The Greater Aberrant Dragonmark feat represents the evolution of an aberrant dragonmark - an exponential increase in both size of the dragonmark and the powers it bestows.
Like other dragonmarks, aberrant dragonmarks rarely manifest as a greater form. While standard greater dragonmarks are rare, greater aberrant dragonmarks are exceedingly so; if a fraction of dragonmarks develop a greater dragonmark, a fraction of a fraction of aberrant dragonmarks develop a greater aberrant dragonmark. The power a greater aberrant dragonmark possess are terrifying, even in comparison to other greater dragonmarks. They are, however, a double edged sword; if aberrant dragonmarks have a flaw, greater aberrant dragonmarks have terrifying consequences. Few who have developed a greater aberrant dragonmark live for long, and among those that do many more still lose all forms of humanity or sanity. If taking an aberrant dragonmark is an action to be taken with caution, evolving that mark into a greater aberrant dragonmark should be warned against altogether. The power they offer is immense, but it comes at a cost…
Your aberrant dragonmark has grown in size and power. This enhances your existing dragonmark and the benefits it provides are the following:
- Increase your Constitution by 1, to a maximum of 20.
- Choose two spells from the table below, one from the first list and one from the second list. You learn those spells and can cast them at their lowest level. Once you cast one, you must finish a long rest before you can cast it again. Constitution is your spellcasting ability for these spells.
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List 1 (select one) |
List 2 (select one) |
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barkskin, bestow curse, darkvision, daylight, fear, scorching ray, sleet storm, suggestion, tidal wave, vampiric touch |
cloudkill, cone of cold, confusion, dominate person, feeblemind, flame strike, freedom of movement, insect plague, phantasmal killer |
Greater aberrant dragonmarks are much more dangerous than their more mundane kin; while a normal aberrant dragonmark has a flaw, greater dragonmarks have hindrances. Consult the table below and compare it to what you chose or rolled for your aberrant dragonmark flaw. The flaw is replaced by the hindrance. Alternatively, you and the DM can develop your own hindrance if you developed your own flaw; the drawback should be on par with those of the hindrances below.
Aberrant Mark Hindrance
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1 |
Your dragonmark causes constant pain, and the increased size has not helped the matter. At times, the pain makes it hard to sleep. Every time you take a long rest, make a Constitution saving throw (DC 13); if you fail, your mark has flared and caused a loss of sleep or lack of rest. You gain one step of Exhaustion. |
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2 |
Your mark whispers to you and the voices have become much more intelligible; at times, they are clear and concise. When you use one of your mark's spells, the voices crescendo and become impossible to ignore. Make a Wisdom saving throw (DC 13) before casting one of the spells granted by the Greater Aberrant Dragonmark feat; if you fail, you consume the use of that spell but it fizzles and fades without its effects completing as the voices interrupt your concentration. |
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3 |
In times of stress, your mark recoils and reacts to your defense. If you are under the effect of a negative condition (such as incapacitated or grappled) your mark lashes out violently. The DM chooses one spell granted to you by your dragonmark and casts it on the target of his choice. |
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4 |
The skin around your mark has an unusual appearance and the increase in size makes it impossible to hide. Everyone knows, without any doubt, that you have an aberrant dragonmark. The only way to hide it is to make a disguise check. Even then, a keen eyed person can easily identify the telltale signs; those with proficiency in Arcana or other dragonmarked individuals gain advantage to notice the disguised mark. |
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5 |
Mundane animals grow downright fearful of you, some even become aggressive. When fighting beasts, they must make a wisdom save against your spellcasting DC. If they fail, they become frightened of you. If they succeed, they will always attack you first and they gain advantage on all attacks and saves against you. |
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6 |
You have dramatic mood swings any time you use your mark, and they have gotten worse since developing a greater mark. Whenever you cast a spell granted by your mark, make a Wisdom saving throw (DC 13 + 1 for every 5 HP you are missing); if you fail, the DM takes control over your character for one action. This action will usually be an outburst in anger or sudden fits of sadness. Either way, the single action will not be desirable. |
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7 |
Your appearance changes in some minor way every time you use your mark, but sometimes it changes in a major way. Every time you use your mark, make a Constitution saving throw (DC 13); if you fail, the change alters your appearance severely. Until it wears off (make another Constitution saving throw after each long rest until you make the save) you gain a disadvantage on all Charisma based ability and skill checks. If you gain another disfigurement while under the effects of another, the first becomes permanent, damaging your Charisma; you lose one Charisma permanently. |
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8 |
You have horrific nightmares when you use your mark, and they have become much, much worse. Every time you take a long rest, make a Wisdom saving throw (DC 13); if you fail, your nightmares become so bad that you lose rest. You gain one step of Exhaustion. |
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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10/24/2018 5:24:40 PM
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80
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4
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1.0
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Coming Soon
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