Dragonmark, Mark of Handling
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. The twelve established dragonmarks are tied to specific family lines, and the scions of those families work hard at consolidating the power of the marks in order to maximize the profit and influence they gain from them. The Mark of Healing, for example, has given the halflings of House Jorasco an edge in providing medical care; the house has exploited that edge to the point where it remains virtually the only provider of healing services.
Marks of Mystery. Centuries of manipulation and consolidation have caused the established dragonmarks to manifest primarily in members of certain races and family lines. However, exceptions have always existed, and they've grown increasingly common in recent years.
Distant Offshoot (Human, not related to House Vadalis). 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. You're an anomaly; if House Vadalis became aware of you, it would try to bring you and your family line into the house.
Mark of Prophecy (Not Human). You might bear a Mark unrelated to the Race normally associated with the Mark. 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 House Vadalis might not claim you. You gain the following benefits:
Wild Intuition. When you make an Intelligence (Nature) or Wisdom (Animal Handling) check, you can roll 1d4 and add the number rolled to the ability check.
Primal Connection. You always have the Animal Friendship and Speak with Animals spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).
Monstrous Connections. When you reach character level 3, you can target a Monstrosity when you cast Animal Friendship or Speak with Animals if the creature's Intelligence score is 3 or lower.
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Handling Spells table are added to that feature's spell list.
Mark of Handling Spells:
| Spell Level | Spells |
|---|---|
| 1 | Command, Find Familiar |
| 2 | Beast Sense, Calm Emotions |
| 3 | Beacon of Hope, Conjure Animals |
| 4 | Aura of Life, Dominate Beast |
| 5 | Awaken |