The Dragonmarked Houses are a major part of Eberron's lore and world. While the overall pitch is 1930s pulp adventure (whether that be hard-boiled crime stories or racing to explore ancient ruins, Indiana Jones-style - which, yeah, is itself a throwback to 1930s pulp). But even if the world is one in which magic has given the setting the equivalent of early 20th century technology, the Dragonmarked Houses add a more fantastical element to the world.
Each of the Houses is blessed with a Dragonmark - a magical sigil that forms on their body that imbues them with some kind of magical power. The Houses, which are largely actual blood relations, but also grand organizations that act as monopolistic corporate enterprises and also sort of guilds, are the major powers in the setting. While there are several nations that just fought the massive Last War (and that name is probably over-optimistic,) the Houses transcend national borders.
I think a good analogue might be the Spacing Guild from Dune, if you're familiar: just as the Spacing Guild maintains (theoretical) political neutrality in order to maintain its monopoly on space travel, you'll similarly find that, say, Airships in Eberron must all be operated with someone bearing House Lyrandar's Mark of the Storm.
In Rising from the Last War, Dragonmarks were treated as new sub-races, or for races that didn't have such things, more like variants.
In an effort to give players greater freedom, and also tie into the overhauled feat system, these are now handled as feats. That said, there's guidance in the book that suggests that if you aren't a member of the family (and maybe not even the same species) you might take your Dragonmark feat at 4th level instead of as an Origin Feat. Naturally, this will slightly hamstring you, as you don't get any ability score bump from them.
The book has a background for each of the Dragonmarked Houses, which will give you a corresponding feat, though because these work like the ones in the 2024 PHB, they do come with specific ability score bonuses, which might not work well for you (if you wanted to be an Artificer who flies an Airship, sadly the Lyrandar Heir background doesn't give you a boost to Intelligence - again, this is the biggest problem I have with the 2024 revamp, and generally suggest taking older backgrounds if you can't find the feats/bonuses you want).
There are Dragonmark feats for each of the houses, as well as a few others, like the Aberrant Mark. These are designed as Origin Feats, and you also can't double up on them (a Human, for example, can't pick up the marks from two different houses).
Honestly, I'd originally intended to detail them all here, but they're all fairly complex, especially for Origin feats. Generally, similarly to how they were in RftLW, you'll get a d4 bonus to one or two skills associated with the house (like Investigation and Insight for the Mark of Detection) and then one or two free spells you can use each once per day, or that you can spend spell slots on to cast additional times. Then, there's a sort of expanded spell list you get, adding spells to your potential choices (though this doesn't automatically prepare them).
A few of these will also give you non-spell features, or modify spells in unusual ways (like letting you use Speak with Animals on Monstrosities).
If you're planning on playing a non-spellcaster character, I think these Dragonmarks get seriously devalued, but most D&D characters do have some kind of magic.
The Aberrant Dragonmark feat works a little differently, giving you broad access to your choice of Sorcerer spells (a cantrip and a 1st level spell) and then a one-a-day bonus to a Con save, and some extra Temp HP or damage to a foe when you use the 1st level spell you got.
Each of the Dragonmark Feats has a corresponding General Feat, including the Aberrant Mark, which require the previous one as a prerequisite. These give various other thematic bonuses related to the things you got for the basic Dragonmark, and also some new abilities that are a little more unique. These also grant a 1-point ability score bump of your choice, which makes them pretty broadly useful.
Potent Dragonmark is a catch-all enhancement to any of the Dragonmark feats. It'll increase the ability score chosen for the spells in the previous feat. It also makes all of the spells in the expanded spell list automatically prepared for free. Finally, it gives you an extra spell slot to use on the spells granted by your Dragonmark feat, which is of a level equal to half your level rounded up, to a maximum of 5. It also recharges on a short or long rest.
While you can only use this spell slot on a spell granted by the feat, this is actually pretty huge: if you're a half-caster, you'll be able to get access to 5th level spells by level 10.
Some of these spells are really good, and again, being a half (or one-third) caster with access to them early is quite amazing. As I interpret it, you can have higher-level spells prepared because you do have a spell slot to cast them, so an Eldritch Knight with Mark of the Storm is going to be able to cast Conjure Minor Elemental as early as 8th level (and be able to upcast it at level 10).
So, yeah, I'd strongly consider these feats if playing in an Eberron campaign, just make sure you coordinate with your DM.
Finally there's an Epic Boon that will grant you an 8th level or lower spell from the Sorcerer class list. There are suggested spells based on your type of Mark, but you actually get to choose. You can cast it once for free per day, and then spend a spell slot on it, which does mean potentially getting two (or a third if you upcast it to 9th level) 8th-level spells in a day, which is pretty rad. Non-casters and half/third casters will also probably enjoy having some high-powered magic.
Actually, upon closer inspection, the Epic Boon, Boon of Siberys, only requires you be in an Eberron campaign - no prerequisite to have a Dragonmark.
Once again, I think there are some really strong options here. I do think my favorite possibility is the aforementioned half/third-caster getting spells before they're supposed to (I now wonder if I ought to rebuild my Armorer to get Mark of the Storm... Maybe just use his extra Human origin feat to pick it up instead of Tough?) But each Mark comes with different things, so it's worth a pretty thorough read-through. (Man, and I normally never get excited about new feats!)
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