BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Mark of Aberration

The dragonmarks are passed through bloodlines and when two members of different dragonmarked families get together, their child could bear an aberrant dragonmark.
 

The manifestation of such a mark is typically not a pleasant affair, as the bearer of a mark is forced to endure the unstable energies of each kind interfering with each other. The process can inflict permanent damage to the body of the person, cause irreversible chronic pain, or cause disasterous psychological conditions.

 

A Mark of Aberration manifests uniquely for every individual, making it possible for two people with the same heritage to manifest marks with completely different abilities and appearances. Each aberrant dragonmark is completely unique to its bearer, but all share a defining feature of the Mark of Aberration: rough, jagged appearance that resembles an inflammed scar carved across the body of its bearer.

 

The abilities of the mark are seemingly chosen randomly between the two heritages that created it, but its use is not nearly as innate or intuitive as a pure mark. Whereas another mark may be limited by characteristics of its carrier specific to the kind of mark, all aberrant marks are limited by the amount of damage and pain the wielder can handle as unstable energy is channeled through their body.

 

House

Prior to the Last War, aberrant marked were seen as outcasts and outsiders. They were shunned by the houses and eked out a pitiful existence as bastards and orphans. Without any to teach them how to channel the magic of their marks and the inherent difficulty of that channeling, a Mark of Aberration was universally more curse than gift.
  During the Last War, the empire offered support to any individuals who had a Mark of Aberration in return for military service, which they gladly accepted. The empire brought researchers and academics who specialized in dragonmark study to train the bearers in their usage. Following the Last War, these individuals united and formed House Tarkanan with the support of the Empire. The house is based in Sharn.
  House Tarkanan officially serves as a refuge for any cast outs, especially for those bearing a Mark of Aberration. Unofficially, members of House Tarkanan are often associated with assassinations, thievery, and other organized criminal enterprises. The degree to which that association is factual or is slander from the other houses meant to discredit House Tarkanan is unclear.  

Abilities

Once you take the Mark of Aberration feat, choose two other dragonmarks and you gain the following abilities. You cannot take this feat if your character has any other dragonmark.   Ability Score Improvement: Increase your Constitution score by 1, to a maximum of 24.
  Aberrant’s Magic: You can learn:
  • One cantrip of your choice from either dragonmark. If no cantrip is specified in either of the two dragonmarks chosen, you may choose any cantrip from the Sorcerer’s spell list.
  • One 1st level spell of your choice from either dragonmark’s spell table.
  • One 2nd level spell of your choice from either dragonmark’s spell table, once you reach 3rd level
When you use this ability to cast a 1st or 2nd level spell, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage.
  Once you cast either spell with this trait, you can't cast that spell with it again until you finish long rest. Constitution is your spellcasting ability for these spells, and you don't need material components for them when you cast them with this trait.
  Spells of the Mark: If you have the Spellcasting or the Pact Magic class feature, you can choose between the spell tables of the two dragonmarks chosen:
  • One 1st Level Spell (chosen in Aberrant's Magic trait)
  • One 2nd Level Spell (chosen in Aberrant's Magic trait)
  • One 3rd Level Spell
  • One 4th Level Spell
These spells are always prepared, as long as you have spells slots available in the corresponding level, and do not count against the number of spells you can prepare.
  Abberant Flaw Roll a d8. You develop a random flaw from the table below.
  1. Your mark is a source of constant physical pain.
  2. Your mark whispers to you. Its meaning can be unclear.
  3. When you're stressed, the mark hisses audibly.
  4. Your looks change slightly whenever you use the mark.
  5. Animals are uneasy around you.
  6. You have a mood swing any time you use your mark.
  7. The skin around the mark is burned, scaly, or withered.
  8. You have horrific nightmares after you use your mark.
Flaws are mostly for roleplaying purposes but a flaw could cause negative effects in certain situations, such as impose disadvantage or increase the DC of an Ability Check. The DM will determine what, if any, effect your flaw may have in a situation and should warn you about the effect prior to you deciding on an action.

Greater Dragonmark

Once the character reaches 10th level, there is a 10% chance of the mark growing more powerful. The player can choose to roll a percentile with a roll of 1-10 being a successful evolution of the mark.
  Once evolved the mark retains its original features, and the DM chooses an epic boon to grant the character. A Mark of Aberration requires the boon to be randomly chosen from a list the DM prepares, and no abilities, items, or effects that will change the outcome of the roll are allowed. The player is allowed to view the list prior to making a decision on whether to roll the percentile. Additionally, the character permanently loses one of their hit die and a number of hit points equal to a roll of that hit die, due to the increase in unstable magic coursing through their body. This loss cannot be reversed by any means.
  If the player fails to gain a boon at 10th level, the player can reroll the 10% chance at every additional level until a success.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!