The Mark of Finding in Eberron | World Anvil

The Mark of Finding

“My ancestors used their gift to track beasts in the swamps. I use mine to find fugitives in the slums of Sharn. I’m still a hunter. I always find my mark.” —Hondar’Aashta, Tharashk bounty hunter
  The Mark of Finding sharpens the senses, guiding the hunter to prey. Alone among the dragonmarks, the Mark of Finding is carried by two races: humans and half-orcs. It first appeared in the Shadow Marches, where clan hunters used it to find their prey. The mark helped unite humans and orcs in the Marches and brought House Tharashk to the Five Nations.  

House Tharashk

House Tharashk traditionally licenses inquisitives and bounty hunters. Recently the Finder’s Guild has expanded into dragonshards prospecting. Dragonshards are the lifesblood of the magical economy. A talent for finding this resource has given the house new wealth and influence. Tharashk is the youngest of the dragonmarked houses and hasn’t embraced all of the customs of the Twelve. Heirs often use family names instead of the house surname and many hold on to beliefs and traditions carried from the Shadow Marches—like the druidic faith of the Gatekeepers or secretive cults of the Dragon Below.  

Dragonmarked Characters

Here are examples of characters with this mark.  
Druid House Agent
House Tharashk is home to an ancient order of druids who protect the world from aberrant threats. Although you are officially an operative of the house, you are truly an agent of the Gatekeepers, and investigate the activities of mad cultists and the Daelkyr.  
Criminal Rogue
You’re an inquisitive who works the mean streets of Sharn. You’ve got friends on both sides of the law. Sometimes you walk a crooked line to unravel a tough case.  

Mark of Finding Traits

The Mark of Finding can appear on either humans or half-orcs. If your character has the Mark of Finding, these traits replace all racial traits given in the Player’s Handbook aside from Age, Size, and Speed. Your Ability Score Increase depends on your race, while all other traits are shared by both humans or half-orcs.   Ability Score Increase (Human). As a human, your Dexterity and Wisdom scores both increase by 1. In addition, one ability score of your choice increases by 1.   Ability Score Increase (Half-Orc). As a half-orc, your Strength and Wisdom scores both increase by 1. In addition, one ability score of your choice increases by 1.   Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Hunter’s Intuition. Your mark sharpens your senses and helps you find your prey. When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.   Imprint Prey. As a bonus action, choose one creature you can see within 30 feet of you. The target is imprinted in your mind until it dies or you use this trait again. Alternatively, you can imprint a creature as your quarry whenever you succeed on a Wisdom (Survival) check to track it. When tracking your quarry, double the result of your Intuition die. When your quarry is within 60 feet of you, you have a sense of its location: it can’t be hidden from you, gains no benefit from invisibility, and your attacks against it ignore half cover. Once you use this trait, you cannot use it again until you finish a short or long rest.   Nature’s Voice. When you reach 3rd level you gain the ability to cast locate animal or plant, but only as a ritual.   Languages. You can speak, read, and write Common and Goblin.

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