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Dragonmark of Laerakonda

Laerakonda, Land of the Abeir Dragons, masters of their domain and defiant of Gods and Titans. These are the very Dragons who created the Dragonborn, destroyed the Primordials, and ruled with Tyranny over all they knew. After the Spellplague, the Blue Breath of Change, their realms were merged back with Toril, a new continent to the southwest of Faerun. The Laerakonda Dragons were always interested in experimenting with Dragon Magicks transforming humanoids, far more than even their Toril-kin. The dragonborn were one of the greatest testaments to this, but considering how defiant and independent they ended up being after the uprising, they did not give up on the idea of crafting perfect servants.
 
The first Dragonmarks were created, fusing an element of their power as well as instinctual servitude to the Dragon who cast the mark. Wielders of a Mark did not see any physiological changes, merely personality shifts towards their dragon type, increased magic and skill inherient to the dragon, and an increasing drive to please or manifest the will of their Patron.
 

Chromatic Dragons


Chromatic Dragons, chosen of slain Tiamet, the five great dragons of tyranny. These were the first Dragonmarks made, of the Great Wyrms of Laerakonda and their experiments. They brand all of their servants with them, but work and mastery of these marks has spread to the more arcane-talented of Toril Dragons.
 


Black Dragons, or Swamp Dragons, love the ways of deceit, and spite. They will rarely act directly, in combat or politics, and they prize stealth and deception amongst their servants. Their Mark is designed to gather shadows and illusions to better help their assassin's hide, and their primal essence will help lies come more easily when needed.
 

Mark of Shadow


You are a servant for a Duplicitous Swamp/Black Dragon, their mark empowering you with their stealth and duplicity. When you make a Deception or Stealth check, you can roll a d4 and add the number rolled to the ability check.
 

Greater Mark of Shadow


You can cast the Duskwalk and Silent Image spells once each with this trait and regain the ability to do so when you finish a long rest. Starting at 5th level, you can also cast the Invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 

Supreme Mark of Shadow


You gain the ability to cast Greater Invisibility once per long rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 


Blue Dragons, or Storm Dragons, are mostly known for roaming the expansive skies of deserts. They have a strong dislike for humanoids as a matter of course, but the few they do take as servants it's almost exclusively for their assistance in beast husbandry. Storm Dragons love beasts, non-sentient creatures of monsterous nature but affection for their keepers. Storm Dragons also have strong and complex familial ties, but these very much exclusive humanoids.
 

Mark of Handling


You are a servant for a Hierarchical Storm/Blue Dragon, their mark empowering you with their talents for husbandry and control. When you make an Animal Handling or Nature roll, you can roll a d4 and add the number rolled to the ability check.
 

Greater Mark of Handling


You can cast the Animal Friendship and Speak with Animals spells once each with this trait and regain the ability to do so when you finish a long rest. Starting at 5th level, you regain the ability to cast these spells on a short rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 

Supreme Mark of Handling


You can speak, read, and write Draconic. When you use Animal Friendship or Speak with Animals you can use these spells on creatures with the Dragon creature type as long as their Intelligence is below 6.
 


Green Dragons, or Forest Dragons, are very much the opposite of Blues, keeping seperate from other Green Dragons ouside of breeding, but playing with an manipulating humanoid settlements. While they are incredibly persuasive and brilliant, having servants to enact their will are useful for a wide range of different plots or scams. They channel the greens magics of enchantment and illusion in the mark, gifting their servants with the ability to more easily manipulate their marks.
 

Mark of Eloquence


You are a servant for a Persuasive Forest/Green Dragon, their mark empowering you with their talents for manipulation and oration. When you make a Deception or Persuasion roll, you can roll a d4 and add the number rolled to the ability check.
 

Greater Mark of Eloquence


You can cast the Comprehend Languages and Disguise Self spells once each with this trait and regain the ability to do so when you finish a long rest. Starting at 5th level, you regain the ability to cast these spells on a short rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 

Supreme Mark of Eloquence


As a bonus action, you can manifest your awe-inspiring presence. Each creature of your choice that is within 120 feet of you and aware of you must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your choice of Intelligence, Wisdom, or Charisma modifier. A creature that fails becomes Charmed of you for 1 hour. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this ability a number of times equal to your proficiency bonus, you can’t use it again until you finish a long rest.
 


Red Dragons, or Rage Dragons were some of the most religious of Dragonkin, reaching a fever pitch in the wake of the Crimson Comfirmation by the Church of Tiamet in 1307DR. They mostly channel straight up fire magic into their servants, but it is definitely corrupted with their pride and fury. Often Red Dragons will end up killing their more prideful servants, ironic since their pride and ambition is magically induced by their very Mark of servitude.
 

Mark of Pride


You are a servant for a Covetous Rage/Red Dragon, their mark empowering you with their overwhelming ego and rage. When you make an Intimidation or Performance roll, you can roll a d4 and add the number rolled to the ability check.
 

Greater Mark of Pride


You can cast the Hellish Rebuke and Searing Smite spells once each with this trait and regain the ability to do so when you finish a long rest. Starting at 5th level, you regain the ability to cast these spells on a short rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 

Supreme Mark of Pride


You gain the ability to cast Chandra's Eruption once per long rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 


White Dragons, or Frost Dragons, love a good hunt. Exotic or extraplanar beasts, their is nothing a White enjoys more than the thrill of the hunt. But some types of pray work better with help, like flocks of birds. And an excellent tracker or outdoorsman could convince a White to take them into their service. Often a glorified duck retriever, grabbing and dragging the Dragon's prey back to their lair as their master carves a path of death through the forest.
 

Mark of Hunting


You are a servant for a Cunning Frost/White Dragon, their mark empowering you with their hunting instincts. When you make a Perception or Survival roll, you can roll a d4 and add the number rolled to the ability check.
 

Greater Mark of Hunting


You can cast the Hunter's Mark and Hunter’s Pace spells once each with this trait and regain the ability to do so when you finish a long rest. Starting at 5th level, you can also cast the Locate Animals or Plants spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 

Supreme Mark of Hunting


You gain the ability to cast Commune with Nature once per long rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 

Prismatic Dragons


The 'Lesser' or more Rare forms of Chromatic Dragons, the Prismatic Dragons were the second wave to get their hands of the secrets of Dragonmarks. In some cases gifted to peers, or stolen by covetous enemies; they required minor alterations to their primal natures, but knowledge of these marks are still extremely rare amongst the Toril Prismatics.
 


The Brown Dragon, or Desert Dragons, use their mark to enhance the taste and palette of their servants. While consuming food made by a dragon is excellent, even these masters of the gourmet like a night off. Their servants have naturally enhanced skills to better suit their Masters wants and needs, and if any servants manage to survive their inevitable escape, they find great success in the humanoid civilsations.
 

Mark of Palate


You are a servant for a Connoisseur Desert/Brown Dragon, their mark empowering you with their gourmet ways. When you make a Perception or Herbalism roll, you can roll a d4 and add the number rolled to the ability check.
 

Greater Mark of Palate


You know the Prestidigitation cantrip. You also can cast the Purify Food and Drink and Unseen Servant spells once each with this trait and regain the ability to do so when you finish a long rest. Starting at 5th level, you can also cast the Aid spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 

Supreme Mark of Palate


You gain the ability to cast Heroes' Feast once per long rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 


The Grey Dragon, or Fang Dragon, is a particularly unique True Dragon, being the only one without a natural breath attack. They're not even very good fliers, but when stuck on the ground, they are unmatched in furiosity with claw and fang. They mostly sick to heavily wooded areas, and with an incredibly quick fuse to full blown rage, a quality transferred in their Marks.
 

Mark of Rending


You are a servant for a Vicious Fang/Grey Dragon, their mark empowering you with their rage. You gain a bite attack that deals 1d8 piercing + your choice of Strength or Dexterity.
 

Greater Mark of Rending


As a bonus action, you enter a rage for one minute. While raging, you gain resistance to Bludgeoning, Acid, Fire, and Psychic damage, and you cannot concentrate on spells. You regain this ability after a long rest. If you already have the Rage feature, you can instead use this feature to enter that rage.
 

Supreme Mark of Rending


Your skin toughens, making you resistant to certain types of physical harm. You gain resistance to piercing and slashing damage.
 


The Purple Dragon, or Deep Dragon, is a rather rare species of dragon. Most surface-dwellers have never heard of them, and even some Underdark dwellers. They're often confused with Gemscale dragons because of their psionic talents, and reclusive nature. They were the first of the Prismatic Dragons to steal knowledge of the Mark, using it to run their large and complex spy-networks through Underdark societies.
 

Mark of Contemplation


You are a servant for an Inscrutable Deep/Purple Dragon, their mark empowering you with their talents for meditation and reflection. When you make a Wisdom Saving Throw, you can roll a d4 and add the number rolled to the ability check.
 

Greater Mark of Contemplation


You know the Mind Sliver cantrip. You also can cast the Dissonant Whispers and Silent Image spells once each with this trait and regain the ability to do so when you finish a long rest. Starting at 5th level, you can also cast the Web spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 

Supreme Mark of Contemplation


You gain the ability to cast Rary’s Telepathic Bond once per long rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 


The Yellow Dragon, or Salt Dragon, makes its home on the massive salt flats of the Shining South. Like Gemscales and Deep Dragons, they are a reclusive species. They do, however, have a tendancy towards monastic orders with more chaotic civilisations. They empower monks in their charge with their salt magics and ambush tactics.
 

Mark of Corrosion


You are a servant for an Ascetic Salt/Yellow Dragon, their mark empowering you with their briny abilities. You know the Acid Splash and Primal Savagery cantrips.
 

Greater Mark of Corrosion


You are resistant to acid damage. You gain the ability to cast Melf's Acid Arrow. You regain this ability on a long rest.
 

Supreme Mark of Corrosion


You can activate the mark to gain immunity to acid for 1 minute. You regain this ability on a short rest.
 

Metallic Dragons


Metallic Dragons, chosen of slain Bahamut, the five great dragons of righteousness. These Dragonmark were crafted in response to the original Marks of the Great Wyrms of Laerakonda by their fellow Abeir Metallics. Hard worn knowledge from fang and claw, they traded this knowledge with their Toril cousins quickly, in trade of support or safety.
 


The Brass, or Crested Dragons, living in savanna and arid regions; they craft large underground complexes and collect art or high quality items. They often live quite far away from major settlements, but their social nature drives them to conversation with intelligent creatures. Some infiltrate smaller settlements, other can even be driven to kidnap travellers for a few hard-won conversations. Their servants are gifted with the gift of the gab.
 

Mark of Hospitality


You are a servant for a Verbose Crested/Brass Dragon, their mark empowering your conversational abilities. When you make a Perception or Insight roll, you can roll a d4 and add the number rolled to the ability check.
 

Greater Mark of Hospitality


You can cast either the Compelled Query and Detect Evil and Good spells once with this trait and regain the ability to do so when you finish a long rest. Starting at 5th level, you can also cast the Zone of Truth spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 

Supreme Mark of Hospitality


You gain the ability to cast Geas once per long rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 


The Copper, or Prank Dragons, are first and formost a lover of jokes and riddles. They prefer rocky uplands and hilltops, often working towards mining towns and major cities. They empower their mark with skills and magics to better co-ordinate large elaborate pranks and manipulate situations.
 

Mark of Trickery


You are a servant for an Entertaining Prank/Copper Dragon, their mark empowering you with their stealth and humour. When you make a Deception or Sleight check, you can roll a d4 and add the number rolled to the ability check.
 

Greater Mark of Trickery


You can cast the Colour Sprayand Silent Image spells once each with this trait and regain the ability to do so when you finish a long rest. Starting at 5th level, you can also cast the Nathair's Mischief spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 

Supreme Mark of Trickery


You gain the ability to cast Mislead once per short rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 


The Bronze, or Judge Dragons, are possibly the most directly confrontational of the Metallic. They often will work towards correcting injustice they see in front of them, with little to no wide-scale effort. Rescue a drowning child, killing some pirates. Black is black, and good is good. Dangerously powerful mixed with a lack of nuance. They tend to recruit humanoids with a similar outlook, giving them Oath-like ability.
 

Mark of Judgement


You are a servant for an Inquisitive Judge/Bronze Dragon, their mark empowering your investigator abilities. When you make an Insight or Investigation check on an ability check, you can roll a d4 and add the number rolled to the ability check.
 

Greater Mark of Judgement


You can cast the Alarm and Detect Poison and Disease spells once each with this trait and regain the ability to do so when you finish a long rest. Starting at 5th level, you regain the ability to cast these spells on a short rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 

Supreme Mark of Judgement


As an action, you can open your awareness to detect the champions of chaos. Until the end of your next turn, you know the location of any chaotically aligned creatures within 60 feet of you that is not behind total cover. You know the type (fiend, undead, or otherwise) of any being whose presence you sense, but not its identity. You can use this feature a number of times equal to 1 + your choice of Intelligence, Wisdom, or Charisma modifier. When you finish a Long Rest, you regain all expended uses.
 


The Gold, or Grandmaster Dragons, are considered by many to be the pinnacle of the dragon-world. They are overseers of higher justice, using all of their arcane wisdom and abilities to attempt to follow the greater good. Often they can overlook smaller more direct aspects of justice, ironically becoming tyrants themselves. But of those who invest in servants, they will often attempt to empower their arcane abilities and information gathering.
 

Mark of Arcana


You are a servant for a Majestic Grandmaster/Gold Dragon, their mark empowering your arcane abilities. When you make an Arcana or Astronomy check on an ability check, you can roll a d4 and add the number rolled to the ability check.
 

Greater Mark of Arcana


You can cast the Find Familiar and Magic Missile spells once each with this trait and regain the ability to do so when you finish a long rest. Starting at 5th level, you can also cast the Scorching Ray spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 

Supreme Mark of Arcana


You gain the ability to cast Counterspell (5th level) or Magic Mirror once per long rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 


The Silver, or Shield Dragons, are a very happy medium of justice, practicality and relatability. They are often found living in civilsation, enamoured by the nature of everyday humanoid living. They prefer living in colder climates, but the channel their inherient altruism into their Mark. Wielders of the Mark find themselves gifted with improved healing abilities and insights to medicine.
 

Mark of Healing


You are a servant for a Regal Shield/Silver Dragon, their mark empowering your healing abilities. When you make a Medicine or Herbalism check, you can roll a d4 and add the number rolled to the ability check.
 

Greater Mark of Healing


You can cast the Cure Wounds and Lesser Restoration spells once each with this trait and regain the ability to do so when you finish a long rest. Starting at 5th level, you regain the ability to cast these spells on a short rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 

Supreme Mark of Healing


When you Cast a Spell of 1st Level or higher that restores Hit Points to a creature other than you, you regain Hit Points equal to 1d8 + your choice of either Wisdom, Intelligence or Charisma modifier (This ability does not stack with other features that boost healing magic).
 

Ferrous Dragons


The 'Lesser' or more Rare forms of Metallic Dragons, the Ferrous Dragons have a contentious relationship with Toril Metallics and Gemscale Dragons, often overlapping their various territories. They sometimes traded, and sometime stole knowledge of the Metallic Dragonmarks, it's a bit of a coin flip towards good or selfish intentions.
 


The Mercury, or Quicksilver Dragons, are extremely mecurial creatures. Often fans of moving through the Elemental Chaos, they can be found in any locations, environment, or situation. The Dragon most likely to work for others, until they move on or even turn on their 'master'. Their Marks are usually given out impulsively to creatures that amuse them, less as a sort of servant/master relationship, but even that is a crap-shoot of chaos. Their Mark empowers the humanoids freedom and impulsiveness.
 

Mark of Passage


You are a servant for an Impulse Quicksilver/Mercury Dragon, their mark enhancing your flexibility and speed. Your base walking speed increases by 10 feet.
 

Greater Mark of Passage


You can cast either the Chaos Bolt and Duskwalk spells once with this trait and regain the ability to do so when you finish a long rest. Starting at 5th level, you can also cast the Misty Step spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 

Supreme Mark of Passage


You gain the ability to cast Freedom of Movement once per long rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 


The Electrum, or Historian Dragons, are philosophers, historians, and collectors of obscure information. They often trade information amongst Silvers and Golds, and the Amethyst and Emerald Dragons, helping foster the Dragonblood accords amongst the more altruistic of dragons. Their servants learn obscure Lore amongst their massive libraries.
 

Mark of Scribing


You are a servant for a Studious Historian/Electrum Dragon, their mark empowering your very understanding of past events. When you make a History or Scribing check, you can roll a d4 and add the number rolled to the ability check.
 

Greater Mark of Scribing


You can cast either the Comprehend Languages and Comprehend Subtext spells once with this trait and regain the ability to do so when you finish a long rest. Starting at 5th level, you regain the ability to cast these spells on a short rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 

Supreme Mark of Scribing


You gain a +5 to all Lore rolls from your extensive reading.
 


The Steel, or Waterdeep Dragons, are naturally clandestine individuals. They will often enchant themselves to remove their memory, having an intense desire to collect humanoid experiences. But they understand *knowing* they are a Dragon would corrupt that. When the lifetimes are over, they will add tokens to memories, as well as even preserved corpses of old friends. Because their memories and abilities are only fully realised between lifetimes, those gifted their marks usually knew or saved a Waterdeep Dragon in human form.
 

Mark of Finding


You are a servant for a Sentinel Waterdeep/Steel Dragon, their mark enhancing your ability to locate and find your goals. When you make an Investigation or Survival check on an ability check, you can roll a d4 and add the number rolled to the ability check.
 

Greater Mark of Finding


You can cast the Detect Evil and Good and Detect Poison and Disease spells once each with this trait and regain the ability to do so when you finish a long rest. Starting at 5th level, you regain the ability to cast these spells on a short rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 

Supreme Mark of Finding


You gain the ability to cast Blood Cartography once per long rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 


The Iron, or Sword Dragons, have an incredible passion for war, for tactics, for command. They are the most powerful of the Ferrous Dragons, often posing as generals in armies, or historians collecting information from military bodies. They covet, most of all, secret knowledge of current military conflicts, but rarely share such information with anyone, least of all those inbroiled in the conflicts.
 

Mark of War


You are a servant for a Diplomatic Sword/Iron Dragon, their mark protecting you within combat. When you make an Athletics or History check, you can roll a d4 and add the number rolled to the ability check.
 

Greater Mark of War


You can cast either the Compelled Duel and Shield spells once with this trait and regain the ability to do so when you finish a long rest. Starting at 5th level, you regain the ability to cast these spells on a short rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 

Supreme Mark of War


You gain the ability to cast Spirit Shroud once per short rest, with the spirts being small spirit drakes. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 

Gemscale Dragons


The Gem Dragons, or Gemscale Dragons, are a group of rare and reclusive Dragons who have little to no interest in dominating or even leading humanoids. They have, however, always been concerned with the protection of reality itself, a charge which has left them increasingly desperate as the Gods disappeared and the forces of the Far Realm grow ever bolder. They have started crafting increasingly larger support and offensive structures, using their Psionic powers to steal both the secrets of making Dragonborn, and crafting their own Dragonmarks.
 


The Amethyst, or Gravity Dragons, are unconcerned with the petty prides of even their fellow Dragons. Amethysts are mostly concerned with exploring and researching the Outer Planes, with a keen interest in preventing Far Realms from corrupting the Planes. They empower their servants with protection against corruption and poison in all of it’s forms; terrestrial or extraplanar.
 

Mark of Cleansing


When you make a When you make an Herbalism or Psionics check, you can roll a d4 and add the number rolled to the ability check.
 

Greater Mark of Cleansing


You can cast either the Id Insinuation and Purify Food and Drink spells once with this trait and regain the ability to do so when you finish a long rest. Starting at 5th level, you can also cast the Protection from Poison spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 

Supreme Mark of Cleansing


You gain the ability to cast Telekinesis once per long rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 


The Crystal, or Craftsman Dragons, are somewhat similar to Brass Dragons in that they are incredibly sociable with humanoids, but while a Brass would collect art to elicit emotional conversation, a Crystal will use a connection to an artist to empower their appreciation for a piece of art. They will empower their servants with skills in creating or appraising art, to scout out potential guests for their patron.
 

Mark of Making


When you make a Carpentry, Smithing, or Weaving check, you can roll a d4 and add the number rolled to the ability check.
 

Greater Mark of Making


You can cast either the Detect Magic and Identify spells once with this trait and regain the ability to do so when you finish a long rest. Starting at 5th level, you can also cast the Nystul's Magic Aura spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 

Supreme Mark of Making


You gain the ability to cast Fabricate once per long rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 


The Emerald, or Courtly Dragons, is somewhat similiar to both the Green and Cobalt Dragons. They are obessed with the interactions of humanoid customs, and specific histories. While the Green loves manipulating, and Cobalts enjoy studying ancient ruins, Emeralds enjoy pouring over courtly document, romances and betrayals, marriages and wars. They empower their servants with a strong sense of skeptism and to observe the ways of humanoids while not directly impacting.
 

Mark of Paranoia


When you make an Insight or History check, you can roll a d4 and add the number rolled to the ability check.
 

Greater Mark of Paranoia


You can cast either the Heroism and Illusory Script spells once with this trait and regain the ability to do so when you finish a long rest. Starting at 5th level, you can also cast the Sense Lifeblood spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 

Supreme Mark of Paranoia


You gain the ability to cast Tongues once per short rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 


The Moonstone, or Dreaming Dragons, are the most whimiscal of the Gemscale Dragons, also the most numerous. They will often anchor themselves in areas of powerful Fey Crossings, both in the Material Plane and the Feywild. They also have a great aptitude for the Deep Ethereal Plane, hence their secondary monikor. Often choosing agents with particular skills involving dreaming, the fey, or both.
 

Mark of the Mists


When you make an Insight or an Stealth check, you can roll a d4 and add the number rolled to the ability check.
 

Greater Mark of the Mists


You can cast either the Flicker and Fog Cloud spells once with this trait and regain the ability to do so when you finish a long rest. Starting at 5th level, you can also cast the Misty Step spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 

Supreme Mark of the Mists


You gain the ability to cast Blink once per short rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 


The Obsidian, or Burnt Dragons, are the most intelligent of the Gem Dragons. Often living in Demiplanes of their own creation, banished from Draconic society. They seek to steal treasure from other Dragons, favouring it even over more valuable pieces not owned by a dragon. Most of all they wish to reenter dragon society, preferably at the humiliation of another Gemscale. They're agents usually work in Dragon-ruled societies or Dragon Enclaves to find leverage.
 

Mark of Cunning


When you make an Intimidation or an Investigation check, you can roll a d4 and add the number rolled to the ability check.
 

Greater Mark of Cunning


You can cast either the Dissonant Whispers and Detect Poison and Disease spells once with this trait and regain the ability to do so when you finish a long rest. Starting at 5th level, you can also cast the See Invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 

Supreme Mark of Cunning


You have begun to extend your awareness beyond the single world of the Material Plane that is your home. You can cast Contact Other Plane as a ritual. The entity you contact is a dragon on another Plane, so its knowledge of your world might be limited. Also, this dragon is an echo of the dragon who is the source of the gift, which might affect its attitude and behaviour toward you.
 


The Sapphire, or Bastion Dragons, tend toward the collection of military and Underdark lore. They have a great fascination with the Underdark because it contains two of their favourite meals, Aboleths and Giant Cave Spiders. They love studing conflicts, in preparation for more wide-scale Far Realm incursions. They usually empower their servants with fighting against and ferretting out psionic creatures.
 

Mark of Strategy


When you make a History or Intimidation check, you can roll a d4 and add the number rolled to the ability check.
 

Greater Mark of Strategy


You can cast either the Hunter's Mark and Shrill Whistle spells once with this trait and regain the ability to do so when you finish a long rest. Starting at 5th level, you can also cast the Mental Barrier spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 

Supreme Mark of Strategy


You gain the ability to cast Dispel Evil and Good once per long rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 


The Topaz, or Desolate Dragons, are naturally resistant towards necrotic energies, and are compelled to seek them out, prefering temporate coastal regions. They will often be self-appointed guardians of Shadowfell Crossings, greating lairs near under the water a short distance from the rift. Finding servants capable of assisting the protection the region who are also self sufficient, so they can minimise their interaction with humanoids and be trusted with guarding the area for long periods of time.
 

Mark of Solitude


When you make a History or Psionics check, you can roll a d4 and add the number rolled to the ability check.
 

Greater Mark of Solitude


You can cast either the Guiding Bolt and Protection from Evil and Good spells once with this trait and regain the ability to do so when you finish a long rest. Starting at 5th level, you can also cast the Moonbeam spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 

Supreme Mark of Solitude


You gain the ability to cast Holy Weapon once per long rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.

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