Dragonmark

Not all races can use dragonmarks. Even when a race can use a mark, changes may need to be made to its base stats beforehand. The **Race** section of each mark will show compatible races and any restrictions placed on them

## Intuition Die

The dragonmark subrace will allow you to roll an Intuition Die when making certain types of *checks*. When doing so, you roll the die and combine its value with any other dice used for the *check*. If you need to roll multiple Intuition Dice, you upgrade the die instead. The Intuition Die starts as d4, but can be upgraded to a d6, d8, and d10.

## Marks

* Detection
* Finding
* Handling
* Healing
* Hospitality
* Making
* Passage
* Scribing
* Sentinel
* Shadow
* Storm
* Warding

**Race:** Half-Elf (replace your **Ability Score Increase**, **Languages**, and **Skill Versatility**)

**Ability Score Increase:** +1 Int, +1 Cha, & +1 to one

**Languages:** Common & Elvish

**Deductive Intuition:** When you make an *Investigation* or *Insight check*, add your Intuition Die

**Sense Threats:** Gain *detect magic* and *detect poison and disease* as rituals (use Int as their SpellMod)

**Race:** Human & Half-Orc (replace all racial traits and features other than size and speed)

**Ability Score Increase - Human:** +1 Dex, +1 Wis, & +1 to one

**Ability Score Increase - Half-Orc:** +1 Str, +1 Wis, & +1 to any

**Languages:** Common & Goblin

**Darkvision - 60ft:** You can treat dim light as bright light, and darkness as dim light

**Hunter's Intuition:** When you make a *Perception* or *Survival check*, add your Intuition Die

**Imprint Prey:** As a bonus action, mark one creature that is within 30ft of you or that has been tracked via a *Survival check*. Until it dies or you remove the mark, double any Intuition Die roll made to track the creature. You are aware of its location if it is within 60ft of you. You can only use this 1/short rest

**Nature's Voice:** Gain *locate animal or plant* as a ritual at 3rd level

**Race:** Human (replace your previous **Ability Score Increase**)

**Ability Score Increase:** +1 Dex, +1 Wis, & +1 to one

**Wild Intuition:** When you make an *Animal Handling* or *Nature check*, add your Intuition Die

**Expert Handling:** You can Help animal companions or mounts within 30ft of you, rather than 5ft

**Primal Connection:** Gain *animal friendship*. This can only be cast 1/short rest (use Wis as its SpellMod)

**Sense Threats:** When casting a spell that only affects Beasts, it now also affects Monstrosities with an Int of 3 or less

**Race:** Halfling (replace your subrace)

**Ability Score Increase:** +1 Wis

**Medical Intuition:** When you make an *Medicine check*, add your Intuition Die

**Healing Touch:** As an action, spend one Hit Die to heal one creature you touch (healing = Hit Die roll + WisMod). You can only use this 1/short rest

**Race:** Halfling (replace your subrace)

**Ability Score Increase:** +1 Cha

**Innkeeper's Charms:** Gain *friends* and *prestidigitation* (use Cha as their SpellMod)

**Ever Hospitable:** When you make an *Persuasion* *check* or a *check* involving brewer's supplies or cook's utensils, add your Intuition Die

**Race:** Human (replace your previous **Ability Score Increase**)

**Ability Score Increase:** +1 Int, +1 Dex, & +1 Int or Dex

**Artisan's Intuition:** When you make a *check* involving artisan's tools, add your Intuition Die

**Maker's Gift:** Gain *mending* and proficiency with one artisan's tools

**Magecraft:** When you finish a long rest, you can bind one item to a cantrip from the wizard spell list (max of one bound item at a time). While you have the item, you can cast the cantrip (use Int as its SpellMod)

**Spellsmith:** You can spend 1 minute to enchant a nonmagical weapon or armor. You can only use this 1/long rest

* Weapons: +1 to attack rolls and damage role. Counts as magical
* Armors: +1 AC. Counts as magical

**Race:** Human (replace your previous **Ability Score Increase**)

**Ability Score Increase:** +2 Dex & +1 to one different

**Courier's Speed:** +10***walking*** speed

**Intrusive Motion:** When you make an *Athletics check* or a *check* involving land vehicles, add your Intuition Die

**Determined Stride:** When you Dash, ignore difficult terrain

**Shared Passage:** As a bonus action, you can teleport a distance equal to your walking speed. You can only use this 1/long rest. You can teleport one willing creature within 5ft of you with you

**Race:** Gnome (replace your subrace)

**Ability Score Increase:** +1 Cha

**Languages:** One *standard*

**Gifted Scribe:** Gain proficiency with calligrapher's supplies and forgery kits. When you make a *check* with them, add your Intuition Die

**Scribe's Insight:** Gain *comprehend languages*. This can only be cast 1/long rest (use Int as its SpellMod)

**Whispering Wind:** Gain *message* (use Int as its SpellMod)

**Race:** Human (replace your previous **Ability Score Increase**)

**Ability Score Increase:** +1 Str, +1 Wis, & +1 to one

**Sentinel's Intuition:** When you roll Initiative or make a *Perception check*, add your Intuition Die

**Sentinel's Shield:** Gain *blade ward* and *shield*. *Shield* can only be cast 1/short rest

**Vigilant Guardian:** As an action, mark an ally as your ward. Gain advantage on *Insight* and *Perception checks* involving your ward. If your ward is attacked while within 5ft of you, as a reaction, you can swap places with them; becoming the attack target

**Race:** Elf (replace your subrace)

**Ability Score Increase:** +1 Cha

**Natural Talent:** Gain proficiency with one musical instrument or *Performance*

**Gift of the Shadows:** When you make an *Performance* or *Stealth check*, add your Intuition Die

**Shape Shadows:** Gain *minor illusion* (use Cha as its SpellMod)

**Slip into Shadow:** As a bonus action, you can Hide; even without cover and/or while being observed. You can only use this 1/short rest

**Race:** Half-Elf (replace your **Ability Score Increase**, **Languages**, and **Skill Versatility**)

**Ability Score Increase:** +1 Dex, +1 Cha, & +1 to one

**Languages:** Common & Elvish

**Sea Monkey:** +30***swimming*** speed

**Windwright's Intuition:** When you make an *Acrobatics check* or a *check* involving water/air vehicles, add your Intuition Die

**Storms Blessing:** Resist lightning damage

**Headwinds:** Gain *gust* at 1st level and *gust of wind* at 3rd. *Gust of wind* can only be cast 1/long rest

**Race:** Dwarf (replace your subrace)

**Ability Score Increase:** +1 Dex & +1 Int

**Master of Locks:** When you make an *History* or *Investigation check* or a *check* involving Thieves' Tools, add your Intuition Die

**Wards and Seals:** Gain *alarm* as a ritual at 1st level and *arcane lock* at 3rd. *Arcane lock* can only be cast 1/long rest (use Int as its SpellMod)