Thursday, December 4, 2025

FotA Dragonmark Backgrounds and Feats: In Depth Look: Houses Medani, Orien, Phiarlan, Sivis, Tharashk, Thuranni, and Vadalis

 Continuing with our look at the various Dragonmarked Houses, we're seeing what kind of characters and builds we might go for with each collection.

As a reminder, each House "heir" background comes with a corresponding Dragonmark feat (which functions as your Origin feat) and then can take the "Greater" upgrade to that feat as a general feat, as well as Potent Dragonmark.

Each Dragonmark feat comes with a d4 bonus to certain skills, which I'm calling Dragonmark Skills.

They also give you a spell or two or three that you can cast once for free per day (along the lines of a species ability) as well as with your own spell slots if you have them. I'm calling these Dragonmark Spells.

Then, each Dragonmark (except the Aberrant Mark) comes with a list of spells that are added to your class spell list (if you have one). The list is called Spells of the Mark (not to be confused with the Dragonmark spells, which are separate).

Once again, the Potent Dragonmark will change your Spells of the Mark to instead be always prepared, and also grants you a single spell slot that can be used only to cast the spells on that list. The spell slot is of a level equal to half your character level (rounded up) to a maximum of 5th, and recharges on a Short or Long rest (a bit like a Warlock pact slot).

We're organizing this by Dragonmarked House, and starting from the corresponding backgrounds. While you might be able to get these Marks via other backgrounds (like pre-2024 ones) the most unambiguously rules-compliant version is to take the corresponding background.

House Medani

    House Medani Heir:

Ability Scores: Dexterity, Intelligence, Wisdom

Skills: Insight, Investigation

Tools: Disguise Kit

    Mark of Detection:

Dragonmark Skills: Intelligence (Investigation) and Wisdom (Insight)

Dragonmark Spells: Detect Magic, Detect Poison and Disease, See Invisibility (requires character level 3).

Spells of the Mark:

1st: Detect Evil and Good, Identify

2nd: Detect Thoughts, Find Traps

3rd: Clairvoyance, Nondetection

4th: Arcane Eye, Divination

5th: Legend Lore

    Greater Mark of Detection

Ability Score: Any

Dragonmark Skill: Standard d6 upgrade

Miscellaneous: When you cast See Invisibility with this feat, you can choose another creature you can see within 30 feet. That creature gains the benefits of the spell as well for its duration.

    This would all thematically fit a detective-like character for sure, though of course there's also the Inquisitive background for that. I think that the ability scores could suit a Monk, Ranger, or many types of Rogue (Arcane Trickster, for example, who will like both the Dex and Int).

    The spells will not help at all in combat, except in cases where you're facing invisible foes, but they could be quite helpful in various mystery-like challenges, looking for clues, infiltrating seedy bars, etc. I really think this is very campaign-dependent. There are some pretty solid spells here, though Find Traps remains the most laughably terrible spell.

House Orien

    House Orien Heir

(Hey, is the "train house" called that because of the Orient Express?)

Ability Score: Dexterity, Constitution, Intelligence

Skills: Acrobatics, Athletics

Tools: Cartographer's Tools

    Mark of Passage:

Dragonmark Skills: Strength (Athletics) and Dexterity (Acrobatics)

Dragonmark Spell: Misty Step

Miscellaneous: Your speed increases by 5 feet.

Spells of the Mark:

1st: Expeditious Retreat, Jump

2nd: Find Steed, Pass without Trace

3rd: Blink, Phantom Steed

4th: Dimension Door, Freedom of Movement

5th: Teleportation Circle

    Greater Mark of Passage:

Ability Score: Any

Dragonmark Skills: Standard d6 upgrade

Miscellaneous: When you cast Misty Step with this feat to cast the spell without a spell slot, you can choose up to two willing creatures you can see within 30 feet of yourself. Those creatures can take a reaction to teleport up to 30 feet to an unoccupied space they can see.

    I'm a real sucker for mobility in D&D, and so I think that this has a really fantastic set of spells (Misty Step is one I like to take on basically any character who can get it). The ability scores here are good for basically any Int- or Dex-based character. While the three-person Misty Step is only once a day, it could really save your bacon if a bunch of people need to get out of a bad situation fast.

    Somehow, this feels like the "fighting on top of a train" Dragonmark, which is appropriate as House Orien runs the Lightning Trains. Notably, full casters (which is probably just Wizards, given the ability scores) will be able to get a more powerful, flying mount from Find Steed far earlier than a Paladin. And Pass without Trace is a really great spell that can make it far, far more likely the party succeed on their group stealth checks. Pretty solid all around, though no real damage-enhancements here.

    Classes like Artificers who don't naturally get Misty Step are going to really like having it (though I think Cartographers do get it).

House Phiarlan

    House Phiarlan Heir

Ability Scores: Dexterity, Wisdom, Charisma

Skills: Deception, Stealth

Tool: Disguise Kit

    Mark of Shadow:

Dragonmark Skills: Dexterity (Stealth) and Charisma (Performance)

Dragonmark Spells: Minor Illusion, Invisibility (requires character level 3)

Spells of the Mark:

1st: Disguise Self, Silent Image

2nd: Darkness, Pass without Trace

3rd: Clairvoyance, Major Image

4th: Greater Invisibility, Hallucinatory Terrain

5th: Mislead

    Greater Mark of Shadow:

Ability Score: Any

Dragonmark Skills: Standard d6 upgrade

Miscellaneous: When you cast Invisibility without a spell slot using the Dragonmark, you can cast it at 3rd level (which allows you to affect two creatures).

    This clearly works well for intrigue-focused characters. The ability scores to me seem best for Monks, Bards, and Rangers - also potentially Dex-based Paladins. And the Dexterity can be a bit of a consolation prize for Charisma-based casters who would prefer Constitution.

    The real key here is that the skills and spells all really make you slippery in a kind of "urban intrigue" scenario. I do find that the fact that you get Performance instead of Deception pushes this a bit more into Bard territory - work with your DM to determine what counts for each skill (I like Performance as a way to blend in with a crowd - not literally sneaking, but just walking with purpose as if you belong there).

    The various illusion spells, including Pass without Trace, can have some application outside of intrigue, so I think that there's a fair amount of utility here even if you aren't staking out the alleyways of Sharn.

House Sivis

    House Sivis Heir

Ability Scores: Intelligence, Wisdom, Charisma

Skills: History, Perception

Tools: Calligrapher's Supplies

    Mark of Scribing:

Dragonmark Skills: Intelligence (History) or any check using Calligrapher's Supplies

Dragonmark Spells: Message, Comprehend Languages, Magic Mouth (requires character level 3)

Spells of the Mark:

1st: Command, Illusory Script

2nd: Animal Messenger, Silence

3rd: Sending, Tongues

4th: Arcane Eye, Confusion

5th: Dream

    Hoo boy, the ability scores on this are rough, because it's very rare outside of weird multiclass builds to want two particularly good mental ability scores. In theory, any caster can make some use of this, but they'll be getting a bit that boosts something less important to them.

    I also think that the other bonuses here are a bit underwhelming. I mean, Sending can be great if you're in a fight against enemy spellcasters (though given that spellcaster stat blocks tend to have some non-spell magical attack, I don't know that it will truly shut them down unless the DM rules that it does).

    This is all thematic, for sure, but I think if you're looking for power, you might consider looking elsewhere.

House Tharashk

    House Tharashk Heir

Ability Scores: Constitution, Intelligence, Wisdom

Skills: Perception, Survival

Tools: One kind of Gaming set of your choice

    Mark of Finding:

Dragonmark Skills: Wisdom (Perception or Survival)

Dragonmark Spells: Hunter's Mark, Locate Object (requires character level 3)

Spells of the Mark:

1st: Faerie Fire, Longstrider

2nd: Locate Animals or Plants, Mind Spike

3rd: Clairvoyance, Speak with Plants

4th: Divination, Locate Creature

5th: Commune with Nature

    Greater Mark of Finding:

Ability Score: Any

Dragonmark Skills: Standard d6 upgrade

Miscellaneous: When you use the Dragonmark to cast Hunter's Mark without a spell slot, the range is doubled and you can modify it so that the target can't benefit from the invisible condition for the duration.

    This can make an implacable bounty-hunter character. The ability scores seem great for a Wizard, Druid, or Artificer, though I think a Ranger who picks up Shillelagh with the Druidic Warrior fighting style might fit this the very best, though of course there's some redundancy there.

    While Hunter's Mark falls off in power at higher levels, it's very solid early on, and it's very nice for a non-caster. Unfortunately, with no boost to Dex or Strength, you're probably playing a caster of some sort when you pick this.

House Thuranni

    House Thuranni Heir:

Ability Scores: Dexterity, Intelligence, Charisma

Skills: Performance, Stealth

Tools: Your choice of musical instrument

    Mark of Shadow

    Mark of Shadow:

Dragonmark Skills: Dexterity (Stealth) and Charisma (Performance)

Dragonmark Spells: Minor Illusion, Invisibility (requires character level 3)

Spells of the Mark:

1st: Disguise Self, Silent Image

2nd: Darkness, Pass without Trace

3rd: Clairvoyance, Major Image

4th: Greater Invisibility, Hallucinatory Terrain

5th: Mislead

    Greater Mark of Shadow:

Ability Score: Any

Dragonmark Skills: Standard d6 upgrade

Miscellaneous: When you cast Invisibility without a spell slot using the Dragonmark, you can cast it at 3rd level (which allows you to affect two creatures).

    No, you're not experiencing deja vu - House Phiarlan and House Thuranni both get the Mark of Shadow. I honestly think I need to read closer as to what the actual differences are between the houses in the lore. But basically, you're getting Performance in place of Deception and an instrument in place of a disguise kit. And finally, you're swapping Wisdom for Intelligence.

    I honestly think that that makes this a slightly tougher fit - you aren't going to be as happy going Monk or Ranger with this, but there are fewer Dex/Int archetypes that would prefer this (an Arcane Trickster is the one that comes to mind). Both will fit Bards fairly well, especially Valor/Dance/Swords Bards who genuinely want both high Charisma and Dex.

House Vadalis

    House Vadalis Heir:

Ability Scores: Constitution, Wisdom, Charisma

Skills: Animal Handling, Nature

Tools: Herbalism Kit

    Mark of Handling:

Dragonmark Skills: Intelligence (Nature) and Wisdom (Animal Handling)

Dragonmark Spells: Animal Handling, Speak with Animals

Miscellaneous: When you reach character level 3, you can target Monstrosities with Animal Friendship and Speak with Animals if the creature's Intelligence is 3 or lower.

Spells of the Mark:

1st: Command, Find Familiar

2nd: Beast Sense, Calm Emotions

3rd: Beacon of Hope, Conjure Animals

4th: Aura of Life, Dominate Beast

5th: Awaken

    Greater Mark of Handling

Ability Score: Any

Dragonmark Skills: Standard d6 upgrade

Miscellaneous: When you're mounted, immediately after you hit a target within 5 feet of your mount with an attack, your mount can take a reaction to move up to its speed or take the attack action (your choice)

Also, as a magic action, you can try to exert command over a Beast or Monstrosity you can see within 30 feet. The target must make a Wisdom saving throw with a DC based on your Wisdom modifier, and is Frightened until the start of your next turn on a failure. You can do this PB times per long rest.

    Given that Beasts only go up to CR 8 or so, getting to use those spells on a Monstrosity is actually a really big upgrade, which can be a lot tougher and also just are something you'll face far more of in a campaign, though do bear in mind that intelligence maximum.

    The ability bonuses of the background certainly point you a bit more toward a Wisdom or Charisma-based spellcaster, though again I think this is a very solid match for a Ranger using Shillelagh via Druidic Warrior, and the Greater version of the Mark clearly favors Wisdom.

    People often forget that "Animal Handling" is not strictly "beast handling," and so as a DM I would allow this skill to interact with many kinds of low-intelligence creatures, especially monstrosities, which can often be very beast-like in nature.

Reflecting on Dragonmarks:

Generally speaking, I think I was more inspired by the power of the first batch of these Dragonmarked Houses. I don't think any meet the "hacking for insane damage" combo that is House Lyrandar with the Mark of Storm and Potent Dragonmark. But that might be too high a bar to set.

The fact of the matter is that these can all bring quite a bit to your character - the Dragonmark spells are already along the lines of species-based spellcasting, and then you've got the Spells of the Mark, which are similar to the Ravnica backgrounds (but also with a way to get them even better via Potent Dragonmark).

The Greater Marks are, if anything, I think generally the weakest options here. I think Potent Dragonmark is probably going to be a better choice in most situations, though if you want to lean very hard into your House identity, you can take them all.

I think it'll be quite tempting to take one of these Dragonmarked House backgrounds if you do an Eberron campaign - they feel like a pretty juicy bit of power compared to other origin feat options. I will say that, much like species that get spells, it's a little less juicy on a character who doesn't get spells. I like that Potent Dragonmark gives you a way to play around in that space, and I really appreciate that the spell slot recharges on a short rest, giving you reasonably reliable use of them without being able to use them in every fight.

I also feel like the raw power of these backgrounds also presents a certain dramatic story: even as the houses vie with one another for power, one can also imagine how the common folks (who just went through a horrifying war that profited the Dragonmarked Houses) might grow to resent them. While I'm less impressed by the mechanical power of the Aberrant Dragonmark, I also kind of love the way that it upsets the implied narrative that these Houses are likely to believe - that their marks are some kind of cosmic sign that they and their kin are somehow superior to the rest of Eberron's people.

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