D&D: Dragonmarks Part 2 – Half Elves And Half Orcs
We’re mashing half-elves and half-orcs together to see what shakes out as this week we take you through the Dragonmarks of these two races. See how the power of the Dragonmarks can elevate even stereotypical “outcasts” in Eberron.
It’s time to visit Eberron once more. We’re continuing our trek through the Dragonmarks that define many of the powerful Houses/Guilds that wield influence across Khorvaire. Dragonmarks are powerful magical sigils that appear on the skin of various humanoids who are touched by the power of the Draconic Prophecy. Curiously they are passed down along family lines, which for the half-races means that you’d see more and more families of exclusively half-elves and half-orcs.
With that in mind, let’s take a look at the Marks of Detection, Finding, and Storm.
Mark of Detection
The half-elves of House Medani bear the Mark of Detection. Though the house began as a mercantile organization–and one with a reputation for being the youngest/upstarttiest of the Dragonmarked Houses, it has since quickly spread throughout Khorvaire. Though it predominately is based out of Breland.
This is the Mark of spies and inquisitives, enhancing the bearer’s powers of perception and insight. The Mark grants bearers the power to detect hidden threats, even magical ones. Though they make the claim that it’s great for Inquisitives (and it is), this is a solid Arcanist house, with a +1 to Intelligence and Charisma replacing the standard bonuses of the Half-Elf. An extra +1 to an attribute of the player’s choice means players can focus more on a casting ability or branch out with a Rogue or Mon that happens to be a little more face-worthy.
Deductive Intuition is the ability that makes Inquisitives very happy. It gives you Intuition (a d4 that scales up to a d6, d8, d10, or d12, depending on level and feats) to any Investigation Insight checks. While Sense Threats grants you access to Detect Magic and Detect Poison and Disease, but only as ritual spells. But even so that’s a number of spells a caster won’t have to add to their list. A powerful option, depending. Again for being an ‘inquisitive’s dream’ this one is a surprisingly good house for Arcanists of any stripe.
Mark of Finding
House Tharashk and its half-orcs are reponsible for the Finders Guild, which works with investigators, law enforcement agents, and hunters of treasure, dragonshards, and bounties. If you believe rumors, there might also be secret assassins in the employ of this house for enemies that have gone to ground–but that’s probably nothing to worry about.
If you want sharp senses–or to be an amazing Cleric or Druid, the Mark of Finding is for you. With an increase to Strength and Wisdom scores, and a floating one of your choice, bearers of the Mark of Finding tend to be suited for divine casting. Their Hunter’s Intuition skews them Rangerward, granting their Intuition Die to Perception and Survival checks. Imprint Prey on the other hand lets you mark a foe, giving you double your Intuition die bonus when trying to track them. You alsoo get better at hitting a creature within 60 feet of you, ignoring half cover and being able to attack it without seeing it without penalty.
It’s basically like a focused version of Hunter’s Mark, giving you something that’s functionally blindsight but only for one target once per rest, as long as they are within 60 feet of you. Finally Nature’s Voice is a nice ribbon ability, as you can then cast Locate Animals or Plants as a ritual spell.
Mark of Storm
If you want to take on the forces of House Lyrandar, you should know that entails taking on the wind and the rain, as well as the Windwrights and Raincallers Guild, neither of whom seem like the sorts you want marking you as enemy. Especially since through their latter guild, they can cause problems for farmers and put the blame on you.
So for now, they enjoy a monopoly(ish) on transportation and shipping, but they command the weather to some extent, which is reflected in the powers granted by their Marks.
You get an increase to Dexterity and Charisma, which is a very nice combo. You’ll be set for face duties, but having a potential +2 to Dex opens up plenty of paths. Nobody is sad to have a higher Dex at the end of the day. Sea Monkey means that you have a swim speed of 30 feet, while Windwright’s Intuition gives you Intuition on Acrobatics checks as well as tool and vehicle checks as well.
The real meat of the Mark comes from Storm’s Blessing and Headwinds which give you resistance to lightning damage and a new cantrip, the Gust cantrip (which upgrades to the gust of wind spell on top of that at 3rd level).
Helpful for any sailing you might be doing, but also this just smacks of shenanigans waiting to happen. At any rate, that’s enough Dragonmarks for now. Be sure and check back next week as we visit Elves and Dwarves.
In the meantime, don’t forget to check out the Dragomarks of Eberron Survey linked below. Take some time to answer it, you’ll be helping to shape the future of the Dragonmarks. So if, upon reading over this article, you’ve dropped your monocle into a drink, you’ll want to head over and leave your feedback. If you’ve thoroughly enjoyed these Dragonmarks so far, let them know as well. All feedback is invaluable and WotC specifically want to hear what you have to say about all this.
Take the Dragonmarks Survey Right Here!
Happy Adventuring!