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4 years ago  ::  Sep 11, 2009 - 4:19AM #1
Omen_of_Peace
Date Joined: Feb 4, 2007
Posts: 5,857

Disclaimer: this is work in progress. :-) Feel free to criticize and/or steal some ideas.


Dragonmarked02.jpg


There is one feat per Mark per tier: Mark in Heroic, Greater Mark in Paragon (each has the relevant Mark feat as prerequisite) and Siberys Mark in Epic (each has the relevant Greater Mark feat as prerequisite).
When those feats give options, the player gets to decide each time they use the ability whether to use one or more of these options. This decision must be made before the attack roll, if any.


Comments on the design Show
(Go look at the Marks below and come back here if you're interested!)
The design goal is to make them:
  1. cool
  2. usable by most characters no matter their build. They generally use Minor actions so that they won't interfere with attacks and movement.
  3. balanced: none of the powers deal damage ; they try to achieve effects that differ from what existing classes can do. Most effects last 2 rounds at the most so they won't ruin an encounter. They have few keywords and thus can't interact too unpredictably with other abilities.


They are also meant to fit in well with the Dragonmarked PPs, except the Kundarak's Ghorad'din which are explicitly presented as breakers rather creators of wards.

Design guidelines:                 
  • the Mark feat grants the use of some rituals, a minor bonus and the use of 2 encounter powers (only one can be used in a given encounter: the inspiration here comes from the Drow racial powers).
  • the Greater Mark feat lets you use each power once per encounter and upgrades the powers either permanently or as a 1/day option.
  • the Siberys Mark upgrades the powers again and sometimes grants another minor bonus.


But as always guidelines are made to be broken. ;-)

I realize the new Marks are complex, but that suits my tastes. I found the 4E Dragonmarks a bit bland ("+1 to this or that"), so I tried to blend in the good points of 3.5E and 4E Dragonmarks.


Also see:                 

Mark of X (common feat text)

Benefit: You can master and perform the rituals mentioned in the EPG feat entry as if you had the Ritual Caster feat. Additionally:

  • you don't need a ritual book to use them but must still pay to learn them.
  • you pay 20% less than the normal cost in components when using them. This can never reduce a cost in residuum.
  • you need half as much time to perform them.
  • when making a skill check as part of one of these rituals, you can replace the usual ability modifier (Int for Arcana, Wis for Nature...) by the modifier for your highest mental score (Int, Wis, Cha).


Notes: the various advantages the Dragonmarked get while using their Mark's powers are there to explain how the Houses keep a competitive advantage on other ritual casters. Hellcow himself plays with a 10% discount on the component cost.
I also recommend using Siberys' extended list of rituals.




Detection Show

Mark of Detection

Benefit: you can Sense the Presence of Magic as if trained in Arcana. You may use Perception instead of Arcana to make the relevant checks.

You can use one of the following powers once per encounter (you can't use both in a given encounter).

Find the Gap
Dragonmark Power
In a flash of insight, you learn one of your enemy's weaknesses
Encounter
Minor Action Close burst 3 (5 in Paragon, 10 in Epic)
Target: One creature in burst you can see
Effect: You learn which defense is the target's lowest.
The next attack you make against the target  is made against its next  lowest defense rather than the defense  mentioned in the power.

(For instance against an enemy with AC 32  Fort 30 Ref 28 Will 29,  the next attack vs. AC is made vs. Fort or the  next attack vs. Fort is  made vs. Will.)

See the Unseen
Dragonmark Power
Your eyes pierce all veils that obscure mundane vision.
Encounter
Free Action Close burst 3 (5 in Paragon, 10 in Epic)
Special: You can only use this power on your turn.
Effect: You learn the positions of all creatures, even hidden, in the burst.
Until the end of your turn you can attack creatures with total concealment as if they had concealment, and you can attack creatures with concealment as if they do not have it.


Greater Mark of Detection

Benefit: You can use See the Unseen and Find the Gap once per encounter.

Once per day you can expend your use of Find the Gap for the encounter to take 10 on a single attack roll (you must make this choice before rolling the die).


When you use See the Unseen the effect lasts until the end of your next turn.

 



Siberys Mark of Detection

Benefit:
You gain a +2 bonus to Insight checks (including passive Insight) made to pierce illusions.

When you use one of the Mark powers you can let one ally in burst benefit from the effect (for instance with Find the Gap the next attack your ally makes against the target is against its next lowest defense).

Once per day when you use one of the Mark encounter powers all allies in burst benefit from the effect.


Comment: the Mark of Detection makes the senses keener. The powers are not flashy but See the Unseen can be incredibly useful in some situations (and synergizes very well with Medani Targeting even though I created it before re-reading the PP!) and Find the Gap is useful every fight.
3E powers: Detect Magic - See Invisibility - True Seeing - Moment of Prescience



Finding Show

Mark of Finding

Benefit: you gain the following power.

Target Acquired Dragonmark Feature
You mark your quarry ; it can never escape you now.
Encounter
Free Action
Close burst 20
Special: You can only use this power on your turn.
Target: One enemy in burst you can see.
Effect: You designate the target as your prey. Your bond with the prey remains for 24 hours (this increases to 1 week in Epic) or until you designate a new prey.
You regain the use of this power when your prey drops to 0 hit points.

You gain a +3 bonus to Perception checks made to detect or track your prey.

You can use one of the following powers once per encounter (you can't use both in a given encounter).

Corner the Prey
Dragonmark Power
You leave it no doubt that you will capture or kill it.
Encounter
Minor Action Personal
Effect: For your next attack against your prey, if all your allies are farther from it than you are, you gain at your option either a +2 bonus to attack or combat advantage.
If your next attack against it hits, the prey is slowed until the end of its next turn.

 

Unescapable Hunter
Dragonmark Power
You react fast when it comes to keeping your prey in sight.
Encounter
Free Action Personal
Trigger: Your prey moves and ends up farther away from you than when it started.
Effect: You shift up to one half your speed. You must end up closer to your prey.
You ignore the slowed and immobilized conditions for the duration of this power.


Greater Mark of Finding

Benefit: You can use Corner the Prey and Unescapable Hunter each once per encounter.
You always know in which direction your prey is as long as it is on the same plane (but - if it is nearby - you don't necessarily know the exact square it is in).

When you use Corner the Prey, you gain the bonus to attack for all attacks against your prey until the beginning of your next turn (the proximity condition still applies). If any of these attacks hits, the prey is slowed until the end of its next turn. If your first attack against it hits, the prey is immobilized until the end of its next turn.

When you use Inescapable Hunter, you can shift up to your speed.



Siberys Mark of Finding

Benefit:
You don't need to have the creature in front of you to make it your prey: a detailed description or focusing for 10 minutes on an item it owned for more than 1 month is enough. 

When you use Corner the Prey, the bonus to attack lasts until the end of your next round  (the proximity condition still applies). Any time you hit the target before the end of your next round, it is immobilized and cannot teleport until the end of its next turn.

When you use Inescapable Hunter, you gain phasing for the duration of the power and you can move through enemies' spaces.


 Comment: I took on the "tracker" aspect of the mark and ran with it. The mobility and other perks of the powers make it most useful to strikers (pursuit avengers, melee rangers and rogues in particular) and defenders.

3E powers: Locate Object - Locate Creature - Find the Path - Discern Location



Handling Show

Mark of Handling

Benefit: You gain a +2 bonus to skill checks made when interacting with animals.

You can use one of the following powers once per encounter (you can't use both in a given encounter).

Call Guardian Beast Dragonmark Power
You call for help on behalf of a companion. A phantom animal appears, who with a stomped hoof, a snarl or a baring of teeth keeps an enemy at bay.
Encounter ~ Conjuration, Fear
Minor Action Close burst 5 (10 in Epic)
Effect: You conjure a guardian beast in the target's square. The beast moves with the target. This effect lasts 5 minutes or until the end of the encounter.
You can make the following attack once, using the conjuration's square as the origin square:
Opportunity Action Close burst 2
Trigger: An enemy moves adjacent to the beast
Target: The triggering enemy in burst
Attack: Primary ability + 3 vs. Will.
The +3 bonus increases to +6 in Paragon and +9 in Epic.
Hit: The enemy loses 2 squares of movement (as if it entered the square then retreated).
It can keep moving but cannot voluntarily enter any square adjacent to the Guardian Beast target until the end of its next turn.

 

Call Warrior Beast Dragonmark Power
You call for help on behalf of a companion. An animal appears, who with a stomped hoof, a snarl or a baring of teeth will keep enemies at bay.
Encounter ~ Conjuration
Minor Action Close burst 5 (10 in Epic)
Effect: You conjure a warrior beast that occupies 1 square either adjacent to the target or in a flanking position with it. As a minor action you can have it shift 3 squares.
The beast can flank with the target (and only with the target). It can be attacked ; it has hit points equal to 5 + one-half your level.
This effect lasts 5 minutes or until the end of the encounter. You can make the following attack:
Free Action Melee 1
Trigger: The Call Warrior Beast target hits an enemy the beast and him are flanking
Target: The flanked enemy that gets hit
Attack: Primary ability + 3 vs. AC.
The +3 bonus increases to +6 in Paragon and +9 in Epic.
Hit: The enemy is knocked prone.
Special: After the attack is resolved, the beast disappears.


Greater Mark of Handling

Benefit: You can use Call Guardian Beast and Call Warrior Beast each once per encounter.

Once per day when you hit with the Call Guardian Beast (or Call Primeval Guardian) attack the Guardian Beast target gains a +2 bonus to AC until the end of its next turn against all attacks made by the enemy that triggered the attack.

Once per day you can expend your use of Call Warrior Beast for the encounter and use the following power instead:

Dominate Animal
Dragonmark Power
You submit an animal to your will.
Daily ~ Charm
Standard Action Ranged 5 (10 in Epic)
Target: One creature with the natural beast type in range
Attack: Primary ability + 3 vs. Will
Increase to +6 bonus at 11th level and +9 bonus at 21st level.
Hit: The target is dominated until the end of your next turn.
Miss: The target is knocked prone.


Siberys Mark of Handling

Benefit:
At your option, you can use the following power instead of Call Guardian Beast.

Call Primeval Guardian Dragonmark Power
You call for help on behalf of a companion. A large phantom animal appears, who with a stomped hoof, a snarl or a baring of teeth keeps enemies at bay.
Encounter ~ Conjuration, Fear
Minor Action Close burst 10
Effect: You conjure a primeval guardian in the target's square. The guardian moves with the target. This effect lasts 5 minutes or until the end of the encounter.
You can make the following attack twice, using the conjuration's square as the origin square:
Opportunity Action Close blast 5
Special: The blast must include the triggering enemy
Trigger: An enemy moves adjacent to the guardian
Target: All enemies in blast
Attack: Primary ability + 9 vs. Will.
Hit: Until the end of its next turn, the target cannot voluntarily enter any square adjacent to the Primeval Guardian target and, whenever it attacks the Primeval Guardian target, it must roll twice and take the lower result.

If the target is the triggering enemy, it is immobilized until the end of its turn.


When you use the Warrior beast attack, the beast does not disappear on a miss.
Once per day when you hit with it the enemy target is restrained until the end of your next turn.

Comment: none.
3E powers: Speak with Animals - Dominate Animal - Animal Growth - Awaken or Summon Nature's Ally




Healing Show

Mark of Healing

Benefit: You add 2 to the hit points restored by any of your powers with the Healing keyword.

You can use one of the following powers once per encounter (you can't use both in a given encounter).

Chain of Life
Dragonmark Power
A golden line joins your companion and yourself as you infuse him with vital energy.
Encounter
Minor Action Close burst 2
Target: One ally in burst you can see
Effect: The target makes a saving throw.

 

Gift of Life
Dragonmark Power
You make pain and exhaustion and despair fade away.
Encounter ~ Healing
Minor Action Close burst 3
Target: You or one ally in burst you can see
Effect: The target can spend a healing surge to regain hit points.


Greater Mark of Healing

Benefit: You can use Chain of Life and Gift of Life each once per encounter.

When you use Chain of Life, if the ally succeeds on her save she can then use Chain of Life as a No Action. However, a given creature cannot benefit from the Chain of Life effect more than once per round.

Gift of Life becomes a Burst 5. When you use it, the target regains a number of extra hit points equal to one half your level.



Siberys Mark of Healing

Benefit:
You and your allies within 10 squares gain a +1 bonus to saves against ongoing damage.

Chain of Life becomes a Close burst 4.
You can target two creatures with Gift of Life.

Comment: see detailed comments in a post below
3E:  Cure Light Wounds - Remove Disease - Heal - Mass Heal



Hospitality Show

Mark of Hospitality

Benefit: You and allies within 5 squares of you gain a +2 bonus to Endurance checks made to resist diseases, hunger or thirst.

You can use one of the following powers once per encounter (you can't use both in a given encounter).

Enforced Truce
Dragonmark Power
You grant your companions a moment of respite, a short-lived haven in the middle of battle.
Encounter
Minor Action Close burst 5 (10 in Epic)
Target: You and each ally in burst
Effect: Each target chooses whether or not to participate in the truce.
Each participant gains a +3 bonus, +1 per participant, to defenses and a +2 bonus to saves. This effect lasts until any participant attacks or until the beginning of your next turn.
Special: Unconscious allies automatically become participants.

 

Shelter the Weak
Dragonmark Power
You are there to support your friends when they stumble.
Encounter
Immediate Reaction Close burst 5 (10 in Epic)
Trigger: An ally within 5 squares fails a saving throw
Target: The triggering ally in burst
Effect: The ally rerolls the saving throw and chooses either result.


Greater Mark of Hospitality

Benefit: You can use Enforced Truce and Shelter the Weak each once per encounter.

Whenever you or an ally within 10 squares of you uses a healing power during a short rest, that power restores the maximum number of hit points possible.

Once per day the participants of Enforced Truce do not incur any OA for the duration of the effect.



Siberys Mark of Hospitality

Benefit:
Enforced Truce grants resist all equal to 8 + the number of participants to all participants and the bonus to saving throws increases to +3.

When you use Shelter the Weak and the target fails its second saving throw, the next creature to attack it is weakened until the end of its turn (including for the triggering attack).

Once per day when the target of Shelter the Weak succeeds on his second saving throw, the power is not expended.


Comment: This one was hard to make since I really liked the original benefit. I ended up keeping it as a Greater Mark benefit, which is compensated for by the fact that the powers don't get a huge upgrade. It still makes the Paragon feat quite powerful, but since it's turned towards helping others and since it basically allows the DM to hand out more encounters per day I'm fine with it.

Enforced Truce is meant to allow allies to use Second Wind and other healing powers and/or move to a more favorable position. It synergizes with the PP's Hospitable Surge when you use it to spend a surge. For the purpose of Enforced Truce using any attack power is an attack (even, say, a Wall of Fire which does not directly attack), as is the aggressive use of a skill (Intimidate).
Note that enemies can try to work around it (
if they understand what is happening) by delaying, but in turn it can be tactically interesting for the characters to delay or to break the truce after an ally who was in danger escaped/got healed/...

Shelter the Weak is a bit bland but it's the best I've found till now. I'll see if I can come up with something nicer.

3E powers: Unseen Servant - Secure Shelter - Heroes' Feast - Refuge



Making Show

Mark of Making

Benefit: You have mastered the Enchant Magic Item ritual and can perform it as if you were two levels higher.

You can use one of the following powers once per encounter (you can't use both in a given encounter).

Blockade
Dragonmark Power
You conjure blocks of matter at your whim.
Encounter ~ Conjuration
Minor Action Area 1 square within 5 squares
(2 squares in Paragon, 3 in Epic)
Effect: In each square of the area, you create one 5' by 5' by 5' solid cube. A cube occupies a square but can be climbed or jumped ; it doesn't need to rest on a solid surface. A cube can be attacked ; it has hit points equal to 5 + one-half your level.
The effect lasts until the end of your next turn. You can end the effect as a minor action. Anything on a cube falls when it vanishes.

 

Instant Creation
Dragonmark Power
What you create in a second, it would take an artisan a year to make. But alas it is short-lived.
Encounter ~ Conjuration
Minor Action Personal
Effect: You can create a mundane item or weapon.
You must be able to hold the items in two hands and to carry it. You must have seen an item similar to the one you are creating.

The replica is good but not perfect. For instance, you can create a copy of a small work of art that can fool someone looking at it casually, but not an expert examining it ; you cannot copy a key with sufficient precision to make it usable.

If you try to copy a specific item, you make your choice of an Arcana (you can replace Int by Wis or Cha for the purpose of this check) or Thievery check - opposed by other people's Perception checks - to determine how good the replica is ; you take a -5 penalty on this check.

The replica appears in one of your free hands. It radiates magic as a magical conjuration of your level. It lasts 5 minutes or until the end of the encounter.


Greater Mark of Making

Benefit: If you have or ever get the Alchemist feat, you make alchemical items as if you were two levels higher.
You can use Blockade and Instant Creation each once per encounter.

The Blockade power Area can be within 10 squares. Once per day you can sustain the power as a minor action: when you do so, it lasts until the end of your next round.

Once per day when you use Instant Creation, you can expend one daily magic item use to create a magical weapon or implement of up to your level - 5 (artefacts excluded). You can use the created item's properties, critical hit bonus and powers ; you do not gain any particular proficiency with it.


Each time you take an extended rest, you can make a list of up to half your level weapons or implements whose creation you have mastered. When you use the above Instant Creation power you can only create an item on the list.



Siberys Mark of Making

Benefit:
The Blockade power becomes an Area 6 within 15 squares. You can choose to create a half-cube instead of a cube (the section can be along any plane, so you can create a "wall" half-cube or a "ramp" half-cube) in any number of squares in the area. A sloped half-cube need not be climbed but it counts as difficult terrain.

You can use Instant Creation as a standard action: when you do so, you take no penalty when trying to copy a specific item.

You can create any magical item of up to your level - 5 with Instant Creation, except for limited use items (like consumables and magic projectiles) and artefacts. The same rules as above apply to the use of the created item's powers and properties.
You must still maintain a list of up to half your level mastered items ; you can still change it after each extended rest.
You can use this option twice per day instead of once ; you must still expend a daily magic item use each time.



Comment
: Instant Creation is the most complex ability yet. The basic power is actually really simple ("you create stuff"), the rest is made of safeguards to try and avoid problems. It's great to "get the right tools for the right job" but it carries a small cost: the items will always be lower-level.
Note that you can hand the resulting item to an ally!

Blockade is fairly straight-forward battlefield control (use it for cover at low levels, to block off enemies later on...) until you begin to use it creatively: make ramps, have the enemy follow you and then dismiss the effect ; use it to cross a chasm (plop a cube or two in the middle of it to make jumping easier), etc...

3E powers: Mending - Minor Creation - Fabricate - True Creation


OoP's characters Show
My current characters in Real Adventures Play-by-Post games:

  • Feänor in Such Tangled Webs They Weave

  • Jasra in Eberron: The Night Below

  • Maeve in The Lost History of Istar

  • Rox in Pirates of Eberron

  • Ulm in Pathfinder: Rise of the Runelords


Campaign in Eberron: Auction of Shade
3E: Dispelling and Counterspelling Compilation
4E: Homebrew dragonmark powers
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4 years ago  ::  Sep 11, 2009 - 4:20AM #2
Omen_of_Peace
Date Joined: Feb 4, 2007
Posts: 5,857
Passage Show

Mark of Passage

Benefit: You gain a +1 bonus to speed when you run.

You can use one of the following powers once per encounter (you can't use both in a given encounter).

Burst of Speed
Dragonmark Power
Infused with energy, you can move so fast that your shape blurs.
Encounter
Free Action Personal
Effect: Until the end of your turn, you ignore the slowed condition and you gain a +2 bonus to speed, to Athletics check made to jump and to defenses against Opportunity Attacks.
The bonus increases to +3 in Paragon and +4 in Epic.

 

Quick Step
Dragonmark Power
In an eyeblink, you are gone and you reappear a few feet away.
Encounter ~ Teleportation
Minor Action Personal
Effect: Teleport up to 2 squares.


Greater Mark of Passage


Benefit: You can use Burst of Speed and Quick Step each once per encounter.

Quick Step lets you teleport 3 squares.

When under the effect of Burst of Speed you also gain a climb speed equal to your improved speed, letting you walk or run on walls.
Once per day when you use Burst of Speed, until the beginning of your next turn all enemies must roll twice and take the lower result when attacking you.

Siberys Mark of Passage

Benefit: You only take a -1 penalty to attack after taking the Run action.


Once per day you can use Quick Step to teleport into an occupied square: you slide the creature in that square 1 square prior to teleporting and you gain Combat Advantage against it until the end of your turn.

The bonus granted by Burst of Speed increases to +6.
Once per day when you use Burst of Speed you can make its effect last until the end of your next turn.


Comment: this Mark is all about mobility. Quick Step has offensive overtones and Burst of Speed defensive ones.

3E powers: Dimensional Leap - Phantom Steed - Overland Flight - Greater Teleport



Scribing Show

Mark of Scribing

Benefit: Choose 2 languages: you can speak, read, and write those languages fluently.
Choose 1 ritual per level you possess: you can master and perform those rituals as if you had the Ritual Caster feat. When you level up the allowed number of rituals increases by 1. You can choose to forget a ritual to learn a new one (the gold you spent to learn it remains expended).

You can use one of the following powers once per encounter (you can't use both in a given encounter).

Scattering Symbol
Dragonmark Power
A space-folding trap lies in wait for your enemy.
Encounter ~ Teleportation
Minor Action Area 1 within 5 squares (10 in Epic)
Effect: You create an invisible glyph-trap in each square of the area. It lasts 5 minutes or until the end of the encounter.
You can make the following attack once for each trap, using that trap's square as the origin of the burst:
Opportunity Action Close burst 1
Trigger: A creature enters the square containing the trap
Target: The triggering creature in burst
Attack: Primary ability + 3 vs. Ref.
The +3 bonus increases to +6 in Paragon and +9 in Epic.
Hit: You teleport the target 3 squares

 

Symbol of Dream
Dragonmark Power
You evoke a multicolored symbol hanging in the air. The immaterial mist curling around the rune brings twilight to the mind.
Encounter ~ Zone
Minor Action Area burst 1 within 10 squares
Effect: You create a zone of grey light. Any creature in that zone takes a -2 penalty to attack rolls.
The zone lasts until the end of your next round.


Greater Mark of Scribing


Benefit: You can use Scattering Symbol and Symbol of Dream each once per encounter.

You gain 1 additional language.
Choose a number of rituals equal to one-half your level: you master them through your Dragonmark so that the benefits listed above apply. Every even level you can master an additional ritual.

Once per day you can have one Scattering Symbol trap trigger after an enemy enters a square adjacent to the trap (rather than the square of the trap).


Once per day you can expend your use of Symbol of Dream for the encounter to use the following power:

Speech Control
Dragonmark Power
After you combine part of its true name with an insidious formula, your victim's words are not its own.
Daily ~ Charm
Minor Action Ranged 5 (10 in Epic)
Target: One enemy in range
Attack: Primary ability + 6 vs. Will
Increase to a +9 bonus at 21st level.
Hit: Until the end of its next turn you control any communication originating from the target, be it verbal or non-verbal (telepathy, sign language, pheromones, etc...). You instinctively know how to use any means of communications the target possesses.
Your enemy does not know about the manipulation (save ends).



Siberys Mark of Scribing

Benefit: You can create scrolls in half the normal time.
You gain 1 additional language.
The number of rituals you can master is not limited by your level anymore (the number of rituals you can master through your dragonmark is still one-half your level).

Scattering Symbol becomes an Area 3 within 15 squares. On a hit, the target is slowed.

Symbol of Dream becomes a burst 2 within 15 squares. Enemies in the zones take a -1 penalty to defenses ; they must roll and succeed on a saving throw to leave the zone.


Comment: more control - the base powers are about forbidding zones... Scattering Symbol is kinda off-flavour except for the "uses a glyph" part, but finding inspiration for this one was hard. Symbol of Dream/Speech Control, about the link between language and thought, is more on-topic. Beware the Trust! (that's an Eberron thing)

3E powers: Arcane Mark - Tongues - Sending - Symbol of Death



Sentinel Show

Mark of Sentinel



Benefit: You gain a +2 bonus to saving throws against effects that make you dazed or stunned.

You can use one of the following powers once per encounter (you can't use both in a given encounter).

Repelling Shield
Dragonmark Power
With a word or a thought, you slam a mystical shield between your charge and the enemy's incoming attack.
Encounter
Immediate Interrupt Close burst 2
Trigger: An ally within 2 squares gets hit by an attack
Target: The triggering ally in burst
Effect: The ally gains a +3 bonus to defenses against the triggering attack. After the attack is resolved, you can push the attacking enemy 1 square away from the target.

 

Stalwart Bodyguard
Dragonmark Power
You encourage nearby enemies to go after you rather than your charge.
Encounter
Minor Action Close burst 2 (3 in Paragon, 5 in Epic)
Target: Each enemy in burst
Effect: Choose one ally in burst you can see. Each target takes -4 to attack that ally until the end of its next turn.


Greater Mark of Sentinel


Benefit: You can use Repelling Shield and Stalwart Bodyguard each once per encounter.

Repelling Shield becomes a Close burst 3 and the bonus to defenses becomes +4.
The target gains a +2 bonus to saving throws against conditions imposed by the triggering enemy attack.

Once per day you can sustain Stalwart Bodyguard once as a Minor action. Its effect then lasts another turn.

Siberys Mark of Sentinel

Benefit: When you use Repelling Shield, the damage of the triggering enemy attack is halved.


Stalwart Bodyguard becomes a Close burst 8 and the penalty to attacks becomes -5.
Once per day you can use Stalwart Bodyguard without using any action. For example you can use it even when stunned or surprised. You still expend your use of it for the encounter.


Comment: Repelling Shield is like a Wizard's Shield except that it can only be used on others: the balancing factor is the small size of the burst. The push allows the ally to move away more easily or the Deneith Dragonmarked to interpose himself more easily.

Stalwart Bodyguard is like a strong mark that benefits a single ally. The balancing factor is that the enemies can still attack the Sentinel-marked character or any other party member.

3E powers: Mage Armor - Protection from Energy - Globe of Invulnerability - Mindblank




Shadow Show

Mark of Shadow

Benefit: You gain a +2 bonus to Stealth when in a lightly, heavily or totally obscured square.

You can use one of the following powers once per encounter (you can't use both in a given encounter).

Cloak of Shadows
Dragonmark Power
You gather shadows around you until you blend within them.
Encounter
Minor Action Personal
Effect: Until the beginning of your next turn, whichever square you find yourself in is lightly obscured. This effect moves with you when you move.

The rules relating to obscured squares can be found in the PHB page 281.

Net of Shadows
Dragonmark Power
Tendrils of shadows swirl and attach themselves to any fool crossing their path.
Encounter ~ Illusion
Minor Action Wall 1 within 5 squares
Effect: You create a wall of swirling shadows. The effect lasts until the end of your next turn. You can make the following attack, using a square within the zone as the origin square:
No Action Close burst 1
Trigger: A creature starts its turn in or enters the wall
Target: The triggering creature in burst
Attack: Primary ability + 3 vs. Will.
The +3 bonus increases to +6 in Paragon and +9 in Epic.
Hit: All creatures gain concealment from the target until the beginning of its next turn.


Greater Mark of Shadow

Benefit: You can use Cloak of Shadows and Net of Shadows each once per encounter.

When you use Cloak of Shadows, whichever square you find yourself in is heavily obscured ; at any given moment all squares adjacent to you that contain allies are lightly obscured. This effect moves with you when you move.

When you hit a creature with the Net of Shadows attack, all creatures farther than 2 squares away from the target gain total concealment from it.

Siberys Mark of Shadow

Benefit: When you use Cloak of Shadows, whichever square you find yourself in is totally obscured ; at any given moment all squares adjacent to you that contain allies are heavily obscured and all squares within a close burst 2 that contain allies are lightly obscured. This effect moves with you when you move.
Once per day you can use Cloak of Shadows as an immediate interrupt (you still expend your use of it for the encounter). When you do so, you also become insubstantial until the beginning of your next turn.

Net of Shadows becomes a Wall 2 within 10 squares.
Once per day when you use Net of Shadows the condition it imposes becomes (save ends).

Comment: the Cloak is geared defensively, the Net more offensively...
The shadows created by the Mark powers are supernatural: Darkvision doesn't let creatures pierce them.
3E powers: Darkness - Shadow Conjuration - Mislead - Greater Scrying



Storm Show

Mark of Storm

Benefit: When falling, reduce the distance by 10 feet for the purpose of calculating damage. This increases to 20 feet in Paragon and 30ft in Epic.

You can use one of the following powers once per encounter (you can't use both in a given encounter).

Gust of Wind Dragonmark Power
The wind suddenly rushes forward at your command.
Encounter
Minor Action Close blast 2
Target: Each creature and object in blast
Attack: Primary ability + 3 vs. Reflex
Increase to +6 bonus at 11th level and +9 bonus at 21st level.
Hit: You push the target 2 squares.
On a critical, you knock the target prone.

 

Updraft
Dragonmark Power
Loose debris on the ground beneath you begin to spin about, caught in a small vortex that soon rises and carries you upward.
Encounter
Move Action Personal
Effect: You fly a number of squares up to your speed straight up, then you float back down gently. You can move 1 square horizontally for every two squares you descend.
You do not provoke Opportunity Attacks when you rise up, so sudden is your ascension, but you do when you descend.
You do not take falling damage and do not fall prone. 


Greater Mark of Storm


Benefit: You can use Gust of Wind and Updraft each once per encounter.

At your option, Gust of Wind can become a 2-by-2 square Area within 10 squares.

Once per day, you can expend your use of Updraft for the encounter to use the following power instead:

Wind Wall
Dragonmark Power
A howling barrier blocks the path of allies and enemies alike.
Daily
Minor Action Area wall 4 within 10 squares
(wall 5 within 15 squares in Epic)
Effect: You create a transparent wall of fast moving air. Entering a square occupied by the wall costs 2 squares of movement ; no ranged attack can cross the wall.
The wall lasts until the end of your next turn. You can end the effect as a minor action.



Siberys Mark of Storm

Benefit: When you use Updraft, you rise a number of squares up to twice your speed.
You can bring one or more adjacent allies with you, but you must split the total rising distance between all the participants. They float back down to a square adjacent to you.
(For instance with a speed of 6 you can rise 12 squares or you can bring two adjacent allies and rise 4 squares each.)

At your option, you can use the following power instead of Gust of Wind:

Wind Explosion
Dragonmark Power
A tornado comes to life and curls itself around you.
Encounter
Minor Action Close burst 3
Target: Each enemy in burst
Attack: Primary ability + 9 vs. Reflex
Hit: You slide the target 1 square then push it 2 squares.
  On a critical, the target is knocked prone.
Special: You can make a critical hit on a roll of 18-20.


Comment: Gust of Wind is about battlefield control and can also have interesting applications outside of combat since it targets objects as well. Updraft allows for some nice, if quirky, mobility.

3E powers: Gust of Wind - Wind Wall - Control Winds - Storm of Vengeance



Warding Show

Mark of Warding

Benefit: You gain a +1 bonus to defenses until the beginning of your next turn when using the Second Wind or Total Defense actions.

You can use one of the following powers once per encounter (you can't use both in a given encounter).

Forcefield
Dragonmark Power
The air seems to thicken until all movement is slowed to a crawl.
Encounter ~ Zone
Minor Action Area burst 1 within 10 squares
Effect: The burst creates a zone that hinders movement. It costs 1 more square of movement than normal to enter any square in the zone (2 squares for normal terrain, 3 squares for difficult terrain, and so on...).
Each square counts as 2 for the purpose of adjudicating ranged attacks crossing them (and their long range/maximal range).
You are immune to the effects of your own Forcefield.
The zone lasts until the end of your next turn. You can end the effect as a minor action.

 

Warding
Dragonmark Power
This selective force barrier hinders foes but lets friends pass.
Encounter
Minor Action Wall 3 within 5 squares
(wall 4 in Paragon, wall 5 in Epic)
Effect: You create a translucent wall. You and any ally of yours can go through the wall as though it didn't exist.
An enemy can't shift into or out of a square occupied by the wall. After an enemy enters a square occupied by the wall, its movement ends even if he had some squares of movement remaining (he can still move out of the square using another action).
The wall lasts until the end of your next turn.


Greater Mark of Warding


Benefit: You can use Warding and Forcefield each once per encounter.

At your option the Forcefield becomes a 4x4 square area within 10 squares.

Once per day you can sustain the Warding effect as a Minor action: when you do so, it lasts until the end of your next turn.

Siberys Mark of Warding

Benefit: At your option the Forcefield becomes an Area Burst 2. Whatever its area, you can place it within 15 squares.

The Warding becomes a Wall 6 within 10 squares. It affects a teleport as well if the line from the starting point to the end point crosses the wall.


Comment: IMO the Mark of Warding powers should lean towards protecting an area rather than a person: that's their key difference with the Mark of Sentinel powers, and as a consequence they lend themselves better to battlefield control.

The Warding power creates a barrier that forces enemies to either stop there or go around it: it would be perfect at the entrance of a stronghold, to counter someone trying to force their way in. I could imagine some permanent Wardings (created by long rituals and thus not useful to traveling PCs) to guard important places.
Forcefield creates a larger but indiscriminate area. It doesn't hinder teleporters too much though.
3E powers: Alarm - Glyph of Warding - Guards and Wards - Prismatic Wall


         


Death Show

Mark of Death

Benefit: You gain a +2 bonus to saving throws against necrotic effects.

Rituals: You gain all the rituals presented in the Open Grave source book (Corpse Light, Last Sight Vision, Undead Ward, Skull Watch, Undead Servitor, Gravesight and Corpse Gate) as well as Speak with Dead (PHB).

You can use one of the following powers once per encounter (you can't use both in a given encounter).

Flesh Fails
Dragonmark Power
The body is made to recall the ineluctability of death.
Encounter
Immediate Reaction Close burst 1
Trigger: An enemy adjacent to you hits you
Target: The triggering enemy in burst
Attack: Primary ability + 3 vs. Fortitude
Increase to +6 bonus at 11th level and +9 bonus at 21st level.
Hit: The target is dazed until the beginning of its next turn.

 

Life Fades
Dragonmark Power
The skin turns gray, the mind falters, the wounds bleed anew.
Encounter
Minor Action Ranged 5
Target: One enemy in range
Attack: Primary ability + 3 vs. Fortitude
Increase to +6 bonus at 11th level and +9 bonus at 21st level.
Hit: The target gains vulnerable 2 to all damage until the beginning of your next turn.
The vulnerability increases to 4 in Paragon and 6 in Epic.


Greater Mark of Death


Benefit: You can use Flesh Fails and Life Fades each once per encounter.

Once per day when you hit with Flesh Fails the target is dazed until the end of its next turn.

Once per day when you hit with Life Fades the target also cannot recharge powers until the end of its next turn.

Siberys Mark of Death

Benefit: Flesh Fails becomes a Close Burst 5 ; the trigger becomes "An enemy within 5 squares hits you". On a hit the target cannot regain hit points until the end of its next turn.

Life Fades becomes Ranged 10 or Melee 1. You can target Will instead of Fort.
Once per day you can target two enemies with it.


Comment: Obviously this one is entirely made up. It is even more subject to DM scrutiny than the others. 



Paragon Path: Vol Keeper of the Threshold Show
Vol Keeper of the Threshold

Prerequisite: Mark of Death feat

"To some, Death is the end of the journey. To others, it's the start of a new one. To us, it is a threshold like any other, and we are its masters."

The origin of the Keepers' name is lost in the mist of the time, but it might well be a sign of hubris as the line of Vol instituted themselves the heralds of the god of the dead. As such, they could decide who got to live and who got die...


Death-Touched (11th level): You gain necrotic resistance equal to 5 + one-half your level, or your existing resistance improves by 5. Your attacks ignore any target's necrotic resistance up to the value of your resistance.

Life-Shortening Action (11th level): When you spend an action point to take an extra action, if you use your action to make an attack that hits, that attack deals ongoing 10 necrotic damage (save ends).

Come Back to Life (16th level): You and allies adjacent to you can choose to reroll death saving throws. The second roll must be used.

                      
Open Death's Gate Keeper of the Threshold Attack 11
You crack open the threshold and your enemies wither.
Encounter ~ Necrotic
Standard Action Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: Primary ability + 6 vs. Fortitude
Increase to +9 bonus at 21st level.
Hit: 2d8+primary ability necrotic damage, and the target is weakened until the end of your next round.



Death-Hallowed Ground Keeper of the Threshold Utility 12
You use the soul of your enemy to infuse an area with the might of death itself.
Daily
Free Action Close blast 5
Trigger: Your attack reduces an enemy to 0 hit point.
Effect: The blast creates a zone of death that lasts until the end of the encounter. You gain a +1 bonus to attack rolls and a +4 bonus to damage rolls against any enemy within the zone.



Summon Shade Keeper of the Threshold Attack 20
The initiate knows that a threshold can be crossed both ways.
Daily ~ Necrotic, Summoning
Minor Action Ranged 10
Effect: You summon a Medium shade in an unoccupied square with in range. The shade is unsubstantial and has speed fly 7 (hover). You can give the shade the following special commands:
Standard: Melee 1; targets 1 creature;
Primary ability + 9 vs. Reflex; the target takes 20 ongoing necrotic damage and is weakened (save ends both)
Opportunity Attack: Melee 1; targets 1 creature;
Primary ability + 9 vs. Will; the target takes 20 necrotic damage and is slowed until the end of your next turn
Intrinsic Nature: If you haven’t given the shade any commands by the end of your turn, it makes its Standard attack against the adjacent enemy with the fewest hit points. If no enemy is adjacent to it, it moves adjacent to the nearest enemy (it picks the one with the fewest hit points if there is more than one).
In addition, you are dazed until the end of your next turn.
Symbiosis: While the shade is present, you gain a +3 bonus to saving throws.

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My current characters in Real Adventures Play-by-Post games:

  • Feänor in Such Tangled Webs They Weave

  • Jasra in Eberron: The Night Below

  • Maeve in The Lost History of Istar

  • Rox in Pirates of Eberron

  • Ulm in Pathfinder: Rise of the Runelords


Campaign in Eberron: Auction of Shade
3E: Dispelling and Counterspelling Compilation
4E: Homebrew dragonmark powers
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4 years ago  ::  Sep 12, 2009 - 6:35AM #3
Lyran
Date Joined: Apr 4, 2009
Posts: 229

Well this is an interesting take. These are fairly well designed and aren't overpowered or anything like that. However, I do see some problems.


The mark of x is befits just seem like common sense to me, so thumbs up on that.


Mark of Detection seems a little bit on the downside. I like the powers and all, I just don't like the bonus the feat grants. I don't really see why it should take twice as long when using perception instead of arcana. Something I like to do with the Mark of Detection is to have it also a +1 to insight, basically conform the same bonuses the mark gives to perception to insight as well. Otherwise the mark seems pretty good.


Mark of Passage is nice except for one little thing. I don't really like the Siberys Mark granting flight when you use burst of speed. I suppose the 3.5 mark did have overland flight, but I still don't really like it.


Mark of Storm is pretty nice, just wish it would conform some bonus to something. I guess that would be a little much because of the powers.


Mark of Warding is good. Again, I wish it would get some kind of bonus though...


I don't think the last feat in the progression should be called the Mark of Siberys. That mark is something that should be an EP. Personally I think it should be a PP, but that wouldn't fit to this system.  


All in all I give this a thumbs-up. Can't wait to see more!

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4 years ago  ::  Sep 12, 2009 - 6:19PM #4
Omen_of_Peace
Date Joined: Feb 4, 2007
Posts: 5,857

Someone had the patience to read it all ! :-o


Sep 12, 2009 -- 6:35AM, Lyran wrote:

Mark of Detection seems a little bit on the downside. I like the powers and all, I just don't like the bonus the feat grants. I don't really see why it should take twice as long when using perception instead of arcana. Something I like to do with the Mark of Detection is to have it also a +1 to insight, basically conform the same bonuses the mark gives to perception to insight as well. Otherwise the mark seems pretty good.



The "twice as long" was a last-minute addition, because I felt it made the EPG version moot. I may delete it.

Background explanation: at first I wanted to keep the original and the homebrew versions parallel, but at the same time I can't really see how to create greater versions of the EPG Marks, so maybe I should just leave them behind.

The Siberys Mark gives a +2 bonus to Insight vs Illusions, so it's there if not exactly what you want.


Mark of Passage is nice except for one little thing. I don't really like the Siberys Mark granting flight when you use burst of speed. I suppose the 3.5 mark did have overland flight, but I still don't really like it.



Do you have a suggestion for replacing flight ?
For now I'll keep it: I like it both flavour-wise (you go so fast you rise up !) and mechanically (a bit of flight for classes who may not have access to it).


Mark of Storm is pretty nice, just wish it would conform some bonus to something. I guess that would be a little much because of the powers.



I had it give +2 to Athletics check made to jump but it felt a bit forced so I left it out. Suggestions welcome.


Mark of Warding is good. Again, I wish it would get some kind of bonus though...



I had a vague idea about a small bonus to a defense when you don't move during your round but it felt too complex. Perhaps a straight +1 to defenses when using Total Defense would work.


I don't think the last feat in the progression should be called the Mark of Siberys. That mark is something that should be an EP. Personally I think it should be a PP, but that wouldn't fit to this system.



That's easy enough to fix: rename the feats Least Mark, Lesser Mark and Greater Mark like in 3.5E.
I didn't plan on a Heir of Siberys ED but if I ever make one I'll rename the feats after the fact ! I'm not too keen on a PP since it'd compete with the PPs in the EPG.


All in all I give this a thumbs-up. Can't wait to see more!



I actually posted the "easy" ones first. Sentinel is mostly done - it has a very Defender-y feel - as well as Shadow but I need to tweak them. Finding, Handling, Hospitality, Making & Scribing are tough (not easy to make them useful in combat) ; Healing is potentially easier but it's treading into Leader territory.

(Yes, I'm kinda thinking out loud throughout this post. )

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My current characters in Real Adventures Play-by-Post games:

  • Feänor in Such Tangled Webs They Weave

  • Jasra in Eberron: The Night Below

  • Maeve in The Lost History of Istar

  • Rox in Pirates of Eberron

  • Ulm in Pathfinder: Rise of the Runelords


Campaign in Eberron: Auction of Shade
3E: Dispelling and Counterspelling Compilation
4E: Homebrew dragonmark powers
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4 years ago  ::  Sep 14, 2009 - 7:39AM #5
Omen_of_Peace
Date Joined: Feb 4, 2007
Posts: 5,857

*bump* because I put up Sentinel & Shadow.

Not much traffic around here... Or possibly the wall of text is scaring people away.

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My current characters in Real Adventures Play-by-Post games:

  • Feänor in Such Tangled Webs They Weave

  • Jasra in Eberron: The Night Below

  • Maeve in The Lost History of Istar

  • Rox in Pirates of Eberron

  • Ulm in Pathfinder: Rise of the Runelords


Campaign in Eberron: Auction of Shade
3E: Dispelling and Counterspelling Compilation
4E: Homebrew dragonmark powers
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4 years ago  ::  Sep 14, 2009 - 2:18PM #6
Lyran
Date Joined: Apr 4, 2009
Posts: 229

I was wondering what you were going to do with the Mark of Shadow. I have to say I enjoy it immensely. The Mark of Sentinel is nice as well.


Give me some time and I'll be back with some suggestions. 

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4 years ago  ::  Sep 14, 2009 - 3:11PM #7
VisualBanality
Date Joined: Jun 27, 2009
Posts: 5

The mark of warding 'Warding' Ability is probably too abusable/powerful as it is. The problem being it's current wording completely stops a charge no chance of anything else since charge ends the turn. The power should probably just make the squares it occupies require a certain amount of movement to go through (3 or so if you want it to be more than difficult terrain). But it shouldn't stop all movement outright.

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4 years ago  ::  Sep 15, 2009 - 4:37AM #8
Omen_of_Peace
Date Joined: Feb 4, 2007
Posts: 5,857

If the enemy charges through the Warding, he'll be stopped indeed. But it's likely he can either charge around (you don't need to charge in a straight line, the only constraint is on the arrival square) or move, get stopped by the Warding, then charge. So only the first enemy to try it will be snared, out of ignorance. And it doesn't hinder ranged attacks at all.

Now that I'm detailing it like that... I actually wonder if it's not underpowered. It's a great tool for a defender with hindering OAs like a Fighter or a Warden, but it may not be as generally useful as I would have liked.


I've begun work on Finding, Healing & Hospitality. I'm actually not too dissatisfied with how it's going.
And I have to say, designing is a lot of fun. :-)

I may tweak Cloak of Shadows to grant insubstantial at Epic (and not extend beyond adjacent squares).

Changelog

  • I've made some minor tweaks to the already posted Marks (but you shouldn't even notice them).
  • I changed the ritual duration to 1/2 from 1/10, but the Mark now allows the use of the highest mental attribute for the skill checks made as part of Mark rituals. It's for the same reason as the other bonuses to rituals: the House members should be decent at them.
  • I added a +1 bonus when using Total Defense to the Mark of Warding and I added the following text to Forcefield (because the Mark powers did nothing at all against ranged attackers):
    "Each square counts as 2 for the purpose of adjudicating ranged attacks crossing them (and their long range/maximal range)."
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My current characters in Real Adventures Play-by-Post games:

  • Feänor in Such Tangled Webs They Weave

  • Jasra in Eberron: The Night Below

  • Maeve in The Lost History of Istar

  • Rox in Pirates of Eberron

  • Ulm in Pathfinder: Rise of the Runelords


Campaign in Eberron: Auction of Shade
3E: Dispelling and Counterspelling Compilation
4E: Homebrew dragonmark powers
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4 years ago  ::  Sep 15, 2009 - 10:43AM #9
Lyran
Date Joined: Apr 4, 2009
Posts: 229

Oh goody! The Mark of Finding! It's pretty good, but I see one little overpowered power. Corner the Prey. I really like it, but the fact that it grants combat advantage just like that seems overpowered. Of course I'm really just comparing it to ChanglingTrick, which makes you make a bluff check opposed by the targets insight, then you get CA. Otherwise, I really like it!

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4 years ago  ::  Sep 15, 2009 - 12:29PM #10
Omen_of_Peace
Date Joined: Feb 4, 2007
Posts: 5,857

Balance isn't easy to evaluate, so my main metric is... that it shouldn't be too powerful. But it's a bit hypocritical since I'm not playtesting the powers yet. :o)

Regarding Changeling Trick, it's true that it's more limited (Melee 1, need for a skill check) but on the other hand it gives you CA until the end of your next turn, while Corner the Prey gives CA for the 1st attack only, then with a 2nd feat until the beginning of your next turn, then with a 3rd feat until the end of your next turn. Of course, these feats come with many other perks, but I feel it's a significant difference.

It's one extra attack at the minimum with CA, but it can be more (with action points, OAs, minor action powers like the Rogue's Low Slash, multiattack powers like the Ranger's Twin Strike).

Anyway, thanks for the comment. I might stick to a +1 bonus, or even scrap the bonus at all.
I didn't announce that I had posted it because it was still too fresh - you found me out. ;-)

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My current characters in Real Adventures Play-by-Post games:

  • Feänor in Such Tangled Webs They Weave

  • Jasra in Eberron: The Night Below

  • Maeve in The Lost History of Istar

  • Rox in Pirates of Eberron

  • Ulm in Pathfinder: Rise of the Runelords


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3E: Dispelling and Counterspelling Compilation
4E: Homebrew dragonmark powers
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