Ok, not much experience doing homebrews, but wanted to give it a shot. This may be really broken, and I have little experience with sorcerers beyond 6 level so I'm looking for insights and ideas - some of the mark abilities might be a bit uninspired. Home with COVID so passing the time with this but brain's not firing on all cylinders.
This is for my Eberron game, and the idea is a changeling who manifests an aberrant dragonmark but can manipulate it using their shapechanging to emulate other marks. It in theory has some big story impact, and would be unique, most likely.
The Changeling’s Mark, Sorcerous Origin
Through innate potential, magical mishap, or misguided attempt at mimicry, your body has manifested an aberrant dragonmark but your shapechanging talents allow you to manipulate and alter the mark, granting you access to the powers of the dragonmarked Houses.
The Houses would certainly be interested in a person with such power - though as a threat or an opportunity is uncertain. Likewise the dragons of Argonessen would be vexed by such a wildcard ruining their carefully planned manipulations of the draconic prophecy - though perhaps it also allows for paths of the prophecy long thought dead to be revitalized with a marked changeling as a new proxy… but that would be before they learn that such a changeling may be able to manifest the Mark of Death and resurrect the parts of the prophecy concerning the Line of Vol.
The power of the changeling’s mark is a skeleton key… though the doors it may open may lay empires to waste or open the gates of Khyber.
Aberrant Mark, 1st level Sorcerer feature
You gain a strange version of an aberrant dragonmark but your changeling nature allows you to alter it as readily as you alter your appearance. You can also hide your mark when you change your appearance. You gain the following feat:
Aberrant Mark of the Changeling
A strange shape-shifting aberrant dragonmark appears on your body, though innate talent or magican misadventure, or perhaps attempting to mimic a member of a dragonmarked house. Regardless, it has the following effects:
Increase your Charisma or Constitution score by 1, to a maximum of 20.
You learn a cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it through your mark. Once you cast it, you must finish a short or long rest before you can cast it again through the mark. Charisma is your spellcasting ability for these spells.
When you cast the 1st-level spell through your mark, you can expend one of your Hit 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 random 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.
The Changeling Mark, 1st level Sorcerer feature
Each day your aberrant marks shifts, manifesting both its aberrant qualities as well as those of a true dragonmark. Each long rest, you must roll 1d12 twice on the following table, rerolling if you happen to roll the dragonmark you had the day prior. The first die is the new mark you manifest, though if the second die matches, you manifest the lost Mark of Death instead.
Roll
Dragonmark manifested
1
Mark of Making
2
Mark of Hospitality
3
Mark of Shadow
4
Mark of Detection
5
Mark of Finding
6
Mark of Passage
7
Mark of Healing
8
Mark of Scribing
9
Mark of Sentinel
10
Mark of Warding
11
Mark of Handling
12
Mark of Storm
Additionally, you may through use of life force and mystic skill guide the manifestation down certain paths. By spending a hit die or a sorcery point you may shift the roll up or down by a maximum of 1, wrapping around the table if needed. This can only be done once per long rest.
Artisan's Intuition
You are bestowed the Mark of Making.
When you make an Intelligence (Arcana) or an ability check involving artisan's tools, you can roll your Intuition Dice and add the result to your ability check.
Mark Spells
You gain mark spells for the Mark of Making. These are not counted towards known spells.
SORCERER SPELL LEVEL
SPELLS
1st
identify, Tenser's floating disc
2nd
continual flame, magic weapon
3rd
conjure barrage, elemental weapon
4th
fabricate, stone shape
5th
creation
Barkeep Intuition
You are bestowed the Mark of Hospitality.
When you make a Charisma (Persuasion) or an ability check involving brewer's supplies or cook's utensils, you can roll your Intuition Dice and add the result to your ability check.
Mark Spells
You gain mark spells for the Mark of Hospitality. These are not counted towards known spells.
SORCERER SPELL LEVEL
SPELLS
1st
goodberry, sleep
2nd
aid, calm emotions
3rd
create food and water, Leomund's tiny hut
4th
aura of purity, Mordenkainen's private sanctum
5th
hallow
Cunning Intuition
You are bestowed the Mark of Shadow.
When you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll your Intuition Dice and add it when making one of these checks.
Mark Spells
You gain mark spells for the Mark of Shadow. These are not counted towards known spells.
SORCERER SPELL LEVEL
SPELLS
1st
disguise self, silent image
2nd
darkness, pass without trace
3rd
clairvoyance, major image
4th
greater invisibility, hallucinatory terrain
5th
mislead
Deductive Intuition
You are bestowed the Mark of Detection.
When you make an Intelligence (Investigation) or a Wisdom (Insight) check, you can roll your Intuition Dice and add it when making one of these checks.
Mark Spells
You gain mark spells for the Mark of Detection. These are not counted towards known spells.
SORCERER spell Level
Spells
1st
detect evil and good, detect poison and disease
2nd
detect thoughts, find traps
3rd
clairvoyance, nondetection
4th
arcane eye, divination
5th
legend lore
Hunter's Intuition
You are bestowed the Mark of Finding.
When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll your Intuition Dice and add the result to your ability check.
Mark Spells
You gain mark spells for the Mark of Finding. These are not counted towards known spells.
SORCERER SPELL LEVEL
SPELLS
1st
faerie fire, longstrider
2nd
locate animals or plants, locate object
3rd
clairvoyance, speak with plants
4th
divination, locate creature
5th
commune with nature
Intuitive Motion
You are bestowed the Mark of Passage.
When you make a Dexterity (Acrobatics) or any ability check to operate or maintain an land vehicle, you can roll your Intuition Dice and add the result to your ability check.
Mark Spells
You gain mark spells for the Mark of Passage. These are not counted towards known spells.
SORCEROR SPELL LEVEL
SPELLS
1st
expeditious retreat, jump
2nd
misty step, pass without trace
3rd
blink, phantom steed
4th
dimension door, freedom of movement
5th
teleportation circle
Medical Intuition
You are bestowed the Mark of Healing.
When you make a Wisdom (Medicine) or an ability check using an herbalism kit, you can roll your Intuition Dice and add the result to your ability check.
Mark Spells
You gain mark spells for the Mark of Healing. These are not counted towards known spells.
SORCERER SPELL LEVEL
SPELLS
1st
cure wounds, healing word
2nd
lesser restoration, prayer of healing
3rd
aura of vitality, mass healing word
4th
aura of purity, aura of life
5th
greater restoration
Scribe Intuition
You are bestowed the Mark of Scribing.
When you make a Intelligence (History) or an ability check using calligrapher's supplies, you can roll your Intuition Dice and add the result to your ability check.
Mark Spells
You gain mark spells for the Mark of Scribing. These are not counted towards known spells.
SORCERER SPELL LEVEL
SPELLS
1st
comprehend languages, illusory script
2nd
animal messenger, silence
3rd
sending, tongues
4th
arcane eye, confusion
5th
dream
Sentinel's Intuition
You are bestowed the Mark of Sentinel.
When you make a Wisdom (Insight) or Wisdom (Perception) check, you can roll your Intuition Dice and add the result to your ability check.
Mark Spells
You gain mark spells for the Mark of Sentinel. These are not counted towards known spells.
SORCERER SPELL LEVEL
SPELLS
1st
compelled duel, shield of faith
2nd
warding bond, zone of truth
3rd
counterspell, protection from energy
4th
death ward, guardian of faith
5th
Bigby's hand
Warder's Intuition
You are bestowed the Mark of Warding.
When you make a Intelligence (Investigation) or any ability check using thieves' tools, you can roll your Intuition Dice and add it when making one of these checks.
Mark Spells
You gain mark spells for the Mark of Warding. These are not counted towards known spells.
When you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll your Intuition Dice and add the result to your ability check.
Mark Spells
You gain mark spells for the Mark of Handling. These are not counted towards known spells.
SORCERER SPELL LEVEL
SPELLS
1st
animal friendship, speak with animals
2nd
beast sense, calm emotions
3rd
beacon of hope, conjure animals
4th
aura of life, dominate beast
5th
awaken
Windwright's Intuition
You are bestowed the Mark of Storm.
When you make a Dexterity (Acrobatics) or any ability check involving navigator's tools, you can roll your Intuition Dice and add it when making one of these checks.
Mark Spells
You gain mark spells for the Mark of Storm. These are not counted towards known spells. You also freely know the cantrip gust.
SORCERER SPELL LEVEL
SPELLS
1st
feather fall, fog cloud
2nd
gust of wind, levitate
3rd
sleet storm, wind wall
4th
conjure minor elemental, control water
5th
conjure elemental
Deathspeaker’s Intuition
You are bestowed the lost Mark of Death.
When you make a Charisma (Persuasion) or any ability check involving the dead, undead or spirits, you can roll your Intuition Dice and add it when making one of these checks.
Unliving Bond. As an action, you establish a telepathic link with one undead creature you touch that isn’t hostile toward you. For the next 10 minutes, the link is active while you and the creature are within line of sight of each other. Through the link, the undead creature can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the undead creature gains advantage on attack rolls against any
Mark Spells
You gain mark spells for the Mark of Storm. These are not counted towards known spells. You also freely know the cantrip spare the dying.
SORCERER SPELL LEVEL
SPELLS
1st
false life, cause fear
2nd
gentle repose, wither and bloom
3rd
animate dead, speak with dead
4th
antilife shell, shadow of Moil
5th
raise dead
Feats of the Mark, 6th level Sorcerer feature
Your innate connection to the power of dragonmarks allows you to do incredible things. You choose one of the following features. You gain an additional feat of power at the 15th level.
In addition, any dragonmarked or aberrant spells cast through your mark are cast at level 2.
At level 15 this increases to level 4.
Insight of Medani
You cannot be surprised and cannot be at disadvantage due to vision. In addition, you ignore the effects of cover when making attacks or casting spells.
After you perform a successful attack, you can perform a spell attack as a bonus action. You have 3 charges that recharge after a long rest.
Speed of Orien
You may add half your movement to your full movement after making a successful attack. This feature only activates once per turn. This will disengage you, ignore difficult terrain and will not provoke an attack of opportunity. This feature has 3 charges, which are restored after a short rest.
Grace of Lyrandar
As a bonus action you gain a flight movement speed equal to your normal movement. This feature can be used for a total of 1 minute per long rest. You also gain a swimming speed equal to your ground movement speed and can speak normally underwater.
Intrigue of Phiarlan
You can once per short rest step into a shadow and appear in another shadow up to 120 feet away. While you stand in that shadow, you have advantage on Stealth checks to be detected and may initiate a surprise attack. You can do this a number of times equal to your proficiency bonus per long rest.
Welcome of Jorasco
When encountering thinking creatures, you may use this feature before any hostilities break out. They will treat you as friendly if normally they would be neutral, and neutral if normally they would be hostile. You have advantage on interpersonal skill checks (negotiations, haggling, gathering information) with such groups until your next long rest. This effect can be used up to two times per long rest.
Tenderness of Gollanda
One per long rest you can spend any number of hit dice up to your maximum, roll them and heal all allies within 30 feet of you. As an option, you can also spend a hit die to cleanse any such healed allies of poison, exhaustion, or disease.
Bulwark of Kundarak
You may ward yourself of another. The ward lasts until you finish a long rest or until you use this feature again. The ward is represented by a number of d8s equal to the number of sorcery points spent to create it, up to 5. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.
Prowess of Denieth
You may temporarily add +2 to your AC for one minute. You may use this feature a number of times equal to your proficiency per long rest.
Eye of Sivis
You can read any writing and speak any language. In addition you may cast sending to anyone whom you have a sample of writing from. With a piece of writing, you can make Insight rolls to ask questions of the writer as if the sorcerer were present at the time of the writing. Such questions generally must focus on the contents of the writing, but can make intuitive leaps (“What are you really most concerned about while writing this?” et.al.)
Bridle of Vidalis
Any spells you cast the normally only effect beasts can now affect monstrosities. Additionally, beasts or monstrosities will not initiate combat against you unless provoked, and creatures you control by spell or use animal handling on automatically receive 1d4 to their skill checks.
Siberys Mimicry, 14th level Sorcerer feature
The marks you randomly manifest are now more complex and potent if you push yourself, and so too is your aberrant mark. Your dragonmarks increase in size, and unless hidden by your shapechanging ability take up a large portion of your skin. You may also now spend 3 sorcery points upon waking from a long rest to force your mark to become the Mark of Death.
Your aberrant mark spell can now be cast with up to 3 free sorcery points for metamagic applied to it.
Your manifested mark now allows greater power each day, as noted below:
Siberys Dragonmark of Detection.
You have advantage on Intelligence (Investigation) checks. In addition, by spending 5 sorcery points you can cast the true seeing spell without expending a spell slot or requiring material components. Once you do so, you can’t cast the spell in this way again until you finish a long rest.
Siberys Dragonmark of Finding.
You have advantage on Wisdom (Perception) checks. IIn addition, by spending 5 sorcery points you can cast the commune with nature or find the path spell without expending a spell slot or requiring material components. Once you do so, you can’t cast either spell in this way again until you finish a long rest.
Siberys Dragonmark of Handling.
You have advantage on Wisdom (Animal Handling) checks. In addition, by spending 5 sorcery points you can cast the dominate beast spell as a 6th-level spell without expending a spell slot. Once you do so, you can’t cast the spell in this way again until you finish a long rest.
Siberys Dragonmark of Healing.
You have advantage on Wisdom (Medicine) checks. In addition, by spending 5 sorcery points you can cast the mass cure wounds spell as a 6th-level spell without expending a spell slot. Once you do so, you can’t cast the spell in this way again until you finish a long rest.
Siberys Dragonmark of Hospitality.
You have advantage on Charisma (Persuasion) checks. In addition, by spending 5 sorcery points you can cast the Mordenkainen’s magnificent mansion spell without expending a spell slot or requiring material components. Once you do so, you can’t cast the spell in this way again until you finish a long rest.
Siberys Dragonmark of Making.
You have advantage on any ability check you make that uses an artisan’s tool. In addition, by spending 5 sorcery points you can cast the fabricate or creation spell without expending a spell slot or requiring material components. Once you do so, you can’t cast either spell in this way again until you finish a long rest.
Siberys Dragonmark of Passage.
You have advantage on Dexterity (Acrobatics) checks. In addition, by spending 5 sorcery points you can cast the dimension door or teleportation circle spell without expending a spell slot or requiring material components. Once you do so, you can’t cast either spell in this way again until you finish a long rest. Most major House Orien enclaves have a permanent teleportation circle in place, and you may be able to learn the sigils for these circles from house authorities.
Siberys Dragonmark of Scribing.
You have advantage on Wisdom (Insight) checks, on any ability check you make that uses calligrapher’s supplies, cartographer’s tools, or forgery kits, and on any ability check you make to recognize a forgery. In addition, by spending 5 sorcery points you can cast the Rary’s telepathic bond spell without expending a spell slot or requiring material components. When you cast the spell in this way, the duration is 8 hours. Once you do so, you can’t cast the spell in this way again until you finish a long rest.
Siberys Dragonmark of Sentinel.
You have advantage on Wisdom (Perception) checks. In addition, by spending 5 sorcery points you can cast the death ward or circle of power spell without expending a spell slot. Once you do so, you can’t cast either spell in this way again until you finish a long rest.
Siberys Dragonmark of Shadow.
You have advantage on Dexterity (Stealth) checks. In addition, by spending 5 sorcery points you can cast the mislead or scrying spell without expending a spell slot or requiring material components. Once you do so, you can’t cast either spell in this way again until you finish a long rest.
Siberys Dragonmark of Storm.
You have advantage on Dexterity (Acrobatics) checks. In addition, by spending 5 sorcery points you can cast the control water or the control winds XGE spell without expending a spell slot or requiring material components. Once you do so, you can’t cast either spell in this way again until you finish a long rest.
Siberys Dragonmark of Warding.
You have advantage on Intelligence (Investigation) checks and on any ability check made using thieves’ tools.
In addition, by spending 5 sorcery points you can cast the Mordenkainen’s private sanctum or the forbiddance spell without expending a spell slot or requiring material components. When you cast the forbiddance spell in this way, it protects up to 900 square feet of floor space to a height of 30 feet above the floor. Once you do so, you can’t cast either spell in this way again until you finish a long rest.
Siberys Dragonmark of Death.
You have advantage on Charisma (Persuasion) or any ability check involving the dead, undead or spirits.
Its other effects are as yet unknown.
18th Aberrant Mark Supremacy
When your aberrant mark feat damages an opponent with its peripheral damage from a spent hit die, you may decide which opponent is impacted. If you use sorcery points to add metamagic to that spell, roll an extra damage die per metamagic point.
You may also spend a sorcery point to prevent you from hitting zero hit points and falling unconscious, dropping you to 1 hit point instead.
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Ok, not much experience doing homebrews, but wanted to give it a shot. This may be really broken, and I have little experience with sorcerers beyond 6 level so I'm looking for insights and ideas - some of the mark abilities might be a bit uninspired. Home with COVID so passing the time with this but brain's not firing on all cylinders.
This is for my Eberron game, and the idea is a changeling who manifests an aberrant dragonmark but can manipulate it using their shapechanging to emulate other marks. It in theory has some big story impact, and would be unique, most likely.
The Changeling’s Mark, Sorcerous Origin
Through innate potential, magical mishap, or misguided attempt at mimicry, your body has manifested an aberrant dragonmark but your shapechanging talents allow you to manipulate and alter the mark, granting you access to the powers of the dragonmarked Houses.
The Houses would certainly be interested in a person with such power - though as a threat or an opportunity is uncertain. Likewise the dragons of Argonessen would be vexed by such a wildcard ruining their carefully planned manipulations of the draconic prophecy - though perhaps it also allows for paths of the prophecy long thought dead to be revitalized with a marked changeling as a new proxy… but that would be before they learn that such a changeling may be able to manifest the Mark of Death and resurrect the parts of the prophecy concerning the Line of Vol.
The power of the changeling’s mark is a skeleton key… though the doors it may open may lay empires to waste or open the gates of Khyber.
Aberrant Mark, 1st level Sorcerer feature
You gain a strange version of an aberrant dragonmark but your changeling nature allows you to alter it as readily as you alter your appearance. You can also hide your mark when you change your appearance. You gain the following feat:
Aberrant Mark of the Changeling
A strange shape-shifting aberrant dragonmark appears on your body, though innate talent or magican misadventure, or perhaps attempting to mimic a member of a dragonmarked house. Regardless, it has the following effects:
The Changeling Mark, 1st level Sorcerer feature
Each day your aberrant marks shifts, manifesting both its aberrant qualities as well as those of a true dragonmark. Each long rest, you must roll 1d12 twice on the following table, rerolling if you happen to roll the dragonmark you had the day prior. The first die is the new mark you manifest, though if the second die matches, you manifest the lost Mark of Death instead.
Roll
Dragonmark manifested
1
Mark of Making
2
Mark of Hospitality
3
Mark of Shadow
4
Mark of Detection
5
Mark of Finding
6
Mark of Passage
7
Mark of Healing
8
Mark of Scribing
9
Mark of Sentinel
10
Mark of Warding
11
Mark of Handling
12
Mark of Storm
Additionally, you may through use of life force and mystic skill guide the manifestation down certain paths. By spending a hit die or a sorcery point you may shift the roll up or down by a maximum of 1, wrapping around the table if needed. This can only be done once per long rest.
Artisan's Intuition
You are bestowed the Mark of Making.
When you make an Intelligence (Arcana) or an ability check involving artisan's tools, you can roll your Intuition Dice and add the result to your ability check.
Mark Spells
You gain mark spells for the Mark of Making. These are not counted towards known spells.
SORCERER SPELL LEVEL
SPELLS
1st
identify, Tenser's floating disc
2nd
continual flame, magic weapon
3rd
conjure barrage, elemental weapon
4th
fabricate, stone shape
5th
creation
Barkeep Intuition
You are bestowed the Mark of Hospitality.
When you make a Charisma (Persuasion) or an ability check involving brewer's supplies or cook's utensils, you can roll your Intuition Dice and add the result to your ability check.
Mark Spells
You gain mark spells for the Mark of Hospitality. These are not counted towards known spells.
SORCERER SPELL LEVEL
SPELLS
1st
goodberry, sleep
2nd
aid, calm emotions
3rd
create food and water, Leomund's tiny hut
4th
aura of purity, Mordenkainen's private sanctum
5th
hallow
Cunning Intuition
You are bestowed the Mark of Shadow.
When you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll your Intuition Dice and add it when making one of these checks.
Mark Spells
You gain mark spells for the Mark of Shadow. These are not counted towards known spells.
SORCERER SPELL LEVEL
SPELLS
1st
disguise self, silent image
2nd
darkness, pass without trace
3rd
clairvoyance, major image
4th
greater invisibility, hallucinatory terrain
5th
mislead
Deductive Intuition
You are bestowed the Mark of Detection.
When you make an Intelligence (Investigation) or a Wisdom (Insight) check, you can roll your Intuition Dice and add it when making one of these checks.
Mark Spells
You gain mark spells for the Mark of Detection. These are not counted towards known spells.
SORCERER spell Level
Spells
1st
detect evil and good, detect poison and disease
2nd
detect thoughts, find traps
3rd
clairvoyance, nondetection
4th
arcane eye, divination
5th
legend lore
Hunter's Intuition
You are bestowed the Mark of Finding.
When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll your Intuition Dice and add the result to your ability check.
Mark Spells
You gain mark spells for the Mark of Finding. These are not counted towards known spells.
SORCERER SPELL LEVEL
SPELLS
1st
faerie fire, longstrider
2nd
locate animals or plants, locate object
3rd
clairvoyance, speak with plants
4th
divination, locate creature
5th
commune with nature
Intuitive Motion
You are bestowed the Mark of Passage.
When you make a Dexterity (Acrobatics) or any ability check to operate or maintain an land vehicle, you can roll your Intuition Dice and add the result to your ability check.
Mark Spells
You gain mark spells for the Mark of Passage. These are not counted towards known spells.
SORCEROR SPELL LEVEL
SPELLS
1st
expeditious retreat, jump
2nd
misty step, pass without trace
3rd
blink, phantom steed
4th
dimension door, freedom of movement
5th
teleportation circle
Medical Intuition
You are bestowed the Mark of Healing.
When you make a Wisdom (Medicine) or an ability check using an herbalism kit, you can roll your Intuition Dice and add the result to your ability check.
Mark Spells
You gain mark spells for the Mark of Healing. These are not counted towards known spells.
SORCERER SPELL LEVEL
SPELLS
1st
cure wounds, healing word
2nd
lesser restoration, prayer of healing
3rd
aura of vitality, mass healing word
4th
aura of purity, aura of life
5th
greater restoration
Scribe Intuition
You are bestowed the Mark of Scribing.
When you make a Intelligence (History) or an ability check using calligrapher's supplies, you can roll your Intuition Dice and add the result to your ability check.
Mark Spells
You gain mark spells for the Mark of Scribing. These are not counted towards known spells.
SORCERER SPELL LEVEL
SPELLS
1st
comprehend languages, illusory script
2nd
animal messenger, silence
3rd
sending, tongues
4th
arcane eye, confusion
5th
dream
Sentinel's Intuition
You are bestowed the Mark of Sentinel.
When you make a Wisdom (Insight) or Wisdom (Perception) check, you can roll your Intuition Dice and add the result to your ability check.
Mark Spells
You gain mark spells for the Mark of Sentinel. These are not counted towards known spells.
SORCERER SPELL LEVEL
SPELLS
1st
compelled duel, shield of faith
2nd
warding bond, zone of truth
3rd
counterspell, protection from energy
4th
death ward, guardian of faith
5th
Bigby's hand
Warder's Intuition
You are bestowed the Mark of Warding.
When you make a Intelligence (Investigation) or any ability check using thieves' tools, you can roll your Intuition Dice and add it when making one of these checks.
Mark Spells
You gain mark spells for the Mark of Warding. These are not counted towards known spells.
SORCERER SPELL LEVEL
SPELLS
1st
alarm, armor of Agathys
2nd
arcane lock, knock
3rd
glyph of warding , magic circle
4th
Leomund's secret chest, Mordenkainen's faithful hound
5th
antilife shell
Wild Intuition
You are bestowed the Mark of Handling.
When you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll your Intuition Dice and add the result to your ability check.
Mark Spells
You gain mark spells for the Mark of Handling. These are not counted towards known spells.
SORCERER SPELL LEVEL
SPELLS
1st
animal friendship, speak with animals
2nd
beast sense, calm emotions
3rd
beacon of hope, conjure animals
4th
aura of life, dominate beast
5th
awaken
Windwright's Intuition
You are bestowed the Mark of Storm.
When you make a Dexterity (Acrobatics) or any ability check involving navigator's tools, you can roll your Intuition Dice and add it when making one of these checks.
Mark Spells
You gain mark spells for the Mark of Storm. These are not counted towards known spells. You also freely know the cantrip gust.
SORCERER SPELL LEVEL
SPELLS
1st
feather fall, fog cloud
2nd
gust of wind, levitate
3rd
sleet storm, wind wall
4th
conjure minor elemental, control water
5th
conjure elemental
Deathspeaker’s Intuition
You are bestowed the lost Mark of Death.
When you make a Charisma (Persuasion) or any ability check involving the dead, undead or spirits, you can roll your Intuition Dice and add it when making one of these checks.
Unliving Bond. As an action, you establish a telepathic link with one undead creature you touch that isn’t hostile toward you. For the next 10 minutes, the link is active while you and the creature are within line of sight of each other. Through the link, the undead creature can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the undead creature gains advantage on attack rolls against any
Mark Spells
You gain mark spells for the Mark of Storm. These are not counted towards known spells. You also freely know the cantrip spare the dying.
SORCERER SPELL LEVEL
SPELLS
1st
false life, cause fear
2nd
gentle repose, wither and bloom
3rd
animate dead, speak with dead
4th
antilife shell, shadow of Moil
5th
raise dead
Feats of the Mark, 6th level Sorcerer feature
Your innate connection to the power of dragonmarks allows you to do incredible things. You choose one of the following features. You gain an additional feat of power at the 15th level.
In addition, any dragonmarked or aberrant spells cast through your mark are cast at level 2.
At level 15 this increases to level 4.
Insight of Medani
You cannot be surprised and cannot be at disadvantage due to vision. In addition, you ignore the effects of cover when making attacks or casting spells.
After you perform a successful attack, you can perform a spell attack as a bonus action. You have 3 charges that recharge after a long rest.
Speed of Orien
You may add half your movement to your full movement after making a successful attack. This feature only activates once per turn. This will disengage you, ignore difficult terrain and will not provoke an attack of opportunity. This feature has 3 charges, which are restored after a short rest.
As a bonus action you gain a flight movement speed equal to your normal movement. This feature can be used for a total of 1 minute per long rest. You also gain a swimming speed equal to your ground movement speed and can speak normally underwater.
You can once per short rest step into a shadow and appear in another shadow up to 120 feet away. While you stand in that shadow, you have advantage on Stealth checks to be detected and may initiate a surprise attack. You can do this a number of times equal to your proficiency bonus per long rest.
When encountering thinking creatures, you may use this feature before any hostilities break out. They will treat you as friendly if normally they would be neutral, and neutral if normally they would be hostile. You have advantage on interpersonal skill checks (negotiations, haggling, gathering information) with such groups until your next long rest. This effect can be used up to two times per long rest.
One per long rest you can spend any number of hit dice up to your maximum, roll them and heal all allies within 30 feet of you. As an option, you can also spend a hit die to cleanse any such healed allies of poison, exhaustion, or disease.
You may ward yourself of another. The ward lasts until you finish a long rest or until you use this feature again. The ward is represented by a number of d8s equal to the number of sorcery points spent to create it, up to 5. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.
Prowess of Denieth
You may temporarily add +2 to your AC for one minute. You may use this feature a number of times equal to your proficiency per long rest.
You can read any writing and speak any language. In addition you may cast sending to anyone whom you have a sample of writing from. With a piece of writing, you can make Insight rolls to ask questions of the writer as if the sorcerer were present at the time of the writing. Such questions generally must focus on the contents of the writing, but can make intuitive leaps (“What are you really most concerned about while writing this?” et.al.)
Any spells you cast the normally only effect beasts can now affect monstrosities. Additionally, beasts or monstrosities will not initiate combat against you unless provoked, and creatures you control by spell or use animal handling on automatically receive 1d4 to their skill checks.
Siberys Mimicry, 14th level Sorcerer feature
The marks you randomly manifest are now more complex and potent if you push yourself, and so too is your aberrant mark. Your dragonmarks increase in size, and unless hidden by your shapechanging ability take up a large portion of your skin. You may also now spend 3 sorcery points upon waking from a long rest to force your mark to become the Mark of Death.
Your aberrant mark spell can now be cast with up to 3 free sorcery points for metamagic applied to it.
Your manifested mark now allows greater power each day, as noted below:
Siberys Dragonmark of Detection.
You have advantage on Intelligence (Investigation) checks. In addition, by spending 5 sorcery points you can cast the true seeing spell without expending a spell slot or requiring material components. Once you do so, you can’t cast the spell in this way again until you finish a long rest.
Siberys Dragonmark of Finding.
You have advantage on Wisdom (Perception) checks. IIn addition, by spending 5 sorcery points you can cast the commune with nature or find the path spell without expending a spell slot or requiring material components. Once you do so, you can’t cast either spell in this way again until you finish a long rest.
Siberys Dragonmark of Handling.
You have advantage on Wisdom (Animal Handling) checks. In addition, by spending 5 sorcery points you can cast the dominate beast spell as a 6th-level spell without expending a spell slot. Once you do so, you can’t cast the spell in this way again until you finish a long rest.
Siberys Dragonmark of Healing.
You have advantage on Wisdom (Medicine) checks. In addition, by spending 5 sorcery points you can cast the mass cure wounds spell as a 6th-level spell without expending a spell slot. Once you do so, you can’t cast the spell in this way again until you finish a long rest.
Siberys Dragonmark of Hospitality.
You have advantage on Charisma (Persuasion) checks. In addition, by spending 5 sorcery points you can cast the Mordenkainen’s magnificent mansion spell without expending a spell slot or requiring material components. Once you do so, you can’t cast the spell in this way again until you finish a long rest.
Siberys Dragonmark of Making.
You have advantage on any ability check you make that uses an artisan’s tool. In addition, by spending 5 sorcery points you can cast the fabricate or creation spell without expending a spell slot or requiring material components. Once you do so, you can’t cast either spell in this way again until you finish a long rest.
Siberys Dragonmark of Passage.
You have advantage on Dexterity (Acrobatics) checks. In addition, by spending 5 sorcery points you can cast the dimension door or teleportation circle spell without expending a spell slot or requiring material components. Once you do so, you can’t cast either spell in this way again until you finish a long rest. Most major House Orien enclaves have a permanent teleportation circle in place, and you may be able to learn the sigils for these circles from house authorities.
Siberys Dragonmark of Scribing.
You have advantage on Wisdom (Insight) checks, on any ability check you make that uses calligrapher’s supplies, cartographer’s tools, or forgery kits, and on any ability check you make to recognize a forgery. In addition, by spending 5 sorcery points you can cast the Rary’s telepathic bond spell without expending a spell slot or requiring material components. When you cast the spell in this way, the duration is 8 hours. Once you do so, you can’t cast the spell in this way again until you finish a long rest.
Siberys Dragonmark of Sentinel.
You have advantage on Wisdom (Perception) checks. In addition, by spending 5 sorcery points you can cast the death ward or circle of power spell without expending a spell slot. Once you do so, you can’t cast either spell in this way again until you finish a long rest.
Siberys Dragonmark of Shadow.
You have advantage on Dexterity (Stealth) checks. In addition, by spending 5 sorcery points you can cast the mislead or scrying spell without expending a spell slot or requiring material components. Once you do so, you can’t cast either spell in this way again until you finish a long rest.
Siberys Dragonmark of Storm.
You have advantage on Dexterity (Acrobatics) checks. In addition, by spending 5 sorcery points you can cast the control water or the control winds XGE spell without expending a spell slot or requiring material components. Once you do so, you can’t cast either spell in this way again until you finish a long rest.
Siberys Dragonmark of Warding.
You have advantage on Intelligence (Investigation) checks and on any ability check made using thieves’ tools.
In addition, by spending 5 sorcery points you can cast the Mordenkainen’s private sanctum or the forbiddance spell without expending a spell slot or requiring material components. When you cast the forbiddance spell in this way, it protects up to 900 square feet of floor space to a height of 30 feet above the floor. Once you do so, you can’t cast either spell in this way again until you finish a long rest.
Siberys Dragonmark of Death.
You have advantage on Charisma (Persuasion) or any ability check involving the dead, undead or spirits.
Its other effects are as yet unknown.
18th Aberrant Mark Supremacy
When your aberrant mark feat damages an opponent with its peripheral damage from a spent hit die, you may decide which opponent is impacted. If you use sorcery points to add metamagic to that spell, roll an extra damage die per metamagic point.
You may also spend a sorcery point to prevent you from hitting zero hit points and falling unconscious, dropping you to 1 hit point instead.