Author Topic: [D&D 3.5] Upgrading the Dragonmarks  (Read 461 times)

Offline Storyteller_Arc

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[D&D 3.5] Upgrading the Dragonmarks
« on: September 22, 2024, 03:12:55 PM »
The Dragonmarks. One of Eberron's most prominent World Building features, the Dragonmarks, in some ways, is what defines the culture of the plane. As physical manifestations of the Draconic Prophecy that lurks in the shadows of the setting as an arching mystery, and the symbols of the 12 great Houses of Khorvaire that grant the Houses the ability to forget the near-monopolies they have on so many different markets. The Dragonmarks are undoubtedly a cornerstone of Eberron.

So why on earth are they so bad?

Are you seriously expecting me to take a feat in D&D 3.5 Edition to gain a 1/Day SLA with a near-permanent CL of 1? Oh, and I guess a minor skill bonus too. The Lesser and Greater Dragonmark feats help, giving you a few more uses of your weaker abilities and bumping up the caster level to a max of 10, but even so, for three feats you gain three SLAs, of spell levels 0-1, 2-3, and 4-5, which you can only use 3/day, 2/day and 1/day respectively, and with a mere Caster Level of 10? And the only way you can boost it up further is by taking class levels in very specific Prestige Classes? Not exactly the biggest reward, especially as Martial Characters would be the ones most likely to take Dragonmark feats, but they tend to be the characters with the smallest number of feats to spare.

In turn, this makes it even more surprising to me that there is so little homebrew about the Dragonmarks. There are plenty of Class remakes - Monk, Fighter and Paladin in particular - feat tweaks for the Weapon Focus line, Epic Feats or Vow of Poverty. Race remakes, the LA Adjustment Project over on Giant in the Playground, and even entire subsystem remakes such as BelGareth's Incarnum Redux. So why is it that the only full-fledged look at the Dragonmarks I can find is two lots of Dragonmark, Bloodlines? It quite is sad to see the Dragonmarks have been neglected so much by the Homebrew Community, and while in 2024, we are nowhere near the heights of 3.5 play we used to see back in the day, I am more than happy to fix this issue.

Special thanks go to Archmage1 for helping me figure out how to implement the Upgraded Dragonmarks and fleshing out the Marks' SLAs. And Draco Dei for pointing out some wording issues to help make the material easier to understand.

The Dragonmark Feats

Least Dragonmark
Prerequisite: Member of appropriate dragonmarked race and house,
Benefit: You gain a Least Dragonmark and access to the Dragon Pool, a pool of dragon points that you can spend to fuel various Dragonmark abilities and is refreshed after a long rest. At Least Dragonmark, your pool contains 3 dragon points, and using non-cantrip Spell-like-abilities costs a single dragon point, while SLAs based on Cantrips can be used at will. Furthermore, you gain access to all the Least SLAs of your Mark, as well as a +2 bonus to the associated skills. Your Dragonmark SLAs have a Caster Level equal to 1+1/3 of your ECL.
Special: Unless otherwise modified, the time it takes to use an SLA from a Dragonmark is the same amount of time it takes to cast the spell it is replicating.

Lesser Dragonmark
Prerequisite: Least Dragonmark, 9 ranks in at least two associated skills of your Mark.
Benefit: You gain a Lesser Dragonmark, expanding your Dragon Pool by 4 dragon points. You gain access to all the Lesser SLA's of your mark and your bonus to associated skills increases to +4. Using a Lesser SLA requires the use of 2 dragon points. Your Dragonmark SLAs have a Caster Level equal to 2+1/2 of your ECL.
Special: Unless otherwise modified, the time it takes to use an SLA from a Dragonmark is the same amount of time it takes to cast the spell it is replicating.

Greater Dragonmark
Prerequisite: Least Dragonmark, Lesser Dragonmark, 12 ranks in at least two associated skills of your Mark.
Benefit: You gain a Greater Dragonmark, expanding your Dragon Pool by 5 dragon points. You gain access to all the Greater SLA's of your mark and your bonus to associated skills increases to +6. Using a Greater SLA requires the use of 4 dragon points. Your Dragonmark SLAs have a Caster Level equal to 3+ECL.
Special: Unless otherwise modified, the time it takes to use an SLA from a Dragonmark is the same amount of time it takes to cast the spell it is replicating.

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Meta-Mark
Prerequisite: Least Dragonmark, Lesser Dragonmark, 9 ranks in Spellcraft
Benefit: Your Dragon Pool increases by 2. You now count as a spellcaster for the prerequisites of Metamagic feats and can apply Metamagic feats to your Dragonmark SLAs at a cost of +1 dragon point per spell level increase of the Metamagics. The total dragon point cost of your SLAs cannot exceed 1/2 your ECL.

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The Marks

Mark of Detection
Associated Skills: Forgey (only for detecting Forgeries), Gather Information, Spot, Search.
Least SLAs: Detect Magic, Detect Poison, Detect Snares & Pits, Find Traps.
Lesser SLAs: Detect Hostile Intent, Detect Scrying, See Invisibility.
Greater SLAs: Analyze Dweomer, True Sight, Zone of Revelation
Siberys SLA: Moment of Prescience

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Mark of Finding
Associated Skills: Gather Information, Spot, Search, Survival (only for tracking checks)
Least SLAs: Know Direction. Identify, Locate Object
Lesser SLAs: Helping Hand, Locate Creature, Scrying
Greater SLAs: Find the Path, Find the Gap
Siberys SLA: Discern Location
Special: Creatures a Mark of Finding Dragonmark gain the Track feat as a bonus feat.

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Mark of Handling
Associated Skills: Handle Animal, Knowledge (Nature), Knowledge (Geography)
Least SLAs: Calm Animals, Charm Animal, Speak with Animals
Lesser SLAs: Dominate Animal. Greater Magic Fang
Greater SLAs: Animal Growth, Summon Nature’s Ally V
Siberys SLA: Phantom Wolf
Special: At ECL 12, Mark of Handling Summon Nature Ally goes up one level, from V to VI. This happens again at ECL 15 and every 3 ECL after.

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Mark of Healing
Associated Skills: Craft (Alchemy), Heal, Knowledge (Nature).
Least SLAs: Cure Moderate Wounds, Lesser Restoration
Lesser SLAs: Cure Critical Wounds, Neutralize Poison, Remove Disease, Restoration
Greater SLAs: Heal, Greater Restoration
Siberys SLA: Mass Heal
Special: Creatures with Mark of Healing increase the CL cap of their SLAs by their Associated Skills Bonus.

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Mark of Hospitality
Associated Skills: Bluff, Diplomacy, Speak Language
Least SLAs: Purify Food and Drink, Prestidigitation, Unseen Servant, Rope Trick
Lesser SLAs: Create Food and Water, Leomund's Secure Shelter
Greater SLAs: Heroes Feast, Mordenkainen's Magnificent Mansion
Siberys SLA: Refuge
Special: Creatures with Mark of Hospitality gain extra languages known equal to their Associated Skills Bonus.

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Mark of Making
Associated Skills: Craft (All), Disable Device, Open Lock
Least SLAs: Mending, Make Whole, Repair Moderate Damage,
Lesser SLAs: Minor Creation, Repair Critical Damage
Greater SLAs: Fabricate, Major Creation
Siberys SLA: True Creation (using this SLA costs exp equal to the gold price of the item as if you crafted it).
Special: A creature with the Mark of Making gains 1 extra skill point per level that must be spent on a Craft skill. This bonus skill point does not count towards the associated skill prerequisite of Dragonmark Feats and Prestige Classes.

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Mark of Passage
Associated Skills: Handle Animal, Knowledge (Geography), Knowledge (Nature), Survival.
Least SLAs:  Expeditious Retreat, Mount, Dimension Leap
Lesser SLAs: Dimension Door, Phantom Steed
Greater SLAs: Overland Flight, Teleport
Siberys SLA: Greater Teleport
Special: Creatures with the Least Dragonmark of Passage gain a +5ft bonus to speed. This increases to 10ft with the Lesser Dragonmark, and +15ft for the Greater Dragonmark.

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Mark of Scribing
Associated Skills: Diplomacy, Decipher Script, Forgery, Speak Language
Least SLAs: Arcane Mark, Amanuesis, Whispering Wind, Comprehend Languages, Magic Mouth
Lesser SLAs: Illusory Script, Secret Page, Tongues, Explosive Runes
Greater SLAs: Sending, Telepathic Bond, Legend Lore
Siberys SLAs: Symbol of Weakness, Symbol of Stunning (Symbol of Stunning has no hit point limit).
Special: Creatures with Mark of Scribing gain extra languages known equal to their Associated Skills Bonus.

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Mark of Sentinel
Associated Skills: Spot, Listen, Sense Motive
Least SLAs: Mage Armor, Protection from Arrows, Shield of Faith, Shield Other
Lesser SLAs: Protection from Energy, Lesser Globe of Invulnerability
Greater SLAs: Energy Immunity, Globe of Invulnerability
Siberys SLA: Mind Blank
Special: Creatures with Mark of Sentinel gain X HP per ECL, where X is equal to 1/2 their Associated Skills bonus.

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Mark of Shadow
Associated Skills: Gather Information, Hide, Move Silently, Perform (All)
Least SLAs: Darkness, Disguise Self, Minor Image
Lesser SLAs: Clairaudience/clairvoyance, Shadow Conjuration, Major Image
Greater SLAs: Mislead, Persistent Image, Shadow Walk
Siberys SLA: Greater Shadow Conjuration
Special: A creature with the Mark of Shadow gains 1 extra skill point per level that must be spent on a Perform skill. This bonus skill point does not count towards the associated skill prerequisite of Dragonmark Feats and Prestige Classes.

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Mark of Storm
Associated Skills: Balance, Profession (Farmer, Sailor), Tumble, Use Rope
Least SLAs: Endure Elements, Fog Cloud, Gust of Wind
Lesser SLAs: Sleet Storm, Wind’s Favour, Wind Wall
Greater SLAs: Control Winds, Control Weather
Siberys SLA: Storm of Vengeance
Special: House Lyrandar's Storm of Vengeance is far stronger than most. First, those with the Siberys Dragonmark are immune to their own Storm of Vengeance. Second, effects that normally don't trigger until the 5th round onwards instead are active from the very start, and each creature must make a Fortitude Save each round under Storm Cloud or be staggered for 1d4+1 rounds. Third, the SLA does not require concentration and instead lasts 1 round/Level. Fourth and finally, as a free action each round, the Siberys Dragonmarker can select the 2nd, 3rd or 4th round effects of the Storm of Vengence, and apply them instead of the usual effect (with the Acid damage increased to 5d6 damage), they cannot chose the same effect twice in a row.

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Mark of Warding
Associated Skills: Craft (Traps), Spot, Listen, Search
Least SLAs: Alarm, Arcane lock, Misdirection, Sanctuary
Lesser SLAs: Glyph of Warding, Nondetection
Greater SLAs: Mordenkainen's Faithful Hound, Greater Glyph of Warding, Guards and Wards
Siberys SLA: Prismatic Wall

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Dragonmark Heir
Prerequisites: Least Dragonmark, 9 ranks in at least two associated skills of your Mark
Hit Die: d8
Skill Points: 4+Int
Class Skills: Pick one class you had class levels in before taking this class, the Dragonmark Heir has the same class skills as the chosen class, plus your associated skills if they were not already class skills.

LevelBABFortRefWillSpecialClass Features
1st+0+2+0+2Heir to the House, Lesser Dragonmark-
2nd+1+3+0+3Additional Action Points, Bonus Feat+1 level of existing class features
3rd+2+3+1+3Improved Meta-Mark (-1)-
4th+3+4+1+4Greater Dragonmark+1 level of existing class features
5th+3+4+1+4Bonus Feat+1 level of existing class features
6th+4+5+2+5-
7th+5+5+2+5Improved Meta-Mark (-2)+1 level of existing class features
8th+6+6+2+6Bonus Feat+1 level of existing class features
9th+6+6+3+6-
10th+7+7+3+7Sibeyrs Dragonmark+1 level of existing class features

Heir to the House: As the Heir to the House, your Dragonmark is far stronger than most, and you can draw on its power most often. Add your class level to your Dragon Pool, the Save DC of your Dragonmark SLAs, and Caster Level checks related to your Dragonmark SLAs.
Special: If you have the 'Heir to the House' class feature multiple times, it does not stack, you only apply the highest-levelled class as a bonus.


Lesser Dragonmark: At 1st level, you gain the Lesser Dragonmark feat as a bonus feat.

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Additional Action Points: At 2nd level, a dragonmark heir gains 2 additional action points each character level. If the dragonmarked heir doesn’t have an action point reserve, it gains 2 action points each character level.
NPC dragonmarked heirs gain the Heroic Spirit feat instead; if they already have the feat, they gain 2 extra points


Class Feature Advancement: At 2nd level, and again at 4th, 5th, 7th, 8th and 10th level, a dragonmarked heir gains class features and an increase in effective level as if it had also gained a level in a base class to which it belonged before adding the prestige class level. Class features improved include spellcasting ability, but do not include the benefit of the class' Hit Dice, base attack bonus progression, skill points or saving throws. If the dragonmarked heir had more than one base class before becoming one, he or she must decide to which base class to add to each level to determine class features.

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Bonus Feats: At 2nd, 5th and 8th level, you gain a bonus feat. This feat can either be a feat that has the Least, Lesser or Greater Dragonmark Feats as a prequitise, a bonus fighter feat, or a metamagic feat. You must meet the Prerequisites of the feat to choose that feat.

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Improved Meta-Mark At 3rd level, a Dragonmark Heir learns how to better synergise their Dragonmark with Metamagic. When applying Metamagic feats to their Dragonmark SLAs, the dragon point increase is reduced by 1, to a minimum of 0. At level 8, this reduction is increased to 2. For Heighten Metamagic, this feature instead increases the total effective spell level increase by 1 at level 3 and 2 at level 8, rather than being a reduction to Heighten Metamagic's cost.

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Greater Dragonmark: At 4th Level, you gain the Greater Dragonmark feat as a bonus feat.


Sibeyrs Dragonmark: At 10th Level, you unlock the power of the Sibeyrs Dragonmark. This grants you access to the Sibeyrs SLA, which you can cast by spending 8 dragon points. Unless otherwise modified, the time it takes to use an SLA from a Dragonmark is the same amount of time it takes to cast the spell it is replicating. 

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« Last Edit: October 02, 2024, 08:13:27 AM by Storyteller_Arc »

Offline Storyteller_Arc

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Re: [D&D 3.5] Upgrading the Dragonmarks
« Reply #1 on: September 22, 2024, 03:13:26 PM »
Storm Sentry
Prerequisites: Least Dragonmark (Mark of Storm), 9 ranks in at least two associated skills of your Mark, +5 BAB
Hit Die: d10
Skill Points: 4+Int
Class Skills: The storm sentry's class skills (and the key abilities for each skill) are Balance (Dex), Bluff (Chr), Climb (Str), Craft (Int), Escape Artist (Dex), Jump (Str), Intimidate (Chr), Knowledge (nobility) (Int), Profession (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex)

LevelBABFortRefWillSpecial
1st+1+2+2+0Heir to the House, Lesser Dragonmark, Gale Force (1 size)
2nd+2+3+3+0Lyrandar's Shield, Blade of Wind
3rd+3+3+3+1Endure the Storm, Lightning Storm (1d6)
4th+4+4+4+1Greater Dragonmark, Bonus Feat, Gale Force (2 sizes, +1 line)
5th+5+4+4+1Blade of Turbulent Winds
6th+6+5+5+2Lightning Storm (2d6)
7th+7+5+5+2Endure the Storm (pernament)
8th+8+6+6+2Blade of Storms, Bonus Feat
9th+9+6+6+3Gale Force (3 sizes, +2 lines), Lightning Storm (3d6)
10th+10+7+7+3Sibeyrs Dragonmark

Heir to the House: As the Heir to the House, your Dragonmark is far stronger than most, and you can draw on its power most often. Add your class level to your Dragon Pool, the Save DC of your Dragonmark SLAs, and Caster Level checks related to your Dragonmark SLAs.
Special: If you have the 'Heir to the House' class feature multiple times, it does not stack, you only apply the highest-levelled class as a bonus.


Lesser Dragonmark: At 1st level, you gain the Lesser Dragonmark feat as a bonus feat.


Gale Force: At 1st level, you start to learn how to make the most out of their Gust of Wind, pushing it to extremes that others cannot match. You add 5ft per class level its range, and can treat all creatures as being one size category lower for the purpose of its effects. At level 4 and level 9, this ability improves further, allowing you to treat all creatures as two, then three size categories lower for the purposes of Gust of Wind.

Finally, at level 4, you no longer create a single line of wind. Instead, when you use Gust of Wind, you can choose to create two different lines instead of one and can select a square adjacent to you to be the origin of one or both of these Gust of Wind effects. These Gust of Wind lines can be sent in different directions, but cannot overlap with one another. At level 9, you gain the ability to create a 3rd line of Wind with Gust of Wind, and can select up to two squares adjacent to you to serve as an original for these Gust of Wind effects.

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Lyrandar's Shield: At 2nd level, you learn how to harness your Dragonmark to shield yourself from harm, allowing them to cast Shield as a Least Dragonmark SLA. Additionally, a you can choose to spend 3 dragon points to cast Shield as an SLA with its duration increased to 1 hour/level.
You also add Feather Fall as a Least SLA.

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Blade of Wind: At 2nd level, you learn the defining feature of their class, the ability to create a blade out of nothing but the wind itself. As a swift action, you can create one or two blades of wind by spending 1 dragon point. The blades of wind are one-handed weapons with a 19-20/x2 critical profile that can be treated as a light weapon when it would be beneficial. If a single blade was created it does 2d6 base damage on a Medium Creature, if two are created, it does 1d8 base damage on a Medium creature instead. This damage is piercing and slashing damage. A blade of wind lasts for 1 hour per class level, or until it leaves your hand.

Additionally, the Blade of Wind is treated as having an enchantment bonus to attack and damage rolls equal to 1/3 your character level, After acquiring a special handle used to channel the weapon with a cost of 100gp, the Blade of Wind can be enchanted with weapon special abilities. You must be holding this handle to apply the weapon special abilities. Count the Blade of Wind as having a +1 enchantment bonus when doing so. Finally, the Blade of Wind can be treated as a shortsword, a longsword, a bastard sword, a greatsword and a rapier for the purpose of feats, but only one at a time.

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Endure the Storm: At 3rd level, you learn how to shrug off the effects of the storm and lend this bonus to their allies. When they use Endure Elements, they can spend a dragon point to upgrade it. Now, those under the effect of your Endure Elements ignores any movement and sight restrictions from fog, rain, sleet and similar weather effects and can ignore wind effects when making ranged attacks (except for the Wind Wall of another Storm Sentry). They also gain Cold and Electricity Resistance equal to your Caster Level.

At 7th level, you are constantly under the effects of Endure Elements as an extraordinary ability as though you had cast it yourself and upgraded it using your Endure the Storm ability. Additionally, you no longer need to spend an extra dragon point to upgrade Endure Elements.

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Lighting Storm: At the 3rd level, you learn how to add an electircal charge to the mist and rain so they can more easily defeat their enemies. When you use Fog Cloud, Sleet Storm, or a similar effect (such as Obscuring Mist, Solid Fog, Storm of Vengence, etc), they can spend a dragon point to empower it. The SLA gains the (electricity) tag, and all creatures currently in its area of effect take 1d6 electric damage per 3 Storm Sentry levels. Afterwards, if a creature starts its turn inside the area of effect or enters it during the round, it takes this damage. A creature can only take this damage once per round.

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Greater Dragonmark: At 4th Level, you gain the Greater Dragonmark feat as a bonus feat.


Bonus Feats: At 4th and 8th level, a you gain a bonus feat. This bonus feat must be a feat with Least, Lesser or Greater Dragonmark as a prequisite, or a fighter bonus feat. You must meet the Prerequisites of the feat to choose that feat.

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Blade of Turbulent Winds: At 5th level, when you create a Blade of Wind, you can spend an additional dragon point to transform it into a Blade of Trublent Winds. A Blade of Turbulent Winds functions like a Blade of Winds, except it increases your reach by 5ft, and each time you strike a creature with it, they must make a Fortitude Save, DC 10+your Storm Sentry Level+your Charisma modifier, or be moved 5ft per Storm Sentry level in a direction you chose and knocked prone. Every 5ft upwards counts as 10ft of movement. On a success, this attempt is treated as a successful trip and bull rush. A creature can only be moved by this effect once per round.

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Blade of Storms: At 8th level, when you create a Blade of Wind, they can spend an additional 2 dragon points to transform it into a Blade of Storms. A Blade of Storms functions like a Blade of Turbulent Winds, except it is a 17-20/x2 weapon and gains the Shocking Burst and Icy Burst weapon special abilities as additional bonuses for free.

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Sibeyrs Dragonmark: At 10th Level, you unlock the power of the Sibeyrs Dragonmark. This grants you access to the Sibeyrs SLA, which you can cast by spending 8 dragon points. Unless otherwise modified, the time it takes to use an SLA from a Dragonmark is the same amount of time it takes to cast the spell it is replicating. 


Storm Sentry ACF: Storm Blade
Prerequisites: Least Dragonmark (Mark of Storm), 9 ranks in at least two associated skills of your Mark. +5 BAB.
Additionally, you must have 1 maneuver and stance in a martial discipline that predominately deals elemental damage with its boosts and strikes (e.g. Desert Wind).

Maneuvers KnownManeuvers
Readied
Stances
Known
[
100
000
110
001
101
010
100
001
110
000

Maneuvers: When you take your first level in Storm Blade, you select 3 disciplines you already have access to, one of which must be a discipline that predominately deals elemental damage with its boosts and strikes (e.g. Desert Wind). When you gain a Maneuver or Stance as per the table above, it must be from 1 of the selected disciplines.
This replaces Blade of Winds, Blade of Turbulent Winds, Blade of Storms and the Bonus Feats class feature of the Storm Sentry class.

Lightning Warrior: When you would deal elemental damage thanks to a Strike or a Boost, you can change that damage to electricity damage. If it was already electricity damage, you deal extra damage equal to 2x the level of the Maneuver if a strike, or the level of the maneuver if it is a boost.

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Blade of Orien
Prerequisites: Least Dragonmark (Mark of Passage), 9 ranks in at least two associated skills of your Mark, +5 BAB
Hit Die: d10
Skill Points: 4+Int
Class Skills: The Blade of Orien's class skills (and the key abilities for each skill) are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Chr), Jump (Str), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis) Swim (Str), and Tumble (Dex)

LevelBABFortRefWillSpecial
1st+1+2+2+0Heir to the House, Lesser Dragonmark, Rapid Leap
2nd+2+3+3+0Korran's Strength, Herd of Mounts
3rd+3+3+3+1Orien's Grasp, Fast Movement (+10ft)
4th+4+4+4+1Greater Dragonmark, Bonus Feat,
5th+5+4+4+1Orien's Fury (Single Attack)
6th+6+5+5+2Olladra's Twist, Fast Movement (+20ft)
7th+7+5+5+2Orien's Cloak
8th+8+6+6+2Orien's Wrath, Bonus Feat
9th+9+6+6+3Orien's Fury (Full-Attack), Fast Movement (+30ft)
10th+10+7+7+3Sibeyrs Dragonmark

Heir to the House: As the Heir to the House, your Dragonmark is far stronger than most, and you can draw on its power most often. Add your class level to your Dragon Pool, the Save DC of your Dragonmark SLAs, and Caster Level checks related to your Dragonmark SLAs.
Special: If you have the 'Heir to the House' class feature multiple times, it does not stack, you only apply the highest-levelled class as a bonus.


Lesser Dragonmark: At 1st level, you gain the Lesser Dragonmark feat as a bonus feat.


Rapid Leap: At first level, you learn how to jump through space faster than others in your House. You can use the Dimension Leap and Dimension Door SLAs as a Move Action, doing so however, reduces their distance. A  Dimension Leap used this way has its range halved, while a Dimension Door has its range reduced by one range category (Long > Medium > Close). Additionally, you can use Dimension Leap in 5-ft increments instead of 10-ft increments, and no longer provoke attacks of opportunity for using Dimension Leap and Dimension Door

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Korran's Strength: At 2nd level, you learn how to better transport other creatures with your powers. When using Dimension Leap you can now transport other willing creatures, similar to how Dimension Door functions, except you can only transport a number of creatures equal to 1+1 per 5 CL. Additionally, the number of creatures you can affect with Dimension Door increases to 1+1 per 2 CL. This same increase applies to Teleport and Greater Teleport when you can use them.

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Herds of Mount: At 2nd level, you learn the importance of transporting a party instead of just yourself. When you use Mount or Phantom Steed, you can spend 1 dragon point to instead summon up to 1 mount or phantom steed per CL, rather than just a single creature.

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Orien's Grasp: At 3rd level, you gain Mage Hand as an At-Will SLA except its movement speed is doubled, and the Mage Hand can attempt to grab attended objects. If used this way, the object can make a Will Save (DC 10+Heir to the House+Cha) to ignore the attempted grab. Finally, you can spend 1 dragon point as a swift action to teleport the Mage Hand a distance equal to its speed

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Fast Movement: At 3rd level, you gain an extra 10ft to all speeds you possess. This increases by an additional 10ft for every 3 Blade of Orien levels after the 3rd.

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Greater Dragonmark: At 4th Level, you gain the Greater Dragonmark feat as a bonus feat.


Bonus Feats: At 4th and 8th level, you gain a bonus feat. This bonus feat must be a feat with Least, Lesser or Greater Dragonmark as a prerequisite, or a fighter bonus feat. You must meet the Prerequisites of the feat to choose that feat.


Orien's Fury: At 5th level, you learn to unleash lightning-swift attacks even as you shift through space. Whenever you teleport, you can make a single attack with any 1 melee weapon you are wielding, or one natural weapon you possess. This only functions once per teleport effect.

At 9th level, once per round, you can make a full-attack action instead.

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Olladra's Twist: At 6th level, you can now use Dimension Leap on your allies to switch them with one another. As a standard action that provokes an attack of opportunity, you can spend 1 dragon point and select 2 willing allies within 5ft per Dragonmark CL and have them switch places. By spending 2 dragon points, you can instead select up to 4 willing allies and teleport them into a space where one of the select allies was previously.

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Orien's Cloak: At 7th level, you gain the ability to use Blink as a Lesser Dragonmark ability. Additionally, you can spend 2 dragon points when using Blink to ignore the 20% miss chance that applies to your spells and attacks when under the effects of Blink.

 
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Orien's Wrath: At 8th level, you gain a truly fearsome power: the ability to teleport your foes. When you use Dimension Leap, you can spend 1 dragon point to allow it to target one unwilling creature in range. They can make a Will Save to resist (DC 12+Heir to the House+Cha), and if they fail, they are teleported as per Dimension Leap, except the range is halved. If this would place the target in a solid object, the effect automatically fails.

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Sibeyrs Dragonmark: At 10th Level, you unlock the power of the Sibeyrs Dragonmark. This grants you access to the Sibeyrs SLA, which you can cast by spending 8 dragon points. Unless otherwise modified, the time it takes to use an SLA from a Dragonmark is the same amount of time it takes to cast the spell it is replicating. 


Blade of Orien ACF: Nine Swords Orien
Prerequisites: Least Dragonmark (Mark of Passage), 9 ranks in at least two associated skills of your Mark. +5 BAB.
Additionally, you must know 1 manuever that allows you to teleport (e.g. Shadow Hand's Shadow Jaunt).

Maneuvers KnownManeuvers
Readied
Stances
Known
[
100
000
110
001
101
010
100
001
110
000

Maneuvers: When you take your first level in Nine Swords Orien, you select 3 disciplines you already have access to, one of which must be a discipline which has the maneuver that allows you to teleport (e.g. Shadow Hand's Shadow Jaunt). When you gain a Maneuver or Stance as per the table above, it must be from 1 of the selected disciplines.
This replaces Korran's Strength, Olladra's Twist, Orien's Cloak and the Bonus Feats class feature of the Blade of Orien class.

Additionally, the Orien's Fury's class feature is changed as follows:
At 9th level, once per round after you teleport, you can initiate 1 Strike as a free action instead, as long as that Strike takes a standard action or faster to initiate.

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Duraak’ash
Prerequisites: Least Dragonmark (Mark of Finding), 9 ranks in at least two associated skills of your Mark.
You must also meet one of the following:
Capable of casting 1st level Ranger Only Spells
The Knowledge Devotion Feat

Hit Die: d8
Skill Points: 6+Int
Class Skills: The Medani Investigator's class skills (and the key abilities for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (All) (Int), (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis) Swim (Str), and Tumble (Dex)

Sharpened Senses

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
Spells Per Day
1st2nd3rd4th
1st+1+2+0+2Heir to the House, Lesser Dragonmark, Spellcasting1---
2nd+2+3+0+3Favoured Enemy, Swift Tracker2---
3rd+3+3+1+321--
4th+4+4+1+4Greater Dragonmark, Bonus Feat, 31--
5th+5+4+1+4Favoured Enemy32--
6th+6+5+2+5Track the Trackless421-
7th+7+5+2+5Free Movement4311
8th+8+6+2+6Bonus Feat, Favoured Enemy5321
9th+9+6+3+6Perfect Awareness6332
10th+10+7+3+7Sibeyrs Dragonmark6442

Weapon and Armour Proficiency: If you weren't already, you gain proficiency with all martial weapons as well as light armour and shields (but not tower shields).


Heir to the House: As the Heir to the House, your Dragonmark is far stronger than most, and you can draw on its power most often. Add your class level to your Dragon Pool, the Save DC of your Dragonmark SLAs, and Caster Level checks related to your Dragonmark SLAs.
Special: If you have the 'Heir to the House' class feature multiple times, it does not stack, you only apply the highest-levelled class as a bonus.


Lesser Dragonmark: At 1st level, you gain the Lesser Dragonmark feat as a bonus feat.


Spellcasting: You gain access to Divine Spellcasting as shown in the table above, using the Ranger's Spell List to select your spells known. You prepare and cast spells like a Ranger does, and must have a Wisdom score equal to at least 10 + the spell level to prepare and cast a spell, and the save DC of the spells is 10 + the spell level + your Wisdom modifier. Your caster level for these spells and any other Ranger spells you cast, is calculated as follows: Your Levels in Duraak’ash + Your Levels in any other Caster Class (including Prestige Classes that increase caster progression) + 1/2 Your levels in non-Caster Classes.

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Favoured Enemy: At 2nd, 5th and every 3 Duraak’ash levels after, you gain the Favoured Enemy class feature like the Ranger, allowing you to select a new Favoured Enemy and increase your bonuses against one Favoured Enemy (including the one you just gained) by +2. Additionally, for each Favoured Enemy you have, you gain Skill Ranks to an appropriate Knowledge Skill equal to their Character Level +3. e.g, a 9th Level Duraak’ash with Favoured Enemy: Aberration has 12 ranks in Knowledge (Dungeeoning). If this would select a Knowledge skill twice (such as the previous Duraak’ash picking up Favoured enemy: Oozes), they instead gain ranks in a different Knowledge skill of their choice. If you already possessed skill ranks in the selected skills before gaining this class feature, then those skill ranks are refunded.

Finally, you can spend 2 dragon points as a swift action and select a creature within Close (25ft +2.5ft per character level) Range that is now a Favoured Enemy. For 1 minute per class level, that creature is treated as being a Favoured Enemy of your choice. This does not give you any extra skill ranks.

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Swift Tracker You can move at your normal speed while following tracks. (See the ranger class feature, PH 48.). Additionally, you always know where North is, as if you were under a permanent Know Direction effect.

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Sharpened Senses: At 3rd level, you double the range of all divination abilities associated with your Mark of Finding, and can add your Heir to the House bonus to Will Saves against Mislead.

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Greater Dragonmark: At 4th Level, you gain the Greater Dragonmark feat as a bonus feat.


Bonus Feats: At 4th and 8th level, a you gain a bonus feat. This bonus feat must be a feat with Least, Lesser or Greater Dragonmark as a prerequisite, or a fighter bonus feat. You must meet the Prerequisites of the feat to choose that feat.


Track the Trackless: At 6th level, you gain the ability to track creatures under the effect of pass without trace, trackless step, or similar abilities, though you take a -15 penalty on your Survival check when doing so.

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Free Movement: At 7th level, you learn how to move through the world with ease. You can ignore all forms of difficult terrain, wind, and crowds when moving, and you take no physical damage from terrain-based hazards, whenever they are natural (e.g. thorns), manufactured (e.g. caltrops) or magical (e.g. Spike Growth). energy damage, such as from Acid or Fire, still applies.

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Perfect Awareness At 9th level, you have learned how to always be aware of your surroundings, you gain 60ft Blindsense, but Favoured Enemies treat it as Blindsight.

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Sibeyrs Dragonmark: At 10th Level, you unlock the power of the Sibeyrs Dragonmark. This grants you access to the Sibeyrs SLA, which you can cast by spending 8 dragon points. Unless otherwise modified, the time it takes to use an SLA from a Dragonmark is the same amount of time it takes to cast the spell it is replicating.


Vadalis Beastkeeper
Prerequisites: Least Dragonmark (Mark of Handling), 9 ranks in at least two associated skills of your Mark.
You must either have an Animal Companion or a Special Mount

Hit Die: d8
Skill Points: 6+Int
Class Skills: The Medani Investigator's class skills (and the key abilities for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (All) (Int), (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis) Swim (Str), and Tumble (Dex)

Magebred Summoning

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
Spells Per Day
1st2nd3rd4th
1st+1+2+0+2Heir to the House, Lesser Dragonmark, Spellcasting, Wild Empathy1---
2nd+2+3+0+3Improved Companion, Magebred Companion2---
3rd+3+3+1+321--
4th+4+4+1+4Greater Dragonmark, Bonus Feat, 31--
5th+5+4+1+4Bestial Empathy32--
6th+6+5+2+5Superior Magic Fang421-
7th+7+5+2+5Animal Tongue4311
8th+8+6+2+6Bonus Feat5321
9th+9+6+3+6Magebred Transformation6332
10th+10+7+3+7Sibeyrs Dragonmark6442

Heir to the House: As the Heir to the House, your Dragonmark is far stronger than most, and you can draw on its power most often. Add your class level to your Dragon Pool, the Save DC of your Dragonmark SLAs, and Caster Level checks related to your Dragonmark SLAs.
Special: If you have the 'Heir to the House' class feature multiple times, it does not stack, you only apply the highest-levelled class as a bonus.


Lesser Dragonmark: At 1st level, you gain the Lesser Dragonmark feat as a bonus feat.


Spellcasting: You gain access to Divine Spellcasting as shown on the table above, using the Ranger's Spell List to select your spells known. You prepare and cast spells like a Ranger does, and must have a Wisdom score equal to at least 10 + the spell level to prepare and cast a spell, and the save DC of the spells is 10 + the spell level + your Wisdom modifier. Your caster level for these spells, and any other Ranger spells you cast is calculated as follows: Your Levels in Vadalis Beastkeeper + Your Levels in any other Caster Class (including Prestige Classes that increase caster progression) + 1/2 Your levels in non-Caster Classes.

Wild Empathy: You can improve the attitude of an animal. (See the druid class feature, PH 35.)
If you already have wild empathy from another class, levels in the classes that grant wild empathy stack to determine your total effective wild empathy level.

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Improved Companion: At 2nd level, your levels in Vadalis beastkeeper stack with levels in the class that grants you your animal companion or special mount for the purpose of determining the functional strength and level of that companion or mount. If you had more than one class that granted you an animal companion or special mount before becoming a beastkeeper, you must decide which class to add to each level for the purpose of determining the functional strength and level of your companion or mount.


Magebred Companion: At 2nd level, your animal companion or special mount gains the magebred template, even though it is a magical creature, not an animal. Your companion or mount's Intelligence is not reduced by this ability. If your companion already possesses the magebred template, it is instead treated as being one level higher for the purposes of your animal companion or special mount progression.


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Magebred Summoning: At 3rd level, you learn how to infuse your knowledge of Magebred creatures into your magic. Whenever you summon an animal with Summon Nature's Ally, it is automatically augmented with the magebred template.
Applying a template on the fly can slow down gameplay. Consider applying the magebred template to your favourite animals before play begins.

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Greater Dragonmark: At 4th Level, you gain the Greater Dragonmark feat as a bonus feat.


Bonus Feats: At 4th and 8th level, you gain a bonus feat. This bonus feat must be a feat with Least, Lesser or Greater Dragonmark as a prerequisite, or a fighter bonus feat. You must meet the Prerequisites of the feat to choose that feat.


Bestial Empathy: At 5th level, you no longer take a penalty when attempting to influence magical beasts with wild empathy. Additionally, your Dragonmark SLAs can now affect magical beasts as if they were animals (this applies even if you are using the spells from a non-dragonmark source).

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Superior Magic Fang: At 6th level, you learn how to better harness the power you can grant to animal allies. When you use Greater Magic Fang, you can spend 2 dragon points to also grant the target a total amount of weapon special abilities equal to the flat enhancement bonus of the spell.

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Animal Tongue: At 7th level, the lingering magic of your mark permanently infuses your flesh. You are treated as being under a constant Speak with Animals effect.

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Magebred Transformation: At 9th level your constant exposure to the arcane essence of magebred animals and magical beasts causes a transformation within your own form that mimics the magebred template. You gain a +2 bonus to one physical ability score of your choice (Strength, Dexterity, or Constitution), your base speed increases by 10 feet, and you gain a +2 natural armor bonus (a creature without natural armor has an effective natural armor bonus of +0). These changes are permanent. Additionally, you can count as having the animal type whenever it would be beneficial.

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Sibeyrs Dragonmark: At 10th Level, you unlock the power of the Sibeyrs Dragonmark. This grants you access to the Sibeyrs SLA, which you can cast by spending 8 dragon points. Unless otherwise modified, the time it takes to use an SLA from a Dragonmark is the same amount of time it takes to cast the spell it is replicating. 
« Last Edit: October 03, 2024, 12:33:34 PM by Storyteller_Arc »

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Re: [D&D 3.5] Upgrading the Dragonmarks
« Reply #2 on: September 22, 2024, 03:13:41 PM »
Medani Investigator
Prerequisites: Least Dragonmark (Mark of Detection), 9 ranks in at least two associated skills of your Mark, Sneak Attack 1d6
Hit Die: d8
Skill Points: 6+Int
Class Skills: The Medani Investigator's class skills (and the key abilities for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Int), Forgey (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local) (Int), Knowledge (Nobility & Royalty) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis) Swim (Str), and Tumble (Dex)

LevelBABFortRefWillSpecial
1st+0+2+0+2Heir to the House, Lesser Dragonmark, Calculated Defence
2nd+1+3+0+3Sneak Attack (1d6), Seeking the Truth
3rd+2+3+1+3Learned Investigator, Shared Sight
4th+3+4+1+4Greater Dragonmark, Bonus Feat, Sneak Attack (2d6)
5th+3+4+1+4Discern Alignment
6th+4+5+2+5Sneak Attack (3d6)
7th+5+5+2+5Detect Vulnerability
8th+6+6+2+6Bonus Feat, Sneak Attack (4d6)
9th+6+6+3+6Shared Defences
10th+7+7+3+7Sibeyrs Dragonmark, Sneak Attack (5d6)

Heir to the House: As the Heir to the House, your Dragonmark is far stronger than most, and you can draw on its power most often. Add your class level to your Dragon Pool, the Save DC of your Dragonmark SLAs, and Caster Level checks related to your Dragonmark SLAs.
Special: If you have the 'Heir to the House' class feature multiple times, it does not stack, you only apply the highest-levelled class as a bonus.

Lesser Dragonmark: At 1st level, you gain the Lesser Dragonmark feat as a bonus feat.


Calculated Defence: At 1st level, you learn the importance of swiftly picking up information, and how to defend against it. Any Detect ability you use now only takes a swift action to activate, and it loses any concentration it had, if any. Additionally, you gain an Insight Bonus to AC and Saves against any effect or creature that was successfully identified by a Detect ability, equal to 1/2 your levels in Medani Investigator, rounded up, for as long as they are being Detected. If two or more bonuses apply, then the total bonus is increased by 50% per stacking bonus, rounded down to a minimum of +1.

For example, if a 3rd Level Medani Investigator was attacked by a creature that they knew was poisonous thanks to Detect Poison, they would gain a +2 Insight Bonus vs the Poison. If they have used Detect Hostile Intent beforehand, they would gain a +2 Insight Bonus against any attacks they made, and a +3 Insight Bonus to saves vs Poison. If the creature was instead a spellcaster, and you with perceiving them with Detect Magic as they cast a spell against you, you would gain a +2 Insight Bonus to AC, Saves, or Both against the cast spell.

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Sneak Attack: At 2nd level, and every even Medani Investigator level after, you gain 1d6 Sneak Attack, functioning as the Rogue Class Feature.


Seeking the Truth: At 2nd Level, you add Zone of Truth as a Least Dragonmark SLA and Discern Lies as a Lesser Dragonmark SLA.

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Learned Investigator: At 3rd level, you’ve learned that an Investigator must be talented at a wide array of skills to be successful with their tasks. All Int, Wis and Cha-based skills are now treated as Associated Skills for you, and you can make skill checks with Associated Skills even if you are untrained.

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Shared Sight: At 3rd level, you've learned the importance of sharing what you can see with your allies. Whenever you use See Invisibility, True Seeing, or a similar ability, you can spend one dragon point and select any number of allies within 30ft of you. They are considered as viable targets for the ability used.

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Greater Dragonmark: At 4th Level, you gain the Greater Dragonmark feat as a bonus feat.


Bonus Feats: At 4th and 8th level, you gain a bonus feat. This bonus feat must be a feat with Least, Lesser or Greater Dragonmark as a prerequisite, or a feat with Sneak Attack as a prerequisite. You must meet the Prerequisites of the feat to choose that feat.

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Discern Alignment: At 5th level, you learn how to perceive the alignment of others, and while it is a guideline rather than set rules, it allows you to better understand those you are working with or fighting against. As a standard action, an Investigator can spend 2 dragon points and cast Detect Chaos, Detect Evil, Detect Good and Detect Law as SLAs without concentration. While these spells are active, they only count once for the purposes of the Calculated Defence class feature.

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Detect Vulnerability: At 7th level, you have learned that even unusual creatures have weaknesses to exploit, and how to bypass magical defences against their targeted attacks. When an Investigator attacks a creature they are gaining bonuses against from the Calculated Defence class feature, they can ignore any immunity or resistances to sneak attacks and critical hits the target possesses.

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Share Defences At 9th level, you have finally learned how to share the insights you have against opponents with your allies subtly, allowing them to defend themselves without alerting the enemy to this trick. All allies within 30ft of you gain all bonuses you are getting from your Calculated Defence class feature.

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Sibeyrs Dragonmark: At 10th Level, you unlock the power of the Sibeyrs Dragonmark. This grants you access to the Sibeyrs SLA, which you can cast by spending 8 dragon points. Unless otherwise modified, the time it takes to use an SLA from a Dragonmark is the same amount of time it takes to cast the spell it is replicating. 


Medani Investigator ACF: Medani Inquisitor
Prerequisites: Least Dragonmark (Mark of Detection), 9 ranks in at least two associated skills of your Mark. Must be able to cast Zone of Truth.

Spellcasting: At every level except the first, a Medani Inquisitor increases the caster level of one spellcasting class they were part of by 1, as well as gaining extra spell slots and spells known as if they gained a level in the same class.
This replaces Seeking the Truth, Learned Investigator, and Bonus Feats class features

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Smite Enemy: At 2nd level, you learn how to strike your enemies with strength and fury to bring them down low quickly. When you attack a creature you have a bonus against from Calculated Defence, you can spend 2 dragon points to add your casting ability modifier as a bonus to the attack roll and your levels in Medani Inquisitor to the damage roll. You can only use this class feature once per round.

If you have a Smite class feature from elsewhere, this Smite is treated as if it was a Smite using that class feature, and your Medani Inquisitor levels are counted towards the damage bonus when using the other Smite class feature, and how many times you can use it per day.
This replaces Sneak Attack

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Critical Smite At 7th level, you have learned how to better harness your dragon pool when trying to smite your enemies. When you would smite a creature, you can spend 2 points from your dragon pool to treat the smite as an automatic critical threat, ignoring all resistances and immunities to critical hits. If your confirmation roll would threaten a critical hit, increase your critical multiplier by 1 for the attack.

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Nosomatic Chirurgeon
Prerequisites: Least Dragonmark (Mark of Handling), 9 ranks in at least two associated skills of your Mark and Craft (Poison-Making).
Cannot be Lawful

Hit Die: d8
Skill Points: 4+Int
Class Skills: The Nosomatic Chirurgeon's class skills (and the key abilities for each skill) are Craft (Int), Hide (Dex), Knowledge (Arcane) (Int), Knowledge (Nature) (Int), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis)

LevelBABFortRefWillSpecial
1st+0+2+0+2Heir to the House, Lesser Dragonmark,
2nd+1+3+0+3Mass Surgery, Poison Crafter
3rd+2+3+1+3Meta-Poison, Poisoned Spell
4th+3+4+1+4Greater Dragonmark, Bonus Feat
5th+3+4+1+4Meta-Poison, Swift Healing (2nd)
6th+4+5+2+5Painful Poisons
7th+5+5+2+5Meta-Poison, Immaculate Body
8th+6+6+2+6Bonus Feat
9th+6+6+3+6Meta-Poison, Swift Healing (4th)
10th+7+7+3+7Sibeyrs Dragonmark


Heir to the House: As the Heir to the House, your Dragonmark is far stronger than most, and you can draw on its power most often. Add your class level to your Dragon Pool, the Save DC of your Dragonmark SLAs, and Caster Level checks related to your Dragonmark SLAs.
Special: If you have the 'Heir to the House' class feature multiple times, it does not stack, you only apply the highest-levelled class as a bonus.


Lesser Dragonmark: At 1st level, you gain the Lesser Dragonmark feat as a bonus feat.


Vicious Touch: At 1st level, you understand that what can cure can also kill, so why should magic be the same? When you would use a Cure spell or SLA, you can instead use its Inflict counterpart. This also applies to Heal and Harm. Unlike with a normal casting of an inflict spell, the damage dealt by this ability is not negative energy, and so cannot be used to heal undead.

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Mass Surgery: At 2nd level, whenever you would use a Cure or Inflict SLA, including Heal or Harm, you can instead switch it out for a 'Mass' Cure or Inflict spell of the spell level +1.

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Poison Crafter: At 2nd level, you gain skill ranks in Craft (Poison-Making) equal to your level, with the ranks you had previously in the skill before gaining this class feature being refunded. Plus, you gain a 5% discount on GP cost and time to craft poisons per class level, stacking with other feats and abilities that apply. Furthermore, by increasing the DC to craft a poison by 5, you can increase its save DC by your class level. This can be applied multiple times.
You gain the Poison Use class feature, and finally, you gain a bonus to saves vs poison, as well as the sickened and nauseated condition equal to your class level.

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Poison Spell: At 3rd level, you gain the Poison Spell feat, except you can also use it with Inflict SLAs. By spending a dragon point, you can apply the effects of Poison Spell to a Mass Inflict or Harm SLA.

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Meta-Poison: At 3rd level and every odd Nosomatic Chirurgeon level after, you gain one of the following abilities that allows you to alter a posion when crafting or applying it by spending dragon points. Each ability has a metamagic feat mentioned in brackets, if you have the metamagic feat, you are also treated as having this ability.
Altered Application (Energy Substitution): 1 DP, you can change a position between an injury, contact, ingested or inhaled poison.
Empower Poison (Empower Spell): 1 DP, all variable, numeric effects are increased by 50%.
Maximize Poison (Maximise Spell): 2 DP, all variable, numeric values are maximized.
Mind Rot (Energy Admixture): 2 DP, you can make it require a Will save instead of a Fort save. If you do so, the poison ignores resistance and immunities to poison and is treated as a mind-affecting ability instead. You must have the Altered Application ability to take this Meta-Posion ability.
Quicken Poison (Quicken Spell): 2 DP, you can make it so the secondary effect applies 1 turn after a creature made a save against the initial effect.
Refine Poison (Heighten Spell): 1 DP, you can increase its DC by 2.
Repeat Poison (Repeat Spell): 2 DP, and the poison can be used twice before being consumed.
Improved Meta-Poison (Practical Metamagic or Easy Metamagic): Choose one Meta-Posion ability, it costs 1 less DP to use, to a minimum of 0. This Meta-Poison choice can be taken more than once.

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Greater Dragonmark: At 4th Level, you gain the Greater Dragonmark feat as a bonus feat.


Bonus Feats: At 4th and 8th level, you gain a bonus feat. This bonus feat must be a feat with Least, Lesser or Greater Dragonmark as a prerequisite, Metamagic Feats, or feats that interact with poison. You must meet the prerequisites of the feat to choose that feat.


Swift Healing: At 5th level, you can now cast Conjuration (healing) spells of 2nd level or less as a swift action if they were a standard action, or as a standard action if they were longer, by spending 2 dragon points. This also applies to SLAs. At 9th level, this increases to 4th-level spells.

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Painful Poisons: At 6th level, poisons you craft or apply become painful like a sword or an arrow might. Whenever a creature receives ability damage from your poisons, they also take damage equal to 3x the ability damage inflicted.

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Immaculate Body: At 7th level, you become immune to all poisons, as well as the sickened and nauseated condition.

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Sibeyrs Dragonmark: At 10th Level, you unlock the power of the Sibeyrs Dragonmark. This grants you access to the Sibeyrs SLA, which you can cast by spending 8 dragon points. Unless otherwise modified, the time it takes to use an SLA from a Dragonmark is the same amount of time it takes to cast the spell it is replicating. 


Nosomatic Chirurgeon ACF: Nosomatic Cleric
Prerequisites: Least Dragonmark (Mark of Healing), 9 ranks in at least two associated skills of your Mark, Turn Undead.

Spellcasting: At every level except the first, a Medani Inquisitor increases the caster level of one spellcasting class they were part of by 1, as well as gaining extra spell slots and spells known as if they gained a level in the same class.
This replaces the Mass Surgery, Swift Healing, Painful Poisons and Bonus Feats class features.

Turn Living: Your levels in Nosomatic Cleric count towards your levels in cleric to determine the strength of Turn Undead. Additionally, by spending 3 uses of Turn Undead, you can apply the effects of Turn Undead to any Animal, Dragon, Giant, Humanoid, Magical Beast, Monstrous Humanoid or Plant in range. A creature with a bonus to saves vs poison adds that bonus to their total HD when calculating the effectiveness of Turn Living, with creatures immune to poison being treated as having a +6 bonus. Turn Living cannot be used to destroy creatures.
This replaces the Meta-Poison and Immaculate Body class features.

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Host of Heroes
Prerequisites: Least Dragonmark (Mark of Hospitality), 9 ranks in at least two associated skills of your Mark and a Perform skill.

Hit Die: d8
Skill Points: 6+Int
Class Skills: The Host of Heroes' class skills (and the key abilities for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Knowledge (Local) (Int), Knowledge (Nobility & Royalty) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (Cha), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis).


LevelBABFortRefWillSpecial
1st+0+2+0+2Heir to the House, Lesser Dragonmark, Inspire Others (Courage +1)
2nd+1+3+0+3Fortifying Provisions 1
3rd+2+3+1+3Inspire Others (Competence), Restful Shelters
4th+3+4+1+4Greater Dragonmark, Fortifying Provisions 2, Bonus Feat
5th+3+4+1+4Inspire Others (Greatness 1)
6th+4+5+2+5Fortifying Provisions 3, Inspire Others (Courage +2)
7th+5+5+2+5Inspire Others (Greatness 2)
8th+6+6+2+6Fortifying Provisions 4, Bonus Feat
9th+6+6+3+6Inspire Others (Greatness 3)
10th+7+7+3+7Fortifying Provisions 5, Sibeyrs Dragonmark


Heir to the House: As the Heir to the House, your Dragonmark is far stronger than most, and you can draw on its power most often. Add your class level to your Dragon Pool, the Save DC of your Dragonmark SLAs, and Caster Level checks related to your Dragonmark SLAs.
Special: If you have the 'Heir to the House' class feature multiple times, it does not stack, you only apply the highest-levelled class as a bonus.


Lesser Dragonmark: At 1st level, you gain the Lesser Dragonmark feat as a bonus feat.


Inspire Others: At first level, you learn that being a talented host means inspiring and empowering others. If you already possess the Bardic Music class feature, then levels in Host of Heroes count towards your Bardic Music progression and uses per day. As well as unlocking the following songs as the mentioned levels if you haven't already. If you do not possess Bardic Music, then once per day per class level, you can use the following Bardic Music abilities:
Inspire Courage: At 1st level, you can Inspire Courage with a +1 bonus. This increases to +2 at 6th level.
Inspire Competence: At 3rd level, you can Inspire Competence.
Inspire Greatness: At 5th level, you can Inspire Greatness one person at a time, increasing to two people at 7th level, and three people at 9th level.
This class feature counts as Bardic Music for the purpose of meeting prerequisites.

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Fortifying Provisions: At 2nd level, food and drink you magically create, or spend an additional dragon point while preparing, gaining effects drawn from the list below. You can apply one effect per 2 levels in Host of Heroes, and each effect lasts for 5 times the amount of time spent eating and drinking, up to 5 hours by spending 1 hour eating and drinking. These effects stack with any other buff the food and drink might provide, but only one instance of this ability can be active on a creature at any one time. If it would apply again, any effects still remaining end before the new effects are put in place.
Resilient Body: Creatures gain THP equal to 2x their ECL.
Cleansing Provisions: Creatures gain a +2 morale bonus to saves against poison and disease for every 2 Host of Heroes Levels, when the bonus is +6 or higher, it instead becomes an immunity to poison and disease.
Healthy Stomachs: Creatures gain a +1 morale bonus to saves against the sickened and nauseated conditions for every 2 Host of Heroes levels.
Sturdy Form: Creatures gain a +1 morale bonus to saves against the paralyzed, stunned and dazed conditions for every 2 Host of Heroes levels.
Unshakeable Morale: Creatures gain a +2 morale bonus to saves against fear effects for every 2 Host of Heroes Levels, when the bonus is +6 or higher, it instead becomes an immunity to fear effects.
Supportive Sustenance: Creatures gain a +2 morale bonus to 1 ability score of their choice, except their highest ability score. At level 6 they gain this effect again, and at level 10, they can either gain this a third time or increase one of the bonuses to +4.
Tranquil Mind: Creatures gain a +1 morale bonus to saves against charm and compulsion effects for every 2 Host of Heroes Levels.
Soothed Soul: Creatures gain a +1 morale bonus to saves against mind-affecting effects for every 3 Host of Heroes Levels.

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Restful Shelters: At 3rd level, you understand the importance of rest, whether it is a short nap or a full night's sleep, you know how to ensure your guests are as comfortable and rested as can be. Whenever you create an extradimensional space or a building, you can spend 2 dragon points to turn it into a Restful Shelter. This can also be done with an hour of work without spending any dragon points. Restful Shelters have the following effects, depending on how long a person rests inside of them:
  • If they rest for one hour, they regain hit points equal to twice their character level, recover from up to 2 points of ability damage, and all daily, non-spellcasting, non-psionic and similar abilities are refreshed. A creature can only gain the benefits of this effect once per 24 hours.
  • If they rest for eight hours, they regain hit points equal to five times their character level, recover from up to 5 points of ability damage, 2 points of ability drain, and can make a saving throw against any ongoing effect which they failed a saving throw against. Additionally, they are treated as being under the effects of Endure Elements for the next 24 hours, starting from when they stop resting.
  • If they rest for an entire day or night, they instead regain all lost hit points, all ability damage and drain, and have a Limited Wish cast on them to undo any harmful effects currently on them. Finally, they are treated as being under the effects of Endure Elements for the next week.

(click to show/hide)

Greater Dragonmark: At 4th Level, you gain the Greater Dragonmark feat as a bonus feat.


Bonus Feats: At 4th and 8th level, you gain a bonus feat. This bonus feat must be a feat with Least, Lesser or Greater Dragonmark as a prerequisite, or feats that have Bardic music as a prerequisite. You must meet the prerequisites of the feat to choose that feat.


Sibeyrs Dragonmark: At 10th Level, you unlock the power of the Sibeyrs Dragonmark. This grants you access to the Sibeyrs SLA, which you can cast by spending 8 dragon points. Unless otherwise modified, the time it takes to use an SLA from a Dragonmark is the same amount of time it takes to cast the spell it is replicating. 
« Last Edit: November 13, 2024, 05:28:51 PM by Storyteller_Arc »

Offline Draco Dei

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Re: [D&D 3.5] Upgrading the Dragonmarks
« Reply #3 on: September 22, 2024, 06:17:16 PM »
Hmm... do you care that at a certain level of optimization ECL+3 is a perfectly reasonable caster level? How many of those caster level increasers would also work for this?

Why do you assume that healing spells have to be balanced for in-combat use? Seems to me that economic dominance happens more in a calm business setting than a tumultuous battlefield.

I guess there could easily be such a thing as a mercenary combat medic in a D&D setting, and I don't know enough about the specific setting to know if the House with that Mark is more about "I tripped and fell down the stairs."/"I had an accident while performing alchemy."/"My child/husband ate the wrong berries/mushrooms." things that would be the equivalent of what you would see in a real-world E.R., or about the battlefield stuff?

Might have more to say later.
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Offline Storyteller_Arc

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Re: [D&D 3.5] Upgrading the Dragonmarks
« Reply #4 on: September 22, 2024, 07:13:26 PM »
Hmm... do you care that at a certain level of optimization ECL+3 is a perfectly reasonable caster level? How many of those caster level increasers would also work for this?

At a certain level of optimization, ECL+3 is far too weak. This is the game of Pun-Pun after all. I'm trying to look more at Tier 3 for the optimisation level of the Dragonmarks. Strong, but not overwhelmingly Strong.

Why do you assume that healing spells have to be balanced for in-combat use? Seems to me that economic dominance happens more in a calm business setting than a tumultuous battlefield.

Because most adventurers will likely use burst spells over a spell like Lesser Vigor in the middle of battle? Plus, it's likely to be used for surgeries or emergency use, with the Heal skill used for more long-time care. Either that or for people who can pay for the burst healing.

Regardless, thank you for taking the time to comment here.

Offline Draco Dei

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Re: [D&D 3.5] Upgrading the Dragonmarks
« Reply #5 on: September 22, 2024, 07:28:07 PM »
*Nods regarding caster level thing*
Just checking.

Why do you assume that healing spells have to be balanced for in-combat use? Seems to me that economic dominance happens more in a calm business setting than a tumultuous battlefield.

Because most adventurers will likely use burst spells over a spell like Lesser Vigor in the middle of battle? Plus, it's likely to be used for surgeries or emergency use, with the Heal skill used for more long-time care. Either that or for people who can pay for the burst healing.
Hmmm... in that case you MIGHT, MAYBE want to replace Lesser Vigor for Cure Serious Wounds for balance purposes, but you do have something of a point. Although with the average time to get to the "hospital" the extra few minutes between burst and Fast Healing is... small percentage wise.

You probably have a good point about the game balance aspect(1), I wouldn't really know. I was just coming at it from a economic standpoint since that was part of your argument for the re-write (and the part MOST people are going to think about less).

(1)There is a reason why the default concept of a cleric (Positive Energy Channeler) never has to actually PREPARE those spells and it MIGHT be relevant to this case.
Regardless, thank you for taking the time to comment here.
You are quite welcome!
Pay it forward and critique something else!
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Offline The-Mage-King

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Re: [D&D 3.5] Upgrading the Dragonmarks
« Reply #6 on: September 22, 2024, 08:19:47 PM »
I like the idea, but how would these interact with the feats found in Dragonmarked? There are several that give additional SLAs/uses, and others that give additional effects based on the mark you have. Would those result in any sort of synergy, like extra Dragon Points?

Offline Storyteller_Arc

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Re: [D&D 3.5] Upgrading the Dragonmarks
« Reply #7 on: September 23, 2024, 06:16:23 AM »
You are quite welcome!
Pay it forward and critique something else!

Hmmm, I think I could do that sometime, yeah.

I like the idea, but how would these interact with the feats found in Dragonmarked? There are several that give additional SLAs/uses, and others that give additional effects based on the mark you have. Would those result in any sort of synergy, like extra Dragon Points?

A good question. If you're talking about Prodigy, Adept and Visionary, I'm not sure if those feats as necessary. We already have decent flexibility thanks to the changes I've made, so extra flexibility is not entirely necessary... but it is nice to have the options isn't it? For now, I'll say those feats still exist as is. If a feat gives you the equivalent of extra Leasts, the Dragon Pool increases by 1 point. For Lesser, it's 2, and for Greater, it's 4. If the feat doesn't give you any extra uses, but demands the use of a Dragonmark ability... well the same point costs for the SLAs can be used, with those feats granting at least 1 point to the Dragon Pool.

It's a bit of a quick and dirty ruling, but hopefully it will suffice. I will likely go over those feats eventually, but they are low-priority.

Offline Storyteller_Arc

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Re: [D&D 3.5] Upgrading the Dragonmarks
« Reply #8 on: September 23, 2024, 02:22:45 PM »
Sorry for the double post, but the Dragonmark Heir, as well as a new feat the Dragonmark Heir makes good use of, are now up for criticism.

Offline Draco Dei

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Re: [D&D 3.5] Upgrading the Dragonmarks
« Reply #9 on: September 23, 2024, 07:49:10 PM »
I think that with the generally slow nature of posting on this forum double-posting is not considered very problematic at all?

If the Heir to the House feature is class level based, why WOULDN'T it stack across PrCs? Is there some thematic reason you want to at least mildly discourage taking levels in more than one of them?

Class Feature Advancement could be rule's lawyered to trigger itself (or at least make progress towards an earlier trigger as further levels are earned) by taking more than one such PrC with such a mechanic and chaining them off of each other. Even if you don't intend to give this feature to any other PrC, some other homebrewer might copy the mechanic thus making this rules lawyering cheese function... not sure if you care about stopping such Munchkin Shenanigans at the writing level, rather than leaving it to the GMs, but I thought I would mention it.

On the flip side, make sure your wording is correct to make it clear that you don't get the same level's features twice if you go back and take another level of the base class/other PrC after using this feature on it, and that it still provides stacking advancement for future level-ups (regardless of it they happen in this PrC or the other class). Basically make sure that nobody thinks that you can take an odd number of levels of fighter, then uses this to get a bonus fighter feat every time you Class Feature Advancement procs, nor that if you have an even numbered level to start with that this is completely useless.


Additional Action Points
Are the extra action points gained even if you take a level in some other class once you have the class feature? The wording is possibly confusing to those who don't know the precise definitions and conventions, and perhaps even then. I would at least recommend that it work that way after you have the maximum level in the PrC.

Once they have the feat, do NPCs get +2 action points at every level, or only the first time they gain a level (?in the PrC?) while having the feat? I assume every level because I am pretty sure I remember that action points reset every level (to a higher number as total class levels or perhaps ECL increases). Also, part of the "thoughts" spoiler for that ability seems like it should be moved to a separate spoiler directly after the class feature that deals with action points.

Improved Meta-Mark
Meta-Mark reduction is all very well and good, but this could be a trap for people who don't plan/read ahead enough because they might not have a meta-mark feat by the time they get the feature, making it useless.

I am pretty sure that Heighten Spell has two major effects in general. Firstly that it increases the DC since those are based on spell level (you may have changed that for Dragonmarks), secondly that it allows penetrating Minor/Major Globe of Protections? There are other mechanics probably, such as perhaps a monster that heals a number of hitpoints equal to (twice) the spell level of any spell its Spell Resistance stops.

I'd double check the fluff on the original Heir of Sibeyrs and Dragonmarks in general to make sure that your reasoning doesn't contradict it. If it does, you will want to ponder if changing the fluff is a worthwhile cost to make that happen. If Hier of Sibeyrs is a shorter PrC, remember to take the bonus class features into account.
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Offline Storyteller_Arc

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Re: [D&D 3.5] Upgrading the Dragonmarks
« Reply #10 on: September 24, 2024, 04:54:59 AM »
Update: Storm Sentry is now added, alongside a new special addition to the Mark of Storm.

If the Heir to the House feature is class level based, why WOULDN'T it stack across PrCs? Is there some thematic reason you want to at least mildly discourage taking levels in more than one of them?

Because I don't want it too mainly. Dragonmark Heir is the generic PrC you take if you want to empower your Dragonmark without sacrificing your build too much. While the other PrCs are going to be a lot more specific in what they do and how they function. You are not meant to pick up one or the other, but are meant to pick one and stick with it from start to finish. Plus, a +10 bonus to CL checks and DCs and your Dragon Pool is big enough, I don't want them to stack to get even bigger unless we're talking about Epic Levels.

Class Feature Advancement could be rule's lawyered to trigger itself (or at least make progress towards an earlier trigger as further levels are earned) by taking more than one such PrC with such a mechanic and chaining them off of each other. Even if you don't intend to give this feature to any other PrC, some other homebrewer might copy the mechanic thus making this rules lawyering cheese function... not sure if you care about stopping such Munchkin Shenanigans at the writing level, rather than leaving it to the GMs, but I thought I would mention it.

Hmmm, I've specified that you can only pick and advance base classes with it, so no PrC chaining.

On the flip side, make sure your wording is correct to make it clear that you don't get the same level's features twice if you go back and take another level of the base class/other PrC after using this feature on it, and that it still provides stacking advancement for future level-ups (regardless of it they happen in this PrC or the other class). Basically make sure that nobody thinks that you can take an odd number of levels of fighter, then uses this to get a bonus fighter feat every time you Class Feature Advancement procs, nor that if you have an even numbered level to start with that this is completely useless.

I... what? That's not how it works. At all. If you have 5 levels in Fighter, then you'll get a 6th level in fighter, then 7th, then 8th, then 9th and so on. That's how it works and how it reads. I have no idea how you could even read it that way, and no one in their right mind would try to argue that, or even rule it to be the base.


Additional Action Points
Are the extra action points gained even if you take a level in some other class once you have the class feature? The wording is possibly confusing to those who don't know the precise definitions and conventions, and perhaps even then. I would at least recommend that it work that way after you have the maximum level in the PrC.

Added 'Character Level' to make it clear

Once they have the feat, do NPCs get +2 action points at every level, or only the first time they gain a level (?in the PrC?) while having the feat? I assume every level because I am pretty sure I remember that action points reset every level (to a higher number as total class levels or perhaps ECL increases). Also, part of the "thoughts" spoiler for that ability seems like it should be moved to a separate spoiler directly after the class feature that deals with action points.

Look, I don't know how Action Points work for NPCs okay? I stole it from T.G Oskar. That's for the DMs to figure out, and honestly I don't think putting it instead of its own separate spoiler is going to be that big of a deal.

Improved Meta-Mark
Meta-Mark reduction is all very well and good, but this could be a trap for people who don't plan/read ahead enough because they might not have a meta-mark feat by the time they get the feature, making it useless.

Then that's their own fault isn't it?

I am pretty sure that Heighten Spell has two major effects in general. Firstly that it increases the DC since those are based on spell level (you may have changed that for Dragonmarks), secondly that it allows penetrating Minor/Major Globe of Protections? There are other mechanics probably, such as perhaps a monster that heals a number of hitpoints equal to (twice) the spell level of any spell its Spell Resistance stops.

... Bugger, I complete forgot the fact that SLA's are treated like the spell when it comes to the save DC, and not as a class feature that automatically scales with levels/HDs. Editting now.
« Last Edit: September 24, 2024, 12:22:36 PM by Storyteller_Arc »

Offline Storyteller_Arc

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Re: [D&D 3.5] Upgrading the Dragonmarks
« Reply #11 on: September 28, 2024, 01:15:26 PM »
Storm Sentry and Blade of Orien are now updated. Mark of Storm also gets a new Special too.