.
Least 3: Listening for metal is funny. I know nothing about prospecting but I always figured short ranges like 60' would not be useful so I usually ignore those effects.

Lesser 1: I'd add a "within 1 foot" to the Investigation checks since those can happen at longer ranges, including any illusion spell. Could use more info on the long range vision, PHB gives a max range for seeing so does this extend that or do you go from full detail to no detail at the 5 mi marker?
Lesser 3: expertise again, also needs to note what happens if someone else kills your target.

Greater 1: I'm pretty sure that's not how heat works but it is how fictional heat vision works so ok.
Greater 2: This seems a little weak actually, but I'm used to having a couple other powers around that do the same things. As the only 5e ability that looks into the past for information it'd be a thing, but it's still hard to make any use of that information (mostly their appearance) without more magic.
Greater 3: This is definitely busted. Roughtly equivalent to "owns a horse," unless you already move exceptionally fast on foot. "Bypassing manmade structures" is too vague, either it lets you walk through walls with impunity or only works on large structures you could have just walked around or climbed over anyway. Being able to reach other planes is generally considered a convenience at best, since if the adventure requires it there will be a way, and this doesn't mention passengers aka the party. How about copying good 'ol Shadow Walk, XXmph overland with a small group and you pop out a random distance+direction from your target that makes it easy to tell what sorts of obstacles can be bypassed? Refluffed and with a note that you're not finding zomg Portals but rather widening cracks that otherwise do nothing.

Siberys: I would be frustrated that tens/hundreds/thousands are all within a power of 10, but the next jump is millions. Reasonable argument could be make that at least one of the many dnd languages has single words for ten-thousands and hundred-thousands.

Mark of Healing
Ah, for-profit healing. The logical extension here is that we need numbers on all the major temples and bard colleges along with if/when/how much they charge for healing. From my experience, DnD worlds have always demanded money in exchange for healing, with the rulebooks leaving you in the lurch otherwise. . . but then DMs always ignore that and have friendly temples pour all their spells on. We know house Jorasco can't offer free healing because they need to pay the bills, but where to temples get their money? Do peasants tithe regularly like an extra tax, are the temples subject to the whims of the private donors that support them, are they government funded? Obviously it depends on what god in what country.

Least 2: The market value of 1gp includes the 5sp worth of Healer's Kit spent, right?
Least 3: This is kinda weird. It does the job of being non-combat while also not as long as a short rest, but it's so awkward to actual use it after a fight I don't think an adventurer would want it . . . except offensively it's an at-will touch range save or get your head chopped off next turn, which 5e does not like.

Lesser 2: For the temporary hit points, I'd like it if the description mentioned "or induce vigor" or somesuch, since temporary hit points have nothing to do with healing.
Lesser 3: More language, since "treatment" doesn't mean much in DnD I'd be more specific and just say "restores hit points."

Greater 1: That is some serious holistic medicine, but if it's encouraging their own body to heal itself then instead of a user limit it should have a "creature cannot benefit more than X/Y time period." Considering the hp/dps of high levels I don't think 1/party member is out of line. I also assume it's useable on self since it doesn't say otherwise.
Greater 2: This seems pretty lame at first but broadened saving throw bonuses for the whole party is useful, aside from there most likely being a lot of overlap.

I assume you're also working on a price chart for the better services since people aren't allowed to do them without exact payment, which incidentally makes this a nightmare to have in an adventuring party do to uneven loot distribution. In order to keep even shares you'd have to stipulate that healer services are considered paid out of the healer's share of the loot unless/until the total exceeds that share.

Grek
2015-07-06, 02:32 AM
Finding
I'll probably adjust the Expertise as requested in the next editing pass, but let me discuss it with Weyroc first.
Least 3 has been adjusted.

Lesser 1's investigation bonus is intended to be exclusive to minute seeing mode, which limits your vision to 1 foot. Is that not clear in the text?

The intent on Lesser 3 is that if you don't personally kill it, you must either capture it (or the corpse at least) or wait seven days.
Greater 1 is based on AD&D infravision combined with X-Ray vision.
24 hours of post-cognition feels plenty strong to me, but we may change it simply due to the fact that it's actually quite obnoxious to DM for.
Greater 3 should absolutely give an "average time saved" and "average time to/from a portal". We'll be adding that soon.
For Siberys, the reason we didn't go with "order of magnitude in a unit of your choice" was because we weren't sure every Dm would know what an "order of magnitude" was.

Healing:
Eberron, as a setting, is not big on temples. Most are government funded, ala the Church of the Silver Flame in Thrane, the Blood of Vol in Karrnath and the Sovereign Host in most places.
Least 2: Yes. The 1gp market price comes out to 5sp in costs and 5sp in profit, for a total max profit of 25gp a day.
Least 3: We may be removing the one minute of difficult sleep based on playtesting.
Lesser 2: Sure, we can add that.
Lesser 3: Treatment in this case means magical healing, a healing ability, feeding them a healing potion or making a Medicine check to treat them. We'll expand the description a bit to make that clear next editing pass.
Graeter 1: Having it creature based
rather than user based makes for demographic issues.
There's around 36 people with this power worldwide, and if each spent 8 hours a day using this on a line of creatures who walk through their office, that's 172800 healings a day. Major injuries like missing limbs, blindness, etc would not exist if that were allowed.

One of the planned Essay Supplements is a contract written between a Jorasco Healer, a Tharashk Tracker, a Mercenary Captain and a Native Xen'drik Guide for the distribution of profits after a Siberysfall Expedition. Its intended to show how to handle the Jorasco situation (and similar problems) in a way that doesn't make party members want to strangle each other. The tl;dr version is "We agree to divert 10% of our profits into an expedition account to be used to buy food, lodging, supplies and healing for all members of the expedition. This shall include all fees mandated by House Jorasco for any member of the expedition and all wages for our hirelings."

Fizban
2015-07-14, 08:29 AM
Lesser 1's investigation bonus is intended to be exclusive to minute seeing mode, which limits your vision to 1 foot. Is that not clear in the text?
Assuming you didn't change it, I don't know what I was seeing there. I do know that the weird combination of specific rules patterns in some spots and complete lack in others of 5e puts me in a weird space sometimes. :smallfrown:

The intent on Lesser 3 is that if you don't personally kill it, you must either capture it (or the corpse at least) or wait seven days.
Hadn't considered use of capture referring to the corpse but it works.

Greater 1 is based on AD&D infravision combined with X-Ray vision.
Yup, just commenting.

24 hours of post-cognition feels plenty strong to me, but we may change it simply due to the fact that it's actually quite obnoxious to DM for.
Also extremely obnoxious, true, though oddly I gave that one the benefit of "eh, DM allowed it so he better be ready." I didn't mean to argue that the effect was weak in terms of absolute strength, it's still magically sure information, but I find it difficult to turn that information into something useful outside of specific circumstances. Like many powers here it's what an adventurer would pay for but not take themselves.

For Siberys, the reason we didn't go with "order of magnitude in a unit of your choice" was because we weren't sure every Dm would know what an "order of magnitude" was.
You could say "within a power of 10" if that sounds easier, but I feel that if one cannot look up some math terms then one should not be playing DnD, or at least not using a supplement that involves putting numbers on lots of stuff :smallwink:

Graeter 1: Having it creature based
rather than user based makes for demographic issues.
There's around 36 people with this power worldwide, and if each spent 8 hours a day using this on a line of creatures who walk through their office, that's 172800 healings a day. Major injuries like missing limbs, blindness, etc would not exist if that were allowed.
And after you'd just had that in the essay I should have realized it on my own :smallsigh:


House Ghallanda: is that sanctuary clause cannon, or did you add that? Either way it's pretty good, classically you'd go to a church for sanctuary but in DnD the churches are more militant than the militia so instead you go . . . to the inn.

Least 2: as I'm sure you're aware, since per day abilities have been officially replaced with "per long rest" abilities, I could see this causing problems when combined with other homebrews, conversions, or really anything that needs a hard 1/day limit. I think a lot of DM's already read "long rest" as "per day" anyway but this shines a light on it. What's the service charge on an extra 4 hours in your day I wonder?

Lesser 2: uh, is there a duration on that thing? I seem to remember that Rope Trick still exists but had it's duration chopped to nothing. In the mark's most direct combat use you dodge one round of fire at the cost of your next action. Further effect depends on information/trickery on either side and what other duration abilities may or may not be running. Dodging 1/day is reasonable.
Lesser 3: again I don't feel like checking the book, but I think Unseen Servants got easier to kill and waiting a week for them to regenerate is lame. I'd do it in a day at most.

Greater 2: cool effect, but 60hp is extremely fragile. I can't say I've researched the topic, but I'm pretty sure 5' thick stone walls don't usually fall to only a couple hits from a light siege weapon. (For comparison, in 3.5 it would be 450hp for 5' thick masonry). Of course it would help if 5e had anything to say on hit points for anything larger than a boat, like a rowboat and it's 50hp. I expect then that you intend the walls to be fragile, as an emergency defense against foes that have no magic or siege weapons, but I must disagree on the usual grounds that magic is supposed to be awesome and what kind of adventure calls for a fortress without foes that can properly assault it?

Siberys: I like the idea but I don't feel that a "may" effect constitutes a "deep fervor." If you're compelling everyone to rabidly enforce the peace then it should compel them, just having the ability to get some combat bonuses doesn't change the fact that most people are squishy and risk-adverse.

Grek
2015-07-14, 01:06 PM
Ghallanda: The sanctuary thing is cannon and a plot point in one of the novels, if I recall correctly. The specifics are extrapolated out into something DM-usable, in the fluff from Dragonmarked things are much less detailed.

Regarding per day usage on some of the manifestations: It's a common feature for items this edition, for some reason. Generally it's "per dawn", but that leads to stupid arguments about teleporting to different time zones.

Hospitality Lesser 2: None, beyond the obvious practical limitations of trying to fit however many creatures you bring along into a 10ft by 10ft space for however long you plan to stay.

Let me know what you think of the new strongholds essay! It came up as we're reworking Handling yet again.

Fizban
2015-07-15, 07:15 AM
Hospitality Lesser 2: None, beyond the obvious practical limitations of trying to fit however many creatures you bring along into a 10ft by 10ft space for however long you plan to stay.

Let me know what you think of the new strongholds essay! It came up as we're reworking Handling yet again.
Heh, naturally I skimmed past the 100 and assumed it was dimensions rather than square feet. Doesn't alter the combat usage for the standard party and for your 2nd mark/item slot safe resting is still reasonable.

On Houses, Hirelings, and Holdings: that is an excellent system. Makes owning a stronghold have meaning, makes more sense and works better than leadership. I'd still like a more clear definition of the stats for skilled hirelings since "skilled" can be anything from one proficiency to several plus increased hit points even for a basic guard. For players you only gain one specific skill or tool, but I'd expect a properly skilled job would require more than one and make this take forever, especially if the DM likes to randomly assign tool status to things. Being able to explicitly train people out of your existing staff is awesome, makes it so you can actually carry over any loyalty you might have garnered and make those NPCs matter. On the other hand for anyone who just wants to pay up and get going it'd be a bit annoying not being able to hire better help from the start (maybe some sort of termination of contract charge if you try poaching talent?). The stronghold angle also does a good job of reinforcing the feudal setups that are usually the default in dnd, since yeah no one's going anywhere without checking with their lord (unless they're already below notice).


Mark of Making
House Cannith: "Cannith East makes the majority of its profits by supplying the war-torn Karrnath economy." I don't think supplying is the right word, but I guess the idea is that the Karnathi are heavily dependent on Cannith since their own manufacturing has been wrecked (labor, tools, etc). Depending on how wrecked the labor is vs cash, Cannith would be able to either overcharge for extra profit or undercut and drive non-dragonmarked people out of business. I'm just not sure which one you're going for here.
. . . or I could read the next paragraph where you explain that they actually create raw materials.

Least 1: so this is what's used to create raw materials, but what exactly are the tools required to "make" iron ore? Do you swing a pick at a rock and iron pops out? Raw materials aren't made, they're extracted or harvested, and I'd say that a power which creates objects shouldn't be able to make completely raw material. Smelted ingots or say, cheese, but nor raw ore or a jug of milk.

Lesser 1: I like the chain proficiency you can get here, from blacksmithing to carpentry and shipbuilding, lens cutting and cartography, etc. What does one use to make a forgery or disguise kit? And then it all comes tumbling down once you lose your personal item, pretender.
Lesser 2: what damage immunities are required to make a glass sword? (I'm guessing it'd be all physical)
Lesser 3: no limit on how often you can do it, but rate of awakenings is limited by bard availability. Still, one guy with this and any number of 1st level bards could awaken bard cha/week. Looks like the main use of the creation forge is just churning out cheap constructs cause then. The reading implies that only intelligent constructs can be permanently awakened, but in 5e everything has an int score.

Greater 1: needs a construction/+imbuing time, also more fun highlighting elemental binding lulz (actually come to think of it 5e's lack of what I'd call real item creation rules means Eberron's originally arbitrary patchwork fluff would actually make sense as an in-game workaround).

Siberys: how long does it take for the passive effect to repair items on it's own (if it does)? Could be equal to the amount of time it's been wearing down, which would mostly just stall until someone repaired it.

I notice a conspicuous lack of Fabricate, but I guess that's already covered by the feat mark that gives spells.

Grek
2015-07-15, 09:22 AM
Inspiration is distinct from Bardic Inspiration. See page 125 of the PHB for details. You get inspiration through interacting with flaws/bonds, roleplaying, performing sacred rites and a few other ways. Since both you and Weyroc were initially confused on that point, it seems clear that the page reference needs to go into the rules text itself for clarity.

Using the Making mark to create iron ore does indeed require mining equipment.

Glass swords would want, at a minimum, bludgeoning immunity to make them shatterproof. Slashing resistance may also be important, depending on if you're aiming for a slashy sword like a claymore or a stabby sword like a rapier.

The intent on the siberys passive is that objects essentially "wear out" in reverse - however long it took for the object to become that damaged is how long it takes for it to repair itself.

Fizban
2015-08-02, 06:26 AM
Well I've flaked out for more than two weeks again, but there's only 6 main marks left so lets knock out a couple more. Don't really feel like looking anything up at the moment.

Re: inspiration, yeah I forgot that's what they named it. Watered down less mechanical hero points awarded by DM fiat making it a completely unreliable mechanic for players but perfect for throttling the amount of living constructs entering the world via this method so that works.

Mark of Passage
I don't understand what these caravans are: travel 12-15 mph overland but aren't lightning rails, are they elemental wagons? I know at least in 3.5 pushing horses that hard will be lethal within a day or two. While I understand the mileage prices work fine with a map, I'd still like at least the start-end full trip price/duration. Good for quick reference on things like "how long would that take even if the goods were already on the platform?" (You did say you were trying not to make a ruling on the official map scale, however.) I'm also surprised the teleportation fee is based on area (volume I assume) rather than weight, unless they changed the teleport carry.

Least 3: oh nevermind there's where the caravan speed comes from duh. I should remember to read the marks first I guess.

Lesser 2: I'm sure the intent is that you fall at the end of your turn but it never hurts to clarify. "That round" could end at any number of points based on interpretation (even if there's an explicit version it seems so obvious most people won't look it up until they have problems).

Greater 2: and that's why you're using area.
Greater 3: I assume this means using the feat powered mark to cast TC, which would rather sharply limit what circles it works with. Still should be easy enough to assume that almost all major circles you'd encounter were made that way because guild.

Siberys: I assume full-size means person-size since the siberys mark is on you. I think it's a bit weird that the pathfinding/repairing uses "square" since it means if they wanted to fix that bridge they'd have to walk back and forth a whole bunch (through the river?) as very narrow bits jumped up and floated in the air, Bastion style.


Mark of Scribing
Nice to finally do away with Sending as the backbone of long-range communication (which always especially irritated me after Sandstorm/Complete Champion introduced two vastly superior spells that no one seemed to take note of).

Least 1: amusingly, this sound recording is useless to the blind but brings hearing to the deaf. An excellent espionage item. Allows you to leave audiologs of horrible happenings for the players to find.
Least 2: excellent touch drastically reducing the time it takes to say things with magic language. Common is supposed to be derp and taking 10 times as long as it would if you could magically use the perfect expression in their own language expresses that perfectly.

Lesser 3: that is some oddly specific scrying there, nifty. I think it would encourage DMs to write down the scene, hand it over, and then refuse to alter what they wrote, which would irk me a bit since they might have ignored details my character should have noticed. Which can be discussed prior and fixed in retrospect but I've grown accustomed to the DM interrogation whenever we see something important. Unless it augments your writing speed enough to write everything yes even that.

Greater 1: I still think (not sure if I mentioned before) that naming scrolls are rather useless. Unlike Contact Other Plane which assumed you were contacting a powerful someone that was likely to know, asking a specific generic stat elemental isn't likely to get anything useful in my opinion. Only works for big name NPCs with the right types or the elemental bound in your target's vehicle/weapon/armor. If that's the idea then fine but invoking truenames seems like it should be a lot grander to me.
Greater 3: I would also expect that for many important contracts, multiple copies would be signed such that all parties would have a copy and thus be notified by it's destruction should the terms be broken, maybe even an extra in 3rd party storage.

Siberys: the way I'm reading this you could write a book about yourself and then use it to train yourself in skills you don't have. It would also be good to know how much the book is worth, since both mundane and marked methods use price to determine crafting times or instantaneous costs. Not that I would expect anyone to allow a copying, since any copy is worth a ridiculous amount of money and can be further copied and the house wouldn't allow that. Alternatively they're all over the place already but can't cost less than 250gp or training costs wouldn't exist.

Grek
2015-08-03, 02:53 PM
Lesser Passage 2: Will add that.

Greater Passage 3: Back when that was written, you were required to take the feat in order to have the dragonmark. We'll probably be going back and revising this some, either to make it work differently or to allow people with this mark to make circles. Or cover it in the Dragonmarked Items section, under Planar Beacons.

Siberys Passage: Yeah, maybe that should be changed up a bit, it does lead to some silliness.

Lesser Scribing 3: Will consider revisions here.

Greater Scribing 1: The idea here is that you use it to ask questions of genies and fey creatures. Not Fire Elemental #254. Sivis almost certainly has directories of which creature knows what and which truename to use to contact it.

Siberys Scribing: Yes, you can indeed use your Siberys mark to teach yourself things. Siberys Scribing books are worth upwards of 2000gp and are tightly guarded against proliferation.

Fizban
2015-08-11, 07:07 AM
Mark of Sentinel
House Denneith: "a Blademark veteran of the Deneith bloodline is eligible to join the Sentinel Marshals, or, should they be of the Deneith bloodline, the Defender's Guild" Smells like a typo.

Lesser 3: I think I might have mentioned this one last thread, still think that's a lot of senses.

Greater 2: needs rewording to account for not requiring the spellcasting mark feat.

Greater 3: not sure if Protection from Evil bonuses are equivalent to a greater mark and your last chance at magic items, but flat bonuses are hard to get nowadays.


Mark of Shadow

Greater 1: unlike 3.5 Shadows, 5e shadows are reliant upon hide checks, normal attacks, and are harm-able by non-magic weapons. It may not need buffing but I still see it as an ability used more because you have it than because it's the right tool for the job, unless there's some mook across town you want dead without getting out of your chair. Mislead is useable and you've got the pair there, I just feel the need to rip on 5e shadows.

Greater 2: permanent blinding if someone accidentally breaks your stuff is a little harsh, but it does make for a good boss vulnerability if you steal the thing while they're asleep.

Greater 3: on the other hand this is pretty huge, no limitations, just resistant to literally everything except radiant? Also should specify the action required to get shadowy.