I liked the idea of scaling feats from Races of War; a feat should be powerful, versatile, and unique enough to give a character enough options useful at all levels. Dragonmark feats from Eberron go halfway. The per-day spell-like abilities vary wildly in usefulness, from Prestidigitation to Overland Flight. If a Halfling Rogue sinks one of his seven feats on a Dragonmark of Hospitality, it should give something with more punch than +2 Diplomacy and purify food and drink 1/day.
In my alternate system, there is no hierarchy or “feat tree” for Dragonmarks. Dragonmark feats scale by character level, providing a new benefit at 1st, 6th, 11th, and 16th level, with a transformation into least, lesser, greater, and siberys dragonmark shape at these points. All spell-like abilities have a caster level equal to character level. You still need to pay experience points and material components for spell-like abilities. You don’t have to be 1st level to take them, and only one Dragonmark feat can be taken for a character.
Due to the emerging presence of aberrant dragonmarks, it is possible for people outside the "typical races" to be able to manifest dragonmarks. This is of great concern to the Houses.
Mark of Detection
Your Dragonmark makes you good at analyzing threats and finding clues.
1st: You can cast Detect Magic at will and Identify 4/day.
6th: You have blindsense out to 60 feet.
11th: You are under a constant Detect Scrying effect.
16th: You are under a constant True Seeing effect.
Mark of Finding
Your Dragonmark gives you the edge in tracking down people, places, and objects.
1st: You gain Woodland Strike, as the Druid ability, and can cast Know Direction at will.
6th: You ignore concealment short of total concealment and can cast Locate Creature 2/day.
11th: You can roll a Spot check opposed by a caster level check to penetrate magical concealment.
16th: You can cast Discern Location 2/day.
Mark of Handling
Your Dragonmark gives you a special bond with animals.
1st: You gain Animal Empathy as a Druid (or a +3 bonus if you already have it) and can cast Detect Animals or Plants at will.
6th: Animals and plants under your care or which you summon get +4 Strength and Constitution and a constant Magic Fang. You also gain the Scent extraordinary ability.
11th: You can cast Commune with Nature at will.
16th: Animals and plants under your care or which you summon get +8 Strength and Constitution, a constant Greater Magic Fang, and a +30 speed to all of their movements.
Mark of Healing
Your Dragonmark brings relief and succor to the injured and diseased.
1st: You suffer a penalty for using improper tools with the Heal skill or treating yourself. Once per day per patient, you can restore a number of hit points equal to your ranks in the Heal skill. You can cast Cure Disease and Neutralize Poison 1/day each.
6th: You are immune to all non-magical diseases and can cast Restoration 4/day. You heal an additional 10 hit points with your Heal Skill.
11th: You are immune to all non-magical poisons and are under the constant effect of Death Ward. You heal an additional 50 hit points with your Heal Skill (doesn’t stack with 6th level ability).
16th: You can cast Resurrection at will. You heal an additional 100 hit points with your Heal Skill (doesn’t stack with 11th level ability).
Mark of Hospitality
Your Dragonmark powers make you an excellent homemaker/chef.
1st: Any shelters you maintain provide the effects of endure elements to its occupants. You can cast Unseen Servant at will.
6th: You can cast Purify Food and Drink at will. Ingested poisons and disease fade out of existence when they come into contact with food and drink prepared by you. Also, any number of people in a shelter you maintain is under the benefit of a Sanctuary effect should you so desire.
11th: You can cast Heroes’ Feast at will. It still takes an hour to prepare.
16th: You can cast Mordenkainen’s Magnificent Mansion at will. Shelters you maintain are immune to all forms of non-magical damage.
Mark of Making
Your Dragonmark grants you inspiration at the forge.
1st: When you take ranks in Craft, you effectively take 1 rank per point in every Craft skill. You can cast Mending at will. Once per day per construct, you can heal a number of hit points equal to your ranks in Craft.
6th: Equipment you maintain gain 10 additional hit points and energy resistance 10 of your choice (armor with energy resistance applies to the wearer as well). You can grant this effect to a number of pieces of equipment equal to your character level. You heal an additional 10 hit points with your Craft skill (doesn’t stack with 1st level ability)
11th: You are skilled at creating ferrous metals. By spending an additional 1,400 gp on a weapon’s creation, the weapon is treated as silver, cold iron, byeshk, and adamantine for the purposes of overcoming damage reduction. You heal an additional 50 hit points with your Craft skill (doesn’t stack). You can cast fabricate 4/day.
16th: You are proficient with all weapons and armor, and all armor and shields you use have an armor check penalty and arcane spell failure of 0. You heal an additional 100 hit points with your Craft skill (doesn’t stack).
Mark of Passage
Your Dragonmark gives you magical mobility.
1st: You can cast Mount at will.
6th: You gain a Fly speed equal to your base land speed. It's supernatural in origin.
11th: You can cast Teleport 3/day.
16th: You are under the constant effects of Freedom of Movement.
Mark of Scribing
Your Dragonmark makes you an expert linguist.
1st: You are under a constant Read Magic effect.
6th: You are under a constant Tongues effect.
11th: You can weave together sentences with such sublime alacrity that they leave lesser minds stunned. Opponents within 60 feet of you must make a Will Save (DC= 10 + ½ your level+ Int modifier) or be confused as per the spell. You can only use this ability 4 times per day, and it only works on creatures that have an Intelligence score of 3 or higher and can speak a language.
16th: You can cast Symbol of [Blank] spells at will and pay half their cost in material components.
Mark of Sentinel
Your Dragonmark helps you ward off damage and negative effects, be they directed at others or yourself.
1st: You may deflect arrows directed at targets adjacent to you as per the PHB feat.
6th: You gain the Edge against opponents with a lower combined armor and/or natural armor bonus.
11th: You and adjacent allies get Energy Resistance of a certain type equal to your character level. This type can be changed once per round.
16th: You grant allies within 30 feet of you the benefits of Death Ward and Mind Blank.
Mark of Shadow
Your Dragonmark’s powers are well-suited to sneaky activities.
1st: You can cast Disguise Self at will. Other characters with this Dragonmark see right through the spell-like ability (and so can you!)
6th: You’re good at covering up the stumbling movements of your allies. Allies within 30 feet of can choose to use the results of your Hide and/or Move Silently rolls. They cannot use the special effects of class features or feats they do not have (such as hide in plain sight or Ghost Step).
11th: You can cast Whispering Wind at will by using a woodwind-based musical instrument (flute, reed instruments, etc).
16th: You can cast Shadow Walk at will.
Mark of Storm
Your Dragonmark gives you power over the weather.
1st: You ignore weather-based conditions for the purposes of Concentration, Listen, and Spot checks and the effects of concealment. You are under the constant effects of Endure Elements.
6th: Once every ten minutes, you can transform yourself into a whirlwind as per the Air Elemental ability. You can cast Feather Fall at will.
11th: You can shoot strong blasts of air out of your hands by waving them. The effect functions as Gust of Wind, except that it has the force of a windstorm.
16th: You can cast Control Weather at will.
Mark of Warding
Your Dragonmark is a built-in magic burglar alarm.
1st: You can designate a restricted area as your ward. It can be as small as a treasure chest or as large as a mansion. If the ward is owned by someone else, the owner must be willing for you to apply the effects. The ward is protected by an Alarm spell which renews every 24 hours. Additionally, you have the Edge against anyone who compromises the security of your ward. You can have a number of wards equal to your character level.
6th: You are under the constant effects of See Invisibility, and you gain an additional 60 feet of darkvision.
11th: Any opponents within 60 feet of you are affected by Dimensional Anchor (Save DC 10 + ½ your level + Cha mod). Your ward is under the benefits of Nondetection.
16th: You gain Spell Resistance equal to 15 + character level. Your ward is under the benefit of Dimensional Lock. You can cast Discern Location 3/day on any items or people stolen or kidnapped from the ward.
What do you think? Too weak? Too powerful? Not unique and special enough?