Dragonmarks of Eberron, Revised

by drognbork

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Dragonmarks

A halfling healer touches a dying man; the mark on her forehead blazes with blue fire as his wounds close and vanish. A half-orc bounty hunter reaches out with the power of his mark to find his prey. A human artificer touches a creation forge, and the symbol on her hand flares as the eldritch machine rumbles to life. Each of these people possesses a dragonmark, a symbol etched on the skin in colors more vivid than any tattoo, magical power made flesh.

A dragonmark enhances the user's ability to perform certain tasks. For example, the Mark of Making guides the hands of the smith, while the Mark of Shadows helps its bearer avoid enemies. The power of a dragonmark can also manifest in more dramatic ways. The Mark of Storms can scatter enemies with a blast of wind, while the Mark of Shadows can weave illusions.

You can't buy or choose to develop a dragonmark; each mark is tied to bloodlines within specific species, as summarized in the Dragonmarks and Their Houses table. A dragonmark appears on a person around adolescence, though not every heir manifests the mark.

Long ago, the families that carry the marks joined together to form the dragonmarked houses. Over the course of centuries, these houses have used their gifts to establish powerful monopolies. For example, only House Lyrandar heirs with the Mark of Storms can pilot airships. This control over vital services gives the houses tremendous power.

In the past, the dragonmarked houses were held in check by the united kingdom of Galifar. But in the wake of the Last War, people wonder if any nation has the power to enforce its wishes on the houses.

All about the Houses

Every dragonmarked house has traditions and secrets. Here's a few facts that apply to most of the houses:

Enclaves. Most dragonmarked houses maintain enclaves in major cities. These serve as strongholds and hubs for house businesses. A city may also have any number of businesses tied to the house, but these are simply providing services and don't have any direct connection to house leadership.

Names and Ranks. Any heir of the house who develops a dragonmark is allowed to add the d' prefix to the house name: for example, Merrix d'Cannith. Despite the Korth Edicts' proscription against house members holding noble titles, regional leaders within the houses are called barons. Most houses are led by a matriarch or patriarch, though some are led by a council.

Emblems. Each dragonmarked house has an emblem, a distinctive symbol that features on their heraldry, official seals, crafted goods, and anything else that warrants the house's stamp of authenticity. Each house's emblem appears along with the related dragonmark on the following pages.

The Twelve. The Twelve is an organization that facilitates cooperation among the dragonmarked houses.

Excoriates. Excoriates are dragonmarked heirs who have been cut off from their houses.

Foundlings. Foundlings are people who have a dragonmark yet have no tie to a dragonmarked house.

Test of Siberys. Dragonmarks manifest around adolescence. Each house puts its heirs through a trial called the Test of Siberys. The specific trials vary by house, but they place the heir in circumstances where they are likely to manifest the mark, if they have it. About half of the members of a bloodline manifest the mark.

Korth Edicts. The Korth Edicts prevent the houses from owning land, holding noble titles, or maintaining military forces (with an exception for Deneith). The edicts were established when the Five Nations were united. Today, many in the houses feel the edicts have become obsolete in the wake of the Last War.

Creating a
Dragonmarked Character

Dragonmarks manifest on certain members of a few species, represented in the rules by variant race options:

  • For humans and half-orcs, a dragonmark is a variant race that replaces traits associated with those races.
  • For half-elves, a dragonmark is a variant race that lets you keep some half-elf traits and replace others with the traits associated with your mark.
  • For dwarves, elves, gnomes, and halflings, the dragonmark replaces your subrace.

So, if you're making an elf character, you can choose to take the Mark of Shadow instead of being a wood elf or a high elf.

Dragonmarks and Their Houses
Dragonmark House Race Guild Specialties
Detection Medani Half-elf Bodyguards, investigation, risk management
Finding Tharashk Human, half-orc Bounty hunting, investigation, prospecting
Handling Vadalis Human Animal training and breeding
Healing Jorasco Halfling Healing
Hospitality Ghallanda Halfling Food, lodging, urban information
Making Cannith Human Manufacturing
Passage Orien Human Land transportation
Scribing Sivis Gnome Communication, translation, verification
Sentinel Deneith Human Bodyguards, mercenaries
Shadow Phiarlan Elf Entertainment, espionage
Shadow Thuranni Elf Entertainment, assassination
Storm Lyrandar Half-Elf Air and sea transportation
Warding Kundarak Dwarf Banking, storage, prisons

Dragonmarks
and Backgrounds

Dragonmarks are bound to certain bloodlines, and by choosing a mark, you are establishing your character's blood connection to one of the families in the dragonmarked houses. It's up to you to define your relationship to the house. Were you brought up in the house? Or are you independent from it? This is best represented by your background. Consider the following options:

Agent. You have a close, ongoing relationship with your house. The house agent background is a good choice if you are actively working for the house. Alternately, you could take the noble background to reflect a blood tie to the leaders of the house.

Independent Scion. You were raised or trained by the house, but you've kept your independence. This means you don't have many special privileges, but you also don't have responsibilities. Guild artisan is a good choice to reflect basic house training, but you could choose entertainer for the Mark of Shadow, sailor for the Mark of Storms, soldier for the Mark of Sentinel, sage for the Mark of Scribing, and so on.

Excoriate. When a dragonmarked heir defies their house, they might be cut off from their family. In the past, your mark would be flayed from your body. Although this mutilation is no longer practiced, such exiles are still called excoriates. If you're an excoriate, consider what you did to deserve this punishment. Were you a criminal? A charlatan? Or perhaps a sage who engaged in forbidden research?

Foundling. Your ancestors left the house long ago. You have no ties to the house and may not have known you were connected by blood before you manifested your dragonmark. As an outlander or an urchin, you might know nothing about the houses. As an acolyte or a hermit, you could have put your faith ahead of worldly things, choosing not to pursue a connection with the houses. Whatever you decide, this is an opportunity to talk with your DM about the role you'd like the house to play in a campaign. Do you want them to be your enemy? Would you prefer to avoid them completely? Or do you want to work your way into a position of power in the house, despite being an outsider?

The Powers of the Mark

Each dragonmark grants a set of abilities that reflect the inherent powers of the mark. Your dragonmarked race gives you a set of traits derived from the magic of your mark. If you are a spellcaster, your dragonmark also fuels or channels some of your spells. Each dragonmark's description includes a list of dragonmark spells that flow from the magic of the mark.

You might also consider your dragonmark the source of any or all of your spells or class features. As a cleric with the Mark of Healing, for example, you could say your mark is the sole source of the healing and supportive spells you cast, or your magic might come from a combination of your mark's power and your faith in the gods. As a warlock, your aberrant dragonmark might actually be your fiendish patron, the source of all your magic. These descriptions add flavor to your character but don't change your character's abilities.

Over the centuries, the houses have developed tools that enhance and channel the powers of a mark, and these items give the houses much of their economic power.

Dragonmark Appearance

A dragonmark appears on the skin. There are twelve known dragonmarks, each unique in design and power. A dragonmark can appear on any part of the body. One half-elf could have the Mark of Detection across an eye, while another has it in the palm of the hand. Dragonmarks appear with vivid shades of blue and purple and shimmer or even move slightly. When used, they grow warm to the touch and sometimes glow (though this doesn't produce useful illumination). A dragonmark can't be removed—even if a limb bearing a dragonmark is cut away, the mark eventually manifests on another part of the bearer's body. All dragonmarks share a similar initial appearance, but a dragonmark can grow in size and complexity as a character gains levels and uses it to cast more powerful magic.

While dragonmarks share the same general appearance, your dragonmark could have a unique quality. Roll on the Dragonmark Quirks table for inspiration. Your Dragonmark is highly visible, and is difficult to hide, unless you possess the Mark of Shadow.

Dragonmark Quirks
d8 Quirk
1 Your dragonmark is unusually small.
2 Your dragonmark is exceptionally large.
3 Your dragonmark appears somewhere else on your body whenever you finish a long rest.
4 Your dragonmark emits dim light in a 5-foot radius for 10 minutes whenever you use it.
5 Your dragonmark tingles and changes color for a moment when you're within 10 feet of someone with the same mark.
6 When you use your dragonmark, it animates and adopts the appearance of your dragonmarked house's emblem for 1 minute.
7 Your dragonmark is an unusual color.
8 Your dragonmark changes size whenever you use it.

The Dragonmarks

The Mark of Detection


"If you want a wall of muscle to get between you and a blade, go to House Deneith. If you want someone to anticipate the threat and make sure you aren't even in the room with whoever's holding that blade, that's what we do."

— Baron Trelib d'Medani


The Mark of Detection is an inquisitive's dream. It sharpens powers of observation and intuition, allowing the bearer to draw connections and interpret clues others might miss. By actively drawing on its powers, the bearer can detect poisons and study the energies of magic.

House Medani

Leader: Baron Trelib d'Medani


Headquarters: Tower of Inquisition (Wroat, Breland)


Represented by the basilisk's eye, the Warning Guild of House Medani brokers the services of bodyguards and inquisitives. Medani advisors specialize in risk assessment and management, protecting clients from both physical and social threats. While Medani overlaps with the inquisitives of House Tharashk and the bodyguards of House Deneith, the Warning Guild specializes in subtle threats and complex mysteries. Baron Trelib manages the guild's affairs from the Tower of Inquisition in Wroat, where the house also interrogates prisoners for King Boranel of Breland.

The members of House Medani are half-elves with deep roots in Breland. Medani has little interest in the power struggles that sometimes break out between the other dragonmarked houses. Many Medani heirs are more interested in helping their communities than in raw profit, and Medani heirs often work with local law enforcement or help those who can't afford their services.

Variant Half-Elf: Mark of Detection

If your half-elf character has the Mark of Detection, the following traits replace the half-elf's Ability Score Increase and Skill Versatility traits in the Player's Handbook.

Ability Score Increase. Your Intelligence or Wisdom score increases by 2, and one other ability score of your choice increases by l.

Deductive Intuition. When you make an Intelligence (Investigation) or a Wisdom (Insight) check, you can roll one Intuition die, a d4 and add the number rolled to the ability check.

Magical Detection. You can cast the detect evil and good, detect magic, and detect poison and disease spells with this trait. Starting at 3rd level, you can also cast the detect thoughts and see invisibility spells with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. Intelligence or Wisdom is your spellcasting ability for these spells, and you don't require material components for them.

Dragonmarked Characters

Here are a few examples of characters with the Mark of Detection.

House Agent Bard. With the kind of threats your house deals with, words are often more effective than weapons. You serve as one of the eyes of the house, listening for rumors and watching for dangerous cabals and conspiracies. Along the way, you do your best to mediate disputes and defuse dangerous situations.

Rogue Folk hero. You're an inquisitive trained by your house. You grew up in a bad neighbourhood, and while you could make more money solving the problems of nobles, you're more interested in helping your community.

Sage Wizard. You're a brilliant diviner and inquisitive. You have a knack for uncovering conspiracies, and you found one in House Medani. It might involve shape-changed demons or dragons - or both. You don't know how deep it goes, but you're certain that other dragonmarked houses and noble families have been infiltrated

The Mark of Finding


"My ancestors used their gift to track beasts in the swamps. I use mine to find fugitives in the slums of Sharn. I'm still a hunter. I always find my mark."

— Hondar'Aashta, Tharashk bounty hunter


The Mark of Finding sharpens the senses, guiding the hunter to prey. It first appeared in the Shadow Marches, where clan hunters used it to find their prey.

House Tharashk

Leader: The Triumvirate (Maagrim Torrn, Khandar'aashta, and Daric Velderan)

Headquarters: Zarash'ak, Shadow Marches


House Tharashk traditionally licenses inquisitives and bounty hunters. Recently the house's Finder's Guild has expanded into dragonshard prospecting. As dragonshards are the lifeblood of the magical economy, the house's talent has given them new wealth and influence.

Tharashk is the youngest of the dragonmarked houses and hasn't embraced all the customs of the others. The distinct clans that united to form the house remain important, and heirs of the family usually retain their family names rather than adopting "d'Tharashk" as tradition dictates. Each of the three major clans—the Aashta, the Torrn, and the Velderan—has a representative on the Triumvirate that governs the house, and the city of Zarash'ak in the Shadow Marches. Together, they stand as one under the emblem of the dragonne (a lion-dragon hybrid).

Variant Half-Orc or Human:
Mark of Finding

If your half-orc or human character has the Mark of Finding, the following traits replace the character's racial traits in the Player's Handbook, aside from age, alignment, size, and speed.

Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hunter's Intuition. When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll one Intuition die, a d4 and add the number rolled to the ability check.

Finder's Magic. You can cast the faerie fire and hunter's mark spells with this trait. Starting at 3rd level, you can also cast the locate object and locate animals and plants spells with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.

Languages. You can speak, read, and write Common and Goblin.

Dragonmarked Characters

Here are examples of characters with this mark.

Druid House Agent. House Tharashk is home to an ancient order of druids who protect the world from aberrant threats. Although you are officially an operative of the house, you are truly an agent of the Gatekeepers, and investigate the activities of mad cultists and the Daelkyr.

Criminal Rogue. You're an inquisitive who works the mean streets of Sharn. You've got friends on both sides of the law. Sometimes you walk a crooked line to unravel a tough case.

The Mark of Handling


"Don't get sentimental. A beast is a tool. Our role is to find the right tool for the task and to make sure they're of the finest quality. Nature is our kingdom; never forget that we were born to rule it." — Dalin d'Vadalis


The Mark of Handling gives its bearer a primal connection to beasts and the natural world, granting the power to calm and coax. This extends beyond purely natural animals; the mark allows its bearer to guide a hippogriff as easily as a horse.

House Vadalis


Leader: Dalin d'Vadalis


Headquarters: Foalswood (near Varna, Eldeen Reaches)


Represented by the hippogriff, House Vadalis plays an important role in daily life, offering meat, mounts, and more. Vadalis isn't one of the most powerful houses, but its barons are generally content; they're more interested in discovering new monstrosities than engaging in politics. The current head of the house, Dalin d'Vadalis, disdains the use of a title and has no aspirations to nobility or greatness for himself or his house.

House Vadalis breeds and trains beasts for a wide range of purposes. While the house maintains vast cattle ranches and trains horses and hounds, the Mark of Handling allows Vadalis to work with more exotic creatures as well. Griffons, hippogriffs, and even bulettes can be bred and trained. Even with the Mark of Handling, this is dangerous work; there's a lot of turnover at the bulette ranch. But these exotic creatures aren't enough to satisfy the most innovative members of the house, leading to the practice of magebreeding. Using dragonshard focus items, Vadalis has found ways to create magical creatures. Typically, this results in a superior version of a creature—an animal that is stronger, faster, and smarter. But rumors claim that Vadalis has crafted monsters of its own. Some rumors even insist that Vadalis is trying to magebreed better humans.

Variant Human: Mark of Handling

If your human character has the Mark of Handling, the following traits replace the human's Ability Score Increase trait in the Player's Handbook.

Ability Score Increase. Your Wisdom score increases by 2, and one other ability score of your choice increases by 1.

Wild Intuition. When you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll one Intuition die, a d4 and add the number rolled to the ability check.

Primal Connection. You can cast the speak with animals spell at will, without expending a spell slot. At 3rd level, you can cast animal friendship and beast bond spells with this trait, requiring no material component. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a short or long rest. Wisdom is your spellcasting ability for these spells.

The Bigger They Are. Starting at 3rd level, when you cast a spell that only targets beasts, it can also affect monstrosities, provided that they have an intelligence or 3 or lower.

Dragonmarked Characters

Some characters with the Mark of Handling:

Noble Druid. Your family is one of the most powerful in the house, and they've learned to use its power to do amazing things: shapeshifting, manipulating animals and the world. While you're mechanically a druid, you don't share any druidic beliefs; rather you believe that your mark gives you rightful dominion over the natural world.

Ranger House Agent. You've been trained to track and handle the wildest monstrosities. You're still mastering your skills, but you want to get out into the world and discover new beasts that have never been harnessed - new creatures that you bring back to your house.

Outlander Druid. Your dragonmark gives you a powerful connection to the natural world. You hate what your house is doing with this power - turning this gift into a business, exploiting the creatures you're connected to. You have abandoned the house and loathe them all now.

The Mark of Healing


What's the price of a life? Well, I've got a rate sheet right over here. I'd be happy to discuss it.

— Bessi d'Jorasco, Fairhaven healer


A halfling with the Mark of Healing can save a life with a touch, restoring vitality and the will to live. When dealing with mundane medicine, the mark helps its bearer sense the nature of maladies, aiding them in finding a cure. When equipped with dragonshard focus items, the mark can even draw the dead back from the depths of Dolurrh.

House Jorasco


Leader: Ulara d'Jorasco


Headquarters: Vedkyar Enclave (Vedykar, Karrnath)


The Healer's Guild provides a vital service to Khorvaire, and the Last War ensured there was great need for healers. The leader of the guild, Baron Ulara d'Jorasco, is much beloved in northwestern Khorvaire for her instrumental role in combating an epidemic in that region a decade ago, and Jorasco medics served in every nation's army during the war.

The guild runs schools that teach medicine, as well as houses of healing that provide both mundane and magical services. If it could save a life, it's probably marked by the House Jorasco griffon emblem, and it will come with a cost. If you have the gold, Jorasco healers can remove a disease instantly with lesser restoration. If you can't afford such a service, they will treat you with mundane techniques. House Jorasco is also the source of potions of healing. While many criticize Jorasco's demands for payment, the house maintains that it's not about greed; it's about ensuring the prosperity of the house, so they can continue to help future generations.

While the public face of Jorasco is that of the healer, there are rumors that the house engaged in disturbing experiments during the Last War, working with House Vadalis to develop biological weapons and new creatures. A Jorasco heir has to decide if they want to investigate these rumors.

Variant Halfling: Mark of Healing

If you're a halfling with the Mark of Healing, you have this subrace, with the following traits.

Ability Score Increase. Your Wisdom score increases by 1.

Medical Intuition. When you make a Wisdom (Medicine) check or an ability check using an herbalism kit, you can roll one Intuition die, a d4 and add the number rolled to the ability check.

Healing Touch. You can cast the cure wounds and healing word spells with this trait. Starting at 3rd level, you can also cast lesser restoration and prayer of healing with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.

Dragonmarked Characters

Here are a few examples of characters who carry the Mark of Healing.

Noble Cleric. You are one of the heirs of Baron Ulara, the matriarch of House Jorasco. Your mark is remarkable (and the source of your clerical abilities) and you feel that you're just beginning to unlock its power. Are you willing to devote your abilities to your house? Or do you think that you may have a greater calling?

Folk Hero Bard. You served as a medic in the Last War, using humor and stories to keep up spirits of your patients. You've seen too much suffering, and you need to do something about it. You've broken away from the house and you've been doing charitable work in your community. But you want to find a way to do more.

Criminal Rogue. You grew up as an orphan in Sharn. One of your parents must have been tied to Jorasco, but you found a different family: the Boromar Clan, a criminal guild run by halflings. You've learned how to heal and how to hurt people. Now you need to decide which path you want to follow.

The Mark of
Hospitality


"Welcome, welcome! So good to see you again. Let me get your drink—blackroot tal with honey, yes? And then you have to listen to this story I've heard about the strange things going on in the Cogs."

— Alara d'Ghallanda, halfling bartender


They may not always have gold, but a person with the Mark of Hospitality is sure to be rich in friends. The magic of the mark allows the bearer to keep a place clean, and to heat, chill, and season food. But it also helps the bearer connect with others.

House Ghallanda


Leader: Yoren d'Ghallanda


Headquarters: Gatherhold (Talenta Plains)


The majority of inns, taverns, and restaurants in the Five Nations are either directly owned by House Ghallanda or licensed by its Hosteler's Guild. Most people give little thought to House Ghallanda; when compared to the soldiers of House Deneith and the factories of House Cannith, an alliance of innkeepers seems harmless and inconsequential. But Ghallanda's strength lies in charm and connections. A Ghallanda innkeeper hears many things—if you want to know what's really going on in a community, talk to the Ghallanda bartender. The leaders of House Ghallanda don't sell information; they prefer to build friendship and deal in favors. But should a Ghallanda baron ever truly need something, they likely have a favor they can call in.

Ghallanda has a number of "bound businesses" — franchises run directly by the house. The Gold Dragon Inn is such a business, with Gold Dragon Inns being found in every major city, each serving a familiar menu and providing similar services. But many Ghallanda heirs take pride in creating their own unique businesses. There are also many independent restaurants, inns, and taverns licensed by House Ghallanda. The blink dog emblem is an assurance that a locale meets Ghallanda standards of health and quality—but not every inn is run by a halfling.

House Ghallanda's mandate extends beyond providing creature comforts to travelers. Every one of the house's enclaves—which are more numerous than those of any other dragonmarked house—is a sanctuary beyond the legal reach of any government or dragonmarked house. Baron Yoren and his daughter Chervina have greatly expanded the house's presence even in remote areas such as the edge of the Demon Wastes, guided by their study of the Draconic Prophecy.

Variant Halfling: Mark of Hospitality

If you're a halfling with the Mark of Hospitality, you have this subrace, with the following traits.

Ability Score Increase. Your Charisma score increases by 1.

Ever Hospitable. When you make a Charisma (Persuasion) check or an ability check involving brewer's supplies or cook's utensils, you can roll one Intuition die, a d4 and add the number rolled to the ability check.

Innkeeper's Magic. You know the prestidigitation and friends cantrips. You can also cast the purify food and drink and unseen servant spells with this trait. At 5th level, you can cast create food and water and leomund's tiny hut. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish long rest. Alternatively, you can cast any of these spells as a ritual, which does not expend a use of this trait. Charisma is your spellcasting ability for these spells.

Dragonmarked Characters

Here are some characters who carry this mark.

Noble Warlock (Archfey). Your parents run a score of Gold Dragon Inns. You've never gotten your hands dirty with the family business; you've been too busy going to the best parties. Just the other day, you were dancing with druids, and they summoned an Archfey from Thelanis. You don't remember all the details - it was one of those parties - but it seems like you made a deal with the fey princes. You're not sure what you agreed to; you'd better find out!

Guild Artisan bard. You ran the finest bar in Cyre, until the Mourning destroyed it. You know a group of adventurers - regulars from your lost tavern - and you're tagging along with them until you figure out your next step.

The Mark of Making


"My house built the modern world. Orien may drive the lightning rail, but it's Cannith who builds the cars and lays the stones it travels on. Cannith makes the everbright lanterns hold the night at bay. Smith, carpenter, alchemist—the best all carry my seal."

— Baron Merrix d'Cannith


The Mark of Making guides its bearer through any act of creation. The bearer of the mark can mend broken things with a touch, and always has a minor magic item they've been working on. An artificer or a wizard will get the most out of the mark, but anyone can find a use for an enchanted blade.

House Cannith


Leaders: Cannith East, Zorlan d'Cannith; Cannith West, Jorlanna d'Cannith; Cannith South, Merrix d'Cannith


Headquarters: Cannith East, Korth Enclave (Karrnath); Cannith West, Aundair Enclave (near Fairhaven, Aundair); Cannith South, Cannith Tower (Sharn, Breland)


House Cannith dominates all forms of manufacturing, both mystical and mundane. Gorgon-marked Cannith forgeholds use streamlined forms of production to quickly produce common goods. Even independent artisans often learn their trade at Cannith academies and adhere to Cannith standards. The House of Making builds the tools the other houses rely upon, and it has always been the unspoken leader of the Twelve.

The Last War was a time of great opportunity for Cannith. Every nation wanted weapons and warforged, along with mundane arms and armor. The war raised the house up, and then tore it down. House Cannith was based in Cyre, and the Mourning destroyed the house leadership and key facilities. Now three barons jockey to fill the leadership vacuum: the alchemist Jorlanna of Fairhaven, weaponsmith Zorlan of Korth, and Merrix of Sharn, innovator of warforged. It remains to be seen whether one of these leaders will unite the house, or if it will shatter under the strain. If you're an heir of House Cannith, you should decide which of these barons you serve or if you have other ideas about the house's future.

Variant Human: Mark of Making

If your human character has the Mark of Making, the following traits replace the human's Ability Score Increase trait in the Player's Handbook.

Ability Score Increase. Your Intelligence score increases by 2, and one other ability score of your choice increases by 1.

Artisan's Intuition. When you make an Arcana check or an ability check involving artisan's tools, you can roll one Intuition die, a d4 and add the number rolled to the ability check.

Maker's Gift. You gain proficiency with one type of artisan's tools of your choice.

Spellsmith. You know the mending cantrip. You can also cast the identify and tenser's floating disk spells. At 3rd level, you can cast the magic weapon spell with this trait. When you do so, the spell lasts for 1 hour and doesn't require concentration. Once you cast any of these spells with this trait, you can't do so again until you finish a long rest. Intelligence is your spellcasting ability for these spells.

Dragonmarked Characters

Some characters with the Mark of Making:

Noble Wizard. Born to one of the most powerful families in House Cannith, you're a dilettante who has so far squandered your arcane training. Will you find purpose in your life as an adventurer? Or will the house demand that you live up to the duties of your rank?

Criminal Artificer. Your parents were excoriated from House Cannith for engaging in forbidden research. They died when you were young. You've never learned what they were working on. But you inherited their talent for artifice and you've been hiding in the shadows of Sharn. It's time to pursue your parents' legacy

The Mark of Passage


"We get things where they need to go. It doesn't matter if it's a letter, a person, or a hundred tons of steel. Whether we have to cross mountains, rivers, or the Mournland itself, Orien finds a way"

— Bali d'Orien, veteran courier


The Mark of Passage governs motion, allowing its bearer to move with uncanny speed. The bearer of the mark can even slip through space in the blink of an eye.

House Orien


Leader: Kwanti d'Orien


Headquarters: Journey's Home (Passage, Aundair)


The House of Passage manages land transportation. The lightning rail is the house's most dramatic tool, but Orien also runs caravans and coaches across the length of Khorvaire. Dragonshard focus items ensure that the fastest vehicles are those driven by heirs with the Mark of Passage, but the house also licenses unmarked teamsters. The Courier's Guild of House Orien delivers mail and packages and has a branch that handles more covert and dangerous deliveries.

Orien has dominated transportation for centuries, but now the house is facing challenges. The Mournland is a dramatic obstacle for ground transportation, and Baron Kwanti d'Orien has had tremendous difficulty securing funds to rebuild the lightning rail line across the blasted landscape. Indeed, he spends most of his time away from his headquarters in Aundair, trying to raise funds for the project while keeping an eye on house operations. He travels across western Khorvaire in his personal lightning rail coach, the Silver Unicorn—a reference to the house's unicorn emblem.

House Orien's problems don't end with the Mournland, though. The expanding role of Lyrandar airships threatens the house's business. Baron Kwanti would like to be able to offer more instantaneous transportation, but long-distance teleportation is a service only the strongest Orien dragonmarks can provide. So the house is working with House Cannith in an effort to unlock and enhance this gift of the Mark of Passage. Orien heirs might be caught up in these experiments or in the rivalry with House Lyrandar.

Variant Human: Mark of Passage

If your human character has the Mark of Passage, the following traits replace the human's Ability Score Increase trait in the Player's Handbook.

Ability Score Increase. Your Dexterity score increases by 2, and one other ability score of your choice increases by 1.

Courier's Speed. Your base walking speed increases to 35 feet.

Intuitive Motion. When you make a Dexterity (Acrobatics) check or any ability check to operate or maintain a land vehicle, you can roll one Intuition die, a d4 and add the number rolled to the ability check.

Magical Passage. You can cast the expeditious retreat and jump spells. At 3rd level, you can cast the misty step and pass without trace spells. Once you cast any of these spells with this trait, you can't do so again until you finish a long rest. Dexterity is your spellcasting ability for these spells.

Dragonmarked Characters

Here are examples of characters with this mark.

Outlander Ranger. You're a courier who specializes in dangerous deliveries to exotic locations. Your assignments take you into the wilds, the Mournland, and worse. Hopefully you have a team of capable friends.

Rogue Urchin. You grew up as a foundling in the worst slums of Sharn. For you, the city is a vast vertical jungle, and you love climbing towers and leaping between bridges. You value friendship and freedom. You're interested in having fun and helping your companions than in joining up with some stuffy house.

The Mark of Scribing


"Communication is the foundation of civilization."

— Baron Lysse Lyrriman d'Sivis


The Mark of Scribing deals with communication—both the written and spoken word. A gnome who bears the mark can feel words as though they are living creatures, struggling to make their meaning known. The mark provides a range of gifts. It translates languages, but it also allows its bearer to communicate with others at a distance.

House Sivis


Leader: Lysse Lyrriman d'Sivis


Headquarters: The Labyrinth (Korranberg, Zilargo)


Bearing the emblem of the cockatrice, the gnomes of House Sivis facilitate communication. This is seen most literally in speaking stones, magic items allowing a Sivis heir to send a short message to another speaking stone. House Sivis's message stations employs these items as the backbone of their long-distance communication network. The house also trains and licenses scribes, notaries, interpreters, cartographers, barristers, heralds, bookbinders, and others who work with words. House Sivis has an especially close relationship with House Kundarak, as Kundarak letters of credit must be notarized with a Sivis arcane mark.

House Sivis takes great pains to maintain the trust of its clients and holds a position of absolute neutrality in all disputes, whether between houses or nations. Sivis gnomes are typically friendly, curious, and engaging, but that kindly exterior might conceal a scheming mind. Gnomes have a natural love of intrigue, and the different families within the house often engage in subtle schemes and feuds. Doyenne Lyssa Larriman, the leader of the house, takes pains to ensure that these intrigues never threaten the house or its reputation.

Gnome Subrace: Mark of Scribing

If you're a gnome with the Mark of Scribing, you have this subrace, with the following traits.

Ability Score Increase. Your Dexterity score increases by 1.

Gifted Scribe. When you make an Intelligence (History) check or an ability check using calligrapher's supplies and forgery kits, you can roll one Intuition die, a d4 and add the number rolled to the ability check.

Scribe's Insight. You know the message cantrip. You can also cast comprehend languages once with this trait, and you regain the ability to cast it when you finish a short or long rest. Starting at 3rd level, you can cast the magic mouth spell with this trait, and you regain the ability to cast it when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Dragonmarked Characters

Here are examples of characters who carry the Mark of Scribing.

House Agent Bard. The Draconic Prophecy is one of the greatest mysteries of all. You're an observer tasked to keep your eyes open for any sort of manifestation of the Prophecy. You are part detective, part spy. Always keep your eyes open for leads and see where they take you.

Sage Wizard. You started out as a scribe and discovered a talent for arcane magic and a love of history. You're eager to explore ancient ruins and lost civilizations, and you're especially interested in uncovering old records, spellbooks, and ancient lore.

Hermit Warlock (Great Old One). The Mark of Scribing allows you to read the code of reality itself, to understand voices no one else can hear. You have no interest in the business of your house; you are on a grander quest, unraveling a secret that lesser minds can't comprehend. Your patron could be a daelkyr or your mark may truly be connecting you to some primordial force.

The Mark of Sentinel


"Protection is my purpose. I defend the innocent from those who would do them harm. For my siblings, this is a job; for me, it's a calling."

— Harric d'Deneith, Sentinel Marshal


The Mark of Sentinel warns and protects. It heightens senses and reflexes, allowing an heir to respond to threats with uncanny speed. It can shield its bearer from harm. Whether on the battlefield or the ballroom, someone who carries the Mark of Sentinel is prepared for danger.

House Deneith


Leader: Breven d'Deneith


Headquarters: Sentinel Tower (Karrlakton, Karrnath)


House Deneith was born in Karrnath, and war flows in its veins. For centuries, the Blademarks Guild of House Deneith has governed the mercenary trade. While warriors with the Mark of Sentinel are among its most elite forces, House Deneith brokers the services of a wide range of soldiers, including Valenar war bands and the goblins of Droaam. Beyond the battlefield, the Defender's Guild provides exceptional bodyguards for those who can afford their services. House Deneith is also renowned for its Sentinel Marshals, agents who hold the authority to pursue criminals and enforce the law across the length of Khorvaire. The Sentinel Marshals hold the honor of the house in their hands. Being a Marshal is a privilege, and it comes with high expectations.

Despite its might and the desire of some house members to flex their military muscles, House Deneith has always maintained absolute neutrality, selling its services to all sides of a conflict. Baron Breven d'Deneith shows no inclination of using the massive, chimera-marked military forces of his house for his own ends, but he's surrounded by aggressive advisors who would like to see a Deneith ruling all Khorvaire. House Deneith is also caught in an escalating rivalry with House Tharashk, as it edges into the mercenary trade.

Variant Human: Mark of Sentinel

If your human character has the Mark of Sentinel, the following traits replace the human's Ability Score Increase trait in the Player's Handbook.

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

Sentinel's Intuition. When you make a Wisdom (Insight) or Wisdom (Perception) check, you can roll one Intuition die, a d4 and add the number rolled to the ability check.

Guardian's Shield. You can cast the compelled duel, shield, and shield of faith spells once with this trait. Once you cast any of these spells with this trait, you can't do so again until you finish a long rest. Wisdom is your spellcasting ability for this spell.

Vigilant Guardian. When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to swap places with that creature, and you are hit by the attack instead. Once you use this trait, you can't do so again until you finish a short or long rest

Dragonmarked Characters

Some examples of characters with this mark:

Paladin Soldier. You're a Sentinel Marshal, and you feel a divine calling to the cause of justice. You may follow Dol Arrah or the Silver Flame, but your paladin abilities could reflect the powers of your mark and your devotion to justice. Your "military rank" benefit reflects your authority as a marshal and is recognized by law enforcement, rather than soldiers.

Monk Entertainer. You love being in the thick of battle, but you've never had an interest in being a mercenary. Instead, you found your path as a gladiator. You draw your Ki through your mark, enhancing your reflexes and speed. You love life in the arena and the fans love you, but perhaps it's time to find a greater purpose.

The Mark of Shadow


"The illusions that I weave dazzle and deceive. Sometimes that deception eases your burdens, letting you forget your troubles for a moment. But I can also ease your burdens by ending your life."

— Lady Elara d'Thuranni, shadow dancer


The Mark of Shadow lets an elf weave illusions, crafting magic to distract or delight. It also allows its bearer to sculpt shadows, making it easy to avoid detection.

The Houses of Shadow


Leader: House Phiarlan, Elvinor Elorrenthi d'Phiarlan; House Thuranni, Elar d'Thuranni


Headquarters: House Phiarlan, the Demesnes (various); House Thuranni, Regalport (Lhazaar Principalities)


Elves have carried the Mark of Shadow for thousands of years. The mark's bearers left Aerenal after the conflict that wiped out the Mark of Death and established House Phiarlan in Khorvaire. These elves are expert entertainers, giving them access to all manner of places and secrets. Known to few, there has always been an elite force of spies and assassins within House Phiarlan. Only special clients—nobles, merchant lords, and the like—have access to these spies.

Toward the end of the Last War, a bitter feud broke out between the major families of the house. Known as the Shadow Schism, it resulted in a split withinin Phiarlan—and the foundation of House Thuranni. House Phiarlan continues to offer entertainment and espionage in the lands west of the Mournland, while Thuranni operates in the eastern lands. As a rule, Phiarlan elves are the better spies and Thuranni agents are superior assassins. Thuranni and Phiarlan maintain a peaceful relationship, but rivalries run deep.

Baron Elar d'Thuranni is said to be responsible for the Shadow Schism. Ruling the house from an enclave in Regalport, he is always accompanied by a shadowy pair, rumored to be embodiments of shadow itself. The displacer beast serves as the young house's emblem.

The lands of House Phiarlan, known as the Demesnes, are the foremost centers of the arts in the Five Nations, each focusing on a specific artistic tradition: the written word, movement arts, music, material arts, and the arts of illusion, puppetry, oratory, and acting. Baron Elvinor Elorrenthi leads the house from the last of those, the Demesne of Shadow, which is located in Sharn. The hydra serves as House Phiarlan's emblem.

Elf Subrace: Mark of Shadow

If you're an elf with the Mark of Shadow, you have this subrace, with the following traits.

Ability Score Increase. Your Charisma score increases by 1.

Cunning Intuition. When you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll one Intuition die, a d4 and add the number rolled to the ability check.

Shape Shadows. You know the minor illusion cantrip. You can cast disguise self and silent image. Starting at 3rd level, you can cast the darkness and invisibility spells. Once you cast any of these spells with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Dragonmarked Characters

Here are a few examples of characters who carry the Mark of Shadow.

House Agent Rogue. You're a young agent in House Thuranni. You've studied the performing arts, but you're far more interested in the darker side of the house. At the moment you're building your skills and reputation as an observer and investigator, but once you prove yourself you hope you'll get to be a player in the shadow war.

Bard Entertainer. You're a rising star. Your performances have already earned you a name across the Five Nations, and your fame will surely only increase as your develop your talents. The house has helped with your career, and they've dropped hints to see if you want to get involved in the other side of the house, but at the moment you're in just in this for the music.

The Mark of Storm


"Sovereigns and Firstborn, grant me the four blessings promised to our people: dominion over the air, dominion over the water, fortune for my family, and fortune for my future."

— From the Oath of Lyrandar


Wind and water welcome the half-elves who carry the Mark of Storm, and some learn to call on the power of the storm itself.

House Lyrandar


Leader: Esravash d'Lyrandar


Headquarters: Stormhome (Aundair)


House Lyrandar has long ruled the seas. Their kraken-marked galleons harness air and water elementals and are faster than any mundane vessel. Control of sea and river trade gave Lyrandar considerable power. Now they reach out to the skies. Merely a decade old, Lyrandar airships have undermined the lightning rail's domination of overland travel.

House Lyrandar also controls the air in a literal way. The Raincallers' Guild can use the Mark of Storms to control the weather for its clients.

For many of the house's members, the house is more than a family or business—its private island enclave, Stormhome, is the closest thing they have to a homeland. Baron Esravash is ambitious and often steers the house to act in what he sees as the interests of all half-elves. Lyrandar heirs help the Valenar elves run their young kingdom, and some believe that Valenar could become a true homeland for the Khoravar.

Variant Half-Elf: Mark of Storm

If your half-elf character has the Mark of Storm, the following traits replace the half-elf's Ability Score Increase and Skill Versatility traits in the Player's Handbook.

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Sea Monkey. Your base walking speed is 30 feet, and you have a swim speed of 30 feet.

Windwright's Intuition. When you make a Dexterity (Acrobatics) check or any ability check involving navigator's tools, you can roll one Intuition die, a d4 and add the number rolled to the ability check.

Storm's Boon. You have resistance to lightning damage.

Headwinds. You know the gust cantrip. You can cast the feather fall and fog cloud spells. Starting at 3rd level, you can cast the gust of wind and levitate spells. Once you cast any of these spells with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Dragonmarked Characters

Here are few examples of characters who carry the Mark of Storms.

Noble Sorcerer. You are heir to one of the oldest families of Lyrandar, a direct descendant of the Firstborn. You can draw on your mark and your bloodline to wield power beyond those of other heirs. You’re a noble of the house: are you a carefree celebrity, or are you driven by duty and a deep desire to help your house and your people?

Sailor Fighter. You served on the airship that went into service, and spent the Last ?War fighting in the skies. You know your way around the clouds and on the water, and you’re looking for adventurers that will take you back to either of them.

Criminal Rogue. You’ve never been one to play by the rules. You always dreamed of being a smuggler or a sky pirate, and when you were old enough, you stole a small airship and headed to Sharn. You and your DM will have to decide how that worked out and if you still have the airship; it turns out they’re hard to hide. Either way, you’ve been kicked out of the house and you’re looking for jobs that cater to your sense of adventure.

The Mark of Warding


"My family has the finest vaults you can imagine. They forge the locks that secure royal jewels. And I learned to pick those locks when I was barely out of the crib."

— Cutter, burglar and Kundarak excoriate


The Mark of Warding helps its bearers protect things of value. Using the mark, a dwarf can weave wards with mystic force. It also provides its bearer with an intuitive understanding of locks used to protect and seal.

House Kundarak


Leader: Morrikan d'Kundarak


Headquarters: Korunda Gate (Mror Holds)


If you want to keep something safe — jewels, secrets, prisoners — Kundarak is there to help. The Defenders Guild of House Kundarak trains locksmiths, security specialists, and more. It maintains the prison of Dreadhold, along with a number of smaller prisons. As useful as these services are, it's the Banking Guild that truly defines the house. Kundarak's lands in the Mror Holds include deep veins of precious metals, which the dwarves used to establish the banking industry of Khorvaire. Anyone who makes a living from coin — from bankers to goldsmiths — likely learned their skills at House Kundarak. The security of banks bearing the Kundarak manticore emblem is legendary. The house also provides a special service to those who can afford it: a system of extradimensional vaults, allowing a client to store their goods in one location and retrieve them at any other Kundarak enclave.

House Kundarak has a close alliance with House Sivis. Like the House of Scribing, Kundarak has worked to earn the trust of its clients and to establish a reputation for unshakable integrity. The house has no love of renegade dwarves using their marks to turn a profit, and such rogues strive to avoid the eye of Kundarak.

As the dwarves of the Mror Holds have come into increasing conflict with the daelkyr, Lord Morrikan d'Kundarak has instructed house heirs to establish connections with the Gatekeeper druids. The druids have much in common with the house, being the creators of the wards that protect Eberron from the daelkyr.

Dwarf Subrace: Mark of Warding

If you're a dwarf with the Mark of Warding, you have this subrace, with the following traits.

Ability Score Increase. Your Dexterity or Intelligence score increases by 1.

Warder's Intuition. When you make an Intelligence (Investigation) check or an ability check using thieves' tools, you can roll one Intuition die, a d4 and add the number rolled to the ability check.

Wards and Seals. You can cast the alarm and armor of Agathys spells with this trait. Starting at 3rd level, you can also cast the arcane lock and knock spells with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. Intelligence is your spellcasting ability for these spells, and you don't need material components for them when you cast them with this trait.

Dragonmarked Characters

Here are examples of characters with the Mark of Warding.

Artificer House Agent. Some people want to build a better mousetrap. Better isn't enough for you - you want to build the best. Your basic job: go out in the world, find the finest and most unusual security systems, and see what you can learn from them. When you go into an ancient ruin, you're hoping there are traps.

Criminal Rogue. It's not that you're a bad person. You've just never met a lock you didn't want to open. It's like they speak to you, whispering "Free me! Free me!" You're not even in it for the gold; you've just fallen in with a bad crowd because most people who like opening locks are criminals. Perhaps it’s time to make some new friends.

Marked By Prophecy


The Dragonmarked Houses are founded on twelve marks. These are known as the true marks, and part of what makes them distinctive from aberrant marks is the consistencies to which they are tied. A true dragonmark is primarily defined by its common form and hereditary nature, whereas aberrant marks appear to be entirely unpredictable, and two aberrant marks might grant the same exact ability or abilities while appearing wildly different. In all, there are thirteen documented dragonmarks, although only twelve true dragonmarks remain and, even while their tendency remains somewhat of a mystery, the bloodlines to which they manifest are solidly affirmed.

True dragonmarks typically appear at adolescence, manifesting in response to stressful and challenging situations. However, it’s possible for a dragonmark to manifest later in life, and it is believed that even the timing of appearance is an important clue into deciphering the draconic prophecy. When someone develops the weakest form of a true mark after any adolescent trials, such a mark is termed a fledgling dragonmark.

It’s also possible for an individual to develop an extremely large and exceptionally powerful form of a true mark known as a Siberys dragonmark.

The Test of Siberys

The dragonmarked races and subraces above, are for characters who developed a dragonmark early in life. Dragonmarks normally manifest in response to stress, and each of the houses has developed a battery of trials that are designed to draw out a latent dragonmark. All members of a house bloodline undergo this Test of Siberys during adolescence. Those heirs who don’t develop a dragonmark are presumed not to have it, though some do develop fledgling or Siberys marks later in life.

The Test of Siberys varies for each dragonmark. The basic principles are the same across a particular mark, but different house enclaves and barons are known to put unique twists on the test, thus keeping the young scions from attempting to duplicate dangerous tests on their own. While the Test of Siberys is specifically designed to trigger a mark, it’s not the only way to force a manifestation. Any stressful situation might trigger a spontaneous manifestation. An heir of a house could develop their mark before being tested, while a foundling born outside of the house could trigger a latent mark by unknowingly replicating the conditions of a Test of Siberys. Additionally, some records reflect accounts of heirs within the true dragonmarked bloodlines manifesting aberrant dragonmarks, much to the dismay of the House.

Many of the foremost experts on the Draconic Prophecy, like Professors Caldyn and Ennis, hypothesize that such instances are the design of the larger tapestry of fate, and marks appear in completing the necessary steps toward whatever end the Draconic Prophecy declares.

In creating a dragonmarked character, think about the events that caused your dragonmark to manifest. Did you undergo the Test of Siberys or did your mark manifest independently? The following list looks at just a few of the challenges and forms of stress involved in the Test of Siberys.

  • Mark of Detection. An interview in which a candidate is locked in a room slowly filling with water, faced with two identical subjects and must determine if either, both, or neither are changelings, and the correct answer yields the key to safety. Many applicants manifest the mark simply from the stress of suffocation, even if they fail the requirements of the test. Since that is the true purpose of the test, such successes are praised just as are those who exit the room with dry boots.

  • Mark of Finding. A candidate must track a designated target, often through the Shadow Marches and, depending on the skill of the candidate, such extended hunting might involve ever increasingly dangerous beasts. In a city, the test might involve tracking a House mentor. In either case, failure will bring shame on the family, and could involve injury or death, especially if the prey gets the drop on a would-be hunter.

  • Mark of Handling. The dragonmark allows its bearer to befriend monstrosities, and the most common test is to be locked in a small space with an angry hippogriff. Candidates might also be faced with a stampede of lesser beasts, challenged to wrangle a herd of cats, or otherwise presented with a difficult task involving the handling animals.

  • Mark of Healing. Jorasco heirs are often paired with a small pet for a year before the test. Once the two have had time to bond, they’re locked in a room and the animal is mortally wounded, and it is up to the heir to stabilize the creature and nurse it overnight. At regular intervals, and if the candidate manages to use natural medicine to stabilize the creature, additional wounds are sustained until the dragonmark appears, or the subject expires. If the mark manifests, candidates are innately able to cast spare the dying or some other spell to save their beloved pet. As inhumane as this might appear, Jorasco has one of the highest rates of manifestation among the Dragonmarked bloodlines, and other tests have been theorized but proved ineffective. This practice was deemed more favorable than sending Jorasco heirs into the field during the Last War in hopes that a mark manifests as members of their squad lay dying.

  • Mark of Hospitality. The most common feature of the Mark of Hospitality includes a strong power of persuasion, and the Ghallanda trials largely revolve around high-stakes baking tournaments. In these bake-offs, candidates often aren’t given all the ingredients they require, challenging the heirs to either find a way to overcome this handicap through exceptional talent with cook’s utensils or to convince the judges that the proposed meal was a subpar selection, and the dish presented is more appropriate to suit the pallet given the ingredients, which likely requires the ability to make fast friends.

  • Mark of Making. The heir is stranded in a junk heap with a specific challenge that will allow them to escape imprisonment. To accomplish this, the heir must either mend broken equipment or use magecraft to cobble together something entirely new.

  • Mark of Passage. Speed is the defining feature of the Mark of Passage, and the candidates are often pitted against each other in foot races to deliver packages to the administrators containing letters of their success, dodging iron defenders while wild beasts are set after them. Those who fall behind might suffer a mauling. As a final safeguard against the crafty candidate, an heir that takes too long to deliver the package also carries with it the mark manifesting stress of the explosive properties infused within the parcel.

  • Mark of Scribing. Some enclaves focus on the translating abilities of the mark, creating tests that require an immediate translation. An heir could be placed in a dire situation such as being poisoned, or locked in an increasingly inhospitable space, left only with incomprehensible instructions that reveal the keys to survival. Others require a perfect act of scribing, which some might call forgery, perfectly duplicating a challenging piece of writing, such as a legal document. Failing this test could very well mean imprisonment, should the authorities happen upon such replication and detect its imperfections.

  • Mark of Sentinel. Similar to House Jorasco, Sentinel heirs are often paired with dogs or other animals. After a year of bonding, the heir must keep their animal companion alive through a harrowing week of unexpected assaults and hidden threats otherwise impossible without the assistance of a dragonmark.

  • Mark of Shadow. The heir is sealed in a space with a brutal foe and must successfully evade the enemy for a period. Some enclaves prefer to avoid these tests of stealth and instead focus purely on a display of artistic talent well beyond the level of most professional entertainers.

  • Mark of Storm. The candidate is stranded in a dinghy on storm-tossed water and must make their way safely to land. If the fear of drowning is not enough to awaken the heir’s mark, the fear of being lost at sea is often cited as the catalyst to achieve the desired result.

  • Mark of Warding. A common trial involves heirs being sealed in vaults and abandoned. The candidate works to overcome the locks before succumbing to hunger and thirst. Alternatively, late bloomers might face a dangerous threat approaching in the distance, and the candidate must repair a chamber’s locks and enter before it arrives.

Fledgling Dragonmarks

The dragonmarked races and subraces presented above, reflect characters who developed dragonmarks early in life and have experience using their abilities. But it’s possible for a character to develop a dragonmark later in life. This is reflected by acquiring a fledgling feat. While a character with a fledgling feat doesn’t have all the abilities of a full heir, they do have a dragonmark in its least form. A fledgling feat allows its bearer to use dragonmark focus items associated with their mark, and it serves as a prerequisite for acquiring the Greater Dragonmark feat tied to the mark.

True dragonmarks are tied to specific races and bloodlines, and if a character manifests the Fledgling Mark of Making, it means that character has a blood connection to one of the families of House Cannith. A character with a new fledgling mark could embrace such a connection, reaching out to volunteer as a house agent. The Dragonmarked Houses are always willing to reclaim fledglings and foundlings, but if an heir chooses not to build on this connection, the houses won’t seek them out without cause. With thousands of heirs with far more experience, House Lyrandar won’t mind if a single fledgling is using the Mark of Storm to pilot an airship for a band of adventurers. They will mind if you start your own commercial airship business, though, and active competition with House Lyrandar will invite trouble with a lightning fast response. Generally, the houses won’t engage with fledglings unless they initiate the contact or pose an active threat to them.

Taking a fledgling feat means that a dragonmark has appeared on your body, and you should decide where it is. You can also take a fledgling feat to enhance your existing dragonmark. For example, if you’re playing a half-elf with the Mark of Storm, you can take the Fledgling Mark of Storm, with the primary benefit of increasing the size of the mark’s Intuition die. If you already have the Mark of Storm and you take the Fledgling Mark of Storm, your intuition die increases from 1d4 to 1d6 and if you acquire the Greater Mark of Storm thereafter, it increases to 1d8.

Fledgling Mark of Detection

Prerequisite: Half-elf, no Mark of Storm

You possess the least form of the Dragonmark of Detection. This provides the following features:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.

  • When you make an Intelligence (Investigation) or Wisdom (Insight) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.

  • You can cast the detect magic spell, but only as a ritual. Intelligence or Wisdom is your spellcasting ability for this spell. If you already have the Mark of Detection, the die type of your dragonmarked Intuition Die increases by one, and you can can choose a divination spell, adding it to your list of spells able to be cast by your dragonmark. This spell cannot deal damage.

Fledgling Mark of Finding

Prerequisite: Half-orc, Human; no Mark of Making, Passage, or Sentinel

You possess the least form of the Dragonmark of Finding. This provides the following features:

  • Increase your Strength, Dexterity, or Wisdom score by 1, to a maximum of 20.

  • Your mark sharpens your senses and helps you find your prey. When you make a Perception or Survival ability check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.

  • You can cast locate animals or plants, but only as a ritual. Wisdom is your spellcasting ability for this spell. If you already have the Mark of Finding, the die type of your dragonmarked Intuition Die increases by one, and you can can choose a spell from the ranger spell list, adding to your list of spells able to be cast by your dragonmark. This spell cannot deal damage.

Fledgling Mark of Handling

Prerequisite: Human; no Mark of Making, Passage, or Sentinel

You possess the least form of the Dragonmark of Handling. This provides the following features:

  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.

  • When you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. If you already have the Mark of Handling, the die type of your dragonmarked Intuition Die increases by one, and you can can choose a spell from the druid spell list, adding to your list of spells able to be cast by your dragonmark. This spell cannot deal damage.

  • When you cast a spell that affects only beasts, it also affects monstrosities with an Intelligence score of 3 or lower.

Fledgling Mark of Healing

Prerequisite: Halfling, no Mark of Hospitality

You possess the least form of the Dragonmark of Healing. This provides the following features:

  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.

  • You can cast the spare the dying cantrip. Wisdom is your spellcasting ability for this cantrip. If you already have the Mark of Hospitality, the die type of your dragonmarked Intuition Die increases by one, and you can choose another cantrip from the cleric list. This cantrip cannot deal damage.

  • When you make a Wisdom (Medicine) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.

Fledgling Mark of Hospitality

Prerequisite: Halfling, no Mark of Healing

You possess the least form of the Dragonmark of Hospitality. This provides the following features:

  • Increase your Dexterity or Charisma score by 1, to a maximum of 20.

  • You learn the prestidigitation cantrip. If you already have the Mark of Hospitality, the die type of your dragonmarked Intuition Die increases by one, and you can choose another cantrip from any spell list. This cantrip cannot deal damage.

  • When you make a Charisma (Persuasion) check or an ability check involving brewer’s supplies or cook’s utensils, you can roll one Intuition die, a d4, and add the number rolled to the ability check.

Fledgling Mark of Making

Prerequisite: Human; no Mark of Handling, Passage, or Sentinel

You possess the least form of the Dragonmark of Making. This provides the following features:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.

  • You learn the mending cantrip. If you already have the Mark of Making, the die type of your dragonmarked Intuition Die increases by one, and you can choose another cantrip from the artificer spell list. This cantrip cannot deal damage.

  • When you make an Arcana check or an ability check involving artisan's tools, you can roll one Intuition die, a d4 and add the number rolled to the ability check.

Fledgling Mark of Passage

Prerequisite: Human; no Mark of Finding, Handling, Making, or Sentinel

You possess the least form of the Dragonmark of Passage. This provides the following features:

  • Increase your Dexterity or Constitution score by 1, to a maximum of 20.

  • When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn. If you already have the Mark of Passage, the die type of your dragonmarked Intuition Die increases by one, and your speed increases by 5 feet.

  • When you make a Dexterity (Acrobatics) check or any ability check to operate or maintain a land vehicle, you can roll one Intuition die, a d4 and add the number rolled to the ability check.

Fledgling Mark of Scribing

Prerequisite: Gnome

You possess the least form of the Dragonmark of Scribing. This provides the following features:

  • Increase your Intelligence score by 1, to a maximum of 20.

  • You learn the message cantrip. Intelligence is your spellcasting ability for this spell. the die type of your dragonmarked Intuition Die increases by one, and you gain cantrip from the wizard spell list. This cantrip cannot deal damage.

  • When you make an Intelligence (History) check or an ability check using calligrapher's supplies and forgery kits, you can roll one Intuition die, a d4 and add the number rolled to the ability check.

Fledgling Mark of Sentinel

Prerequisite: Human; no Mark of Handling, Making, or Passage

You possess the least form of the Dragonmark of Sentinel. This provides the following features:

  • Increase your Strength or Wisdom score by 1, to a maximum of 20.

  • You can cast the shield spell. Once you cast it, you must finish a long rest before you can cast it again using this feat. the die type of your dragonmarked Intuition Die increases by one, and you gain another use of the shield spell.

  • When you roll for Initiative or make a Wisdom (Perception) check to notice a threat, you can roll one Intuition die, a d4, and add it to the ability check.

Fledgling Mark of Shadow

Prerequisite: Elf

You possess the least form of the Dragonmark of Shadow. This provides the following features:

  • Increase your Dexterity or Charisma score by 1, to a maximum of 20.

  • You learn the minor illusion cantrip. Charisma is your spellcasting ability for this spell. If you already have the Mark of Shadow, the die type of your dragonmarked Intuition Die increases by one, and you can choose another cantrip from the bard spell list. This cantrip cannot deal damage.

  • When you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.

Fledgling Mark of Storm

Prerequisite: Half-elf, no Mark of Detection

You possess the least form of the Dragonmark of Storm. This provides the following features:

  • Increase your Dexterity or Charisma score by 1, to a maximum of 20.

  • You learn the gust cantrip. Charisma is your spellcasting ability for this spell. If you already have the Mark of Storm, the die type of your dragonmarked Intuition Die increases by one, and you can choose another cantrip from the druid and sorcerer spell list. This cantrip cannot deal damage.

  • When you make a Dexterity (Acrobatics) check or any ability check involving operating or maintaining a water or air vehicle, you can roll one Intuition die, a d4, and add the number rolled to the ability check.

Fledgling Mark of Warding

Prerequisite: Dwarf

You possess the least form of the Dragonmark of Warding. This provides the following features:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.

  • You learn the alarm spell and can cast it as a ritual with this feat. Intelligence is your spellcasting ability for this spell. If you already have the Mark of Warding, the die type of your dragonmarked Intuition Die increases by one, and you gain another use of the alarm spell.

  • When you make an Intelligence (Investigation) check or an ability check using thieves' tools, you can roll one Intuition die, a d4 and add the number rolled to the ability check.

Greater Dragonmarks

The Greater Dragonmark feat represents the evolution of a dragonmark — an exponential increase in both the size of the dragonmark and the powers it bestows. Only a fraction of dragonmarked heirs ever develop a Greater Dragonmark. The powers that they possess are more powerful than the wide magic that serves as the foundation of the magical economy. Teleportation, instant communication across vast distances—these services are rare, remarkable, and largely unique to the dragonmarked houses.

Greater Dragonmark

Prerequisite: 8th level, Character must possess a dragonmark

Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits:

  • The die type of your dragonmarked Intuition Die increases by one.
  • Increase one ability score by 1, to a maximum of 20. The abilities available to you are based on your mark, as shown on the Greater Dragonmark Benefits table.
  • You learn a set of spells, each of which you can cast once without expending a spell slot or using a material component. The list of spells, the spellcasting ability for these spells, and the type of rest you must complete in order to regain the use of these spells are shown on the Greater Dragonmark Benefits table.

To cast Leomund's secret chest using this feat and the Mark of Warding, you must have a Siberys dragonshard with a value of at least 100 gp. While you have this dragonshard in hand, it serves as the spell's focus, and you can use it to summon and dismiss the chest.

Greater Dragonmark Benefits

Dragonmark Ability
Score Increase
Spells Spellcasting
Ability
Rest Required
Detection Intelligence or Wisdom see invisibility, true seeing Intelligence or Wisdom Long
Finding Dexterity, Strength, or Wisdom find the path, locate creature Wisdom Long
Handling Dexterity or Wisdom beast sense, dominate beast Wisdom Long
Healing Dexterity or Wisdom greater restoration, mass healing word Wisdom Long
Hospitality Charisma or Dexterity Mordenkainen’s magnificent mansion, sanctuary Charisma Long
Making Dexterity or Intelligence creation, fabricate Intelligence Long
Passage Dexterity or Constitution blink, teleportation circle Dexterity Long
Scribing Dexterity or Intelligence sending, tongues Intelligence Short or Long
Sentinel Strength or Wisdom compelled duel, warding bond Wisdom Short or Long
Shadow Charisma or Dexterity nondetection, mislead Charisma Long
Storm Charisma or Dexterity control water, control winds Charisma Long
Warding Dexterity or Intelligence glyph of warding, knock, Leomund’s secret chest* Intelligence Long

Dragonmarked Characters - the Five Roles

Agent or Excoriate?

What does it mean to be a dragonmarked character? Are you complicit in the actions of your house or bound by its rules? Could you be a rebel, or a spy engaging in covert operations on behalf of the house? The answer is simple: what do you want your story to be? The houses are massive organizations with thousands of heirs. Are you close to the powers that run the house, or did you grow up working on the factory floor? Do you want to be limited by the rules of the house, or do you want to be on the outside?

The Dragonmarked sourcebook presents five different roles for player characters. Here’s a quick overview.

The Agent

As an agent of a dragonmarked house, you have close ties to a house and its leaders. Depending on your status and accomplishments, you can draw on the authority and resources of the house—limited at first when you’ve yet to prove yourself, but increasing with your accomplishments. The flip side of this is that you have responsibilities and you’re accountable to the house. Your actions reflect upon it and you’ll be expected to follow its rules and regulations. In short, your ties to the house are a constant factor in your life, and will likely come up in every adventure—whether it’s because the house has given you a specific mission, or simply because your ties to the house affect your interactions with others. One topic that’s worth discussing with your DM is whether you want to be proud of your house and if you’d like it to be shown primarily in a positive light in the campaign… or if you like the idea of your house taking actions that force you to question your loyalty, and if you might uncover secrets you wish you didn’t know.

Your influence as an agent is based on your actions, so this is something you have to earn over time. However, there’s two backgrounds that make sense if you want this to be a long-term part of your character. House Agent from the Wayfinder’s Guide to Eberron reflects an ongoing role as an operative and troubleshooter for your house. You may not be close to the leadership, but you’re a recognized agent. Alternately, Noble reflects the idea that you are tied to one of the most powerful and influential families within the house… reflecting the idea that in Eberron, a dragonmarked baron has power to rival a prince or duke. Your Position of Power has a different flavor than that of an aristocrat, but you are still heir to wealth and power. Nobles may see you as new money, but they will respect your family’s influence.

In the novels, Lei d’Cannith begins as an agent of House Cannith. She’s a uniformed house operative serving alongside the Cyran military; she adheres to all house rules; and she has ties to important families and has been provided with an arranged marriage to solidify her position.

The Scion

As a scion you’re an heir in good standing with your house, but you aren’t actively working for a branch of the house, and you have little recognition or responsibility. At some point in your career you worked for one of the house guilds, but you’re currently out on your own. Effectively, if the houses were nations, you’d be a citizen: you have certain rights based on your citizenship, but the house will only pay attention to you if you draw attention to yourself. This is the simplest approach if you like the idea of being part of one of these powerful families, but don’t want to have a lot of responsibilities. As with the agent, it’s good to talk with your DM and discuss the role you’d prefer to see the house play in your story. Would you prefer to stay at a distance? Would you be interested in being drawn more deeply in over time as your reputation grows? The house could definitely take an interest in you as you gain influence and power. There could be intrigues with your family, or you could have prophetic significance you don’t know about. You could discover corruption within the house and have to decide whether to fight it or whether to simply break ties with it. You begin as a largely free agent, but there’s many ways your story could go.

While a scion could have any background, there are a few that could reflect your ties to your house. Guild Artisan is an obvious one, with your guild being the house guild that covers your particular trade; your Guild Membership feature means that you can call on the support of the house, even if it’s on a more practical level than the Noble or House Agent. If you’re Phiarlan or Thuranni, a background as an Entertainer may be a reflection of a career that began with the House Guilds, while if you’re a Spy you could be a former agent who’s still maintained a few contacts and covers. Soldier is a fine choice for House Deneith, and your Military Rank represents your honorable service within the Blademark mercenary corps. Lyrandar Sailors, Sivis Scholars, Tharashk Urban Bounty Hunters… all of these reflect the idea that you had an honest career within the house, but currently you don’t have any responsibilities to it.

The Orphan

As an orphan, you’ve chosen to break your ties with your house. This often happens when an heir wants to engage in actions forbidden by the Korth Edicts, such as marrying into a noble family. But it can also be driven by a matter of principle: a Jorasco heir wants to devote their life to charitable healing, or a Deneith soldier wants to fight for a particular cause instead of for gold. The main point is that you chose to cut yourself off. You’re not allow to wear the house insignia or to present yourself as an heir, but you’re not an excoriate. If your circumstances change, you could even potentially return to it. The main question to answer in creating your character is why did you leave? Was it driven by the Edicts? Was it a matter of principle? Was it tied to love, or to prevent a scandal?

In many ways being an orphan is the simplest way to play a dragonmarked character, if all you want is the abilities of the mark. You have no responsibilities, no access to house resources, and you can’t even use the house name… but you’re also not burdened by the infamy of excoriation. The main question is if you want the house to play a role in your life. If you left to avoid a scandal, do you want it to come back up? If you were driven away by love gone wrong, do you want to cross paths with your lover or your rival? If you left because of a principle, do you want that to be a theme as your story evolves? Or do you just want to focus on a career as an adventurer with a dragonmark, without getting into any of that?

An orphan can follow almost any background. The main point is that the benefits of your background will not reflect an active tie to your house. If you’re a Soldier and a Deneith orphan, you should either drop Military Rank, or say that it reflects your rank in a different military organization; you’ve broken all ties to the Blademark. If you’re a Noble, you don’t have a Position of Privilege within the house; instead, you or one of your parents could have married into the aristocracy. Of course, you could take the Noble background with the Retainers option, suggesting that you turned your back on your life of privilege but a few loyal retainers remain by your side.

In the Dreaming Dark novels, Daine is an orphan who left House Deneith in order to serve in the Cyran army.

The Excoriate

An Excoriate has committed a crime against the house and been formally cast out of it. This is far more severe than being an orphan. Your likeness is circulated; heirs of the house are forbidden from providing you with any sort of aid or assistance, and even members of other houses will usually shun excoriates. This punishment is reserved for serious offenses, and carries the weight of infamy, so the immediate question is what did you do? Did you actually commit treason or make an attack against your house? Did you deserve your excoriation, or is it the result of political maneuvering—you uncovered corruption or some other secret the house needed to keep hidden? If it was possible, would you want to find a way to return to your house, or do you despise your family and everything it stands for?

An excoriate is an orphan with an extra serving of drama. You aren’t simply ignored by the house, you will actively have to deal with the consequences of your infamy. If the adventure requires interaction with a house, you may have to disguise yourself or make yourself scare. On the other hand, perhaps you still have friends or contacts in the family… but are you willing to place them at risk by asking for their help?

While an excoriate can follow any background with the same limitations as the orphan, this is also a logical path for a Criminal; it could be that your criminal activities are what got you excoriated, or it could be that you were forced into a life of crime after being thrown from the house. It’s also a good match for a Folk Hero, especially if you were excoriated for doing something that hurt your house but helped the common people. A more unusual option would be Hermit or Haunted One; you have seen or discovered something the house doesn’t want known.

In the Dreaming Dark novels, Lei d’Cannith becomes an excoriate. In her case, she doesn’t know why she was driven from the house, and this is an ongoing mystery she slowly unravels over the course of her story.

The Foundling

As a foundling you never had a connection to a house. You’re presumably descended from an orphan or excoriate… or you might be the illegitimate child of a member of a house. You’ve grown up without any guidance from the house and you don’t know any of its traditions; you’ve learned to use the mark entirely on your own. As a general rule, the houses are quite happy to bring foundlings back into the family, so you COULD become a scion or agent if you ever wanted to… so the question is, why haven’t you? Is it that you’ve never had contact with a house—that you’re an Urchin, Hermit, or Outlander who has never been to a house enclave? Have you been recruited by some other organization keen to make use of your powers… so you might be a Spy or a Criminal, or an Acolyte who’s chosen your faith over your house? Or are you AFRAID of the houses… either because you know a terrible secret about them, or for purely irrational reasons?

A foundling has no immediate responsibilities; typically, the house doesn’t know you exist. Generally, the reason to play a foundling character is because you want to explore a relationship with the houses… or to play the idea of being a dragonmarked agent of another organization. If your reputation grows and your mark is revealed, your house may pressure you to join—is that a story that you want to explore? If not, you might be better off as an orphan.

 

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