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Ashbound MarkEdit

Dragonmarked, p. 135) 

[General

As a member of the Ashbound sect, you use the power of your dragonmark to rid the world of those who practice arcane magic.

PrerequisiteEdit

any true or aberrant dragonmark, Ashbound,

BenefitEdit

Against creatures that can cast arcane spells, the saving throw DC of spells you cast increases by 2. In addition, you gain a +1 bonus on attack rolls against any creature that can cast arcane spells

Bane of ArgonnessenEdit

Dragonmarked, p. 135) 

[Fighter Bonus FeatGeneral

Your Siberys dragonmark swirls as you battle dragons, empowering your weapons to deal greater harm.

PrerequisiteEdit

Any Siberys dragonmark,

BenefitEdit

Any magic weapon you wield deals an extra 2d6 points of damage to dragons or any creature with the dragonblood subtype (see page 140).

SpecialEdit

A fighter can select Bane of Argonnessen as one of his fighter bonus feats (PH 38)

Cannith ForgecraftEdit

Dragonmarked, p. 135)  [General

{TO DO} You have a gift for repairing warforged and other constructs.

PrerequisiteEdit

BenefitEdit

{TO DO}

Dragonmark AdeptEdit

Dragonmarked, p. 138) 


{TO DO} Your lesser dragonmark gives you access to a new spell-like ability.|||If you have the Draconic Heritage feat or if you are a half-dragon, the extra damage is of the energy type (acid, cold, electricity, fire, or sonic) that corresponds to your heritage or your draconic parent instead. If your feat or your parent is not associated with one of these energy types, this feat has no effect for you

Dragonmark BattlestrikeEdit

Dragonmarked, p. 138) 


{TO DO} You use the power of your mark to deal devastating blows to other dragonmarked scions.|||If you have the Draconic Heritage feat or if you are a half-dragon, the extra damage is of the energy type (acid, cold, electricity, fire, or sonic) that corresponds to your heritage or your draconic parent instead. If your feat or your parent is not associated with one of these energy types, this feat has no effect for you.

PrerequisiteEdit

Dragonmark FistEdit

Dragonmarked, p. 138) 


{TO DO} The power of your dragonmark lets you deal devastating unarmed strikes.|||If you have the Draconic Heritage feat or if you are a half-dragon, the extra damage is of the energy type (acid, cold, electricity, fire, or sonic) that corresponds to your heritage or your draconic parent instead. If your feat or your parent is not associated with one of these energy types, this feat has no effect for you.

PrerequisiteEdit

Dragonmark MasteryEdit

Dragonmarked, p. 138) 


{TO DO} You can quickly and instinctively call upon the power of your dragonmark.|||If you have the Draconic Heritage feat or if you are a half-dragon, the extra damage is of the energy type (acid, cold, electricity, fire, or sonic) that corresponds to your heritage or your draconic parent instead. If your feat or your parent is not associated with one of these energy types, this feat has no effect for you.

PrerequisiteEdit

Dragonmark ProdigyEdit

Dragonmarked, p. 138) 


{TO DO} Your least dragonmark gives you access to a new spell-like ability.|||If you have the Draconic Heritage feat or if you are a half-dragon, the extra damage is of the energy type (acid, cold, electricity, fire, or sonic) that corresponds to your heritage or your draconic parent instead. If your feat or your parent is not associated with one of these energy types, this feat has no effect for you.

PrerequisiteEdit

Dragonmark RageEdit

Dragonmarked, p. 138) 


{TO DO} In combat, your dragonmark fuels the fury of your rage.|||If you have the Draconic Heritage feat or if you are a half-dragon, the extra damage is of the energy type (acid, cold, electricity, fire, or sonic) that corresponds to your heritage or your draconic parent instead. If your feat or your parent is not associated with one of these energy types, this feat has no effect for you.

PrerequisiteEdit

Dragonmark SmiteEdit

Dragonmarked, p. 139) 


{TO DO} Your dragonmark strengthens your smite ability.|||If you have the Draconic Heritage feat or if you are a half-dragon, the extra damage is of the energy type (acid, cold, electricity, fire, or sonic) that corresponds to your heritage or your draconic parent instead. If your feat or your parent is not associated with one of these energy types, this feat has no effect for you.

PrerequisiteEdit

Dragonmark SpellturningEdit

Dragonmarked, p. 139) 


{TO DO} With a flesh of power from your dragonmark, you turn a spell directed at you back upon its caster.|||If you have the Draconic Heritage feat or if you are a half-dragon, the extra damage is of the energy type (acid, cold, electricity, fire, or sonic) that corresponds to your heritage or your draconic parent instead. If your feat or your parent is not associated with one of these energy types, this feat has no effect for you.

PrerequisiteEdit

Dragonmark VisionaryEdit

Dragonmarked, p. 139) 


{TO DO} Your greater dragonmark gives you access to a new spell-like ability.|||If you have the Draconic Heritage feat or if you are a half-dragon, the extra damage is of the energy type (acid, cold, electricity, fire, or sonic) that corresponds to your heritage or your draconic parent instead. If your feat or your parent is not associated with one of these energy types, this feat has no effect for you.

PrerequisiteEdit

Dragonmarked SummonerEdit

Dragonmarked, p. 139) 


{TO DO} Your summoned creatures bear glowing marks, resembling your dragonmark, that help deflect attacks made against |||If you have the Draconic Heritage feat or if you are a half-dragon, the extra damage is of the energy type (acid, cold, electricity, fire, or sonic) that corresponds to your heritage or your draconic parent instead. If your feat or your parent is not associated with one of these energy types, this feat has no effect for you.them.

PrerequisiteEdit

 

Eldritch DragonbaneEdit

Dragonmarked, p. 139) 


{TO DO} Your eldritch blasts deal more damage to dragons and their ilk.|||You can select this feat more than once. Each time you do, you gain an additional three uses per day.

PrerequisiteEdit

Eldritch MarkEdit

Dragonmarked, p. 139) 


{TO DO} You channel the power of your dragonmark into your eldritch blast.|||You gain +1 caster level when casting a spell from the list below. The tradition of the eldritch linguist consists of the following spells at the appropriate levels: 0--read magic; 1st--command, comprehend languages; 2nd--speak with animals, whispering wind; 3rd--bestow curse, explosive runes, glyph of warding, speak with dead, speak with plants; 4th--dismissal, sending, shout, tongues; 5th--atonement, greater command, hallow; 6th--greater glyph of warding, word of recall; 7th--blasphemy, dictum, holy word, power word stun, word of chaos; 8th--power word blind, symbol; 9th--power word kill.

PrerequisiteEdit

Evokers MarkEdit

Dragonmarked, p. 140) 


{TO DO} You can use your dragonmark to empower your more destructive spells.|||Whenever you score a critical hit with a melee attack against a living foe, creatures within 30 feet that are allied to that foe are shaken for 1 minute. This is a mind-affecting, fear effect.

PrerequisiteEdit

Eye of MedaniEdit

Dragonmarked, p. 140) 


{TO DO} The power of your dragonmark sharpens your senses.|||A kobold who selects this feat can instead reduce the base price by 50% for determining raw materials and time required to create a mechanical trap.

PrerequisiteEdit

Feral MarkEdit

Dragonmarked, p. 140) 


{TO DO} Your dragonmark becomes more jagged and angular. As it grows in power, so do your ties to the animal world.|||This feat does not transform a normal animal companion into a feral animal companion.

PrerequisiteEdit

Gatekeepers MarkEdit

Dragonmarked, p. 140) 


{TO DO} As a member of the Gatekeepers sect, you have learned how to use the power of your dragonmark to better fight |||You get a +2 bonus on saving throws against the supernatural and spelllike abilities of aberrations. Add Knowledge (the planes) to your list of druid class skills. You may use Knowledge (the planes) rather than Knowledge (dungeoneering) when making skill checks to identify aberrations and their special abilities. In addition, you can cast the following spells as if they were on the druid spell list at the indicated level. 1st level: protection from evil. 2nd level: zone of natural purity*. 3rd level: dimensional anchor. 4th level: nature's wrath*. 5th level: banishment. 6th level: dimensional lock. 7th level: return to nature*. 8th level: mind blank. 9th level: imprisonment. * New spell, see Chapter 5: Magic.and fend off aberrations.

PrerequisiteEdit

Grace of GhallandaEdit

Dragonmarked, p. 140) 


{TO DO} The power of your dragonmark fills you with social grace, and diplomacy becomes your shield.|||Any creature that takes damage from your horns during your charge attack must succeed on an opposed Strength check (you gain a +2 bonus for charging) or be knocked prone in its space. The defending creature gains a +4 bonus on its check if it has more than two legs or has some form of exceptionally stability (such as a dwarf's). A creature that can't be tripped also can't be knocked down with this feat.

PrerequisiteEdit

 

Greater Aberrant DragonmarkEdit

Dragonmarked, p. 140) 

[General

As it increases in power, your aberrant dragonmark expands to cover much of your body.

PrerequisiteEdit

Lesser Aberrant Dragonmark (Dra) , 12 ranks in any two skills,

BenefitEdit

You gain a greater aberrant dragonmark and the use of one spell-like ability selected from the following list: cloudkill 1/day, cone of cold 1/day, confusion 2/day, dominate person 1/day, enervation 2/day, fear 2/day, feeblemind 1/day, fire shield 2/day, flame strike 1/day, insect plague 1/day, mass inflict light wounds 1/day, phantasmal killer 2/day, or slay living 1/day.  In addition, you can use your base aberrant dragonmark and lesser aberrant dragonmark spell-like abilities one additional time per day.  A saving throw against one of your aberrant dragonmark spell-like abilities has a DC of 10 + the level of the spell + your Cha modifier.  The caster level for your aberrant dragonmark spell-like abilities is equal to 5 + one-half your character level.

SpecialEdit

After you use any spell-like ability granted by your greater aberrant dragonmark, you must succeed on a DC 15 Fortitude save or be dazed for 1 round

Greensingers MarkEdit

Dragonmarked, p. 141) 


{TO DO} Your dragonmark increases the damage you deal to aberrations and evil outsiders while in a wild shape.|||Add Bluff, Hide, and Perform to your list of druid class skills. In addition, you can cast the following spells as if they were on the druid spell list at the indicated level. 1st level: charm person 2nd level: daze monster. 3rd level: displacement. 4th level: charm monster. 5th level: hold monster. 6th level: cat's grace, mass. 7th level: ethereal jaunt. 8th level: charm monster, mass. 9th level: etherealness.

PrerequisiteEdit

Healing StrikeEdit

Dragonmarked, p. 141) 


{TO DO} Your dragonmark allows you to heal and fight at the same time.|||Once per day, you can invest essentia in this feat. As a swift action, you can heal your own wounds. Each use of this ability heals 2 hp per point of essentia invested in the feat, and you can use the feat a number of times per day equal to the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. If you have the ability to bind a soulmeld to your soul chakra, each use of this ability instead heals 4 hp per point of essentia invested in the feat. You gain 1 point of essentia.

PrerequisiteEdit

Heart of SiberysEdit

Dragonmarked, p. 141) 


{TO DO} You channel the power of your Siberys dragonmark to protect and heal any ally in combat.|||You gain hit points equal to your essentia pool. If the size of your essentia pool changes, the number of hit points granted by this feat change to match the new total.

PrerequisiteEdit

Hunters MarkEdit

Dragonmarked, p. 141) 


{TO DO} Your dragonmark makes it easier to hunt and kill your favored enemies.|||This feat may only be taken at 1st level. See the Variant: Half-Humans and Humanlike Races sidebar, page 150, for more about races eligible to select this feat.

PrerequisiteEdit

Improved Draconic AuraEdit

Dragonmarked, p. 141) 


{TO DO} You draw power from your dragonmark to enhance your draconic aura.|||A fighter may select Improved Diversion as one of his fighter bonus feats.

PrerequisiteEdit

Lesser Aberrant DragonmarkEdit

Dragonmarked, p. 141) 

[General

Your aberrant dragonmark increases in size and becomes more powerful.

PrerequisiteEdit

Aberrant Dragonmark (ECS) , 9 ranks in any two skills,

Required forEdit

Greater Aberrant Dragonmark (Dra) ,

BenefitEdit

You gain a lesser aberrant dragonmark and the use of one spell-like ability selected from the following list: bestow curse 1/day, contagion 1/day, darkvision 2/day, death knell 2/day, false life 2/day, poison 1/day, rage 1/ day, scare 2/day, scorching ray 2/day, sleet storm 1/day, suggestion 1/day, summon swarm 2/day, touch of idiocy 2/day, or vampiric touch 1/day.  In addition, you can use your base aberrant dragonmark spell-like abilities one additional time per day.  A saving throw against one of your aberrant dragonmark spell-like abilities has a DC of 10 + the level of the spell + your Cha modifier.  The caster level for your aberrant dragonmark spell-like abilities is equal to 3 + one-half your character level.

SpecialEdit

After you use the spell-like ability granted by your lesser aberrant dragonmark, you must succeed on a DC 10 Fortitude save or be dazed for 1 round

Manticore's StingEdit

Dragonmarked, p. 44) 

[General

You are a master of the art of throwing numerous, sharp projectiles, such as daggers and darts.

PrerequisiteEdit

Quick Draw (PH) , DEX 17, Base attack bonus +6, Mror dwarf,

BenefitEdit

When you take this feat, the range increment for daggers, darts, or shuriken increases by 10 feet when you throw them. In addition, as a standard action, you can throw two such weapons at the same time, provided you throw them at a single target within 30 feet. Both weapons use the same attack roll (with a –4 penalty) to determine success and deal damage normally (but see Special). The weapons you throw do not have to be of the same type.  For every five points of base attack bonus you have above +6, you may add one additional dagger, dart, or shuriken to this attack, to a maximum of four weapons (in any combination) at a base attack bonus of +16. However, each weapon after the second adds a cumulative –2 penalty on the attack roll, for a total penalty of –6 for three weapons, and –8 for four. Damage reduction and other resistances apply separately against each weapon thrown.

SpecialEdit

Regardless of the number of weapons you throw, you only apply precision-based damage (such as sneak attack damage) once. If you score a critical hit, only the first thrown weapon deals critical hit damage; all the others deal regular damage. If throwing more than one type of weapon, you must declare which weapon you throw first before rolling damage

Mark of DeflectionEdit

Dragonmarked, p. 142) 


{TO DO} Your dragonmark helps deflect attacks made against you.|||The passionate anger for which Mephistopheles is famed burns brightly in you. Each round when you miss on an attack roll or a target successfully saves against a spell, spell-like ability, or supernatural ability you have cast or used, you gain a cumulative +1 bonus on attack rolls, damage rolls, saves, and checks. This bonus lasts until you successfully hit a target or until a target fails a saving throw against one of your spells, spell-like abilities, or supernatural effects. For every +1 bonus you gain, you also take a -1 penalty to Armor Class. This penalty disappears when the bonus no longer applies.

PrerequisiteEdit

 

Mark of DestinyEdit

Dragonmarked, p. 142) 


{TO DO} You can call upon the power of your Siberys mark to enhance your combat prowess.|||The passionate anger for which Mephistopheles is famed burns brightly in you. Each round when you miss on an attack roll or a target successfully saves against a spell, spell-like ability, or supernatural ability you have cast or used, you gain a cumulative +1 bonus on attack rolls, damage rolls, saves, and checks. This bonus lasts until you successfully hit a target or until a target fails a saving throw against one of your spells, spell-like abilities, or supernatural effects. For every +1 bonus you gain, you also take a -1 penalty to Armor Class. This penalty disappears when the bonus no longer applies.

PrerequisiteEdit

 

Mark of MadnessEdit

Dragonmarked, p. 142) 


{TO DO} Your aberrant dragonmark causes momentary madness in creatures.|||If you ever lose favor with Hleid, or change your patron deity to another deity, the mark of Hleid fades and you lose all benefi ts of this feat. You do not gain a replacement feat. If you later return to Hleid's faithful and receive an atonement spell, the mark reappears and you regain the benefi ts of the feat.

PrerequisiteEdit

Mark of PurityEdit

Dragonmarked, p. 142) 


{TO DO} Your dragonmark renders you immune to effects that would sicken or nauseate you, and gives you the power to rid |||You gain your master's or mistress's penchant for perverse sensuality. Whenever you take or deal damage, you gain 1 pleasure point. You can spend a single pleasure point as a swift action to gain a +4 bonus on your next attack roll, save, or ability or skill check. Accumulated pleasure points disappear at the end of the encounter.others of similar debilitations.

PrerequisiteEdit

Mark of ResilienceEdit

Dragonmarked, p. 142) 


{TO DO} The power of your dragonmark gives you a survival edge.|||You gain your master's or mistress's penchant for perverse sensuality. Whenever you take or deal damage, you gain 1 pleasure point. You can spend a single pleasure point as a swift action to gain a +4 bonus on your next attack roll, save, or ability or skill check. Accumulated pleasure points disappear at the end of the encounter.others of similar debilitations.

PrerequisiteEdit

Mark of StarsEdit

Dragonmarked, p. 142) 


{TO DO} If the stars are the eyes of dragons that have ascended to godhood, they are watching over you.|||You gain your master's or mistress's penchant for perverse sensuality. Whenever you take or deal damage, you gain 1 pleasure point. You can spend a single pleasure point as a swift action to gain a +4 bonus on your next attack roll, save, or ability or skill check. Accumulated pleasure points disappear at the end of the encounter.others of similar debilitations.

PrerequisiteEdit

Mark of the DauntlessEdit

Dragonmarked, p. 142) 

[General

Your dragonmark helps you shake off effects that would daze or stun a normal person, as well as help similarly.

PrerequisiteEdit

Any Least, Lesser, Greater, Siberys true Dragonmark ,

BenefitEdit

You cannot be dazed or stunned. In addition, by touching a dazed or stunned creature as a standard action, you instantly remove that condition

Mark of the RecoveryEdit

Dragonmarked, p. 142) 


{TO DO} You draw upon the power of your dragonmark to stay alive.|||Those who serve Levistus are accustomed to the inhospitable cold and ice of Stygia. You never need to make Balance checks when on slippery or severely slippery surfaces, and you can move at full speed over any terrain that would ordinarily require a Balance check. Whenever both you and an opponent stand on icy or frozen surfaces, you gain a +4 bonus on attack rolls and damage rolls. Finally, each round as a swift action, you can line a weapon you wield with Stygian cold for 1 round. On a successful hit, this weapon deals an extra 1d6 points of cold damage. If the weapon is made of Baatorian green steel (see page 99), it deals an extra 2d6 points of cold damage instead.affected creatures regain their senses.

PrerequisiteEdit

Mark of the WildernessEdit

Dragonmarked, p. 143) 


{TO DO} As a member of the Wardens of the Wood sect, you call upon the power of your dragonmark to help you defend the |||You can spend a turn undead attempt as a swift action and imbue a greatsword, longsword, or unarmed strike with either the axiomatic or holy special ability (see page 223 and 225 of the Dungeon Master's Guide, respectively). The effect lasts until the start of your next turn.wilderness.

PrerequisiteEdit

Mark of TruthEdit

Dragonmarked, p. 142) 


{TO DO} The power of your dragonmark aids your attacks against foes with aberrant marks.|||You can spend a turn undead attempt as a swift action and imbue a greatsword, longsword, or unarmed strike with either the axiomatic or holy special ability (see page 223 and 225 of the Dungeon Master's Guide, respectively). The effect lasts until the start of your next turn.wilderness.

PrerequisiteEdit

Mark of Twelve MoonsEdit

Dragonmarked, p. 142) 

[General

Your dragonmark has mysterious ties to one of Eberron's twelve moons.

PrerequisiteEdit

Any true lesser, greater, or Siberys dragonmark,

BenefitEdit

You gain a +1 inherent bonus to one ability score, chosen according to the type of dragonmark you possess.

Moon Dragonmark Ability (Choose One)
Zarantyr Storm Dexterity or Intelligence
Olarune Sentinel Strength or Wisdom
Therendor Healing Wisdom or Charisma
Eyre Making Constitution or Intelligence
Dravago Handling Strength or Charisma
Nymm Hospitality Constitution or Charisma
Lharvion Detection Intelligence or Charisma
Barrakas Finding Strength or Intelligence
Rhaan Scribing Intelligence or Wisdom
Sypheros Shadow Dexterity or Charisma
Aryth Passage Dexterity or Wisdom
Vult Warding Constitution or Wisdom

In addition, if you are an affl icted lycanthrope, you gain a +10 bonus on Control Shape checks

Mark of VengeanceEdit

Dragonmarked, p. 143) 

{TO DO} Your aberrant dragonmark strikes at the hearts of dragonmarked foes you attack.|||You can spend a turn undead attempt as a swift action and imbue a greatsword, longsword, or unarmed strike with either the axiomatic or holy special ability (see page 223 and 225 of the Dungeon Master's Guide, respectively). The effect lasts until the start of your next turn.wilderness.

PrerequisiteEdit

Mark of VerminEdit

Dragonmarked, p. 143) 

{TO DO} Your aberrant dragonmark gives you a natural affinity for vermin.|||You can spend a turn undead attempt as a swift action and imbue a greatsword, longsword, or unarmed strike with either the axiomatic or holy special ability (see page 223 and 225 of the Dungeon Master's Guide, respectively). The effect lasts until the start of your next turn.wilderness.

PrerequisiteEdit

Mark of XoriatEdit

Dragonmarked, p. 143) 

{TO DO} You are what the witches of Droaam call a byeshkalzah -- a scion of Khyber whose aberrant dragonmark has been |||You can spend a turn undead attempt as a swift action and imbue a greatsword, longsword, or unarmed strike with either the axiomatic or holy special ability (see page 223 and 225 of the Dungeon Master's Guide, respectively). The effect lasts until the start of your next turn.wilderness.warped by exposure to the lingering horrors of Xoriat.

PrerequisiteEdit

Master of WardsEdit

Dragonmarked, p. 143) 

{TO DO} You use the power of your dragonmark to shield your allies.|||When you create an undead creature, you can decide that it doesn't count against your normal limit of controlled undead creatures. In this case, you still control the creature, but only for a number of days equal to your caster level. When this duration ends, the undead immediately becomes hostile to you (though you can establish control over it by other means). You can have only one creature of this kind at a time.

PrerequisiteEdit

Mighty DragonmarkEdit

Dragonmarked, p. 143) 

{TO DO} Your dragonmark is particularly strong, and its powers are harder to resist and dispel.|||Add your Strength bonus to your leadership score for the purposes of determining how many followers you may have with the Leadership feat.

PrerequisiteEdit

Nightborn DragonmarkEdit

Dragonmarked, p. 143) 

{TO DO} You are more in tune with your dragonmark at night.|||You must have darkvision as a racial ability to have this trait. Roleplaying Ideas: This trait might not affect a character's personality at all, but it might make the character prefer going on underground or nighttime adventures.

PrerequisiteEdit

Orien Battle StrideEdit

Dragonmarked, p. 143) 

{TO DO} Thanks to your dragonmark, you are more difficult to push around on the battlefield.|||Your alignment is not affected by the Abyssal heritor feats you possess. Spells and effects that are keyed to alignment affect you as if you were chaotic, as well as your actual alignment. For example, you become immune to spells such as chaos hammer and word of chaos, you could wield an anarchic weapon without fear of gaining a negative level, and you could take the Primordial Scion feat despite its chaotic alignment prerequisite

PrerequisiteEdit

Protective MarkEdit

Dragonmarked, p. 143) 


{TO DO} Your dragonmark makes you more resilient against certain weapon attacks.|||If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each three daily turn or rebuke uses you expend

PrerequisiteEdit

Quicken DragonmarkEdit

Dragonmarked, p. 143) 


{TO DO} You can use your dragonmark powers more quickly.|||When you use Combat Expertise to gain a dodge bonus while wielding a quarterstaff, you gain a dodge bonus 2 points higher than the penalty you take on your attack rolls. For example, if you take a -1 penalty on your attack rolls, you gain a +3 dodge bonus to your AC.

PrerequisiteEdit

 ==Quill of Sivis== Dragonmarked, p. 144) 

{TO DO} Your dragonmark makes you more adept at deciphering and using scrolls, as well as avoiding magic traps that |||The transformation process takes 1d4+1 minutes.involve glyphs, runes, and symbols.

PrerequisiteEdit

  

Sentinel StanceEdit

Dragonmarked, p. 144) 


{TO DO} As your dragonmark improves, so does your ability to protect your allies in combat.|||Whin you use detect magic, you also detect any quantities of quintessence within the spell area. 1st Round: Presence or Absence of Quintessence. 2nd round: Number of different Quintessence sources, and Size and potency (moderate or strong) of the mot powerful quintessence source. 3rd round: the location of each quintessence source.

PrerequisiteEdit

Shield of SiberysEdit

Dragonmarked, p. 144) 


{TO DO} Your dragonmark protects you against the powers of those cursed with aberrant dragonmarks.|||As an immediate action, you can expend one of your daily uses of your Mark of Sentinel dragonmark to gain a dodge bonus to AC. This benefit lasts for a number of rounds equal to your Wisdom bonus (if any) + 1/2 your character level (minimum 1 round). The value depends on the level of the mark charge that you expend. Mark --- Dodge Bonus. Least markk --- +1. Lesser markk --- +2. Greater markk --- +3. Siberys markk --- +4.

PrerequisiteEdit

StormriderEdit

Dragonmarked, p. 144) 


{TO DO} Your dragonmark improves your balance and ability to weather the elements.|||The Stormguard Warrior feat enables the use of three tactical options. Channel lite Storm: To use this option, you must choose to refrain from making one or more available attacks of opportunity against a single opponent. On your next turn, you gain a +4 bonus on attack rolls and damage rolls for each attack that you refrained from making against the same opponent. You gain this bonus only against an opponent that you refrained from making an attack of opportunity against in the previous round. Combat Rliyfliiti: To use this option, you can choose to make melee touch attacks in place of normal melee attacks against an opponent. These touch attacks deal no damage. For each melee touch attack that hits, you gain ;i -> bonus on melee damage rolls against that same foe on your next turn. Figlil the Horde: To use trajj option, you must deal damage to at least two different foes on your turn with melee attacks or Iron Heart strikes. On your next turn, if you fight defensively or take a -4 penalty on your attack rolls with your Combat Expertise feat (if you have it), you g.i i n i +2 bonus on attack rolls against any foe you damaged with a melee attack or Iron Heart strike during the previous turn,

PrerequisiteEdit

Storms RiposteEdit

Dragonmarked, p. 144) 


{TO DO} Your dragonmark enables you to make deadly ripostes in melee combat.|||The Stormguard Warrior feat enables the use of three tactical options. Channel lite Storm: To use this option, you must choose to refrain from making one or more available attacks of opportunity against a single opponent. On your next turn, you gain a +4 bonus on attack rolls and damage rolls for each attack that you refrained from making against the same opponent. You gain this bonus only against an opponent that you refrained from making an attack of opportunity against in the previous round. Combat Rliyfliiti: To use this option, you can choose to make melee touch attacks in place of normal melee attacks against an opponent. These touch attacks deal no damage. For each melee touch attack that hits, you gain ;i -> bonus on melee damage rolls against that same foe on your next turn. Figlil the Horde: To use trajj option, you must deal damage to at least two different foes on your turn with melee attacks or Iron Heart strikes. On your next turn, if you fight defensively or take a -4 penalty on your attack rolls with your Combat Expertise feat (if you have it), you g.i i n i +2 bonus on attack rolls against any foe you damaged with a melee attack or Iron Heart strike during the previous turn,

PrerequisiteEdit

 

Trap WardenEdit

Dragonmarked, p. 144) 


{TO DO} Your dragonmark allows you to sense, avert, and disarm traps more easily.|||Without this feat, you must actively search for a trap to find it before it activates

PrerequisiteEdit

 

Umbral MarkEdit

Dragonmarked, p. 144) 


{TO DO} Your dragonmark grants you new insight into the ways of shadow, making it harder for opponents to critically wound |||A fighter can select Two-Weapon Rend as one of his fighter bonus feats. A ranger who has chosen the twoweapon combat style can select Two-Weapon Rend as long as he has a base attack bonus of +11 and is wearing light armor or no armor.you.

PrerequisiteEdit

Unlock DragonmarkEdit

Dragonmarked, p. 144) 


{TO DO} You can unlock the other powers of your dragonmark.|||Any weapon you wield is treated as a unholy weapon (it deals +2d6 points of damage against creatures of good alignment). This ability doesn't stack with similar abilities (for instance, if the weapon is already an unholy weapon).

PrerequisiteEdit

 

Ward of KhyberEdit

Dragonmarked, p. 145) 


{TO DO} Your aberrant dragonmark protects you against the powers of those with true dragonmarks.|||If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each three daily turn or rebuke uses you expend.

PrerequisiteEdit

Winters MarkEdit

Dragonmarked, p. 145) 


{TO DO} As a member of the Children of Winter sect, you use the dark power of your aberrant dragonmark to cleanse the |||As an arctic dweller, you are more hardy. The DC of your Fortitude save to avoid subdual damage from cold is reduced to 10 (see Cold Dangers in Chapter 3 of the DUNGEONMASTER's Guide). In addition, you can make a saving throw each minute (DC 10, +1 for each previous check) to resist the effects of hypothermia in very cold water.world.

PrerequisiteEdit

  

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