Spoiler: House Medani Show House Medani bears the Mark of Detection and concerns itself primarily with investigation and counterintelligence. Unlike most Houses, Medani has a strong tie with the Kingdom of Breland. Of the approximately 7500 marked members of House Medani, 1500 of them live in the home enclave at Wroat, 1000 in Sharn, while a further 2500 live in the rest of Breland. There are approximately 500 Medani in each of the other Five Nations, 300 each in Zilargo and the Reaches and roughly 400 scattered across the rest of Khorvaire. Although the Warning Guild is less starkly divided, enjoying strong popularity in the Five Nations, Zilargo and the Mhor Holds, most business comes through Sharn and there has been little success in the 'uncivilized' regions of Khorvaire. If a Siberys Heir of Detection exists they are almost certainly either dwelling at the Tower of Inquisition, or guarding the Mornlands from Arythawn Keep in Southern Thrane.



House Medani offers simple security and business consultations at Warning Guild guildhalls for a fee of 5 gold per consultation. This service includes one hour of questioning and advice from an expert on the consultation's topic and one portent from a Least Medani (often also the expert) applied toward the client's benefit. The locations of Medani enclaves are kept secret from the public and never host consultations.



For 25 gold per day, the Warning Guild can be contracted to solve a crime, search for plots, perform background checks or otherwise investigate on behalf of a client. This fee hires at least one inquisitive to work exclusively on the client's case, promises discretion about all inquiries and pays for any magical or nonmagical assistance required by the lead inquisitive on the case, including, if necessary, the Scrying Dreams of the Greater Medani. The discretion of the Warning Guild is limited by the letter and the spirit of the law: Inquisitives are required to report any crimes they uncover during their investigations to the proper authorities.



Finally, individual Marked Medani can be hired as bodyguards. This costs 30 gold per day for a Least Medani protector and a larger, highly negotiable amount for those with more powerful marks. Lesser Medani can generally only be afforded by the nobility, and Greater and Siberys Medani generally cannot be hired as bodyguards for gold at all - their services to the inquisitives are simply too valuable to risk.



House Medani is always willing to hire those with Least and Lesser the Mark of Detection in the Warning Guild at the standard fee. If you have a position of privilege in House Medani, whether from your background or through exemplary service, you can expect to be maintained in a wealthy lifestyle while in Breland or in a comfortable lifestyle in enclaves abroad. Regardless of background, if you have a Greater or Siberys Mark of Detection, House Medani will strongly encourage you to come join the Tower of Inquisition in Wroat, where you will be kept in aristocratic style and under guard against possible assassination.

Spoiler: Least Show

1. At the end of each long rest, you receive a series of portents. Roll five d20s and record them. Any time you or another creature within 30 feet makes an attack roll, you may replace their roll with the result one of your portent dice. You may also spend a portent die to determine if a creature is a threat. You learn if they are proficient in martial weapons, poisons or intimidation, and, if so, which. The market value for the use of one portent on another's behalf is 5 gold.

2. At the end of each long rest, you receive a series of portents. Roll five d20s and record them. Any time you or another creature within 30 feet makes a deception or insight check, you may replace their roll with the result one of your portent dice. You may also spend a portent die to determine if a creature is deceptive. You learn if they are proficient in forgery, disguises or deception, and, if so, which. The market value for the use of one portent on another's behalf is 5 gold.

3. At the end of each long rest, you receive a series of portents. Roll five d20s and record them. Any time you or another creature within 30 feet makes a Performance or Persuasion check, you may replace their roll with the result one of your portent dice. You may also spend a portent die to determine if a creature is talented. You learn if they are proficient in any artisan tool, any musical instrument or in performance, and, if so, which. The market value for the use of one portent on another's behalf is 5 gold.

4. You always have the following spells prepared: Faerie Fire and Detect Poison and Disease. This has no effect and therefore may not be attuned if you lack 1st level or higher spell slots.

5. You may use your Dragonmark's ability to cast Detect Magic three times per day instead of once. You now require no material components. You may not attune this option if you have not taken the Dragonmark Initiate feat.

Spoiler: Lesser Show

1. Your mark warns you of danger and your distance to it. Any time that any creature (including you) takes an action which will directly (within one round) endanger (hit point damage, death, a negative condition or some other objective harm) you or some other creature within 30 feet of you, you receive a colour based warning indicating how close the danger is, with red indicating a creature endangering itself, orange indicating a creature endangered by another within 1 foot, yellow 10 feet, green at 100 feet, blue at 1000 feet, indigo at 10000 feet and violet at any greater distance. This does not tell you the cause, nature or direction of the danger and can be fooled by any effect which fools divinations. This does not inform you of danger in advance, only as it happens.

2. Your mark grants you a prescient sense of self preservation. Upon being struck by an attack, or failing a save, you may instead, as a reaction, declare that the attack missed or that you succeeded in your save. This ability may be used once per short or long rest.

3. Your dragonmark allows you to ferret out secret things and secret dangers. Each long rest you receive five omens, each of which indicates a nearby secret. Each omen can be expended to indicate the direction (but not distance) of the nearest trap, secret door, hidden object or enemy. While you may not select which category the omen detects (it always chooses the nearest), you become aware of which category (or categories) the discovered secret falls under once the omen is revealed. For the purposes of this effect, an object is hidden if it was intentionally placed somewhere for the purpose of making it difficult to find, and a creature as hostile if it is either currently acting to harm you, or would immediately act to harm you upon becoming aware of your presence. An heir with access to navigator's tools may make a DC 15 Intelligence (Navigation) check after expending two charges to determine the exact position of the secret detected.

4. You always have the following spells prepared: Augury and See Invisibility. This has no effect and therefore may not be attuned if you lack 2nd level or higher spell slots.

5. You may use your Dragonmark's ability to cast Detect Thoughts three times per day instead of once. You now require no material components. You may not attune this option if you have not taken the Dragonmark Initiate feat.

Spoiler: Greater Show

1. Your dragonmark grants you prophetic dreams while you are sleeping. For up to four hours per long rest, you may use your dreams to scry, as if with a Crystal Ball of Telepathy, save that the save DCs are all equal to your dragonmark save DC rather than that indicated on page 159 of the DMG. This does not disrupt your rest. Furthermore, you are aware of your surroundings while sleeping and can wake from sleep, even magical sleep, at will.

2. Your dragonmark grants you prophetic dreams while you are sleeping. For up to four hours per long rest, you may use your dreams to scry, as if with a Crystal Ball of True Seeing, save that the save DCs are all equal to your dragonmark save DC rather than that indicated on page 159 of the DMG. This does not disrupt your rest. Furthermore, you are aware of your surroundings while sleeping and can wake from sleep, even magical sleep, at will.

3. Your dragonmark grants you prophetic dreams while you are sleeping. For up to four hours per long rest, you may use your dreams to scry, as if with a Crystal Ball of Mind Reading, save that the save DCs are all equal to your dragonmark save DC rather than that indicated on page 159 of the DMG. This does not disrupt your rest. Furthermore, you are aware of your surroundings while sleeping and can wake from sleep, even magical sleep, at will.

4. You always have the following spells prepared: Nondetection and Tongues. This has no effect and therefore may not be attuned if you lack 3rd level or higher spell slots.

5. You may use your Dragonmark's ability to cast Clairvoyance three times per day instead of once. You now require no material components. You may not attune this option if you have not taken the Dragonmark Initiate feat.

Spoiler: Siberys Show

At the end of each short rest, you may declare one contingency. This may be any event which could occur within 100 feet of you and one action you would like to take in response to it. The first time the contingent event comes to pass, you may, as a reaction, take the contingent action. You do not need to be aware of the contingent event occurring, but you must specify it unambiguously. Any action which could be completed in one round may be chosen as a contingent action. Each new contingency granted this ability replaces the ones chosen previously. If you refrain from using this ability for 48 hours, signs and omens begin to manifest around you. Each sentient creature within 5 miles receives the benefits of an Augury spell once per day (typically when waking or at the end of a long rest), indicating broadly how their day will go. Creatures intending to act against you always receive a woe result, regardless of whether their plans are likely to succeed.

Spoiler: Least Show

1. Your dragonmark aids you in finding victory even in the most unlikely of places. Your eye is naturally drawn toward the weaknesses of others. Any time you roll a natural one on an attack roll, it is not an automatic miss. Instead, it is an automatic critical hit.

2. You gain the ability to find and track animals on instinct. Whenever you taste the fresh blood of a living creature, you gain advantage on any Survival or Investigation checks to find other members of the same species and expertise on all such checks to track down the specific creature whom the blood belongs to. These benefits last until the next time you eat or drink. While this ability is most often used by Tharashk hunters to find game, it works perfectly well for bounty hunters after more intelligent quarry.

3. You develop an ear for minerals. By touching an example of a given mineral to your ear as an item interaction, you may discern the location of all other examples of the same mineral within 60 feet. This is of great use both in prospecting and in locating nearby creatures and objects bearing or containing metal. You may use this ability while prospecting to find ore containing 1d6 pounds of gold each week (or an equal value in other minerals) or while searching for metal objects (or hidden creatures carrying metal objects) to gain advantage on your check.

4. You always have the following spells prepared: Detect Evil and Good and Detect Magic. This has no effect and therefore may not be attuned if you lack 1st level or higher spell slots.

5. You may use your Dragonmark's ability to cast Identify three times per day instead of once. You now require no material components. You may not attune this option if you have not taken the Dragonmark Initiate feat.

Spoiler: Lesser Show

1. Your mark grants perfect vision and allows you to focus on either seeing very small objects or very distance objects. While focused on minute seeing, you cannot see beyond 1 foot away, but can examine individual grains of sand without strain. You gain advantage on Medicine and all sight-based investigation checks. Whiled focused on far seeing, you cannot make out objects within 100 feet, but may examine objects at up to 5 miles away as easily as if you were physically present. You gain advantage on all Perception checks and do not suffer disadvantage when firing a ranged weapon at its maximum range. You may choose to switch to either vision mode, or to see normally, as a bonus action.

2. You gain the ability to track creatures by scent, provided you have an object as a reference. You may follow the scent trail left by last creature to have had prolonged skin contact of at least one minute with the object. You know which way the creature has gone, how fast and approximately what path it took. You also learn the general type of creature, such as beast, humanoid, construct and so forth. These scent trails last 48 hours under normal circumstances. Precipitation, strong winds and strong scents in the area cut the time a scent trails last in half. If the creature itself bathes, changes clothes or otherwise changes its scent, a Survival check is needed to continue to follow the trail, typically with a DC between 10 and 20.

3. Your mark allows you to become a fantastic hunter, both of man and of beast. As an action, you may declare one specific creature as your quarry. You have expertise on any Survival or Perception checks made to track or spot your chosen prey, advantage against all spells it might cast and treat all weapons you use against it as magic weapons which do 2d10 extra damage. Once you have declared a quarry, you may not declare another until one day after you have either killed or captured the creature, or seven days have passed without sight of your prey.

4. You always have the following spells prepared: Beast Sense and Locate Animals or Plants. This has no effect and therefore may not be attuned if you lack 2nd level or higher spell slots.

5. You may use your Dragonmark's ability to cast Locate Object three times per day instead of once. You now require no material components. You may not attune this option if you have not taken the Dragonmark Initiate feat.

Spoiler: Greater Show

1. Your mark grants you the ability to see heat as well as light. As a bonus action, you may activate or deactivate your infravision. While active you can see any creature or object significantly above or below room temperature, ignoring darkness (whether magical or not), cover or solid objects. Your awareness of temperature changes extends out up to sixty feet, allowing you to track prey through walls. Your eyes invert colour while using this ability. Your sclera turn black, your pupils glow white and your irises become a complimentary colour.

2. You gain the ability to detect the passage of creatures. By spending one minute searching your surroundings for tracks, traces, scents and other leavings, scenting at the wind and listening closely to the instincts your dragonmark provides you, you discover all trails left by all creatures which have passed within 50 feet in the last 24 hours. You learn how many creatures of what types have passed have which way, how fast they were going, their sexes, heights, weights and general appearance. This ability works on creatures of all types, but may only be used once per short rest.

3. You can find planar Crossings to the Feywild (known as Thelanis by the Gnomes) and the Shadowfell (known as the Shadow Plane to most). More importantly, you can always find Crossings back to the Prime Material Plane. You may use these abilities to either explore the wilderness of these planes, or to travel swiftly from point to point on Prime. Using the Feywild as a shortcut allows the heir to travel at twice their normal speed, while using the Shadowfell allows manmade objects such as walls and towers, to be easily bypassed. Fey Crossings located through this ability never subject a creature to the Feywild's Memory Loss or Time Warp effects, nor do Shadow Crossings found this way subject creatures to Shadowfell Despair. See pages 49 through 52 in the DMG for further details on these planes.

4. You always have the following spells prepared: Speak with Dead and Speak with Plants. This has no effect and therefore may not be attuned if you lack 3rd level or higher spell slots.

5. You may use your Dragonmark's ability to cast Clairvoyance three times per day instead of once. You now require no material components. You may not attune this option if you have not taken the Dragonmark Initiate feat.

Spoiler: Siberys Show

Your dragonmark grants you instant insight into the area around you. Once per long rest, choose one species of plant (such as 'apple trees'), one race of creature (such as 'orcs') or one type of mineral (such as 'iron ore'). The DM will give you a one word description of how much or how many of your chosen type is present within a 5 mile radius. Examples include, but are not limited to, 'none', 'six', 'dozens', 'millions', 'ounces' and 'tons'. If you do not use this ability for 48 hours, you instead gain a broad overview of the area around you each morning. You become aware of all all major landmarks (such as rivers, lakes, settlements and caverns) within 5 miles. You are also aware of the distance and direction to each from your current location at all times.

Spoiler: House Vadalis Show House Vadalis bears the Mark of Handling, allowing the domestication of wild beasts and the creation of fantastic creatures. Of the Dragonmarked Houses, Vadalis is the smallest and one of the few based outside of the Five Nations. While the House Seat is located in Varna, only 500 of the estimated 6000 Marked Vadalis reside there at any given time. The sprawling Foalswood Ranch features both over 1000 Marked Vadalis and the most involved breeding and research programs. A further 3000 are found in enclaves dotted throughout the Eldeen Reaches and western Aundair. Most of the remaining 1500 heirs can be found scattered in small family units in any rural area of the Five Nations. All members of House Vadalis are officially banned from entering Valenar by the nation's senate. While no Siberys Mark of Handling currently exists, three sacred beasts do: a giant silver stag, a winged wolf and an invisible fish allegedly living in lake Gallifar.



The magic of the Mark draws one animal companion to the heir and ensures its loyalty. This animal appears within a week of the Mark first manifesting its power. Any beast of challenge 1/4th or lower may potentially be selected by the Mark as an animal companion. This companion acts on the heir's initiative and may only take an action if the heir uses their action to direct it. Most (but not all) heirs choose this animal as the bearer of the manifestations of their Mark.



Unlike most marks, Handling manifests primarily through its effects on animals rather than on the bearer. A beast under the influence of the mark is known as a Magemarked Beast and is granted some unusual trait or bodily feature. In addition to the effects listed in each manifestation entry, Magemarked Beasts grow more hardy and intelligent than normal. The lesser mark ensures the beast has at least 5 hit dice and at least 3 intelligence. The greater mark provides 9 hit dice and 10 intelligence. Beasts which are deceased or under the influence of shapechanging magic cannot be Magemarked.



For most beasts, becoming Magemarked is temporary: the power fades once the heir alters manifests the power in another or travels more than a mile away. For a rare few, this is not the case. Some rare few can be permanently transformed by the Mark of Handling. Breeding such a creature is difficult and requires time and resources on par with creating a Very Rare magic item, and as requiring attunement slots equal to the number of powers it manifests to gain its loyalty. A Magemarked Beast, whether permanent or temporary, occasionally pass their traits onto their offspring, creating Magebred Animals. Each Magebred Animal permanently gains a lesser version of one Magemarked power from its ancestors. Magebred Animals cannot be further imbued by the Mark of Handling. The typical stud fee for a Magemarked Beast is 10 gold per day per power, while the mare fee is typically 250 gold per month of pregnancy per power.

Spoiler: Least Show 1. You become proficient in both animal handling and land vehicles. You gain the ability to imbue a beast as a magemarked mount as an action. The beast's size to become large if not already bigger and its fastest speed is increased to 60 if not already faster. Magebred inheritors of this ability are unusual docile, are always of least large size once fully grown and have their land speed increased to 60 if not already faster. Both magebred and magemarked specimens gain an appropriate anatomy for use as a mount and have their strength and constitution scores both increased to 16 if either is not already higher. You may have a maintain a single temporary magemarked beast with this ability at any given time.

2. You become proficient in both animal handling and weavers tools. You gain the ability to cross a beast with a spider to produce a magemarked arachnid as an action. These hybrid specimens gain the Spider Climb, Web Sense and Web abilities of a Giant Spider (see page 328 of the Monster Manual for details), but are thankfully no more venomous than the base creature would normally be. Magebred specimens have advantage on checks related to balancing and climbing. Both magebred and magemarked specimens gain the Web Walker ability of the Giant Spider and occasionally grow up to eight additional legs. You may have a maintain a single temporary magemarked beast with this ability at any given time.

3. You become proficient in both animal handling and water vehicles. You gain the ability to imbue a beast as a magemarked amphibian as an action. The beast becomes able to breathe both water and air, and has a base land and swim speed equal to the base creature's land and swim speeds added together. Magebred beasts instead gain the ability to hold their breath for one hour, and have land and swim speeds equal to the better of of the two in the base creature. Both magebred and magemarked specimens often gain gills, lungs, legs, flippers and fins as appropriate. You may have a maintain a single temporary magemarked beast with this ability at any given time.

4. You always have the following spells prepared: Animal Friendship and Beast Bond. This has no effect and therefore may not be attuned if you lack 1st level or higher spell slots.

5. You may use your Dragonmark's ability to cast Speak with Animals three times per day instead of once. You now require no material components. You may not attune this option if you have not taken the Dragonmark Initiate feat.



Spoiler: Lesser Show 1. You have advantage on initiative so long as you are near your animal companion and gain the ability to imbue a beast as a magemarked tracker through a one hour ritual. The beast gains darkvision and hearing-dependent blindsight out to 60 feet and advantage on Perception checks that involve scent. Magebred trackers gain only one of these abilities, either darkvision, or blindsight or improved scent perception. Both magemarked and magebred trackers have their Wisdom increased to 20, if it is not higher already, and may develop exaggerated features relating to their affinity, such as enlarged ears, elongated snouts, or reflective eyes. You may only maintain a single temporary magemarked beast with this ability at any given time.

2. You gain advantage on any check used to maneuver a flying mount and the ability to imbue a beast as a magemarked flyer through a one hour ritual. The beast gains a flight speed based on its size if it does not already have a faster flight speed. This starts out at 120 feet for a tiny beast, decreasing by 15 feet for each increase in size beyond tiny. A magemarked flying horse, for example, is large and has a flight speed of 75 feet. Magebred flyers are incapable of true flight. Instead, they are able to glide when they would normally fall, allowing them to slow their falling speed to 30 feet per round and move up to 60 feet horizontally while gliding. Both magebred and magemarked flyers are immune to falling damage and have their dexterity increased to 20 if it is not already higher. Specimens universally gain wings if they do not already have them, although they may be feathered, insect-like or leathery. You may have a maintain a single temporary magemarked beast with this ability at any given time.

3. You gain the ability to imbue a beast as a magemarked monster through a one hour ritual. The beast gains natural weapons which allow it to make two attacks as an action. Each attack inflicts either piercing, slashing, bludgeoning, poison or acid damage, and is either a 1d10 melee attack or a 1d8 ranged attack with range of 100/200 feet. Both the nature and the damage type of the attack are chosen when this ability is used. Treat each attack as if it were made using a +2 magic weapon. At levels 11 and 17, the heir may imbue magemarked monsters with natural weapons which allow a third and fourth attack. Magebred monsters receive a single nonmagical 1d8 melee attack instead. Both magebred and magemarked specimens have their strength score increased to 20 if it is not already higher and typically develop slavering fangs, giant claws, spikes, venom or acidic spit. You may have a maintain a single temporary magemarked beast with this ability at any given time.

4. You always have the following spells prepared: Beast Sense and Enhance Ability. This has no effect and therefore may not be attuned if you lack 2nd level or higher spell slots.

5. You may use your Dragonmark's ability to cast Beast Sense three times per day instead of once. You now require no material components. You may not attune this option if you have not taken the Dragonmark Initiate feat.

Spoiler: Greater Show 1. You become proficient in all armour made from chitin and gain the ability to imbue a beast as a magemarked chitinous beast through a one hour ritual. The beast develops a body covering layer of chitin, which counts as +3 platemail barding of invulnerability (see page 152 of the DMG for details). Magebred specimens develop weaker chitin which counts as +1 half plate barding. The shed exoskeletons (or tanned hides) of can be used as barding for other creatures with a similar body structure, fashioned into barding for a different creature over the course of a week, or crafted by a leatherworker into armour appropriate for a humanoid over the course of a month. The shells of chitinous magemarked beasts can be used to make any form of +1 armour, while magebred shells can be used to make any nonmagical light or medium armour. While most have insection exoskeletons, some beasts develop crab-like, or even snail-like shells. You may have a maintain a single temporary magemarked beast with this ability at any given time.

2. You may act normally while charmed and gain the ability to imbue a beast as a magemarked singer through a one hour ritual. The beast gains the ability to speak any three languages you know and a musical voice which is identical to that of the Luring Song ability of a harpy (see page 181 of the Monster Manual for details) save that it normally effects only beasts. Once per long rest, the beast may imbue its song with unusual poignancy, allowing it to instead effect all creatures for the next hour. Magebred beasts instead learn a single language and have their intelligence increased to 6 if it is not already higher. Both magebred and magemarked specimens gain beautiful singing voices and the Mimickry ability of a kenku (see page 164 of the Monster Manual for details). You may have a maintain a single temporary magemarked beast with this ability at any given time.

3. You ignore the False Appearance ability of creatures like darkmantles and animated shrubs and gain the ability to imbue a beast as a magemarked skulker through a one hour ritual. The beast gains an extreme form of camouflage which renders it completely invisible, even when moving or attacking. Magebred creatures instead gain a False Appearance (of the same type you are able to ignore), patterned after a common natural object in the region of the creature's birth, such as a rock, a specific kind of tree, a mushroom or a dead leaf. While stationary, the creature is indistinguishable from a normal example of the object. Both magebred and magemarked specimens gain advantage on Stealth checks. You may have a maintain a single temporary magemarked beast with this ability at any given time.

4. You always have the following spells prepared: Phantom Steed and Fly. This has no effect and therefore may not be attuned if you lack 3rd level or higher spell slots.

5. You may use your Dragonmark's ability to cast Conjure Animals three times per day instead of once. You now require no material components. You may not attune this option if you have not taken the Dragonmark Initiate feat.



Spoiler: Siberys Show You may elevate one animal as a sacred beast which blesses the region around it. All animals within 5 miles regain the maximum amount of health while resting, and all members of the same species are charmed by the sacred beast should they encounter it. The sacred beast itself is surrounded by an ethereal light, becomes immune to radiant damage and has its natural lifespan extended to ten years if it is not naturally longer. All sacred beasts have a copy of the Siberys Mark of Handling somewhere on their body. Upon death, the sacred beast returns to life as an adult member of its species. If it was slain by another creature, it gains the Regeneration, Rejuvenation and Vengeful Tracker abilities of a revenant, and must slay its killer within a year and a day or else cease to exist. If successfully defeats its killer, it loses these abilities and continues in its present form, still a sacred beast. If it had died of old age, the sacred beast is returned to life as an adolescent member of the same species which is just old enough to survive independently. Each of its ability scores are each increased by 2 to a maximum of 30 for physical ability scores and 20 for mental ability scores. The heir may not bless a new sacred beast while the another they have elevated still exists. A sacred beast's status can outlive the heir which uplifts it. Any children the sacred beast sires or bears are unusually healthy and exceptional members of their species, but are not sacred beasts themselves.

Spoiler: Least Show 1. You are proficient with the healer's kit, medicine and the herbalist's kit. Additionally, you may craft potions of healing and vials of antitoxin at ten times the usual rate. This provides no cost discount.

2. Your dragonmark allows you to prepare medicinal tinctures to protect yourself and others from diseases. Each tincture requires one minute and a use from a healer's kit to prepare. You may prepare up to 50 tinctures this way before the magic of this manifestation needs a long rest to recover. Each tincture protects a creature for one day from one specific disease chosen when you prepare the tincture. Each tincture has a market price of 1 gold.

3. You may induce a patient within touch range to fall into a recuperative sleep. Once asleep, the patient may choose to spend a single hit die to regain lost hit points. If they do not wish to fall asleep, the patient may make a constitution save to remain awake, but in this case the patient may not spend a hit die. During the first minute of sleep, the patient will not awaken of their own accord. Shaking or loud noises will also not wake the patient, but damage will do so immediately. After one minute of sleep, the patient may wake or be awakened normally.

4. You always have the following spells prepared: Healing Word and Ray of Sickness. This has no effect and therefore may not be attuned if you lack 1st level or higher spell slots.

5. You may use your Dragonmark's ability to cast Cure Wounds three times per day instead of once. You now require no material components. You may not attune this option if you have not taken the Dragonmark Initiate feat.

Spoiler: Lesser Show 1. If you tend to a patient for at least ten minutes, they may immediately make a recuperation check (as if they had spent three days recuperating) and gains both benefits of recuperation rather than just one. They will also regain all expent hit dice on their next long rest rather than half.

2. You may accelerate the healing of your patients while they rest. Once during a short rest, a patient may expend one hit die to gain the benefits of lesser restoration rather than healing. Alternatively, they may expend three hit dice to gain as many temporary hit points as those hit dice would have healed for one hour.

3. By spending one minute diagnosing a patient, you may prepare written or verbal instructions for any character who is proficient in medicine checks, possibly including yourself. The next time this character provides treatment to the patient according to your instructions, all hit points recovered by the patient are maximized. This includes magical healing.

4. You always have the following spells prepared: Calm Emotions and Protection from Poison. This has no effect and therefore may not be attuned if you lack 1st level or higher spell slots.

5. You may use your Dragonmark's ability to cast Lesser Restoration three times per day instead of once. You now require no material components. You may not attune this option if you have not taken the Dragonmark Initiate feat.

Spoiler: Greater Show 1. As an action, you may channel the power of your mark to holistically heal one living creature. It immediately regains 50 hit points, regenerates all lost limbs, organs or other body parts and is cured of all conditions which a greater restoration spell could cure. You may elect not to cure certain conditions, regenerate certain parts or heal damage from certain sources. You may use this ability once per long rest.

2. You become proficient in Athletics, Acrobatics, one throwing weapon and two saving throws of choice. Characters who spend at least one hour per day exercising according to your instructions gain advantage on saving throws of the same type you gained proficiency in due to this manifestation.

3. You become immune to disease. As an action, you may use your understanding of nosomatic chirgurgy to draw the disease out of a touched patient and isolate it within yourself. This cures the patient and renders the disease perfectly incommunicable with a single exception: Once per long rest, by touching a creature as an action, you may infect them with one disease you have isolated within yourself. Treat this as a Contagion spell in all regards save for which disease is transmitted. Note that infecting someone with a disease does not remove it from your list of isolated diseases - only a small trace is needed to infect each person. If you unattune this manifestation, you are immediately exposed to every disease isolated within you at once.

4. You always have the following spells prepared: Mass Healing Ward and Remove Curse. This has no effect and therefore may not be attuned if you lack 1st level or higher spell slots.

5. You may use your Dragonmark's ability to cast Revivify three times per day instead of once. You now require no material components. You may not attune this option if you have not taken the Dragonmark Initiate feat.

Spoiler: Siberys Show You may activate your Siberys Mark of Healing once a week to utterly eliminate all instances of a single disease or condition within a five mile radius. If you have not made use of the Siberys powers of your mark for over a month, you gain the ability to restore yourself to peak health as a reaction. You recover all hit points, remove all negative conditions, recover from all diseases, break all curses affecting you, restore all of your hit dice and become two weeks younger. This counts as a use of the mark, meaning that you must wait a week before curing disease or a month before another full healing. Heirs to the Siberys mark of healing are often loathe to use this mark except in the most dire or profitable circumstances due to massive advantage it bestows.

Spoiler: Least Show 1. You require five less untrained hirelings to maintain a stronghold. While carousing or sowing rumors, your lifestyle counts as one step (or 5gp if already aristocratic) more lavish than it actually is at no additional cost. You become proficient in cook's and brewer's tools.

2. Your mark allows you to make a little hospitality go a long way: Any food you make feeds twice the usual number of people. Those staying at accommodations you prepare may complete a long rest in half the usual time. Friendly creatures within thirty feet of you are not considered difficult terrain for you or for other creatures friendly to you.

3. Once a day you may fill empty pitchers or other containers as you had an Alchemy Jug (DMG pg. 150).

4. You always have the following spells prepared: Goodberry and Sanctuary. This has no effect and therefore may not be attuned if you lack 1st level or higher spell slots.

5. You may use your Dragonmark's ability to cast Unseen Servant three times per day instead of once. You now require no material components. You may not attune this option if you have not taken the Dragonmark Initiate feat.



Spoiler: Lesser Show 1. Any fire tended by the Marked is far too warm and comforting to allow violence. Creatures within 30 feet of the fire must make a charisma save to take any violent action against any other creature within range. Those who willingly approach the fire and lay down their weapons fail this save automatically. Anyone who successfully initiates such a violent action is exempted from this protection.

2. Once per long rest, as a reaction, you may pull yourself and any willing, adjacent targets into an extradimensional shelter. The shelter is 100 square feet and can fit up to 10 medium sized creatures inside before becoming too crowded. Once inside, the shelter can be left by any occupant with an action, placing them as close as possible to where they were transported from.

3. You are followed by five unseen servants. As normal, these servants will act to serve their master within the vicinity, pulling out chairs, placing food, cleaning and performing other menial tasks. A servant is destroyed if it is moved further than 60 feet from its master. As an action, you may transfer one servant to another creature, effectively making that creature the servant's master for one hour. The unseen servant will then obey that creature and may go beyond 60 feet from you so long as it stays within range of its temporary master. At the end of the hour, the unseen servant reverts to your control and reappears next to you. If destroyed for any reason, they reform after one week.

4. You always have the following spells prepared: Arcane Lock and Knock. This has no effect and therefore may not be attuned if you lack 1st level or higher spell slots.

5. You may use your Dragonmark's ability to cast Rope Trick three times per day instead of once. You now require no material components. You may not attune this option if you have not taken the Dragonmark Initiate feat.

Spoiler: Greater Show 1. You create an extradimensional space consisting of no more than 50 ten foot cubes arranged in any configuration you wish. This volume is initially empty and unfurnished save for the indestructible walls which constitute the borders of the extradimensional space. The space may then be built in or furnished however you wish using the rules for building a stronghold on page 127 of the DMG. You may open a portal to this extradimensional location through any door which has been engraved with the mark of hospitality. As long as the door open remains open, any creature may pass through the portal. When a creature leaves, they exit at the location from which they entered. If you attempt to leave with an object brought into the space from another location, it exits the space at the doorway through which it entered.

2. By performing an elaborate, full day ritual, you may erect a large wall an outdoor area. Draw the mark of hospitality at seven sites, each at least 10 feet but most 100 feet from another mark. From each mark, a rounded stone tower 5 feet in diameter and 30 feet tall springs forth. An wall 5 feet thick and 20 feet tall connects each tower to each other tower within 100 feet. Neither the walls nor the tower are hollow, but handholds exist on one side of each tower allowing a creature to climb to the top or onto a wall. This structure lasts for one week before collapsing into dust. Each tower and each 10 foot section of wall has 60 hit points and is immune to damage from non-magical weapons other than siege weapons.

3. By channeling your magic through some part of a structure for one minute, you may fortify and secure it. Select a door, window, wall, roof or floor. Doors and windows permanently gain locks and become Arcane Locked for 24 hours. Walls, roofs and floors permanently gain immunity to one common source of damage based on their type, with wood becoming fireproof, stone proof against bludgeoning, metal immune to rust and ice immune to melting. Walls also temporarily become immune to damage from nonmagical sources for one hour.

4. You always have the following spells prepared: Create Food and Water & Tongues. This has no effect and therefore may not be attuned if you lack 1st level or higher spell slots.

5. You may use your Dragonmark's ability to cast Leomund's Tiny Hut three times per day instead of once. You now require no material components. You may not attune this option if you have not taken the Dragonmark Initiate feat.