Homebrew Mark of Making Species Details

The Mark of Making
“My house built the modern world. Orien may drive the lightning rail, but it’s Cannith who builds the cars and lays the stones it travels on. Cannith makes the everbright lanterns hold the night at bay. Smith, carpenter, alchemist—the best all carry my seal.”
— Baron Merrix d’Cannith

The Mark of Making guides its bearer through any act of creation. The bearer of the mark can mend broken things with a touch, and always has a minor magic item they’ve been working on. An artificer or a wizard will get the most out of the mark, but anyone can find a use for an enchanted blade.

House Cannith
House Cannith dominates all forms of manufacturing, both mystical and mundane. Cannith forgeholds use streamlined forms of production to quickly produce common goods. Even independent artisans often learn their trade at Cannith academies and adhere to Cannith standards. The House of Making builds the tools the other houses rely upon, and it has always been the unspoken leader of the Twelve.

The Last War was a time of great opportunity for Cannith. Every nation wanted weapons and warforged, along with mundane arms and armor. The war raised the house up and then tore it down. House Cannith was based in Cyre, and the Mourning destroyed the house leadership and key facilities. Now three barons jockey to fill the leadership vacuum: the alchemist Jorlanna of Fairhaven, weaponsmith Zorlan of Korth, and warforged innovator Merrix of Sharn. It remains to be seen whether one of these leaders will unite the house, or if it will shatter under the strain. If you’re an heir of House Cannith, you should decide which of these barons you serve—or if you have other ideas about the future of the house.


Dragonmarked Characters
Some characters with the Mark of Making:

Noble Wizard. Born to one of the most powerful families in House Cannith, you’re a dilettante who has so far squandered your arcane training. Will you find purpose in your life as an adventurer? Or will the House demand that you live up to the duties of your rank?
Criminal Artificer. Your parents were excoriated from House Cannith for engaging in forbidden research. They died when you were young. You’ve never learned what they were working on. But you inherited their talent for artifice and you’ve been hiding in the shadows of Sharn. It’s time to pursue your parents’ legacy.

Mark of Making Traits

It’s hard to make generalizations about humans, but your human character has these traits.

Artisan’s Intuition

When you make an Arcana check or an ability check involving artisan’s tools, you can roll a d4 and add the number rolled to the ability check.

Maker’s Gift

You gain proficiency with one type of artisan’s tools of your choice.

Magecraft

You can create a temporary magic item out of common materials. Choose a cantrip from the wizard spell list. Describe the item connected to it. As long as you possess the item, you know that cantrip. At the end of a long rest, you can replace it with a new item and select a new cantrip from the wizard spell list. Intelligence is your spellcasting ability for these cantrips.

Spellsmith

You know the cantrip  mending
You know the Enhanced Defense or Enhanced Weapon Artificer infusions and whenever you finish a long rest, you can touch one non-magical object of the specified type and imbue it with one of these two infusions, turning it into a magic item.  Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). Each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to imbue a second object with either infusion using this trait, the oldest infusion immediately ends, and then the new infusion applies. If you have levels in the Artificer class this does not count against your infusions known or imbued items

Spells

If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Making Spells table are added to the spell list of your spellcasting class.

Spell Level Spells
1st identify, Tenser’s floating disk
2nd continual flame, magic weapon
3rd conjure barrage, elemental weapon
4th fabricate, stone shape
5th creation

Ability Score Increase

Your Intelligence score increases by 2, and one other ability score of your choice increases by 1.

Age

Humans reach adulthood in their late teens and live less than a century.

Alignment

 Humans tend toward no particular alignment. The best and the worst are found among them.

Size

Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed

Your base walking speed is 30 feet.

Languages

You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

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