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Action PointsEberron

The Eberron campaign setting introduced this concept to reflect characters who are larger-than-life heroes destined for great things. Action points allow a player to add a bonus on any d20 roll so that characters can dodge or at least mitigate the effects of bad luck. This rule inspired the “Hero Points” optional rule presented in chapter 9 of the Dungeon Master’s Guide.

You start with 5 action points at 1st level. Each time you gain a level, you lose any unspect action points and gain a new total equal to 5 + half your level.

You can spend an action point whenever you roll a d20 to make an attack roll, an ability check, or a saving throw. You don’t have to decide until after you make the roll and learn if it succeeded or failed. If you spend an action point, roll a d6 and add it to your d20 result, possibly changing a failure into a success. You can spend only 1 action point per roll.

In addition, whenever you fail a death saving throw, you can spend an action point to make it a success.

DragonmarksEberron

Dragonmarks are elaborate skin patterns, similar to tattoos, that grant their bearers innate spellcasting abilities. Each type of mark is tied to large, extended families that each control a different industry or trade in Eberron. Not every member of a given family possesses a dragonmark; conversely, merely possessing a dragonmark does not grant special status within the house.

You must use a feat to gain a dragonmark. You are a member of its corresponding dragonmarked house (or houses, in the case of the Mark of Shadow) and must belong to its listed race or races.

Dragonmarks
MarkHouseRaceInfluence
DetectionMedaniHalf-elfWarning Guild
FindingTharashkHalf-orc, humanFinders Guild
HandlingVadalisHumanHandlers Guild
HealingJorascoHalflingHealers Guild
HospitalityGhallandaHalflingHostelers Guild
MakingCannithHumanTinkers Guild, Fabricators Guild
PassageOrienHumanCouriers Guild, Transportation Guild
ScribingSivisGnomeNotaries Guild, Speakers Guild
SentinelDeneithHumanBlademarks Guild, Defenders Guild
ShadowPhiarlanElfEntertainers and Artisans Guild
ShadowThuranniElfShadow Network
StormLyranderHalf-elfWindwrights Guild, Raincallers Guild
WardingKundarakDwarfBanking Guild, Warding Guild

Aberrant dragonmarks occasionally appear, which are not tied to the dragonmarked houses and have a variety of effects. To represent an aberrant dragonmark for your character, choose the Magic Initiate feat from the Player’s Handbook.

New Feat: Dragonmark

You have a magical mark that indicates you are a member of one of the dragonmarked houses. Select one of the options from the Dragonmarks table.

You gain the ability to innately cast spells and cantrips, as summarized in the Dragonmark Benefits table, using the spellcasting ability listed under the Ability column. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:

  • When you first take this feat, you gain the least dragonmark. You learn the spells listed under the Least column.
  • At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You also learn the spell listed under the Lesser column.
  • At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You also learn the spell listed under the Greater column.
Dragonmark Benefits
MarkAbilityLeastLesserGreater
DetectionWisdomDetect magic, mage handDetect thoughtsClairvoyance
FindingWisdomIdentify, mage handLocate objectClairvoyance
HandlingWisdomDruidcraft, speak with animalsBeast senseConjure animals
HealingWisdomCure wounds, spare the dyingLesser restorationRevivify
HospitalityCharismaFriends, unseen servantRope trickLeomund’s tiny hut
MakingIntelligenceIdentify, mendingMagic weaponFabricate
PassageIntelligenceExpeditious retreat, lightMisty stepTeleportation circle
ScribingIntelligenceComprehend languages, messageSendingTongues
SentinelWisdomBlade ward, compelled duelBlurProtection from energy
ShadowCharismaDancing lights, disguise selfDarknessNondetection
StormIntelligenceFog cloud, shocking graspGust of windSleet storm
WardingIntelligenceAlarm, resistanceArcane lockMagic circle

Fighting Styles

The following new options are available to anyone choosing a Fighting Style feature.

Close Quarters Shooter

You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.

Mariner

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

Tunnel Fighter

You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

gollark: Oh *no*, did I forget to set max_workers?
gollark: You are doing it wrong.
gollark: It says> One of the goals of early computer scientists was to create a chess-playing machine. In 1997, Deep Blue became the first computer to beat the reigning World Champion in a match when it defeated Garry Kasparov. Today's chess engines are significantly stronger than even the best human players, and have deeply influenced the development of chess theory. so it seems like a *good* blind guess.
gollark: And the model will just blindly guess if it has to.
gollark: It only pulls from the first section of Wikipedia pages, see.
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