D&D 5E (2014) [Let's Read] Itza's Guide to Dragonbonding: A dragonriding-centric setting where the PCs fight world-ending threats!

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Back in 1967, the acclaimed Dragonriders of Pern novel was released. A science-fantasy setting where human colonists undergo telepathic bonds with dragons to fight invasive sporelike organisms, the series was instrumental in popularizing the trope of brave cavalry flying into battle on dragonback. This concept inspired all manner of later media lasting to this day, such as the Eragon novels, Pixar's How To Train Your Dragon movie, and video games such as Drakengard and the Panzer Dragoon series.

In the realm of tabletop RPGs, the dragonrider concept was best exemplified in the Dragonlance setting of D&D. While the AD&D era of products had draconic mounts as situational NPCs related to quests, the 3rd Edition Dragonlance Campaign Setting introduced the Dragon Rider Prestige Class, which is exactly as it sounds. By giving the PC a dragon ally NPC who grows in power with the character as they level up, it bypassed the process of DM Fiat in founding out when and where the party could gain a dragon mount of their own. While it made for quite the powerful martial class, the draconic companion was rather limited that it could never be a "full adult," and thus could only be so big even at the highest levels of play. Combined with the fact that you had to be 10th level in order to enter the Prestige Class, such rules were relegated to a minority of high-level campaigns.

As far as I know, 4th Edition never had rules for draconic mounts, and in 5th Edition the closest we have is the Drakewarden Ranger. But that companion isn't a "true" dragon, but rather a dragon spirit, and you can't ride on it while it's flying until 15th level. As for true dragons in 5th Edition, they got quite the substantial upgrade in power: adult and ancient dragons were pretty much designed to be boss monsters, complete with legendary and lair actions.

Itza's Guide to Dragonbonding seeks to make the dragonriding fantasy front and center for 5th Edition. Not just at high levels, not just with Small to Large size draconic companions, but one where the PCs can forge deep bonds with true dragons at all levels of play in a powerful melding of souls known as the Dragonbond. Taking place on the planet Rhaava and centered on the continent of Valerna, civilization is beset by all manner of apocalyptic threats as well as conventional warring states. From an all-consuming entropic horror known as the Null to evil dragons living on the moon who invade the planet every 27 years, the setting fully expects and encourages the PCs to number among the world's mightiest heroes as its last, best hope. The opening in-universe text reinforces this in the form of a letter of introduction sent by a scholar known as Itza Chapula, congratulating the reader on their recent status as a Dragonbonded… along with words of caution regarding the power and responsibility now thrust upon their shoulders.

These introductory notes also briefly mention three types of energy known as Aspects that make up Vaala, the world's metaphysical foundation: Fai (Dream), Id (Will), and K'aab (Source), representing different aspects of creation. This isn't just for flavor text, as each Aspect has a numerical rating which can affect spells, class features, and other mechanical elements. Unfortunately, the book doesn't really go into detail on Aspects until much later under the Magic chapter despite frequently mentioning it.

Another frequently-discussed element of the world are four realms that comprise the political superpowers of Valerna: Allaria (conservative half-elven kingdom undergoing reforms to uplift elves from second-class citizen status), Tyveria (ruthless vampire mage-kings), Nahuac (Fantasy Counterpart Aztec people whose reverence for the natural world makes them accomplished in magic pertaining to both life and necromancy), and Ysval (Fantasy Counterpart Western Europe, a theocracy in the icy north that worship a force known as the Galadyan Light). There are other kingdoms and cultures besides these four, but the lion's share of the world-building is given over to them. The only other mentioned plane of existence is Dreamspace, where fey-like beings live and where mortal consciousness goes to when sleeping.

Lastly, the oldest immortal beings are known as Protogons, colossal beings of power born from Vaala itself, and more or less created dragons, the mortal races, and the land of Rhaava as it is known. They would all be destroyed throughout the eras through various wars. The first of which was when Kadmos, the Protogon creator of the dragons, sought to reign over reality as a tyrant and encouraged his progeny to war against the rest of his kind.

Much of the above information is scattered thinly across the book, and there are multiple times when the text would mention something like Dreamspace, the Protogons, or some other element in an unrelated entry without greater context. Adding to that the lack of a glossary or proper introductory chapter, this makes the book poorly organized when it comes to clearly relaying information to the reader.

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Chapter 1: Ancestries of Valerna throws us right into the thick of things, covering new races and subraces, which are renamed ancestries and lineages respectively. Dragonbond suggests Tasha's method of ability score increases, where the player chooses +2/+1 to two abilities or +1 to 3 different abilities. Each ancestry does have suggested ability score increases for those who prefer to play into rather than against type. Each ancestry also gets one mote of affinity in an Aspect; motes of affinity are the general marker of power a character or monster has in an Aspect, and most ancestries are closely tied to one Aspect over others. The book notes that the following aren't the only ancestries and lineages, but rather the most prominent ones in the setting. Presumably the core subraces like high elves still exist, but no text is given on this so it's implied rather than outright stated.

Allai, also known as "honor elves," are the demographic majority of the Dragon Kingdom of Allaria. They are in fact half-elves, having mixed ancestry of both elves and humans and borrow elements from both cultures. Allarian society is strongly conservative and risk-averse, to the point that they force its elven population to consume alchemical potions known as the Dreamless Treatment in order to sever their innate connection to the wild energies of Fai. Recent reforms abolished the practice, and elves are slowly gaining more rights in general.

In terms of stats, Allai are Medium humanoids with a 30 foot speed, 30 foot darkvision, proficiency in one skill and one tool of the player's choice, +1 affinity to an Aspect of their choice, once per long rest can reroll an an attack/save/ability check if the activity helps further their chosen life goal, and gain Resistance/Aid/Counterspell as bonus spells at 1st, 3rd, and 5th level much like a tiefling does with their innate spells.

Thoughts: This is a stronger version of the half-elf subrace. While they do lose one net skill and Fey Ancestry, Aid and Counterspell are very useful spells for any build, and the free reroll can be useful depending on how the player fleshes out their chosen life goal.

Orcs are a diaspora people whose original civilization was crushed by the now-fallen Altanesi Empire. Orcs were brought low by a general curse known as the Lessening which plunged their people into successive civil wars. The most prominent orcish tribe is known as the Obakkar, a lawful, regimented warrior society that makes use of a substance known as bakka amber that can store the essence of K'aab into crafted objects. The amber can be further refined with rituals to draw upon the power of their ancestors, and their society is strongly communal as a means of better guarding against the Lessening's effect. Mothers are given a prominent role in Obakkar culture, and non-orc mothers who join their clans are similarly honored.

In terms of stats, Orcs are Medium humanoid with a 30 foot walking speed and 60 foot darkvision. Further traits are determined by their lineage, and we only have Obakkar as a listed choice. That lineage grants +1 affinity in K'aab, resistance to poison and fire damage, and when they carry an item made of bakka amber on their person they have persistent advantage on Strength and Constitution saves. Once per long rest they can make a History check to know something they ordinarily wouldn't be able to know, as they commune with their ancestors for an answer.

Thoughts: Valerna's orcs are a lot less martial than the base orc race, being more definensive-minded in gaining resistance to two of the most common damage types and advantage on a very common saving throw. The History roll is not directly related to combat, but can be broadly-useful for dispensing clues. While this kind of orc may not feel as "active" as the base one's Relentless Endurance or Adrenaline Rush, the persistent benefits can easily make up for their loss.

Tánaid are humans with an innate ability to shapeshift into an animal form known as a Tána Spirit due to being born with a deep affinity for K'aab. This animal form reflects a guardian spirit and remains the same throughout their life, and Tánaid communities typically share the same animal form and thus guardian spirit. Telltale animalistic traits are also present in their human form, such as slitted pupils. There's a sidebar noting that Tánaid typically get a magical item known as a Kaabstone Amulet upon adulthood, which allows them to absorb worn/held equipment into their form while shapechanging, much like a druid does when wildshaping. The book suggests the player to talk with their DM to see if they begin play with one at character creation.

In terms of stats, Tánaid are Medium humanoids with a 30 foot walking speed, gain +1 affinity in K'aab, are proficient in one Wisdom-based skill of the player's choice, choose from one of four Tána Spirits which they can transform into for a number of hours equal to their Wisdom modifier once per long rest. While in such a form, they gain darkvision 60 feet, an unarmed strike dealing 1d6 slashing or piercing damage depending on their natural attack, and a unique benefit in line with their spirit, such as bat-kin gaining a fly speed of 40 feet or canid-kin gaining advantage on scent-based Perception checks. At 5th level, Tánaid can cast Enhance Ability on themselves once per long rest.

Thoughts: The four spirits all have good features for certain builds, but the fly speed of the bat is so good I can see most players picking that one by far. Even more so, given how prominent aerial combat features in this setting. The rest of the Tánaid's abilities don't feel as exciting; the animal shapeshifting feels like a poor man's wildshape, and the bonus Wisdom skill is almost always going to be Insight or Perception, as the others generally aren't as broadly useful for most builds.

Maghyri are humans whose powerful ties to Id transform them into a vampire-like creature with an extended lifespan and supernatural affinity for blood. However, all maghyri are cursed to have a malicious spirit known as a kadhah within them. The kadhah has only one goal: to kill the maghyr and thus be free of this imprisonment. The kadhah's influence waxes and wanes, often coming to the forefront when a maghyr becomes too restrained or uninhibited in the use of their powers, forcing a delicate balancing act. Maghyrs can infuse all kinds of blood with the power of Id, which can be used in the creation of magical rituals and items. Maghyri are feared and persecuted in most lands. The Empire of Tyveria is the notable exception, where they instead form its ruling class.

In terms of stats, maghyri can be either Small or Medium, are humanoids, have a walking speed of 30 feet, 60 foot darkvision, +1 affinity in Id, a natural bite attack that deals 1d4 piercing damage and can deal an additional 1d4 necrotic damage to consume doses of blood from a creature, and at 1st, 3rd, 5th, and 7th level learn Blood Whip (short-range spell attack that can grapple struck targets), Blood Pact (ritual that has two or more willing creatures to enter into a pact, which if breaken summons the maghyr's kadhah to attack the oathbreaker), Charm Person, and Dominate Person as innate spells much like a tiefling.

The maghyr's most infamous ability is Awaken Blood, which as an action can empower a dose of fresh blood into "awakened blood." A maghyr can create a maximum amount of such blood equal to their proficiency bonus, presumably until the next long rest although the text doesn't outright spell this out. The awakened blood doses can be spent to regain spell slots or add the amount of doses spent to an attack, save, or ability check. However, this risks causing a Kadhah Manifestation, which is the ancestry's major downside. The Manifestation's frequency is determined by a percentile die roll with a penalty based on various factors (how long they've gone without blood, how long they've gone without using their innate spells, how much doses of awakened blood they spent). If the roll is equal to or lower than the maghyr's level, the kadhah breaks free of the body, appearing within 15 feet and attacking the maghyr and their allies until either it or the maghyr dies.

The kadhah has monster stats detailed later in this book, selecting from 1 of 6 stat blocks depending on the magyar's character level. It doesn't say how an NPC maghyr's kadhah is calculated: is it by Challenge Rating or Hit Dice?

Thoughts: I can see this class being popular for "edgy" character concepts. Awakened blood is useful enough to help out just about any build, and being able to add consumed doses to d20 rolls is extremely powerful given how bounded accuracy works. As they can restore hit points via dealing necrotic damage to a creature, this is going to open up potential "bag of rats" abuse tricks. The bonus spells are rather situational, with the enchantment ones being perhaps the most useful albeit limited to humanoids only. Even so, I'd rate this as the most powerful ancestry in the book

Halflings are a common ancestry that live alongside humans. It's commonly believed that they originated as humanoid children of other peoples who were influenced by the Dreambleed, a cataclysm that brought down the ancient elven civilization. Púka, or bright halflings, are the most common lineage in Valerna, who are fond of storytelling and learning new cuisines.

Statwise, Púka is a lineage that grants +1 affinity in K'aab, proficiency in land vehicles and in two types of artisan's tools, can spend their Hit Dice to heal other characters during a short rest, and have advantage on Survival checks to avoid becoming lost and finding safe passage in the wilderness.

Thoughts: Being able to heal others with your own Hit Dice is a very useful boon, particularly for high-Hit Die martial types or "back-row" characters who will likely avoid the brunt of damage. The rest of the subrace's features are a bit more situational, and of most use in campaigns emphasizing frequent travel.

Dwarves aren't so different in Valerna than they are in other settings, basically being people with strong connections to the earth. They were created by an unknown Protogon, who never filled them in as to their purpose. Nwoda, or sky dwarves, are dwarves who emerged from a crystal known as the Great Birthstone during the Dreambleed. Smaller birthstones were split off as fragments, and the nwoda dwarves can only reproduce and bear children while near them. These birthstones also caused magical terraforming, making otherwise barren places fertile with new life, as well as granting the nwoda the ability to fly. Thus, every nwoda population center is quite literally built from and around birthstone fragments.

Statwise, Nwoda dwarves are a lineage that gains +1 affinity to Fai, a flying speed of 20 feet that also lets them hover, and are proficient in air vehicles and navigator's tools.

Thoughts: The fly speed alone makes them a very strong lineage. But then again, as Dragonbond is the type of setting where you're expected to ride on true dragon mounts who have fly speeds of their own, this isn't as game-breaking as it'd be in other settings.

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Elves, like in so many other settings, are a feylike elder civilization dating back to the earliest days of history. Their old kingdoms were magocracies whose reigning wizards had the ability to change reality via Dreamshaping, but the Dreambleed caused their civilization to collapse. Many elves became refugees, moving across the land, and the ones who allied with humanity out of necessity would go on to form what is now known as the Dragon Kingdom of Allaria.

Valerna's elves are slightly different in terms of stats. Instead of gaining Fey Ancestry and Trance, they are proficient in the History skill. The Ellari, or silver elves, are a new subrace representing the oldest surviving elven lineage. Ellari have the innate ability to share their dreams with others, and used this power to create all sorts of magical innovation. But it was their connection to Dream that an apocalyptic force known as the Null invaded the mortal world, spurring on the First Null War.* As a result of this, ellari became persecuted and forcefully subjected to the Dreamless Treatment in Allaria which cut off their connection to their powers. While the Treatment is no longer in effect, it has caused intergenerational trauma, and many rebel bands of Ellari living in the deep forests still refuse to make peace with Allaria.

*The text contradicts itself later, saying that the Null managed to enter the world via a failed Dragonbonded attempt at closing the Eye of Kadmos which allows dragons to travel from the moon to the planet Rhaava. Presumably the ritual involved Allai Dragonbonded using Fai for the ritual, but as this isn't explicitly said this is a plot hole in the setting.

In terms of stats, the Ellari lineage grants +1 affinity to Fai, and they can cast Dreamwalking once per long rest as a 1st level spell. Although detailed much later in the Magic chapter, the spell is basically a ritual that lets your dreamself visit a familiar target within a certain amount of miles. Once inside, the caster can explore the dream as though it were real, but might get shunted out via a variety of ways. We also get a sidebar discussing how dreams in Valerna are effectively portals into a person's subconscious, and those capable of Dreamshaping can enter another's mind and do all sorts of things, from uncovering a sleeper's secrets to long-distance communication.

Thoughts: As so much of the Ellari's worth in a campaign is tied to the Dreamwalking spell, its attractiveness is rather reliant upon DM Fiat. One must consider whether or not the target dreamer is also sleeping, how far away they are at the time of casting, and creating essentially new encounters based on the context of the dreamscape. Given that it must be cast at higher level slots in order to bring additional creatures into a dream, casting it as a 1st level spell can run into the equivalent of [urlhttps://www.reddit.com/r/RPGcreation/comments/np6v14/solutions_for_the_decker_problem/]Shadowrun's Decker Problem.[/url]

Gnomes in Valerna hew strongly towards the tinker/inventor trope, and their connection to the aspect of Dream helps fuel their creativity. The Godao, or golden gnomes, are this book's new lineage. They mostly live in underground communities beneath the elven kingdoms and have a long-standing friendship with the Ellari. Most golden gnomes refer to the Aspect of Fai as the Spark in the Dark, which helps them build amazing devices without necessarily knowing how they work.

Statwise, Godao gnomes have +1 affinity in Fai, proficiency in two artisan's tools, advantage on ability checks to craft and repair items, can craft items in half the normal time if they're proficient with the required artisan's tools, and are capable of crafting magic items without access to a formula or spellcasting capability. This last part is more up to DM Fiat, though.

Thoughts: I'd like to note that Dragonbond has an appendix for harvesting materials and crafting items. The rules are a simplified version of the ones found in Heliana's Guide to Monster Hunting, another third party 5e sourcebook albeit one by a different publisher. Due to that reason, the Godao lineage's abilities are less DM Fiat reliant in that they have a more involved system with which to make best use of their abilities. That being said, they're still a bit one-note in that you'd only pick a Godao gnome for a specific niche to be better at crafting sub-systems rather than being suitable for a wider diversity of builds.

Humans are pretty much the same as in other D&D settings: short-lived, diverse, and the most populous PC race. They are pretty much the same as Variant Humans in the Player's Handbook in gaining a bonus feat. What's different is that they don't gain a bonus skill, instead gaining +1 affinity to a particular aspect based on which of the four major cultures to which they belong. Allarians get +1 Fai, Náhuinn get +1 K'aab, Tyverians get +1 Id, and Ysvalians get +1 to any aspect of their choice.

Thoughts: The bonus feat alone makes the humans an incredibly strong choice. However, granting +1 to specific aspects means that I can see humans from the non-Ysvalian cultures being pressed into certain builds. On a world-building level this makes sense, as the respective nations have certain forms of magic they are best at, but this likely makes Ysval the most appealing to new players still wrapping their heads around the setting and its sub-systems.

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Languages & Feats is the final part of Chapter 1. Besides Common, Draconic, and Primordial, Dragonbond dispenses with the established languages of D&D and substitutes their own, albeit it has a sidebar for what setting-neutral racial languages would have the closest equivalent in Valerna. There are 12 Common Languages and 17 Rare Languages, and the former include the major languages for the four major nations and the PC races, plus Late Altanesi which is the language of the Altanesi Empire's modern descendants.

There's 18 new feats in this book, with 8 being ones limited to particular cultures. The remaining 10 can only be taken by those who underwent the Dragonbond. The Cultural feats include Alki Psion (humans with psychic powers and learn two 1st-level enchantment or illusion spells), Altruist (faithful devotee of the Light who can cast the Light cantrip, can heal other creatures with Hit Dice during a short rest, and heal themselves for 50% of whatever amount they heal allies for), Bloodthirsty (can spend one Hit Dice to regain hit points when an adjacent creature is reduced to 0 hit points Proficiency Bonus times/long rest), Eliadu Empowered (+1 Intelligence or Charisma and advantage on saves vs enchantment and illusion spells), Heart of Battle (advantage on saves when 3 or more hostile creatures are adjacent to you), Kaabac Healer (allies heal your Wisdom modifier in hit points when healed during a short rest, can remove a limited number of Conditions from self or ally when meditating for 10 minutes to an hour once per long rest), Kaabac Unity (+1 Constitution or Wisdom, can help as a bonus action, can add your Proficiency Bonus to an ally's upcoming roll when you succeed on an attack/save/ability check once per long rest), and Skilled Crafter (gain proficiency with two artisan's tools and gain double proficiency with all proficient tools).

The Dragonbonded feats reference Chapter 3 for full rules on the Dragonbond, but they're easy enough to understand when read in isolation. They include Bonded Survival (once per long rest, only one of you is knocked out if you or a bonded dragon is reduced to 0 hit points, conscious one is reduced to 1 hit point),* Bonded Defense (both dragon and bonded mortal gain +2 AC when within 10 feet of each other, can spend a reaction to impose disadvantage on an attack directed at your bonded dragon), Bonded Magic (once per long rest, self-targeting spell cast by either you or your dragon can affect both), and Bonded Senses (can maintain constant telepathic contact across any distance, can spend an action to see thru each other's senses). The remaining 6 feats require being bonded to one of the six new dragon types in this book. In addition to granting +1 to a particular ability score, they also grant a unique benefit: Coatl Bond grants a 1st level spell from any spell list, Ehrlya Bond grants advantage on checks with artisan's tools; Exor Bond grants +1d6 damage on a weapon attack, provided it's being rolled advantage once per turn; Fulgen Bond grants disadvantage on a target's next attack, save, or ability check when the Dragonded succeeds on any Charisma check; Magnifex Bond grants the ability to counter a weapon attack as a reaction by rolling Deception or Performance against the attack roll; Nix Bond grants resistance to poison and necrotic damage.

*Normally, if one falls to 0 hit points, then the other does as well.

Thoughts: For the cultural feats, Altruist, Eliadu Empowered, and Kaabac Unity are the most potentially powerful. Altruist really increases the use of healing effects and spells in how much overall damage they remove at once, while Kaabac Unity's bonus action Help and adding your Proficiency Bonus to an ally's rolls makes you a team player par excellence. As for the Dragonbonded feats, it's a bit hard to justify most of them in comparison to existing official feats. Bonded Survival can help increase the staying power of a PC and their dragon, while Bonded Defense can be good for making both harder to hit. Magnifex and Nix Bond are the most powerful of the clan-specific feats, with the former being a powerful counter for PCs with expertise in the appropriate skills, and the latter granting resistance to two common damage types.

Thoughts So Far: Itza's Guide to Dragonbonding is off to a rather rocky start. As mentioned before, the poor organization and conveyance of key setting information will leave most readers confused or looking ahead in the book to understand what is being referenced or discussed. Furthermore, the new ancestries and lineages vary quite a bit in broad utility, with the Maghyri being the clear standout in this regard, and the Ellari Elf being the overall weakest due to reliance on a very situational spell.

Last but not least, its labeling as "the complete dragon sourcebook for 5e" is a bit of false advertising, as a fair amount of this book is devoted more towards world-building for this particular setting rather than dragon-related rules and role-playing in general, even if said monsters are the primary movers and shakers of the narrative.

Join us next time as we check out three new dragon-themed classes in Chapter 2: Classes and Subclasses!
 
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Chapter 2: Classes and Subclasses is self-explanatory, providing us with 3 new outright new classes and 16 subclasses for existing PHB options. We'll first cover the new classes.

A common aspect of the new classes and subclasses in this chapter is a mechanic known as Vaala Augmentation. Characters who spend points from their pool of Vaala can further strengthen particular features, usually providing direct boosts/alteration to such as imposing disadvantage on a target's saving throw, rerolling an ability check, being able to affect additional creatures/targets, enhanced range/radius on an attack or effect, and so on. Some augmented features can use points from any of the three Aspects, but many require spending points from a certain pool such as Fai or Id. The three classes tend to draw on the three Aspects equally, with subclasses being more devoted to particular Aspects. This chapter's beginning also makes an important note that gods do not exist in the world of Valerna, so clerics and divine classes instead draw their powers from Vaala enhanced by their conviction in certain philosophies and ideals.

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Dragon Hunter is a dangerous tradition formed out of necessity, to fight the generational raids of dragons descending from the moon to consume the world's Vaala. Dragon hunters organize into hunting lodges, making use of martial might and the power of Vaala in developing effective ways to kill dragons.

The class is solidly martial, sitting at a d10 Hit Die, proficiency in all weapons, armor, and shields, Constitution and Intelligence saves, have their choice in proficiency of one of three common artisan tool types (leather, smith, or tinker), and choose three skills from a Ranger-esque list. In addition to the Extra Attack that they gain at 5th level, grants a variety of thematic features, such as an additional Extra Attack at 13th level, being able to mark a creature as their Chosen Prey to deal extra damage, gaining advantage on saves and eventually immunity against the frightened condition, can "aggro" creatures within 100 feet to make an Intelligence save or be forced to use their movement to go closer to the Hunter, and even the ability to potentially negate uses of a creature's Legendary Resistance!

The Dragon Hunter also learns how to apply magical enhancements to equipment in a process known as Forma, gaining more forma as they increase in level akin to a Warlock's Invocations. There's 25 forma from which to choose, and all require harvested material from dragons known as skutte, which has a numerical value requiring its expenditure in order to craft said item. They include such options as Dragonblood Etching, which applies bonus d6s worth of energy damage to a weapon, Bone Marrow Lamination that can increase the wearer's hit point maximum much like the Aid spell, Scaled armor that can apply resistance of one of the elemental energy types plus necrotic or thunder to the wearer, and a Weakening weapon that can remove a creature's resistance to a certain damage type for one round on a failed save.

Like attuned magic items, there's a limit to how many forma a Dragon Hunter can have applied at once, equal to the number of forma that they know. Additionally, some particularly powerful forma requires attunement as well. The text doesn't specify that only the Dragon Hunter can benefit from the imbued items, although the rules mechanics for many forma uses the words "you" and "your" when talking about effects, which implies that it only works for the Hunter in question.

The Dragon Hunter's subclasses are Hunting Lodges, styles that arose from organizations scattered across Valerna who train and aid each other in distinct techniques. They each grant 1 unique Forma along with bonus motes of Affinity and Vaala points in specific Aspects. The Bastion Lodge focuses on defense and endurance and draws upon the Aspect of Id, granting features such as being able to gain resistance to common damage types and the ability to Augment this resistance to allies they touch, spending reactions to take half the triggering damage/effects from attacks targeting nearby allies, and their forma grants advantage on saving throws vs the poisoned condition.

The Reaver Lodge focuses on weakening dragons via debilitating strikes and techniques, and their favored Aspect is K'aab. Their abilities include imposing weakness (presume they meant "vulnerability") to a damage type chosen by the Hunter when their target fails an Intelligence save, performing a short-range teleportation as part of an attack against their Chosen Prey, their unique forma grants advantage on initiative rolls, and once per rest can spend a reaction to move their initiative result immediately after a creature they see starts its turn.

The Shadow Lodge relies on discretion and skullduggery to overcome dragons, drawing upon the ephemeral Aspect of Fai. Their features include being undetectable to extraordinary sense types for a limited duration, pushing themselves down a creature's throat if bitten and deal additional damage to the creature while inside it, and the ability to turn into an ethereal shadow against a triggering attack to negate damage and then stays ethereal for one round.

Thoughts: The Dragon Hunter is definitely on the higher end of the power spectrum when it comes to martial classes. Being able to negate a use of Legendary Resistance is quite overpowered in that it can be used to "lock down" boss monsters with cheap tactics if deployed correctly. Additionally, the Reaver subclass' forma can potentially let the Dragon Hunter act twice during the same round, and advantage on initiative rolls is a huge boon. Additionally, there are some generic forma that let you add persistent bonuses to ability scores and hit points, which can be quite potent for all sorts of builds. While there are class features that are more sensible in terms of balance, the Dragon Hunter will need some careful looking over by the DM.

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The Dragon Herald represents people who study magical runes used by dragons in order to gain powers emulating these mighty creatures. Despite the name, most dragon heralds do not act as representatives or agents of dragons, as their motivations for pursuing this magical art can vary.

The class is something of a gish, having a d8 Hit Die, proficiency in simple weapons, light and medium armor, Constitution and Charisma saves, and choosing two skills from a mostly knowledge and social list. The bulk of their class features revolve around the use of runes, where they trace a magical rune in the air to perform some supernatural ability. The number of Runes a Dragon Herald knows is determined by level, they can only maintain a certain number of runes at any one time which is also dependent on their level, and runes make use of slots much like spells. But unlike spells, they aren't affected by Counterspell, but are still magical and thus can be dispelled and won't work in an Anti-Magic Field.

There are 19 runes to choose from, which have self-descriptive names but with their Draconic name in parenthesis. For instance, the Skilled Rune is known as Oka. 11 of the runes have no prerequisites and can be taken at any time, but the rest require a minimum class level in order to be learned. Many runes can be used on other targets besides the Dragon Herald, making them a good support role. Quite a bit of runes alter some mechanical effect via a "buff," such as the Alter Arms Rune (Kjern) which is inscribed on a weapon and makes it deal another chosen damage type until the next short or long rest, or Keen Aim Rune (Udar) which adds half the Herald's Proficiency Bonus* to the ranged attack rolls of a weapon. But there's other kinds of runes with wider purposes, such as the Detection Rune (Avslor) which lets the Herald sense nearby creatures like tremorsense and can magically mark creatures with a glittering light; Protective Sphere Rune (Omvanda) creates a sphere that moves with the Herald and makes those within immune to 4th level and lower spells; and Stonefield Rune (Vass) which creates a small AoE of sharp stones to materialize, causing damage and reduced movement.

*These types of bonuses are pretty common in the book, which unfortunately doesn't specify whether they're rounded up or rounded down.

In addition to persistent effects, each rune has a secondary effect known as an exploit where the Herald uses an immediate one-time ability which then expends the rune's effects. For example, the Detection Rune's exploit causes the floating rune to restrain a creature it's highlighting, while Stonefield Rune's exploit causes the stones to explode in a damaging AoE. Protective Sphere has a whopping 3 exploits: being able to absorb a spell to regain a spent rune slot (which doesn't end the rune's duration), copying an absorbed spell into the sphere and can cast the spell as an action provided that they do so before the end of their next turn, and creating a secondary larger sphere which functions as an Anti-Magic Field.

The Dragon Herald has 6 subclasses known as Venerated Broods, representing each of the six major types of true dragons in the setting. Each subclass grants bonus Affinity and Vaala Points in a particular Aspect related to the true dragon, a small selection of thematic spells known as Brood Spells, and a breath weapon once per short or long rest that deals a particular damage type (and possible secondary effects) whose amount can be further enhanced by Vaala Augmentation. At 6th level, they gain a Draconic Transformation where they can choose from a selection of common traits of their chosen brood for one minute once per long rest, and every brood's Transformation list includes one natural attack as well as wings to grant a fly speed. Beyond these universal features, the subclasses can vary quite a bit in granted abilities.

Coatl Brood Heralds are inspired to collect knowledge, and their brood spells specialize in divination. Their Draconic Transformation includes abilities such as resistance to cold damage from insulating feathers, or tails which can grapple damaged opponents. Their higher-level features include being able to "bounce" elemental damage or mind-affecting effects off of them and onto another target, or imposing the Restrained condition on targets by jumbling their thoughts around.

Ehryla Brood Heralds view fire as a creative force to harness, letting them craft and improve upon themselves. Their brood spells specialize in conjuration and fire magic, their Draconic Transformation includes abilities such as a magma tail that can melt adjacent squares of a target they strike into difficult terrain. Their higher-level features include summoning a spirit made of flames as a companion, generating an AoE fiery storm around themselves, and a once per short or long rest reaction to gain immunity to all non-psychic damage from one incoming attack as a reaction.

Exor Brood Heralds prize the art of hunting enemies, and tend to have aggressive and cruel streaks. Their brood spells focus around mobility and stealth, and their Draconic Transformation grants features such as a burrowing speed or personal shroud of winds to impose disadvantage on ranged attacks. Their higher-level features include the ability to Dash through the ground and make a burrowing attack as they burst out next to their target, a selective-target Frightful Presence, and the ability to produce an AoE dust cloud that is damaging, limits visibility, and can cause forced movement.

Fulgen Brood Heralds are social butterflies, using tactics and social skills to gain an edge over others. Their brood spells focus on enchantment, and their Draconic Transformation includes features such as being able to maintain multiple Unseen Servants and advantage on Charisma skill checks. Their higher-level features include an aura that lets allies within select from one of four buffs that last for one round, a Commanding Presence that is effectively a multi-target Command spell, and the ability to do a Ninja Log style trick to avoid an incoming attack. But instead of a log, it's a replica of the Herald made of sparkling stone.

Magnifex Brood Heralds are sensates who wish to experience all that life has to offer, and gravitate towards artistic pursuits in order to experience various emotional highs and lows. Their brood spells are diverse but with a slight bias towards illusion magic, and their Draconic Transformation includes features such as a climbing speed or resistance to fire damage. Their higher-level features include an aura that can Charm nonhostile creatures, summoning crystalline spikes from the ground as damaging cover that can also restrain targets, and their capstone lets them explode said crystals as a reaction.

Nix Brood Heralds have a taste for the macabre nature of death, and tend to pursue necromancy and other dangerous magic. Their brood spells are predictably necromantic in nature, and their Draconic Transformation includes gaining a limited amount of undead immunities or being able to grow runes which grant advantage on the next saving throw vs a particular damage type they were just affected by. Their higher-level features include being able to animate corpses as ghouls or specters for 1 minute, tracing a rune that deals AoE damage to non-undead targets (undeadare instead healed by it), and transforming their own spilled blood into crystalline spears to throw at targets.

Thoughts: Dragon Heralds are akin to warlocks in that while clearly a magical class, they only learn a small amount of thematically-related spells which determines their role in the party. There's an awful lot of runes to choose in terms of combat and utility, which can help tailor the Dragon Herald to certain roles. Furthermore, runes do not require concentration to maintain, which can allow for some rather powerful stacking exploits as quite a few grant bonuses to particular D20 roles equal to half the Dragon Herald's Proficiency Bonus. Due to this, certain runes stand out: Aegis Rune grants persistent advantage to one saving throw until the next short/long rest, Armored Rune grants an AC bonus equal to half the Herald's Proficiency Bonus, and Skilled Rune does the same but with a particular skill. Like the Dragon Hunter, it is a tad on the powerful side and might need some pruning down, particularly given the fact that a lot of classes and subclasses in this book have easily-stackable boosts.

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While every spellcaster makes use of Vaala in some way, the Vaala Adept is a mage who first and foremost forms their magical tradition by the manipulation of Vaala and its three Aspects. They are the prototypical squishy mage, having a d6 Hit Die, proficiency in simple weapons and no armor, Intelligence and Wisdom saves, and choose two skills from what is basically the Wizard list.

They learn cantrips and can cast up to 9th level spells as a primary caster, can cast spells with the ritual tag as rituals, and prepare their spells rather than casting them spontaneously. They draw their spells from the Cleric, Druid, and Wizard lists, but they are limited in the amount of actual spells from which they can prepare, which is determined by their class level + spellcasting ability modifier. Said modifier is determined by their Aspect Doctrine (subclass): Intelligence for Dream (Fai), Wisdom for Source (K'aab), and Charisma for Will (Id).

The Vaala Adept's class features all play off of their use of spells and Vaala Points. Replenish lets them meditate to restore Vaala Points equal to their Proficiency Bonus once per short or long rest, Shape Vaala is determined by subclass but reflects them willing that Aspect into the world as a magical effect, Advanced Studies lets them choose lower-level features from an Aspect Doctrine they didn't pick at 1st level, Spellweave lets them cast a second cantrip or spell during the same round once per long rest, and their 20th level capstone is basically DM Fiat akin to a 20th level Cleric's Divine Intervention, but flavored as calling upon Vaala itself to reshape reality.

The Vaala Adept's subclasses are Aspect Doctrines, reflecting what Aspect the Adept devotes most of their studies. In addition to increased Affinity and Vaala Points in the relevant Aspect, they also grant bonus prepared spells commonly associated with that Aspect. The Dream Doctrine focuses on the unbound power of imagination, granting various illusion spells, the Shape Vaala options involve conjuring objects and nightmarish attacks out of dreamstuff, grants the short-term ability to see invisible and magically-hidden things, and can even eventually conjure a bubble of raw dream or nightmare as an AoE buff/debuff. The Source Doctrine focuses on materialistic phenomena such as elemental and vital energy, granting elemental damage and healing/necromancy spells, the Shape Vaala options can transfer hit points between creatures and let the caster polymorph into an elemental, and its other features include spending Vaala Points to gain resistance to a variety of damage types. The Will Doctrine focuses on the mind's magical potential, granting an enchantment-heavy spell selection. Its Shape Vaala options includes granting an AC bonus to oneself or a touched ally or causing an attacker to target an ally instead, and its other features include spending Vaala to gain immunity to various common divination magic (lie detection, scrying, etc) until the next short or long rest, and radiating a persistent beguiling aura that can charm or frighten the Adept's choice of creatures within the area.

Thoughts: As a primary caster, the Vaala Adept sits in a rather comfortable spot of being powerful and relevant to most gaming groups. The fact that it draws from not one, but three spell lists really opens up the potential to have magic for just about every occasion. The subclasses all have decent effects, albeit the Will doctrine's blanket long-duration immunity to divination spells is a tad strong (even if it requires the expenditure of Vaala points to activate) given that it gets this feature at 6th level.

However, from a flavor/world-building standpoint, the Vaala Adept feels unnecessary. Not only do the existing core spellcasting classes exist, their new subclasses in this book are easily tied to the existing Aspects. The Wizard even has a Makaab Weaver subclass, for crying out loud! Due to this, the Vaala Adept feels like it would be better-suited as the primary type of mage for the setting, rather than one among many.

Thoughts So Far: While I do like how each new class has a distinct concept that it brings to the table, there is a bit of power creep that shows up in their various class features. This is especially apparent when it comes to the abilities that provide boosts to D20 rolls and Armor Class, to say nothing of bypassing common restrictions such as the Dragon Herald's concentration-free runic buffs. Due to these reasons, I'd be wary of using these classes unmodified in a campaign.

Join us next time as we cover the Subclasses for the existing core Classes!
 

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