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<blockquote data-quote="This Effin’ GM" data-source="post: 8531068" data-attributes="member: 6801323"><p>I actually whipped up a Dragonmarks as heritage gifts the week Level Up pdfs came to us.</p><p></p><p></p><p>Dragonmark Gifts</p><p></p><p>Dwarf</p><p> Mark of Warding</p><ul> <li data-xf-list-type="ul">Magic of the Mark: You learn the Alarm spell and the Mage Armor Spell. At third level you learn the Arcane Lock spell. You can cast each of these spells without any material components once per long rest. Your spellcasting ability for this trait is the same as the ability score used in the spellcasting class in which you have the highest level, or charisma if you have no levels in a spellcasting class.</li> <li data-xf-list-type="ul">Locksmith’s Intuition: You gain an expertise dice on your choice of Investigation checks or Engineering Checks, and on checks with thieve’s tools.</li> </ul><p>Elf</p><p> Mark of Shadow</p><ul> <li data-xf-list-type="ul">Magic of the Mark: You learn the Minor Illusion Cantrip. At third level you learn the Invisibility spell and can cast the spell without any material components once per long rest. Your spellcasting ability for this trait is the same as the ability score used in the spellcasting class in which you have the highest level, or charisma if you have no levels in a spellcasting class.</li> <li data-xf-list-type="ul">Cunning Intuition: You gain an expertise dice on your choice of Performance or Stealth checks and on one of the following of your choice: an artisan’s tool, disguise kits, or a musical instrument.</li> </ul><p>Gnome</p><p> Mark of the Scribe</p><ul> <li data-xf-list-type="ul">Magic of the Mark: You learn the Message Cantrip and the Comprehend Languages spell. At third level you learn the Magic Mouth spell. You can cast each these spells without any material components once per long rest (Mending may be cast at-will). Your spellcasting ability for this trait is the same as the ability score used in the spellcasting class in which you have the highest level, or charisma if you have no levels in a spellcasting class.</li> <li data-xf-list-type="ul">Scribe’s Intuition: You gain an expertise dice on your choice of Culture or History checks and on your choice of checks with one of the following: Calligrapher’s Tools or Forgery Kits..</li> </ul><p>Halfling</p><p> Mark of Healing</p><ul> <li data-xf-list-type="ul">Magic of the Mark: You learn the Cure Wounds spell. At third level you learn the Lesser Restoration spell. You can cast each of these spells without any material components once per long rest. Your spellcasting ability for this trait is the same as the ability score used in the spellcasting class in which you have the highest level, or charisma if you have no levels in a spellcasting class.</li> <li data-xf-list-type="ul">Healer’s Intuition: You gain an expertise dice on Medicine checks and on checks with herbalism kits.</li> </ul><p> Mark of Hospitality</p><ul> <li data-xf-list-type="ul">Magic of the Mark: You learn the Friends Cantrip. At third level you learn the Unseen Servent spell and the Purify Food and Drink spell and can cast each of these spells without any material components once per long rest. Your spellcasting ability for this trait is the same as the ability score used in the spellcasting class in which you have the highest level, or charisma if you have no levels in a spellcasting class.</li> <li data-xf-list-type="ul">Host’s Intuition: You gain an expertise dice on Persuasion checks and on one of the following of your choice: Brewer’s tools or Cook’s Utensils.</li> </ul><p>Human</p><p> Mark of Handling</p><ul> <li data-xf-list-type="ul">Magic of the Mark: You learn the Speak with Animal and Animal Friendship spells. At third level you may target beasts and monstrosities with these spells, provided their intelligence score is three or lower. You can cast each of these spells without any material components once per long rest. Your spellcasting ability for this trait is the same as the ability score used in the spellcasting class in which you have the highest level, or charisma if you have no levels in a spellcasting class.</li> <li data-xf-list-type="ul">Wild’s Intuition: You gain an expertise dice on Animal Handling checks and Nature Checks.</li> </ul><p> Mark of Making</p><ul> <li data-xf-list-type="ul">Magic of the Mark: You learn the Mending Cantrip. At third level you learn the Magic Weapon spell and can cast the spell without any material components once per long rest. Your spellcasting ability for this trait is the same as the ability score used in the spellcasting class in which you have the highest level, or charisma if you have no levels in a spellcasting class.</li> <li data-xf-list-type="ul">Artisan’s Intuition: You gain an expertise dice on your choice of Arcana or Engineering checks and on one of the following of your choice: an artisan’s tool, smith’s tools, or sewing kits. </li> </ul><p> Mark of Passage</p><ul> <li data-xf-list-type="ul">Magic of the Mark: You learn the Longstrider spell. At third level you learn the Misty Step spell. You can cast each of these spells without any material components once per long rest. Your spellcasting ability for this trait is the same as the ability score used in the spellcasting class in which you have the highest level, or charisma if you have no levels in a spellcasting class.</li> <li data-xf-list-type="ul">Traveller’s Intuition: You gain an expertise dice on your choice of Athletics Checks or Acrobatics checks, and on checks with Land Vehicles.</li> </ul><p> Mark of the Sentinel</p><ul> <li data-xf-list-type="ul">Magic of the Mark: You learn the Sanctuary spell. At third level you learn the Warding Bond spell. You can cast each of these spells without any material components once per long rest. Your spellcasting ability for this trait is the same as the ability score used in the spellcasting class in which you have the highest level, or charisma if you have no levels in a spellcasting class.</li> <li data-xf-list-type="ul">Guardian’s Intuition: You gain an expertise dice on Insight checks and Perception Checks.</li> </ul><p>Half Orc or Human (Human or Orc)</p><p> Mark of Finding</p><ul> <li data-xf-list-type="ul">Magic of the Mark: You learn the Identify spell. At third level you learn the Locate Object spell. You can cast each of these spells without any material components once per long rest. Your spellcasting ability for this trait is the same as the ability score used in the spellcasting class in which you have the highest level, or charisma if you have no levels in a spellcasting class.</li> <li data-xf-list-type="ul">Hunter’s Intuition: You gain an expertise dice on Perception checks and Survival Checks.</li> </ul><p>Half Elf (Elf or Human)</p><p> Mark of Detection</p><ul> <li data-xf-list-type="ul">Magic of the Mark: You learn the Detect Magic and Detect Poison and Disease spells. At third level you learn the See Invisibility spell. You can cast each of these spells without any material components once per long rest. Your spellcasting ability for this trait is the same as the ability score used in the spellcasting class in which you have the highest level, or charisma if you have no levels in a spellcasting class.</li> <li data-xf-list-type="ul">Detective’s Intuition: You gain an expertise dice on Investigation checks and Insight Checks.</li> </ul><p> Mark of Storm</p><ul> <li data-xf-list-type="ul">Magic of the Mark: You learn the Gust Cantrip. At third level you learn the Gust of Wind spell and can cast the spell without any material components once per long rest. Your spellcasting ability for this trait is the same as the ability score used in the spellcasting class in which you have the highest level, or charisma if you have no levels in a spellcasting class.</li> <li data-xf-list-type="ul">Windwright’s Intuition: You gain an expertise dice on your choice of Acrobatics checks or Survival Checks and on one of the following of your choice: navigator’s tools, air vehicles, or water vehicles.</li> </ul><p></p><p>Gust </p><p>Transmutation cantrip</p><p>Casting Time: 1 action</p><p>Range: 30 feet</p><p>Components: V, S</p><p>Duration: Instantaneous</p><p>You seize the air and compel it to create one of the following effects at a point you can see within range:</p><ul> <li data-xf-list-type="ul">One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.</li> <li data-xf-list-type="ul">You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.</li> <li data-xf-list-type="ul">You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.</li> </ul></blockquote><p></p>
[QUOTE="This Effin’ GM, post: 8531068, member: 6801323"] I actually whipped up a Dragonmarks as heritage gifts the week Level Up pdfs came to us. Dragonmark Gifts Dwarf Mark of Warding [LIST] [*]Magic of the Mark: You learn the Alarm spell and the Mage Armor Spell. At third level you learn the Arcane Lock spell. You can cast each of these spells without any material components once per long rest. Your spellcasting ability for this trait is the same as the ability score used in the spellcasting class in which you have the highest level, or charisma if you have no levels in a spellcasting class. [*]Locksmith’s Intuition: You gain an expertise dice on your choice of Investigation checks or Engineering Checks, and on checks with thieve’s tools. [/LIST] Elf Mark of Shadow [LIST] [*]Magic of the Mark: You learn the Minor Illusion Cantrip. At third level you learn the Invisibility spell and can cast the spell without any material components once per long rest. Your spellcasting ability for this trait is the same as the ability score used in the spellcasting class in which you have the highest level, or charisma if you have no levels in a spellcasting class. [*]Cunning Intuition: You gain an expertise dice on your choice of Performance or Stealth checks and on one of the following of your choice: an artisan’s tool, disguise kits, or a musical instrument. [/LIST] Gnome Mark of the Scribe [LIST] [*]Magic of the Mark: You learn the Message Cantrip and the Comprehend Languages spell. At third level you learn the Magic Mouth spell. You can cast each these spells without any material components once per long rest (Mending may be cast at-will). Your spellcasting ability for this trait is the same as the ability score used in the spellcasting class in which you have the highest level, or charisma if you have no levels in a spellcasting class. [*]Scribe’s Intuition: You gain an expertise dice on your choice of Culture or History checks and on your choice of checks with one of the following: Calligrapher’s Tools or Forgery Kits.. [/LIST] Halfling Mark of Healing [LIST] [*]Magic of the Mark: You learn the Cure Wounds spell. At third level you learn the Lesser Restoration spell. You can cast each of these spells without any material components once per long rest. Your spellcasting ability for this trait is the same as the ability score used in the spellcasting class in which you have the highest level, or charisma if you have no levels in a spellcasting class. [*]Healer’s Intuition: You gain an expertise dice on Medicine checks and on checks with herbalism kits. [/LIST] Mark of Hospitality [LIST] [*]Magic of the Mark: You learn the Friends Cantrip. At third level you learn the Unseen Servent spell and the Purify Food and Drink spell and can cast each of these spells without any material components once per long rest. Your spellcasting ability for this trait is the same as the ability score used in the spellcasting class in which you have the highest level, or charisma if you have no levels in a spellcasting class. [*]Host’s Intuition: You gain an expertise dice on Persuasion checks and on one of the following of your choice: Brewer’s tools or Cook’s Utensils. [/LIST] Human Mark of Handling [LIST] [*]Magic of the Mark: You learn the Speak with Animal and Animal Friendship spells. At third level you may target beasts and monstrosities with these spells, provided their intelligence score is three or lower. You can cast each of these spells without any material components once per long rest. Your spellcasting ability for this trait is the same as the ability score used in the spellcasting class in which you have the highest level, or charisma if you have no levels in a spellcasting class. [*]Wild’s Intuition: You gain an expertise dice on Animal Handling checks and Nature Checks. [/LIST] Mark of Making [LIST] [*]Magic of the Mark: You learn the Mending Cantrip. At third level you learn the Magic Weapon spell and can cast the spell without any material components once per long rest. Your spellcasting ability for this trait is the same as the ability score used in the spellcasting class in which you have the highest level, or charisma if you have no levels in a spellcasting class. [*]Artisan’s Intuition: You gain an expertise dice on your choice of Arcana or Engineering checks and on one of the following of your choice: an artisan’s tool, smith’s tools, or sewing kits. [/LIST] Mark of Passage [LIST] [*]Magic of the Mark: You learn the Longstrider spell. At third level you learn the Misty Step spell. You can cast each of these spells without any material components once per long rest. Your spellcasting ability for this trait is the same as the ability score used in the spellcasting class in which you have the highest level, or charisma if you have no levels in a spellcasting class. [*]Traveller’s Intuition: You gain an expertise dice on your choice of Athletics Checks or Acrobatics checks, and on checks with Land Vehicles. [/LIST] Mark of the Sentinel [LIST] [*]Magic of the Mark: You learn the Sanctuary spell. At third level you learn the Warding Bond spell. You can cast each of these spells without any material components once per long rest. Your spellcasting ability for this trait is the same as the ability score used in the spellcasting class in which you have the highest level, or charisma if you have no levels in a spellcasting class. [*]Guardian’s Intuition: You gain an expertise dice on Insight checks and Perception Checks. [/LIST] Half Orc or Human (Human or Orc) Mark of Finding [LIST] [*]Magic of the Mark: You learn the Identify spell. At third level you learn the Locate Object spell. You can cast each of these spells without any material components once per long rest. Your spellcasting ability for this trait is the same as the ability score used in the spellcasting class in which you have the highest level, or charisma if you have no levels in a spellcasting class. [*]Hunter’s Intuition: You gain an expertise dice on Perception checks and Survival Checks. [/LIST] Half Elf (Elf or Human) Mark of Detection [LIST] [*]Magic of the Mark: You learn the Detect Magic and Detect Poison and Disease spells. At third level you learn the See Invisibility spell. You can cast each of these spells without any material components once per long rest. Your spellcasting ability for this trait is the same as the ability score used in the spellcasting class in which you have the highest level, or charisma if you have no levels in a spellcasting class. [*]Detective’s Intuition: You gain an expertise dice on Investigation checks and Insight Checks. [/LIST] Mark of Storm [LIST] [*]Magic of the Mark: You learn the Gust Cantrip. At third level you learn the Gust of Wind spell and can cast the spell without any material components once per long rest. Your spellcasting ability for this trait is the same as the ability score used in the spellcasting class in which you have the highest level, or charisma if you have no levels in a spellcasting class. [*]Windwright’s Intuition: You gain an expertise dice on your choice of Acrobatics checks or Survival Checks and on one of the following of your choice: navigator’s tools, air vehicles, or water vehicles. [/LIST] Gust Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You seize the air and compel it to create one of the following effects at a point you can see within range: [LIST] [*]One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. [*]You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. [*]You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze. [/LIST] [/QUOTE]
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