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Dragonmarks

Dragonmarks are elaborate skin patterns, similar to tattoos, that grant their bearers innate spellcasting abilities. Each type of mark is tied to large, extended families that each control a different industry or trade in Eberron. Not every member of a given family possesses a dragonmark; conversely, merely possessing a dragonmark does not grant special status within the house.

You can acquire the Dragonmark feature when you create your character, but it must belong to its listed race or races. Once you obtain a Dragonmark you are a member of its corresponding dragonmarked house (or houses, in the case of the Mark of Shadow).

Aberrant dragonmarks occasionally appear, which are not tied to the dragonmarked houses and have a variety of effects.


Dragonmarks Houses
Mark House Race Influence
Detection Medani Half-elf Warning Guild
Finding Tharashk Half-orc, human Finders Guild
Handling Vadalis Human Handlers Guild
Healing Jorasco Halfling Healers Guild
Hospitality Ghallanda Halfling Hostelers Guild
Making Cannith Human Fabricators Guild
Passage Orien Human Transportation Guild
Scribing Sivis Gnome Speakers Guild
Sentinel Deneith Human Defenders Guild
Shadow Phiarlan Elf Entertainers and Artisans Guild
Shadow Thuranni Elf Shadow Network
Storm Lyrander Half-elf Raincallers Guild
Warding Kundarak Dwarf Warding Guild

Dragonmark feature

You have a magical mark that indicates you are a member of one of the dragonmarked houses. Select one of the options from the Dragonmarks table. You gain the ability to innately cast spells and cantrips, as summarized in the Dragonmark Benefits table, using the spellcasting ability listed under the Ability column. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:

  • At 1st level, you gain the least dragonmark. You learn the cantrip listed under the Least column.
  • At 3th level and higher, your mark becomes more potent, improving to lesser dragonmark. You also learn the spell listed under the Lesser column.
  • At 6th level and higher, your mark’s power increases again, becoming a greater dragonmark. You also learn the spell listed under the Greater column.
  • At 9th level and higher, your mark’s power increases again, becoming a true dragonmark. You also learn the spell listed under the True column.
  • To represent an aberrant dragonmark for your character, roll a d12 to determine each of the least, lesser, greater and true powers when your character would normally adquiere them. Your spellcasting ability is Constitution.
Dragonmarks powers
Mark Ability Least Lesser Greater True
Detection Wisdom Mage hand Detect magic Detect thoughts Clairvoyance
Finding Wisdom Mage hand Identify Locate object Clairvoyance
Handling Wisdom Druidcraft Speak with animals Beast sense Conjure animals
Healing Wisdom Spare the dying Cure wounds Lesser restoration Revivify
Hospitality Charisma Friends Unseen servant Rope trick Leomund’s tiny hut
Making Intelligence Mending Identify Magic weapon Fabricate
Passage Intelligence Light Expeditious retreat Misty step Teleportation circle
Scribing Intelligence Message Comprehend languages Sending Tongues
Sentinel Wisdom Blade ward Compelled duel Blur Protection from energy
Shadow Charisma Dancing lights Disguise self Darkness Nondetection
Storm Intelligence Shocking grasp Fog cloud Gust of wind Sleet storm
Warding Intelligence Resistance Alarm Arcane lock Magic circle

The non marked

Most people that do not have a dragonmark are not gifted with magic, but instead, some of them got an extraordinary physical capabilities that allows to push themselves toward superhuman limits.

When you create your character, if it does not acquire any dragonmark and it is not a Warforged, it is considered a Non Marked. On each level on wich it would obtain a Dragonmark feature, you may, instead, add the appropiate feature of the following list:

  • At 1st level, you can concentrate to improve your accuracy. As an action you can focus on an enemy that is no more than 30 feet from you, to see through its defenses. On your next turn, you gain advantage on your first attack roll against the target.
  • At 3th level and higher, you can boost your phisycal endurance for a short period of time. As an action, you become immune to being frightened and gain temporary hitpoints equal to your Strenght, Dexterity or Constitution modifier (you choose). At the beggining each of your turns, you gain the same amount of temporary hitpoints again. This effect last for 1 minute. When this effect ends, you lose all remaining temporary hitpoints gained in this way. Once you use this feature, you must finish a long rest to use it again.
  • At 6th level and higher, you can use an adrenaline boost to move at an inhuman speed. You can use a bonus action to move up to twice your land speed. You are invisible while moving using this feature. Once you use this feature, you must finish a long rest to use it again.
  • At 9th level and higher, you have control over the full power of your body. As an action you can enter in a power surge state. While you are in this state your speed is doubled, you have advantage on Dexterity saving throws, you can use your bonus action to take the Dash, Disengage or Dodge action, and you gain an additional action on each of your turns. That action can be used only to take the Attack action (one unnarmed or weapon attack only). This effect last 1 minute, and when it ends you can't take actions until after your next turn. Once you use this feature, you must finish a long rest to use it again.

The Juggernauts

Warforged are not a biological race, but their soul do exist. A Warforged can acquire any Dragonmark, but only if its creator had have one and decided to transfer it to the Warforged chassis. The malleable soul of a warforged lets it adapt to Dragonmarks and progressively unlock their powers.

Although the great war happened a long time ago, some warforged are still built for war purposes, or to fulfill the role of executors of royal orders. Those built in this way are specially designed to punish and harm other beings.

When you create your character, if it does not acquire any dragonmark, and it is a Warforged, you can choose to make it a Juggernaut. On each level on wich it would obtain a Dragonmark feature, you may, instead, add the appropiate feature of the following list:

  • At 1st level, you can use the excess of magic from your powercore to manipulate the forces arround an enemy. You know the Lightning Lure Cantrip
  • At 3th level and higher, you can overload your body with your powercore magic. A protective magical electricity surrounds you, manifesting as a small lightnings and sparks that covers you and your gear for 1 minute. If a creature hits you with a melee attack while you are overloaded, the creature takes 5 lightning damage. Once you use this feature, you must finish a long rest to use it again.
  • At 6th level and higher, you can make your body to vibrate at an incredible speed, making it blurred, shifting and wavering to all who can see you for 1 minute. Any creature has disadvantage on attack rolls against you while you are vibrating. An attacker is immune to this effect if it doesnt rely on sight, as with blindsight. Once you use this feature, you must finish a long rest to use it again.
  • At 9th level and higher, you can create an static field arround you for 1 minute. Lighnings and sparks flit around you to a distance of 15 feet for the duration. When you use this feature, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn, starts its turn there or moves out of it, it must make a Dexterity saving throw. On a failed save, the creature takes 4d8 lightning damage. On a successful save, the creature takes half as much damage. Once you use this feature, you must finish a long rest to use it again.

The Cursed Ones

Shifters evolved through the union of lycanthropes and humans, so they can acquire the Dragonmarks from their human heritage.

However some shifters no only have not a Dragonmark, but they have an stronger curse on their blood, making them closer to a lycanthrope than a human or even another shifter. People usually call them the Weretouch Masters.

When you create your character, if it does not acquire any dragonmark, and it is a Shifter, you can choose to make it a Cursed One instead of a Non Marked. On each level on wich it would obtain a Dragonmark feature, you may, instead, add the appropiate feature of the following list:

  • At 1st level, you can have small outbursts of ferocity without any kind of physical effort. You know the Primal Savagery Cantrip.
  • At 3th level and higher, when you shift, your hunting instincts soar. You can cast the Hunter's Mark spell at its lower level as part of your shift action. If your subrace is Dreamsight, you cast the Hex spell instead. A Spell casted using this feature does not require concentration and it last until you return to your human form.
  • At 6th level and higher, your shift form evolves and now it can be confused with a lycan. While you are in your shift form, you are under the effects of the Pass Without Trace and Enhance Ability spells. The Enhance Ability option depends on your subrace: Canine: Bull’s Strength; Feline: Cat’s Grace; Dreamsight: Owl’s Wisdom; Ursidae: Bear’s Endurance (Add your shift temporary hit points and those granted by this feature. the new total is concidered your Shifting temporary Hitpoints)
  • At 9th level and higher, you can control your curse to steal vitality from your enemies. You are under the effects of Vampiric Touch while you are in your shift form.

Dragonmarks on other races

In some rare cases, Dragonmarks can appear on other races.

Kalashtars are essentially humans merged with alien entitys, so they can show a Dragonmark as sign of their human heritage.

Changelings evolved through the union of doppelgangers and humans. Due to their monster heritage, and the power or their ancestors, they can obtain any Dragonmark. Doppelgangers and Changelings are found in every race family tree.