TEXT: The Mark of Death 
  A Character Creation Option 
  For the Eberron Setting 
  By Jeremy Thomas 
  
   
  The Mark of Death 
  For nearly all of Khorvaire's living residents, there are twelve 
  Dragonmarks.  Most people know of the titans of industry 
  that are the Dragonmarked Houses, and their mystical 
  birthrights that have given them positions of power and 
  wealth.  Ask most citizens of the nations of Khorvaire and 
  they can tell you at least something about House Cannith, 
  House Kundarak or House Orion. 
  But a rare few know of a thirteenth Dragonmark that used to 
  exist.  The Mark of Death has long been considered the most 
  mysterious and ominous of the established Dragonmarks for 
  a variety of reasons -- not the least of which is the fact that it 
  is believed extinct.  Once the hallmark of the necromantic 
  House of Vol on Aerenal, both the Mark and the House that 
  owned it were driven to extinction over three thousand years 
  ago amid a rare and brief alliance between the dragons of 
  Argonnessen and the elves of Aerenal after Vol's matron, 
  Minara Vol, had a half-dragon child with the Emerald Claw 
  who manifested a potentially apocalyptic form of the Mark. 
  As far as anyone is aware, the Mark of Death was stamped 
  out at that time alongside the whole of House Vol.  But some 
  believe that members of the House -- perhaps important ones 
  -- survived in some way.  That a religion known as the Blood 
  of Vol has spread its way across Khorvaire cannot be 
  coincidence.  And somewhere, deep in darkness, perhaps a 
  half-dragon creature seeks a way to bring the Mark she bears 
  back to life...which could bring ruin to her ancient foes, with 
  all of Eberron serving as collateral damage. 
  USING THE MARK OF DEATH 
  IN AN EBERRON CAMPAIGN 
  The Mark of Death is fertile ground for a potential campaign 
  story. That said, it must be handled carefully. Eberron has no 
  shortage of mysteries that can become the focus of entire 
  campaigns, and introducing a character with the Lost Mark 
  can quickly turn it into the focus of your storyline. The 
  Aerani elves and the dragons will have a keen interest in 
  anyone who reveals that they have the supposedly-extinct 
  Dragonmark. And that’s to say nothing of how Erandis Vol 
  and the Order of the Emerald Claw will react.  Long story 
  short, adding the Mark of Death can almost automatically 
  introduce these groups into your campaign as major players. 
  That said, there is a lot that can be done around these story 
  elements.  Someone bearing the Mark of Death may well 
  have a life akin to a fugitive, always keeping outside of the 
  purview of authorities so as not to bring attention to 
  themselves.  How will they react if an Emerald Claw cell 
  learns about them?  Will they seek out the origin of their 
  mark, and delve into its history – thus burdening them with 
  the knowledge of their secret lineage to a long-destroyed 
  house of necromancers? 
  And what of the established Dragonmarked houses?  They 
  may not be too happy at a long-lost Dragonmark resurfacing 
  and upsetting the status quo right when the Last War has 
  just ended.  They may view a holder of the Mark as another 
  Aberrant Dragonmark holder…except that the Mark behaves 
  in the same way as a True Dragonmark.  But some may view 
  the holder as a useful pawn, not knowing that in doing so, 
  they are making enemies out of some very powerful 
  factions… 
  As you can see, there are plenty of ways to integrate the Lost 
  Mark into a campaign that fits within Eberron’s core themes 
  and moods of pulp adventure and neo-noir intrigue.  
   
  MARK OF DEATH TRAITS 
  The Mark of Death can appear on either elves or half-elves. 
  Due to House Vol’s eradication and the Mark’s resilience (i.e. 
  the inherent destiny tied to Dragonmarks), the supposition of 
  this document is that it’s entirely possible that the Mark has 
  survived by way of being passed on to someone of Vol’s 
  lineage.  Destiny is not so easily destroyed, after all. 
  If this is not an avenue you think fits with your campaign, 
  feel free to disregard the half-elf option. 
  
   
  If your character is elven and has the Mark of Death, this is 
  their elf subrace.  If your character is half-elven and has the 
  Mark of Death, these traits replace the half-elf Ability Score 
  Increase and Skill Versatility traits given in the Player’s 
  Handbook. 
  Ability Score Increase (Elf). As an elf, your Intelligence score 
  increases by 1. 
  Ability Score Increase (Half-Elf). As a half-elf, your 
  Intelligence and Charisma scores both increase by 1. In 
  addition, one ability score of your choice increases by 1. 
  Arcanist's Intuition. Your mark grants you knowledge of 
  lost and forgotten magical secrets.  When you make an 
  Intelligence (Arcana) check, you can roll one Intuition die, a 
  d4, and add the number rolled to the ability check. 
  Gravewalker. You know the spare the dying cantrip. When 
  you reach 3rd level, you can cast the speak with dead spell 
  once with this trait and regain the ability to do so when you 
  finish a long rest. 
  Dolurrh's Sight. As an action, you can grant yourself the 
  ability to see beyond the veil of life.  Until the end of your 
  next turn, you know the location of any undead within 60 
  feet of you that isn’t behind total cover and that isn’t 
  protected from divination magic. This sense doesn’t tell you 
  anything about a creature’s capabilities or identity. 
  You can use this a number of times equal to your Charisma 
  modifier (minimum of once). You regain all expended uses 
  when you finish a long rest. 
  FEAT: GREATER DRAGONMARK OF DEATH 
  Prerequisite: 8th level, Character must possess a 
  dragonmark 
  Your dragonmark has grown in size and power. This 
  enhances your existing dragonmark, and the benefits are 
  based on the mark that you already possess. A greater 
  dragonmark provides the following benefits: 
  • Your Arcanist's Intiution die increases to a d6. 
  • Increase either your Intelligence or Charisma score by 1, 
  to a maximum of 20. 
  • You learn the spells feign death and danse macabre, each 
  of which you can cast once without expending a spell 
  slot or using a material component.  Charisma as your 
  spellcasting ability for both.  You regain the ability to do 
  so when you finish a long rest. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Jeremy Thomas - The Mark of Death.pdf