Dragonmark, Aberrant
Eberron: Forge of the Artificer p. 39
- Prerequisite
- Eberron Campaign, Can't Have Another Dragonmark Feat
Description
Dragonmarks are mysterious and magical symbols that appear on the skin of some people across Khorvaire. You bear an aberrant dragonmark. These rare marks appear on members of all species. Aberrant dragonmarks disturb the houses—you would be wise to avoid their attention.
Marks of Mystery. Centuries of manipulation and consolidation have caused the established dragonmarks to manifest primarily in members of certain family lines. However, exceptions have always existed, and they've grown increasingly common in recent years.
Distant Offshoot. You are a distant offshoot of a dragonmarked family line, sharing the species that most commonly manifests the mark but unencumbered by ties to its house. For example, you could be a Halfling with the Mark of Healing but with no ties to House Jorasco. You're an anomaly; if House Jorasco became aware of you, it would try to bring you and your family line into the house. To build this kind of character, choose a Dragonmark feat at level 4 or later.
Mark of Prophecy. You might bear a mark unrelated to your species. For example, you can choose to bear the Mark of Healing even if you're not a Halfling. Your dragonmark has nothing to do with the house's family line. It might be a direct mark of the Draconic Prophecy, or it could be an Aberrant Mark that happens to duplicate an established one. You'll probably never meet an NPC in the world like you, and a House might not claim you.
You gain the following benefits:
Aberrant Fortitude. When you fail a Constitution saving throw, you can take a Reaction to roll 1d4 and add the number rolled to the save, potentially turning the failure into a success. Once you've used this benefit, you can't use it again until you finish a Long Rest.
Aberrant Magic. You know one cantrip of your choice from the Sorcerer spell list. Also, choose a level 1 spell from that spell list. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Short or Long Rest. You can also cast this spell using any spell slots you have. Constitution is your spellcasting ability for this spell.
Aberrant Surge. When you cast the level 1 spell from this feat, you can expend one of your Hit Point Dice and roll it. If you roll an even number, you gain a number of Temporary Hit Points equal to the number rolled. If you roll an odd number, one creature within 30 feet of you (not including you) takes Force damage equal to the number rolled. If no other creatures are in range, you take the damage.