Sorcerous Origin - Dragonmarked

Many of those who bear dragonmarks channel their powers in the 'expected' ways - those of the Shadow take to spy or assassination work, those of the Making become crafters, and those of Finding investigators. While these answers are not wrong, some of the dragonmarked focus all their efforts on directly empowering their mark's magic at the expense of other pursuits. These are dragonmarked sorcerers. Though some may expect this focus to grant them higher status among the Houses, this is not often the case, as their narrow vision can lead to them disregarding position and status in pursuit of power.

Frequently, dragonmarked sorcerers become fixated on the Draconic Prophecy, seeking to unravel its secrets even as they define a place within it. To some this can make them appear mad, but the Houses often take advantage of this fixation to see if the knowledge can be turned to their advantage.

Dragonmark Spells

Starting at 1st level, you automatically learn the spells added to your spell list by your Spells of the Mark racial feature when you reach certain levels in this class. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. These spells cannot be exchanged for another spell when you level up. In addition, you can use your dragonmark as an arcane focus for your Sorcerer spells, even if both your hands are occupied.

Guided by Prophecy

Your dragonmark scribes a part of the Draconic Prophecy upon your very soul. Fate itself seems inclined to create a future where you prosper. When you use your dragonmark Intuition feature, you roll a d6 instead of a d4. This improves to a d8 at 10th level, and a d12 at 20th level. You also learn the draconic language, if you did not already know this. Finally, you may apply your Intuition die to Initiative rolls, in addition to the standard skills and tools it covers.

Enduring Dragonmark Spells

The dragonmark magic in your blood lets you cast for longer without requiring rest. From 6th level you can cast each spell added to your spells known by your Dragonmark Spells feature once per long rest without expending a spell slot.

From 11th level in this class, you also do not need to provide material components for your Dragonmark spells.

Mark on the Mind

Your dragonmark's power lets you more easily resist powers that affect your mind. From 6th level whenever you make an Intelligence, Wisdom, or Charisma saving throw you can use your reaction to add your Intuition die to the saving throw. You can choose to do this after you've rolled the save, but before the DM confirms the result. You can do this a number of times equal to your proficiency bonus. You regain one expended use on a short rest and all uses on a long rest.

Advanced Mark Magic

From 14th level you gain a special ability based upon your dragonmark that you can use once per long rest, as listed below.

Detection. You mark's magic detects a future in which you succeed. When you make an ability check or saving throw, you can choose to treat the roll as a 20. You must do this before making the roll.

Finding. By completing a 10 minute ritual, you can locate a creature whose name you know or object you have touched. You gain full and precise knowledge of their location, even if they are on another plane of existence. Only the Mind Blank spell or divine intervention can block this. Other spells or effects which block divination are ineffective against this feature.

Handling. You call forth the spirit of a beast long past as an action. This is treated as the spell Summon Beast, as if cast from an 8th level spell slot. It requires your Concentration, but does not require a costly material component.

Healing. A wave of healing washes out from you. As an an action you heal all creatures you choose within a 60ft radius 100 hit points. All creatures you heal are also cured of all diseases and any effect making them blinded or deafened. You cannot utilise this effect on Undead or Construct type creatures.

Hospitality. You can use this feature as an action. When you do so, you designate your current location as a Sanctum, and create a number of magical tokens equal to your proficiency bonus. The token can be used by yourself or others. The token's magic can be invoked as an action. When they do so, the bearer of the token and everything they're carrying is immediately teleported to the designated Sanctum. The bearer then gains the benefit of a Short Rest, and the token's magic expires. Any spells cast by the token-holder that have a duration of 1 hour or less expire along with this.

Making. As an action you can create a nonmagical object of Medium size or smaller with a gold value of no more than 20 times your sorcerer level. These creations are permanent creations, with no duration. You may have a number of these creations in existence equal to your Charisma modifier at any one time. If you attempt to exceed this limit, you decide which of your previous creations vanish.

Passage. As an action you may cast the Teleport spell, but so long as the destination is not a 'False Destination', you always arrive 'On Target', without needing to roll for missing your mark.

Scribing. You may cast the Symbol spell without requiring material components. Instead of the normal choices for its effect, you may only choose Debate. All creatures affected by the symbol must make an Intelligence saving throw. If they fail, they are struck by the overwhelming desire to debate one another on philosophy, the arcane, and other such subjects for 1 minute. A debating creature can't take actions, bonus actions, or reactions, and only moves to engage other debates in rousing conversation. You may only have two Debate symbols scribed at any one time, and intuitively know when one has triggered (and which one has triggered). Once the effect ends, the debaters do feel like they have been enlightened somewhat by the experience, even if not much was actually accomplished.

Sentinel. You may cast the Mind Blank spell, but only targeting yourself, not others.

Shadow. As a bonus action on your turn you turn Invisible for 1 minute. The shadows that cloak you disrupt spells and senses that would perceive you such as See Invisibility, Scry, blindsight or tremorsense, negating them. Only truesight on a creature whose CR is higher than your sorcerer level can perceive you properly.

Storm. You may cast the Control Weather spell with a duration of 4 hours. When you do so, you do not need to Concentrate on this.

Warding. As an action you may touch a creature other than yourself. They gain Immunity to all damage until the end of your next turn.

Dragonmark Sense

From 14th level you have honed your intuitive sense for when other dragonmarks are near. As an action, you can open your awareness to detect such marks. Until the end of your next turn, you know the location of any dragonmarked creatures within 60 feet of you that is not behind total cover. You know the type of dragonmark they hold of any being whose presence you sense. You may use this a number of times equal to your proficiency bonus, refreshing on a long rest.

Improved Guided by Prophecy

By now your dragonmark's effect on the world is so powerful that you are a figure in the draconic prophecy, and your life cannot be cut short. From 18th level you add Foresight to your list of spells known. By expending 10 sorcery points, you may use your bonus action, or reaction when attacked, to gain its effects for 1 minute.

In addition, with your place in the prophecy confirmed you stop ageing, and cannot be aged by either natural or magical means.