DRAGONMARK FEAT VARIANT

Feat: Dragonmark

dragonmarks

Dragonmarks are tattoo like marks that cover the bearers body. These marks grant the bearer special abilites based upon the marks color. Althoug it is rare someone may have multiple dragonmarks, this feat can be taken twice.

Dragonmark origins Dragonmarks can be obtained a number of ways but the primary way is through a family line. Other origins could be that it was gained through a magic ritual or a higher being gifted you the mark for your worship or service. Regardless of the marks origin people who see your mark will generally show greater respect to you.

types of marks

Most marks fall under six main colors: red, yellow, blue, green, black, and white. The color of your mark may be rolled at random with a d6 or chosen by yourself.

d6 Color 1 Red 2 Yellow 3 Green d6 Color 4 Blue 5 Black 6 White

Mark abilties

Each mark as a greater and lesser effect. lesser effects and be used an unlimited amount of time while greater effects can be used only three times, you regain all expended uses after a long rest. Some of these features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Dragonmark save DC = 8 + your proficiency bonus + your constitution modifier

Red Mark

RED, GREATER: After an enemy attacks you, regardless if they hit or miss, you can use your reaction to ignite your mark creating an explosion.

Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 fire damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

At Higher Levels: When you reach level 5 the damage is increased to 3d8, then to 4d8 at level 11, and finally to 5d8 at level 17.

RED, LESSER: Your affinity for fire allows you to create and control it. You are able to produce a small flame from your hands that sheds brightlight for 10ft and dim light for another 10ft.

Additionally you are able to control the apperance of flames around you, changing their color, size, and brightness. You can only change the size of a flame and brightness by your level x 5ft.

Yellow Mark

YELLOW, GREATER: You are able to produce electricity through your mark. When ever you make an attack you can use your bonus action to empower your weapon with lightning dealing an extra 2d6 lightning damage. Additionally, if the target is a creature, it must succeed on a constition saving throw or be stunned until the end of you next turn.

At Higher Levels: When you reach level 5 the damage is increased to 3d6, then to 4d6 at level 11, and finally to 5d6 at level 17.

Green Mark

The electricity flowing through you as allowed you to move faster, your movement speed is increased by 10ft.

GREEN, GREATER: You are able to produce a potent poison through your mark and apply it to your weapon. On your turn you may use a bonus action to apply poison to you weapon which lasts until the end of your next attack. When an enemy is hit by your poisoned weapon they take an additional 2d6 poison damage. Additionally the creature must succeed on a constitution saving throw or they will be poisoned, at the end of the poisoned creature's turn they can attempt the saving throw again.

Blue Mark

Your afinity for poison allows to bypass resistance to poison damage.

BLUE, GREATER: Your mark allows you to create and manipulate ice around your body. When a creature targets you with an attack you may use your reaction to shield yourself with ice, covering you in a layer of frost and granting you 5 + your proficiency bonus as temporary hit points for one hour additonally any creature that hits you wirh a melee attack while you have these hit points takes 5 + your proficiency bonus as frost damage

Your enables you to control water. As an action you can choose an area of water that you can see within 30ft and that fits within a 5ft cube. You manipulate it in one of the following ways:

You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.