Mark of Handling

Source: Eberron: Forge of the Artificer p. 39

Prerequisite: Eberron Campaign, Can’t Have Another D Feat

You gain the following benefits.

Wild Intuition. When you make an Intelligence (Nature) or Wisdom (Animal Handling) check, you can roll dice:1d4|noform|noparens|avg (1d4) and add the number rolled to the ability check.

Primal Connection. You always have the Animal Friendship and Speak with Animals spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).

Monstrous Connections. When you reach character level 3, you can target a Monstrosity when you cast Animal Friendship or Speak with Animals if the creature’s Intelligence score is 3 or lower.

Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Handling Spells table are added to that feature’s spell list.

Mark of Handling Spells

Spell LevelSpells
1Command, Find Familiar
2Beast Sense, Calm Emotions
3Beacon of Hope, Conjure Animals
4Aura of Life, Dominate Beast
5Awaken
^mark-of-handling-spells