Marks

As a student of marks, you have learned a variety of rune-like marks that can be used to create magical effects.

At 1st level, you learn three simple marks of your choice from the Markmaster mark list. You learn additional simple marks of your choice at higher levels, as shown in the Simple Marks Known column of the Markmaster table.

After you finish a short or long rest while you have access to a markmaster tool, you are able to inscribe some marks onto a surface at least a square inch wide. This can be on weapons, armor, clothing, amulets, skin, or any other surface. The amount of marks you can inscribe per rest is shown in the Marks Per Rest column of the Markmaster table. If you have any activated marks still active after you finish a short rest, you can inscribe an amount of marks you would normally be able to minus the amount of marks you have active. These marks stay on the surface until you finish a short or long rest or until their duration expires after activation. You can also use an action to deactivate a mark within 5 feet of you, after which it fades away.

The magic of the marks must be activated by you in order to have any affect.

Quick Mark You are able to draw and activate a simple mark by spending the normal amount of activation time plus an additional 10 minutes, as if casting a ritual. You must activate the rune as part of this action.

Affecting Hostiles You can attempt to put a written mark on someone and activate it by using an action if the activation time of the mark is an action. If you attempt to do this to a creature who is unwilling, they must make a Dexterity saving throw or be affected by the mark. If they succeed, the mark is not expended. Creativity Marks can be placed on nearly any surface. Be creative in their placement. Use balls, daggers, or other throwable objects to use trap marks in the middle of combat.