Domain marks, or worldly marks, are physical marks that manifest on a person's body and grant them a minor connection to one of the 15 worldly domains. These marks manifest as a result of unique exposure to energies of a specific domain.
Up until relatively recently, these marks most commonly manifested by pure accident. This is often due to near-death experiences with magic related to the domain, or sometimes being blessed by a powerful domain bearer. Such marks resemble birthmarks, scars, or bruises. Recently, though, people have begun to elicit these marks on purpose; some individuals have learned how to create these marks themselves, and will help mark others for a price. These people call themselves worldly tattoo artists, and will fashion these marks in the form of inked tattoos.
Bearing a domain mark is difficult for most creatures. Each mark is known to exhibit unique flaws, mostly minor inconveniences, but in rare cases the mark can grow completely out of control. A creature can only bypass the flaw if they are already attuned to a worldly domain: a domain bearing creature who manifests a domain mark of the same domain that they bear does not suffer the flaw from their mark.
A creature cannot have more than one domain mark. If they ever attempt to force more than one mark, they take a number of d10s of Force damage equal to their level and do not receive the mark.
If you wish to start with a domain mark, you may replace one of your Major Traits with a Mark. You MUST have a WRITTEN lore reason for doing so, otherwise I will not allow you to take one of these feats as a starting feat; it's not hard to come up with something, I don't want this to just be something you slap on and forget about until its convenient.
You can acquire these marks throughout the campaign. You can find a worldly tattoo artists to give you a mark; you may only do so after you reach levels 4, 8, 12, 16, or 19 in place of taking an Ability Score Increase or another feat. The basic marks cost 250 GP and take one working day to complete. Upgrading this mark to a Greater Mark costs 500 GP and another working day to complete, and also can only be done in place of an Ability Score Increase or another feat. Alternatively, if you suffer a critical blow from a domain bearer (or in the case of locations / item, in the presence of a domain bearer), are blessed by a powerful domain bearer, or otherwise endure a life-changing experience revolving one of the worldly domains throughout the campaign, I may give you one of these marks for free.
Mark of Arcana
Domain Mark Feat (Prerequisite: Can’t Have Another Domain Mark Feat)
You gain the following benefits.
- Arcane Knack. You know one cantrip of your choice from the Wizard spell list. Also, choose a 1st level spell from that spell list. At level 3, choose a 2nd level spell from that list. You always have these spells prepared. You can cast each once without a spell slot, and you regain the ability to cast them in that way when you finish a Long Rest. You can also cast these spells using any spell slots you have. You may choose Intelligence, Wisdom, or Charisma as your spellcasting ability for these spells.
- Spells of the Mark. If you have the Spellcasting or Pact Magic feature, the spells on the Mark of Arcana Spells table are added to that feature’s spell list.
Mark of Arcana Spells
| Spell Level |
Spells |
| 1st |
Detect Magic, Burning Hands |
| 2nd |
Arcane Vigor, Nystul’s Magic Aura |
| 3rd |
Counterspell, Glyph of Warding |
| 4th |
Arcane Eye, Dimension Door |
| 5th |
Teleportation Circle |
You suffer one of the following flaws, or a flaw that you and I agree on:
- Symbols depicting the school of magic of your most recently cast spell surround your mark
- You are compelled to solve every issue with a spell
- You are terrified of anything that would cause you to be unable to cast, such as a blindfold, cloth gag, handcuffs, or spells such as Dispel Magic and Counterspell
Greater Arcana Mark
General Feat (Prerequisite: Level 4+, Mark of Arcana Feat)
You gain the following benefits.
- Arcane Intuition. When you make Intelligence (Arcana or Monster) checks, you can roll 1d6 and add the number rolled to the ability check.
- Improved Knack. At level 5, choose a 3rd level spell from the Wizard spell list. At level 7, choose a 4th level spell from the Wizard spell list. You always have these spells prepared. You can cast each once without a spell slot, and you regain the ability to cast them in that way when you finish a Long Rest. You can also cast these spells using any spell slots you have. You may choose Intelligence, Wisdom, or Charisma as your spellcasting ability for these spells.
Mark of Beauty
Domain Mark Feat (Prerequisite: Can’t Have Another Domain Mark Feat)
You gain the following benefits.
- Natural Visage. You know the Friends cantrip, and targets of the cantrip do not become aware of the casting when you use it. You always have the Charm Person spell prepared. You can cast the spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat). When you reach character level 3, you also always have the Calm Emotions spell prepared and can cast it the same way.
- Spells of the Mark. If you have the Spellcasting or Pact Magic feature, the spells on the Mark of Beauty Spells table are added to that feature’s spell list.
Mark of Beauty Spells
| Spell Level |
Spells |
| 1st |
Animal Friendship, Command |
| 2nd |
Enthrall, Suggestion |
| 3rd |
Tongues, Beacon of Hope |
| 4th |
Charm Monster, Compulsion |
| 5th |
Geas |
You suffer one of the following flaws, or a flaw that you and I agree on:
- You become egotistical and struggle to accept that others may be better than you
- Your mark sparkles and shines like glitter
- You are uncomfortable if you are not speaking or otherwise holding someone's attention
Greater Beauty Mark
General Feat (Prerequisite: Level 4+, Mark of Beauty Feat)
You gain the following benefits.
- Charmer's Intuition. When you make Wisdom (Insight) or Charisma (Persuasion) checks, you can roll 1d6 and add the number rolled to the ability check.
- Improved Visage. You may ignore the Verbal and Somatic components of any spell you cast that inflicts the Charmed condition or is otherwise classified as a charm.
Mark of Chaos
Domain Mark Feat (Prerequisite: Can’t Have Another Domain Mark Feat)
You gain the following benefits.
- Chaotic Magic. You know one cantrip of your choice from the Sorcerer spell list. Also, choose a level 1 spell from that spell list. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Short or Long Rest. You can also cast this spell using any spell slots you have. You may choose either Constitution or your class's spellcasting ability score as your spellcasting ability for this spell.
- Chaos Surge. When you cast the level 1 spell from this feat, you can expend any number of your Hit Point Dice and roll them. 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 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.
- Spells of the Mark. If you have the Spellcasting or Pact Magic feature, the spells on the Mark of Chaos Spells table are added to that feature’s spell list.
Mark of Chaos Spells
| Spell Level |
Spells |
| 1st |
Chromatic Orb, Color Spray |
| 2nd |
Crown of Madness, Dragon's Breath |
| 3rd |
Fear, Summon Fey |
| 4th |
Confusion, Polymorph |
| 5th |
Conjure Elemental |
You suffer one of the following flaws, or a flaw that you and I agree on:
- The mark glows, pops, and sizzles at random.
- Something about your physical appearance changes every time you use your mark
- You are compelled to find a reason to use your mark recklessly
Greater Chaos Mark
General Feat (Prerequisite: Level 4+, Mark of Chaos Feat)
You gain the following benefits.
- Sorcerous Fortitude. When you make a Constitution saving throw, you can roll 1d6 and add the number rolled to the save. You can use this benefit a number of times equal to your Proficiency Bonus and regain all expended uses when you finish a Long Rest.
- Mark of Inspiration. When you cast a cantrip, you can expend one of your Hit Point Dice and roll it. You gain a number of Temporary Hit Points equal to the number rolled, and one creature of your choice within 30 feet of you (not including you) takes Force damage equal to the number rolled.You can use this benefit a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Mark of Death
Domain Mark Feat (Prerequisite: Can’t Have Another Domain Mark Feat)
You gain the following benefits.
- Reaper's Calling. You always have the Hunter’s Mark spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Short or Long Rest. You can also cast it using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).
- Spells of the Mark. If you have the Spellcasting or Pact Magic feature, the spells on the Mark of Death Spells table are added to that feature’s spell list.
Mark of Death Spells
| Spell Level |
Spells |
| 1st |
Inflict Wounds, Ray of Sickness |
| 2nd |
Acid Arrow, Ray of Enfeeblement |
| 3rd |
Hunger of Hadar, Feign Death |
| 4th |
Blight, Black Tentacles |
| 5th |
Destructive Wave |
You suffer one of the following flaws, or a flaw that you and I agree on:
- Animals are uneasy around you
- In dim light or darkness, you appear partially skeletal
- You become more violent and are compelled to strike lethally if given the opportunity
Greater Death Mark
General Feat (Prerequisite: Level 4+, Mark of Death Feat)
You gain the following benefits.
- Reaper’s Intuition. When you make Wisdom (Autopsy or Tracking) checks, you can roll 1d6 and add the number rolled to the ability check.
- Improved Calling. When you cast Hunter’s Mark, you may cast it at 3rd level for free instead of 1st once per Short or Long rest. You can also modify it so that the target can’t benefit from the Invisible condition for the duration of the spell. Once you modify the spell with this benefit, you can’t do so again until you finish a Long Rest.
Mark of Forge
Domain Mark Feat (Prerequisite: Can’t Have Another Domain Mark Feat)
You gain the following benefits.
- Spellsmith. You know the Mending cantrip. You also always have the Magic Weapon spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).
- Spells of the Mark. If you have the Spellcasting or Pact Magic feature, the spells on the Mark of Making Spells table are added to that feature’s spell list.
Mark of Forge Spells
| Spell Level |
Spells |
| 1st |
Identify, Tenser’s Floating Disk |
| 2nd |
Continual Flame, Spiritual Weapon |
| 3rd |
Conjure Barrage, Elemental Weapon |
| 4th |
Fabricate, Stone Shape |
| 5th |
Creation |
You suffer one of the following flaws, or a flaw that you and I agree on:
- You are constantly curious about what things are made of
- Your mark appears to be made from cut wood, stone, or metal parts
- You are uncomfortable if you are not wearing or wielding something that you made yourself.
Greater Forge Mark
General Feat (Prerequisite: Level 4+, Mark of Forge Feat)
You gain the following benefits.
- Artisan’s Intuition. When you make an Intelligence (Appraisal) check or an ability check using Artisan’s Tools, you can roll 1d6 and add the number rolled to the ability check.
- Improved Making. When you cast Magic Weapon, you can modify the spell so that the first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, if the bonus is +2, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +1 bonus to Armor Class. The adjusted bonus remains in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it. Once you modify the spell using this benefit, you can’t do so again until you finish a Long Rest.
Mark of Grave
Domain Mark Feat (Prerequisite: Can’t Have Another Domain Mark Feat)
You gain the following benefits.
- Spiritual Connection. You know the Spare the Dying cantrip. When you reach character level 3, you always have the Gentle Repose and Summon Soul Coin spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).
- Spells of the Mark. If you have the Spellcasting or Pact Magic feature, the spells on the Mark of Grave Spells table are added to that feature’s spell list.
Mark of Grave Spells
| Spell Level |
Spells |
| 1st |
Bane, Purify Food and Drink |
| 2nd |
Warding Bond, Aid |
| 3rd |
Animate Dead, Feign Death |
| 4th |
Death Ward, Divination |
| 5th |
Raise Dead |
You suffer one of the following flaws, or a flaw that you and I agree on:
- You hear voices that sound like the recently deceased. You are unable to discern what they are saying.
- Old or sick creatures are uneasy around you and try to avoid you
- The skin around your mark appears to be rotting or decaying
Greater Grave Mark
General Feat (Prerequisite: Level 4+, Mark of Grave Feat)
You gain the following benefits.
- Undertaker’s Intuition. When you make Wisdom (Medicine or Autopsy) checks, you can roll 1d6 and add the number rolled to the ability check.
- Improved Connection. You can cast Spare the Dying at twice its original range. Once per Long Rest, when you cast the Spare the Dying cantrip, both you and the target creature can restore a number of hit points equal to your spellcasting modifier plus your proficiency bonus.
Mark of Knowledge
Domain Mark Feat (Prerequisite: Can’t Have Another Domain Mark Feat)
You gain the following benefits.
- Magical Detection. You always have the Detect Magic and Detect Poison and Disease spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat). When you reach character level 3, you also always have the See Invisibility spell prepared and can cast it the same way.
- Spells of the Mark. If you have the Spellcasting or Pact Magic feature, the spells on the Mark of Knowledge Spells table are added to that feature’s spell list.
Mark of Knowledge Spells
| Spell Level |
Spells |
| 1st |
Detect Evil and Good, Identify |
| 2nd |
Detect Thoughts, Find Traps |
| 3rd |
Clairvoyance, Nondetection |
| 4th |
Arcane Eye, Divination |
| 5th |
Legend Lore |
You suffer one of the following flaws, or a flaw that you and I agree on:
- You are compelled to correct anyone who says anything you know is false
- The skin around your mark is surrounded by text from the last thing you read
- You are constantly curious and compelled to research things you don't know
Greater Knowledge Mark
General Feat (Prerequisite: Level 4+, Mark of Knowledge Feat)
You gain the following benefits.
- Deductive Intuition. When you make a Wisdom (Insight or Perception) check, you can roll 1d6 and add the number rolled to the ability check.
- Improved Detection. When you cast See Invisibility, you can modify it so that for the duration of the spell, you have Advantage on Initiative rolls and enemies that roll Initiative within 30 feet of you can’t gain Advantage on the roll. Once you modify the spell with this benefit, you can’t do so again until you finish a Long Rest.
Mark of Life
Domain Mark Feat (Prerequisite: Can’t Have Another Domain Mark Feat)
You gain the following benefits.
- Healing Touch. You always have the Cure Wounds spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat). When you reach character level 3, you also always have the Lesser Restoration spell prepared and can cast it the same way.
- Spells of the Mark. If you have the Spellcasting or Pact Magic feature, the spells on the Mark of Healing Spells table are added to that feature’s spell list.
Mark of Life Spells
| Spell Level |
Spells |
| 1st |
False Life, Healing Word |
| 2nd |
Arcane Vigor, Prayer of Healing |
| 3rd |
Aura of Vitality, Mass Healing Word |
| 4th |
Aura of Life, Aura of Purity |
| 5th |
Awaken |
You suffer one of the following flaws, or a flaw that you and I agree on:
- You are compelled to show mercy even if it would be irrational
- The sight of blood and wounds nauseates you
- Your mark glows in rhythm with your heartbeat
Greater Life Mark
General Feat (Prerequisite: Level 4+, Mark of Life Feat)
You gain the following benefits.
- Medical Intuition. When you make a Wisdom (Medicine or Autopsy) check, you can roll 1d6 and add the number rolled to the ability check.
- Improved Healing. When you cast Cure Wounds and roll dice to determine the number of Hit Points restored, you can treat any 1 or 2 on a roll as a 3.
Mark of Light
Domain Mark Feat (Prerequisite: Can’t Have Another Domain Mark Feat)
You gain the following benefits.
- Radiant Presence. You know the Light cantrip. You always have the Color Spray and Faerie Fire spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat). When you reach character level 3, you also always have the Moonbeam spell prepared and can cast it the same way.
- Spells of the Mark. If you have the Spellcasting or Pact Magic feature, the spells on the Mark of Light Spells table are added to that feature’s spell list.
Mark of Light Spells
| Spell Level |
Spells |
| 1st |
Burning Hands, Guiding Bolt |
| 2nd |
Continual Flame, Flaming Sphere |
| 3rd |
Daylight, Fireball |
| 4th |
Fount of Moonlight, Wall of Fire |
| 5th |
Jallarzi's Storm of Radiance |
You suffer one of the following flaws, or a flaw that you and I agree on:
- Your mark glows a dim light constantly
- You are afraid of the dark and refuse to travel in minimal light
- You always appear to be standing next to a source of light, even in total darkness (this does not provide a light source, just changes how you appear)
Greater Light Mark
General Feat (Prerequisite: Level 4+, Mark of Light Feat)
You gain the following benefits.
- Brilliant Intuition. When you make Intelligence (Investigation) or Wisdom (Perception) checks, you can roll 1d6 and add the number rolled to the ability check.
- Improved Radiance. When casting a spell that deals Radiant damage, you may add your spellcasting modifier to the damage. You may double the radius of any illumination caused by spells you cast, but not the radius where damage is dealt.
Mark of Nature
Domain Mark Feat (Prerequisite: Can’t Have Another Domain Mark Feat)
You gain the following benefits.
- Primal Connection. You always have the Animal Friendship and Speak with Animals spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).
- Spells of the Mark. If you have the Spellcasting or Pact Magic feature, the spells on the Mark of Nature Spells table are added to that feature’s spell list.
Mark of Nature Spells
| Spell Level |
Spells |
| 1st |
Command, Find Familiar |
| 2nd |
Locate Animals or Plants, Beast Sense |
| 3rd |
Conjure Animals, Speak with Plants |
| 4th |
Dominate Beast, Locate Creature |
| 5th |
Commune with Nature |
You suffer one of the following flaws, or a flaw that you and I agree on:
- Animals tend to follow you, potentially bothering others or breaking things to get your attention
- You are off-put or uncomfortable whenever you are away from plants or animals
- Small flowers sprout from the skin around your mark
Greater Nature Mark
General Feat (Prerequisite: Level 4+, Mark of Nature Feat)
You gain the following benefits.
- Nature’s Intuition. When you make a Wisdom (Perception, Survival, or Animal Handling) check or Intelligence (Ecology) check, you can roll 1d6 and add the number rolled to the ability check.
- Primal Connection. When you cast Animal Friendship through your mark, targeting a Large or larger creature, you may ride it as if you have proficiency with handling the animal. While mounted, the creature gains temporary hit points equal to your level. Immediately after you hit a target within 5 feet of your mount with a melee attack roll, your mount can take a Reaction to move up to its Speed or take the Attack action to make one attack only (your choice).
Mark of Order
Domain Mark Feat (Prerequisite: Can’t Have Another Domain Mark Feat)
You gain the following benefits.
- Divine Aptitude. You always have the Protection from Evil and Good spell prepared. You can cast the spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat). When you reach character level 3, you also always have the Zone of Truth spell prepared and can cast it the same way.
- Spells of the Mark. If you have the Spellcasting or Pact Magic feature, the spells on the Mark of Order Spells table are added to that feature’s spell list.
Mark of Order Spells
| Spell Level |
Spells |
| 1st |
Find Steed, Comprehend Languages |
| 2nd |
Silence, Warding Bond |
| 3rd |
Dispel Magic, Magic Circle |
| 4th |
Banishment, Death Ward |
| 5th |
Dispel Evil and Good |
You suffer one of the following flaws, or a flaw that you and I agree on:
- Your features appear unusually symmetrical
- You are compelled to control any situation and boss people around, even where you have no authority
- You are extremely uncomfortable whenever you are not clued in on plans, kept in the dark, or have reason to believe someone is being dishonest with you, and are compelled to learn more about the situation
Greater Order Mark
General Feat (Prerequisite: Level 4+, Mark of Order Feat)
You gain the following benefits.
- Diligent Intuition. When you make Wisdom (Strategy) or Charisma (Persuasion or Intimidation) checks, you can roll 1d6 and add the number rolled to the ability check.
- Improved Aptitude. When you cast the spell Protection from Evil and Good, you may choose two creature types instead of one.
Mark of Tempest
Domain Mark Feat (Prerequisite: Can’t Have Another Domain Mark Feat)
You gain the following benefits.
- Storm’s Boon. You have Resistance to Lightning damage.
- Storm Magic. You know the Thunderclap cantrip. When you reach character level 3, you also always have the Gust of Wind spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).
- Spells of the Mark. If you have the Spellcasting or Pact Magic feature, the spells on the Mark of Tempest Spells table are added to that feature’s spell list.
Mark of Tempest Spells
| Spell Level |
Spells |
| 1st |
Feather Fall, Fog Cloud |
| 2nd |
Levitate, Shatter |
| 3rd |
Sleet Storm, Wind Wall |
| 4th |
Conjure Minor Elemental, Control Water |
| 5th |
Conjure Elemental |
You suffer one of the following flaws, or a flaw that you and I agree on:
- Your mark appears constantly wet, frozen, or sparking with electricity
- Your palms are constantly wet or icy, or you deliver static shocks to anyone you touch
- You are uncomfortable any time you cannot see the open sky
Greater Tempest Mark
General Feat (Prerequisite: Level 4+, Mark of Tempest Feat)
You gain the following benefits.
- Windwright’s Intuition. When you make a Dexterity (Acrobatics) check, an Intelligence (Ecology) check related to the weather, or an ability check using Navigator’s Tools, you can roll 1d6 and add the number rolled to the ability check.
- Improved Storm. When you cast Gust of Wind, you modify the spell so that you gain a Fly Speed equal to half your Speed (round down) for the duration of the spell. Once you modify the spell with this benefit, you can’t do so again until you finish a Long Rest.
Mark of Trickery
Domain Mark Feat (Prerequisite: Can’t Have Another Domain Mark Feat)
You gain the following benefits.
- Shape Shadows. You know the Minor Illusion cantrip. You also always have the Invisibility spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).
- Spells of the Mark. If you have the Spellcasting or Pact Magic feature, the spells on the Mark of Trickery Spells table are added to that feature’s spell list.
Mark of Trickery Spells
| Spell Level |
Spells |
| 1st |
Disguise Self, Silent Image |
| 2nd |
Darkness, Pass without Trace |
| 3rd |
Clairvoyance, Major Image |
| 4th |
Greater Invisibility, Hallucinatory Terrain |
| 5th |
Mislead |
You suffer one of the following flaws, or a flaw that you and I agree on:
- You become a compulsive liar
- Your mark appears to visibly warp or expel mist
- You become distrustful of others and are never certain if people are telling the truth or if they are hiding something
Greater Trickery Mark
General Feat (Prerequisite: Level 4+, Mark of Trickery Feat)
You gain the following benefits.
- Cunning Intuition. When you make a Dexterity (Stealth) or Charisma (Deception) check, you can roll 1d6 and add the number rolled to the ability check.
- Improved Shadow. When you cast Invisibility on yourself, you can modify the spell to also affect one willing creature within 5 feet of yourself. The Invisible condition ends immediately for an affected creature after it makes an attack roll, deals damage, or casts a spell. Once you modify the spell with this benefit, you can’t do so again until you finish Long Rest.
Mark of Twilight
Domain Mark Feat (Prerequisite: Can’t Have Another Domain Mark Feat)
You gain the following benefits.
- Wards and Seals. You always have the Alarm and Mage Armor spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).When you reach character level 3, you also always have the Arcane Lock spell prepared and can cast it the same way.
- Spells of the Mark. If you have the Spellcasting or Pact Magic feature, the spells on the Mark of Twilight Spells table are added to that feature’s spell list.
Mark of Twilight Spells
| Spell Level |
Spells |
| 1st |
Armor of Agathys, Fog Cloud |
| 2nd |
Darkness, Invisibility |
| 3rd |
Leomund's Tiny Hut, Magic Circle |
| 4th |
Fount of Moonlight, Mordenkainen’s Sanctum |
| 5th |
Circle of Power |
You suffer one of the following flaws, or a flaw that you and I agree on:
- You become photosensitive and prefer to travel at night
- You appear constantly cloaked in shadow, even during clear, sunny weather
- Candles and torches have a chance to go out in your proximity
Greater Twilight Mark
General Feat (Prerequisite: Level 4+, Mark of Twilight Feat)
You gain the following benefits.
- Warder’s Intuition. When you make an Intelligence (Investigation) check or a Wisdom (Insight) check, you can roll 1d6 and add the number rolled to the ability check.
- Improved Warding. When you cast Mage Armor on yourself, you can modify the spell to also affect one willing creature you can see within 30 feet of yourself. Once you modify the spell with this benefit, you can’t do so again until you finish a Long Rest.
Mark of War
Domain Mark Feat (Prerequisite: Can’t Have Another Domain Mark Feat)
You gain the following benefits.
- Warrior's Shield. You always have the Shield spell and the Compelled Duel prepared. You can cast each once without a spell slot, and you regain the ability to cast them in that way when you finish a Long Rest. You can also cast them using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).
- Spells of the Mark. If you have the Spellcasting or Pact Magic feature, the spells on the Mark of War Spells table are added to that feature’s spell list.
Mark of War Spells
| Spell Level |
Spells |
| 1st |
Searing Smite, Shield of Faith |
| 2nd |
Shining Smite, Flame Blade |
| 3rd |
Blinding Smite, Crusader's Mantle |
| 4th |
Staggering Smite, Guardian of Faith |
| 5th |
Banishing Smite |
You suffer one of the following flaws, or a flaw that you and I agree on:
- You feel the need to instigate or bicker constantly
- Your mark always appears to be surrounded by fresh wounds, bruises, or blood
- You become a sore loser and are compelled to cheat if you are ever on the backfoot of a game or competition
Greater War Mark
General Feat (Prerequisite: Level 4+, Mark of War Feat)
You gain the following benefits.
- Warrior's Intuition. When you make a Wisdom (Strategy, Tracking, or Perception) check, you can roll 1d6 and add the number rolled to the ability check.
- Improved Sentinel. When you cast Shield, you can modify the spell so that it magically marks a creature you can see within 30 feet of you until the end of its next turn. While marked, the target must spend 2 feet of movement for every 1 foot they move away from you
Potent Domain Mark
General Feat (Prerequisite: Level 4+, Any Domain Mark Feat, Can’t Have A Greater Mark Feat)
You gain the following benefits.
- Domain Preparation. You always have the spells on your domain mark feat’s Spells of the Mark list (if any) prepared.
- Domain Spellcasting. You have one spell slot to cast the spells granted by your Dragonmark feat. The spell slot’s level is one-half your level (round up), to a maximum of level 5. You regain the expended slot when you finish a Long Rest. You can use this spell slot to cast only a spell that you have prepared because of your domain mark feat or the domain preparation benefit of this feat.
Comments