D&D 5E [Poll] Are Dragonmark races allowed in your game?

Are Dragonmark races allowed in your game?

  • No, because they are too powerful

    Votes: 0 0.0%

the Jester

Legend
No, somewhat because I don't add races or subraces to my campaign willy-nilly, but also- perhaps even more so- because I haven't read them.
 

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Stormonu

Legend
Yeah I guess my POV on them doesn’t really feel beholden to the houses, because we have been using them as “you are of a magical themed lineage” for years. My wife has a Mark of Scribing Gnome Artificer in my FR game, and a Mark of Shadow Gnome in my AU Earth Crossroads campaign. I’ve got a Mark of Making Human Artificer that I’ve used a couple places. In my wife’s COS game she was marked by the same magitech accident that cost her an arm, gaining slightly blue-tinted skin rather than a tattoo. In Space Fantasy she is instead marked by an ancient power vaguely analogous to The Force, but more arcane and with physical signs that manifest with puberty.

I just don’t see any…tension, in using them without using the houses.
That reminds me - the Spellfire of Forgotten Realms revealed itself as a tattoo on the individual, did it not?

And there was also the magical tattoos available to Thayian Red Wizards (beyond the normal cultural tattooing).
 

Levistus's_Leviathan

5e Freelancer
It hasn't come up, but I'd allow it. In non-Eberron game I'd ask the player to come up with some sort of alternate flavor for where those powers come from.
I once created a character for a Forgotten Realms campaign (that the DM never showed up for) that was a Gnome Abjurer that was Spellscarred from living through the Spellplague, using the Aberrant Dragonmark feat to replicate the same general theme as being Spellscarred.

So, yeah, as a DM, I'd totally allow stuff like this, so long as it makes sense in the world and the players can justify it using lore.
 

doctorbadwolf

Heretic of The Seventh Circle
Oh, you can absolutely do that, just like you could allow super-strong flying people with eye lasers and call them something other than Kryptonians. I just have no desire to do that. I think dragonmarks are a cool setting element of Eberron, which ought to have a mechanical expression in games set there. But I don’t feel any need to reskin them in order to port the mechanics to other settings. I prefer to build mechanics around the lore rather than vice versa.
I mean, I do too, but I'm not gonna homebrew every single thing the PCs want to do, so I offer Dragonmarks and similarly lore-associated mechanics when they closely model the thing they want to do with the character. Dragonmarks are a great at modeling a bunch of different things, with little if any mechanical change.
That reminds me - the Spellfire of Forgotten Realms revealed itself as a tattoo on the individual, did it not?

And there was also the magical tattoos available to Thayian Red Wizards (beyond the normal cultural tattooing).
Oh yeah, I'd say that every published setting for DnD has several things that immediately lend to the use of "subraces that replace the normal option with a magical mark or lineage that gives you special powers and helps you be better at certain skills".
I once created a character for a Forgotten Realms campaign (that the DM never showed up for) that was a Gnome Abjurer that was Spellscarred from living through the Spellplague, using the Aberrant Dragonmark feat to replicate the same general theme as being Spellscarred.

So, yeah, as a DM, I'd totally allow stuff like this, so long as it makes sense in the world and the players can justify it using lore.
Hell yeah. I really wish they had included Greater Mark feats as well, but what we do have is great for all sorts of stuff like that.
 

Blue

Ravenous Bugblatter Beast of Traal
I'm reading "No, because they do not fit thematically" as "I use them if they are a thematic fit". No idea why it's written in the negative, though the nature of the answer verbiage seems to have a negative bias.
 

Charlaquin

Goblin Queen (She/Her/Hers)
I mean, I do too, but I'm not gonna homebrew every single thing the PCs want to do, so I offer Dragonmarks and similarly lore-associated mechanics when they closely model the thing they want to do with the character. Dragonmarks are a great at modeling a bunch of different things, with little if any mechanical change.
Oh, sure. If a player wants to play a unique concept and a dragonmarked race seems like a good mechanical fit for it, I’ll allow that. I just don’t think that’s the same thing as “allowing dragonmarked races.” It’s a single character, and strictly speaking they aren’t really dragonmarked. I have a player in my current campaign using the Kalashtar stats reskinned as a human with a connection to a ghost rather than an astral spirit. Still wouldn’t say I’m “allowing Kalashtar.”
 

doctorbadwolf

Heretic of The Seventh Circle
Oh, sure. If a player wants to play a unique concept and a dragonmarked race seems like a good mechanical fit for it, I’ll allow that. I just don’t think that’s the same thing as “allowing dragonmarked races.” It’s a single character, and strictly speaking they aren’t really dragonmarked. I have a player in my current campaign using the Kalashtar stats reskinned as a human with a connection to a ghost rather than an astral spirit. Still wouldn’t say I’m “allowing Kalashtar.”
Ah, in that case we are just using words differently, rather than actually disagreeing. My Human Artificer doesn't have a dragonmark like...in the fiction, she has arcane markings on her body that indicate her potential to become a Witch. I would absolutely say that we are allowing dragonmarked races.

Just a wording difference, after all.
 

Laurefindel

Legend
Definitely. Dragonmarks can easily be refluffed into any sort of bloodline/prophecy/etc typical of almost all fantasy worlds.
very true

If anything, they can be used as templates to create custom variant races fitting the themes of another setting, homebrew or not. Bard from the hobbit (more so the book character) comes to mind. Speak with animals and some kind of affinity with vision and bows, for example.
 

And that's a fine way to do it. My preference is to keep some things limited to each setting. The Supernatural Gifts of Theros, for example, change when taken out of the context of a world where the gods are active participants/meddlers. I think it goes back to the confluence of flavor and crunch (and, like I said, a bad experience at a con...).

Yeah I guess my POV on them doesn’t really feel beholden to the houses, because we have been using them as “you are of a magical themed lineage” for years. My wife has a Mark of Scribing Gnome Artificer in my FR game, and a Mark of Shadow Gnome in my AU Earth Crossroads campaign. I’ve got a Mark of Making Human Artificer that I’ve used a couple places. In my wife’s COS game she was marked by the same magitech accident that cost her an arm, gaining slightly blue-tinted skin rather than a tattoo. In Space Fantasy she is instead marked by an ancient power vaguely analogous to The Force, but more arcane and with physical signs that manifest with puberty.

I just don’t see any…tension, in using them without using the houses.
 



doctorbadwolf

Heretic of The Seventh Circle
And that's a fine way to do it. My preference is to keep some things limited to each setting. The Supernatural Gifts of Theros, for example, change when taken out of the context of a world where the gods are active participants/meddlers. I think it goes back to the confluence of flavor and crunch (and, like I said, a bad experience at a con...).
Fair enough.
IIRC, Exploring Eberron has Greater Mark feats.
Yeah, I think it does. I haven't purchased it, mostly because my group generally is pretty happy with the options we have for Eberron, but I will get it eventually.
 

delericho

Legend
Yes, but only in an Eberron or Eberron-adjacent campaign (that is, a Planescape, Spelljammer, or Ravenloft (or similar) campaign with a reasonably strong link to Eberron). I don't allow them in other campaigns because I generally prefer to emphasise the distinctiveness of different settings.
 



TheSword

Legend
Absolutely in Eberron.
Absolutely not outside of Eberron.

The Dragonmarked house are Eberron to me. At least they’re the single most substantial thing that makes Eberron unique.

Same reason I wouldn’t allow defiling in a regular d&d game but would expect it to be an option on Athas.
 

Weiley31

Legend
Honestly, refluffing the Dragonmarks Subrace character variant options would pretty much work and would be awesome. I think a Mark of the Shadows Shadar-Kai would be a fantastic method or way of thinking about refluff options. Sure the Dragonmark is the subrace, but since Mark of the Shadows is elves only, you can pretty much just flavor it as being a Shadar-Kai that has recieved not the Dragonmark of Shadows, but instead the "Gift of the Raven Queen." Its still an Elf subrace and Shadar-Kai, in this edition, are yet another Subrace of Elves. You can even tweak this even further by allow the Mark of the Shadow's Cunning Intuition feature with allowing the option to replace the Intuition Die bonus to Performance (Charisma) Performance checks with your one choice of any of the Charisma Skills.(of course it you would be stuck to the choice you make in that regard.)

I mean, you all can do whatever you want in your games, and that's fine, but restricting the Dragonmarks to Eberron only, in regard to options, is handicapping character ideas, roleplay, and concepts.

Editor's Note: All final say depends on DM's approval with voter consideration from/and or the cat.
 

CleverNickName

Limit Break Dancing
If I were going to use Dragonmarks in a generic 5E campaign, without the Eberron setting or its trappings, I would make them subraces of Dragonborn. And not just because both of them have the word "dragon" in their names; I think the lore of the Dragonborn would mesh nicely with the lore of the different Houses. You could almost do a Search-And-Replace with the lore for each.

Self-Sufficient Clans

To any dragonborn, the clan is more important than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn’s conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position.

A continual drive for self-improvement reflects the self-sufficiency of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn.

Though all dragonborn strive to be self-sufficient, they recognize that help is sometimes needed in difficult situations. But the best source for such help is the clan, and when a clan needs help, it turns to another dragonborn clan before seeking aid from other races—or even from the gods.

All about the Houses

Every dragonmarked house has traditions and secrets. Here’s a few facts that apply to most of the houses:

Enclaves. Most dragonmarked houses maintain enclaves in major cities. These serve as strongholds and hubs for house business. A city may also have any number of businesses tied to the house, but these are simply providing services and don’t have any direct connection to house leadership.

Names and Ranks. Any heir of the house who develops a dragonmark is allowed to add the d’ prefix to the house name: for example, Merrix d’Cannith. Despite the Korth Edicts' proscription against house member holding noble titles, regional leaders within the houses are called barons. Most houses are led by a matriarch or patriarch, though some are led by a council.

Emblems. Each dragonmarked house has an Emblem, a distinctive symbol that features on their heraldry, official seals, crafted goods, and anything else that warrants the house’s stamp of authenticity. Each house's Emblem appears along with the related dragonmark on the following pages.

The Twelve. The Twelve is an organization that facilitates cooperation among the dragonmarked houses.

Excoriates. Excoriates are dragonmarked heirs who have been cut off from their houses.

Foundlings. Foundlings are people who have a dragonmark yet have no tie to a dragonmarked house.

Test of Siberys. Dragonmarks manifest around adolescence. Each house puts its heirs through a trial called the Test of Siberys. The specific trials vary by house, but they place the heir in circumstances where they are likely to manifest the mark, if they have it. About half of the members of a bloodline manifest the mark.

Korth Edicts. The Korth Edicts prevent the houses from owning land, holding noble titles, or maintaining military forces (with an exception for Deneity). The edicts were established when the Five Nations were united. Today, many in the Houses feel the edicts have become obsolete in the wake of the Last War.

So I'm thinking if I replace "clan" in the PHB with E:RftLW's "House," I'd be 90% of the way there.

Many dragonborn belong to one of twelve revered clans, known as the Dragonmarked Houses.

To the dragonborn nobility, their House is more important than life itself. Dragonborn owe their devotion and respect to their House above all else, even the gods. Each dragonborn’s conduct reflects on the honor of his or her House, and bringing dishonor to the House can result in expulsion and exile. Each dragonborn knows his or her station and duties within their House, and honor demands maintaining the bounds of that position.

The Dragonmarked Houses are:
(Curated list of Dragonmarks that I wish to allow, from Eberron)

About the Houses:
(Copied directly from Eberron)

For the game mechanics, I'd just let the racial features for the new Dragonmark overwrite the features for the PHB dragonborn, except for maybe Draconic Ancestry, Draconic Resistance, and Breath Weapon. But that might be a little overpowered for some game tables (it would probably be fine with my group, but your group is different.)

I don't know what Fitzban's is going to bring to us, but I hope it's something similar.
 
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Tom Bagwell

Explorer
Sure. I even have one in my Wildemount game...but there's a very specific reason for it. If I was running Eberron there would be no problem.
 

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