Dragonmark

Not all races can use dragonmarks. Even when a race can use a mark, changes may need to be made to its base stats beforehand. The Race section of each mark will show compatible races and any restrictions placed on them

Intuition Die
The dragonmark subrace will allow you to roll an Intuition Die when making certain types of checks. When doing so, you roll the die and combine its value with any other dice used for the check. If you need to roll multiple Intuition Dice, you upgrade the die instead. The Intuition Die starts as d4, but can be upgraded to a d6, d8, and d10.

Marks
Detection = Race: Half-Elf (replace your Ability Score Increase, Languages, and Skill Versatility)

Ability Score Increase: +1 Int, +1 Cha, & +1 to one

Languages: Common & Elvish

Deductive Intuition: When you make an Investigation or Insight check, add your Intuition Die

Sense Threats: Gain detect magic and detect poison and disease as rituals (use Int as their SpellMod)

Race: Human & Half-Orc (replace all racial traits and features other than size and speed)
 * -|Finding =

Ability Score Increase - Human: +1 Dex, +1 Wis, & +1 to one

Ability Score Increase - Half-Orc: +1 Str, +1 Wis, & +1 to any

Languages: Common & Goblin

Darkvision - 60ft: You can treat dim light as bright light, and darkness as dim light

Hunter's Intuition: When you make a Perception or Survival check, add your Intuition Die

Imprint Prey: As a bonus action, mark one creature that is within 30ft of you or that has been tracked via a Survival check. Until it dies or you remove the mark, double any Intuition Die roll made to track the creature. You are aware of its location if it is within 60ft of you. You can only use this 1/short rest

Nature's Voice: Gain locate animal or plant as a ritual at 3rd level

Race: Human (replace your previous Ability Score Increase)
 * -|Handling =

Ability Score Increase: +1 Dex, +1 Wis, & +1 to one

Wild Intuition: When you make an Animal Handling or Nature check, add your Intuition Die

Expert Handling: You can Help animal companions or mounts within 30ft of you, rather than 5ft

Primal Connection: Gain animal friendship. This can only be cast 1/short rest (use Wis as its SpellMod)

Sense Threats: When casting a spell that only affects Beasts, it now also affects Monstrosities with an Int of 3 or less

Race: Halfling (replace your subrace)
 * -|Healing =

Ability Score Increase: +1 Wis

Medical Intuition: When you make an Medicine check, add your Intuition Die

Healing Touch: As an action, spend one Hit Die to heal one creature you touch (healing = Hit Die roll + WisMod). You can only use this 1/short rest

Race: Halfling (replace your subrace)
 * -|Hospitality =

Ability Score Increase: +1 Cha

Innkeeper's Charms: Gain friends and prestidigitation (use Cha as their SpellMod)

Ever Hospitable: When you make an Persuasion check or a check involving brewer's supplies or cook's utensils, add your Intuition Die

Race: Human (replace your previous Ability Score Increase)
 * -|Making =

Ability Score Increase: +1 Int, +1 Dex, & +1 Int or Dex

Artisan's Intuition: When you make a check involving artisan's tools, add your Intuition Die

Maker's Gift: Gain mending and proficiency with one artisan's tools

Magecraft: When you finish a long rest, you can bind one item to a cantrip from the wizard spell list (max of one bound item at a time). While you have the item, you can cast the cantrip (use Int as its SpellMod)

Spellsmith: You can spend 1 minute to enchant a nonmagical weapon or armor. You can only use this 1/long rest Race: Human (replace your previous Ability Score Increase)
 * Weapons: +1 to attack rolls and damage role. Counts as magical
 * Armors: +1 AC. Counts as magical
 * -|Passage =

Ability Score Increase: +2 Dex & +1 to one different

Courier's Speed: +10walking speed

Intrusive Motion: When you make an Athletics check or a check involving land vehicles, add your Intuition Die

Determined Stride: When you Dash, ignore difficult terrain

Shared Passage: As a bonus action, you can teleport a distance equal to your walking speed. You can only use this 1/long rest. You can teleport one willing creature within 5ft of you with you

Race: Gnome (replace your subrace)
 * -|Scribing =

Ability Score Increase: +1 Cha

Languages: One standard

Gifted Scribe: Gain proficiency with calligrapher's supplies and forgery kits. When you make a check with them, add your Intuition Die

Scribe's Insight: Gain comprehend languages. This can only be cast 1/long rest (use Int as its SpellMod)

Whispering Wind: Gain message (use Int as its SpellMod)

Race: Human (replace your previous Ability Score Increase)
 * -|Sentinel =

Ability Score Increase: +1 Str, +1 Wis, & +1 to one

Sentinel's Intuition: When you roll Initiative or make a Perception check, add your Intuition Die

Sentinel's Shield: Gain blade ward and shield. Shield can only be cast 1/short rest

Vigilant Guardian: As an action, mark an ally as your ward. Gain advantage on Insight and Perception checks involving your ward. If your ward is attacked while within 5ft of you, as a reaction, you can swap places with them; becoming the attack target

Race: Elf (replace your subrace)
 * -|Shadow =

Ability Score Increase: +1 Cha

Natural Talent: Gain proficiency with one musical instrument or Performance

Gift of the Shadows: When you make an Performance or Stealth check, add your Intuition Die

Shape Shadows: Gain minor illusion (use Cha as its SpellMod)

Slip into Shadow: As a bonus action, you can Hide; even without cover and/or while being observed. You can only use this 1/short rest

Race: Half-Elf (replace your Ability Score Increase, Languages, and Skill Versatility)
 * -|Storm =

Ability Score Increase: +1 Dex, +1 Cha, & +1 to one

Languages: Common & Elvish

Sea Monkey: +30swimming speed

Windwright's Intuition: When you make an Acrobatics check or a check involving water/air vehicles, add your Intuition Die

Storms Blessing: Resist lightning damage

Headwinds: Gain gust at 1st level and gust of wind at 3rd. Gust of wind can only be cast 1/long rest

Race: Dwarf (replace your subrace)
 * -|Warding =

Ability Score Increase: +1 Dex & +1 Int

Master of Locks: When you make an History or Investigation check or a check involving Thieves' Tools, add your Intuition Die

Wards and Seals: Gain alarm as a ritual at 1st level and arcane lock at 3rd. Arcane lock can only be cast 1/long rest (use Int as its SpellMod)