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.

Edit: Over on RPGnet, Mockraven and DarkMoc were very helpful in outlining rules for dragon mounts in 4th and 2nd Edition, respectively.

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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Rounding out the second half of Chapter 2, we get 16 new Subclasses for the 12 core options. The Monk, Ranger, Rogue, and Wizard stand out in having 2 new subclasses each rather than one. Much like the preceding new classes, every subclass here increases a character's power in one of three Vaala Aspects along with Vaala Augmentation options to empower their class features. There's no suggestions or discussion for how existing non-Itza classes and subclasses would make use of Vaala, so the Aspect subsystem is relegated to just these options.

The Path of Scars Barbarian imbues tattoo-like scar patterns on their body to obtain supernatural powers. The practice began in the ancient Altanesi Empire, but has since spread to other cultures. They specialize in the Id Aspect, and grant proficiency in Medicine as well as either calligrapher's or painter's tools. The subclass revolves around magical scars which are chosen from a list of nine options, and the Barbarian can choose additional ones as they level up. The scars tend to be persistent benefits and most of them only when raging, such as +1 to their Unarmored Defense AC while raging, gaining proficiency in a skill and doubling that proficiency when raging, melee attacks never have disadvantage while they're raging, once per long rest stabilize when they drop to 0 hit points, or gaining temporary hit points upon entering a rage. Some of the scars can be taken more than once for stacking effects. At higher levels they gain increased uses of their scars, such as being able to apply them temporarily to willing creatures, losing access to their scar's benefits until the next long rest in exchanging for healing themselves of damage and conditions, and a capstone where they can turn their scar into a summonable Beast with a Challenge Rating of 1 or less.

Thoughts: The various scars have quite a bit of useful features, making this a worthwhile dip for a class, and being able to "lose" the benefits of scars to regain hit points or remove conditions is a nifty defensive feature. The capstone ability is rather underwhelming, as by 14th level a Challenge Rating 1 Beast is going to be a rather pitiful ally.

The College of Nightmares Bard draws their power from the wicked fey of the Fell courts. Their favored Affinity is Fai, they gain emotion-based bonus spells known, get a rest-limited advantage and rerolls on Charisma skill checks, can spend Bardic Inspiration to subtract the result from a target's successful save against enchantment and illusion spells, and a capstone that can stun a target for 1 minute on a failed Wisdom save that also deals psychic damage for every round they remain stunned.

Thoughts: While advantage once per rest on Intimidation or Persuasion might seem appealing at first, it doesn't out-diplomance the College of Eloquence Bard in the official rules. The subtraction of Bardic Inspiration from enchantment/illusion results is an inferior version of the Lore Bard's Cutting Words, with its only upside being able to declare it after knowing that an enemy save is a success. A pretty underwhelming subclass.

The Battle Domain Cleric believes not in raw bloodlust, but a more cerebral approach to battle and focuses on strengthening their allies to change the outcome of conflicts. They can choose one Aspect to be favored, and their bonus domain spells are a mixture of buffs and battlefield control. They also start out proficient in martial weapons and heavy armor, can spend a reaction to cast a cantrip or make a weapon attack against someone attacking a nonhostile creature, and their Channel Divinity lets them enter a mystical trance that requires concentration but grants nearby allies one of seven broad benefits each turn such as half proficiency bonus to AC, attack rolls, etc. Their higher-level features include bonus weapon damage of any one type chosen when the feature is gained, to being able to expend spell slots as a bonus action to grant boons to allies based on the slot level. Their 17th-level capstone turns allies into radiant pillars that blind and damage nearby creatures.

Thoughts: As mentioned in the prior post, the variety of "half proficiency bonus" stacking class features can synergize for some bounded accuracy-breaking shenanigans, and this subclass' Channel Divinity is a major contributor. The lower-level reaction-based counterattack can synergize pretty good with reach weapons, and as it's 1st-level can work nicely with dips for Paladins and Rogues in increasing their DPR potential. The ability to spend spell slots to give buffs to allies is rather underwhelming for the supposed benefit, as a lot of them can be mimicked by lower or equal-level spells but with higher duration. As for the 17th level capstone, it can potentially have a wide-ranging AoE, but as it doesn't discriminate between ally or enemy it will require some exact positioning to avoid friendly fire. Overall, this subclass' best abilities are low level rather than high.

The Circle of Change Druids believe that stagnation in all its forms leads to tyranny and empowers the forces of Null. In order to ensure the survival of reality, they encourage chaos and change. Their favored Aspect is K'aab, their circle spells focus mostly on debuffs with a little bit of battlefield control, and can create Chaotic Bonds between themselves and friendly creatures which share a pool of Change Points that can be spent to alter the rolled result of ability checks and attack rolls by a result of 1 per point spent. The druid's higher-level features include being able to form bonds between creatures that causes damage they deal to each other to be shared/rebounded on the attacker, the ability to cast a copy of a spell cast by another creature as a reaction, and a 14th-level capstone granting allies part of the Chaotic Bond the ability to take on the same form as the Druid's Wild Shape when they use this feature (albeit at rapidly reduced duration).

Thoughts: This Druid is a very useful team player, and the Chaotic Bond's pool of points are broad enough in utility to work for just about any party. As the points outright change the result of a die rather than being a static bonus, it can help edge one closer to "natural 20s" to get critical hits. The spell-copying and group-based Wild Shape at higher levels also has potential. A very strong subclass edging into overpowered territory.

The Gladiator Fighter most likely gained their training in Tyveria or Sikaria, where grand arenas and physical sports are popular pastimes. Their favored Aspect is Id, they are proficient in the Performance skill, and gain an Unarmored Defense like feature where they add Dexterity and Charisma to their AC, and like Barbarians can still use a shield to gain this benefit. The fighter can also 1-3 times per short/long rest spend a bonus action to call out a number of creatures equal to half their proficiency bonus, forcing them to spend their reactions, and each reaction grants a +1 bonus to the fighter's attack and damage rolls. Their higher-level features include being able to inspire allies to add 1d8 to a variety of rolls after the fighter makes a successful attack/grapple/shove attempt, gaining temporary hit points equal to their Performance check whenever they drop a creature to 0 hit points, regain a use of Action Surge when they have none left at the start of combat, and their 18th level capstone lets them add a Performance result to a melee weapon's damage roll once per round.

Thoughts: This subclass can be a good dip for Hexblade Warlocks for the unarmored defense boon, but at 3 levels it is pretty punishing for most caster builds. The ability to inspire other party members in adding to their non-save d20 rolls and damage rolls for succeeding on attacks is a very powerful feature, and the temporary hit point gain will trigger quite often as a Fighter is going to be a party's major damage-dealer. Additionally, the forced expenditure of reactions helps with crowd control and letting allies better maneuver, to say nothing of shutting down the potential for enemy counterattacks and counterspells. A good class, while still remaining balanced.

Way of the Covenant Monks are followers of the Dragonbonded Covenant, an organization of mortals and their draconic allies tasked with protecting the world against the invaders of Drakha. Their favored Aspect is Id, they gain proficiency in one Intelligence-based skill of their choice, have advantage on Intimidation and Persuasion checks when dealing with draconic creatures, and gain six techniques based on each type of dragon. These techniques require ki points to spend, and are a mixture of combat and utility such as adding their proficiency bonus to AC until the end of their next turn, absorbing a touched target's life essence by damaging them to regain hit points, or being able to Dash and gain a burrowing speed while being able to make an attack as they then burst through the ground/wall. Their higher-level features include being able to spend ki points to divert some of the damage from an energy-based effect (acid, cold, etc) to a nearby creature, generate an aura of protection as a reaction against an attack to grant those inside immunity to one damage type of the monk's choice, and their 17th-level capstone lets them spend up to 12 ki points once per short/long rest to deal extra damage (1d8 per ki point, only in increments of 2) from the six main energy types for dragon breath weapons on an unarmed strike.

Thoughts: This is a very front-loaded subclass, as it gets a huge amount of abilities just by entering it. The Covenant's major weakness is that its features are very ki-hungry, particularly the 17th-level capstone which costs more than half the daily expenditure of ki points. The 11th-level protective aura is perhaps the most useful feature, as for the cost of 3 ki points it can be a useful "get out of KO free" card for the monk and nearby allies against potentially lethal blos.

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The Way of the Eight Paths Monk follows a philosophy that believes that every living creature is part of a greater cycle, and this philosophy is represented as eight branching paths of various concepts and virtues. Upon obtaining this subclass, the PC chooses one of the Paths, which have nature-themed names such as the Leaf, the Moon, or the Wind, and which also determines the particular benefits of certain class features. Their favored Aspect is K'aab, they also gain advantage on a particular skill check in line with their Path, and can spend a ki point to gain advantage on saves against a certain kind of effect/condition depending on their Path. Some of the advantages are no-cost and persistent, and tend to be rarer ones such as advantage against the incapacitated condition, although the Stone grants persistent advantage on saves against becoming poisoned or exhausted. Their higher-level features let them spend "ki smite" and add ki points to add their Martial Arts die once/twice more to add to the damage of an unarmed strike, spending a bonus action to gain a short-term buff once per long rest (or spend 3 ki points to use again) in line with their Path such as healing a touched creature or gaining tremorsense for 1 round. Their 17th-level capstone lets them gain the benefits of two paths instead of one for the purposes of class features, and they can change which two paths these at the end of every long rest.

Thoughts: The subclass' persistent advantage on particular skills makes it dip-friendly for quite a number of builds. The 6th-level ki smite can be a useful means of burst damage, albeit a costly one. Several of the 11th-level abilities can be good, but also costly and a bit high-level for what lower-level spells can accomplish. The 17th-level capstone is rather underwhelming given that it's just "be able to two do lower-level things at once" rather than a significant ultimate ability.

The Oath of Radiance Paladin originated among the Galadyan Light in Ysval, encouraging the strengthening of community to repel supernatural evil. The ethos has become popular enough to be adopted by other nations and cultures. Its tenets encourage helping those less fortunate, maintaining friendships and strengthening bonds, fighting against the forces of Null and those who promote darkness, and other stereotypical "good-aligned holy knight" stuff. Their oath spells focus heavily on healing and defense, they can choose their favored Aspect, and their Channel Divinity options are either granting temporary hit points to allies or an AoE attack dealing radiant damage that also turns Null and aberration creatures as though they were undead. Their higher-level features include bathing one nearby creature in light upon smiting a target, granting advantage on the next attack roll against the lit up creature; blinding a creature who fails a Constitution save whenever the paladin deals radiant damage to them. Their 20th-level capstone buff grants resistance to necrotic and physical damage types, they can make one extra attack per round against aberration and Null creatures, and the paladin and allies within 30 feet regenerate 10 hit points per round.

Thoughts: This subclass is dependent upon campaigns heavily featuring Null/aberration creatures to be at its most effective. That being said, they make for good team players via their smites due to the advantage-granting light for attack rolls and being able to blind creatures they smite or otherwise deal radiant damage to. Those abilities kick in at mid-levels, however.

Fai Hunter Rangers specialize in protecting the material world against the Fell creatures of Dreamspace, and are most common in Allaria. Their favored Aspect is Fai, and they gain bonus spells that focus heavily on debuffs. The ranger also has advantage on saves against against being charmed and against illusion magic, and they can spend a reaction to potentially counter a creature's teleportation attempt should they fail a Wisdom save. Once per short/long rest they can deal additional damage with a weapon attack and even more damage against feyd* creatures. Their higher-level features include gaining a qirin (magical horned beast) mount as a persistent ally that grows more powerful with the ranger's class level, and their 15th-level capstone lets them spend a reaction twice per long rest to instantly copy and cast a magical effect used by another creature.

*This isn't a misspelling, feyd are basically Valerna's equivalent to fey. Once again, this is the first time we see mention of this creature type in the book, and we won't learn about them until much later.

Thoughts: Similar to the Oath of Radiance paladin, except that unlike the Null the feyd are a more situational monster in not featuring as one of the prominent "bad guy" factions in the setting. Being able to shut down teleportation is rather situational, and the black qirin doesn't really bring anything new or astounding to the table in comparison to existing NPC/pet companion subclasses.

The Shadowstalker Ranger makes use of concealment and the lack of illumination to ambush their foes. Their favored Aspect is K'aab, and can turn invisible as a bonus action for one round after successfully hitting a creature with a weapon Proficiency Bonus times/long rest. Their higher level features include gaining 60 foot darkvision (or +60 feet if they already have it), ignore disadvantage on Perception checks due to light obscurement, increased movement speeds while in dim light or darkness, they and their allies can travel up to 16 hours a day without worrying about exhaustion, and their 15th-level capstone grants them advantage on attack rolls when at least one conscious ally is within 5 feet of the targeted creature.

Thoughts: Invisibility, even short-term, is very useful for ambush and hit-and-run tactics, and combined with their extended darkvision makes them very accomplished stealth archers. The Gloomstalker still beats it in terms of general utility and being nigh-undetectable to creatures with darkvision, so its thunder is stolen by a core option.

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Crimson Hawk Spellblade Rogues belong to a crime syndicate of the same name, making use of magical powers to elude pursuers. Their favored Aspect is Id, and they have a number of spell slots equal to their Proficiency Bonus which always uses a heightened spell level based on their class level, much like a Warlock. They only have access to a small selection of spells, invariably being well-suited for sneaky endeavors such as Invisibility, Dimension Door, and Passwall. They can also apply their Sneak Attack to an off-hand attack once per short/long rest, and the text explicitly states that they can use this to deal Sneak Attack twice per turn. Their higher-level features include gaining proficiency with the poisoner's kit, immunity to poison damage and the poisoned condition, can reroll a number of dice on a damaging attack equal to their Proficiency Bonus once per short/long rest, and their 17th-level capstone lets them mark a target for death. The marked target gains the frightened condition against the Rogue for 24 hours if they fail a Wisdom save, and for an equal duration the Rogue intuitively knows their location and has advantage on all attack rolls against the marked target.

Thoughts: Very strong subclass, particularly as it grants access to some potent spells that the Arcane Trickster cannot cast. The ability to easily trigger Sneak Attack twice (thrice if we include reaction attacks) is going to make it an extremely strong DPR build, and for that reason I believe it's too powerful.

The Dreamspy Rogues belong to various spy agencies and assassin's guilds, using the nature of Fai to intrude into the minds of others. They can learn various Arcane Espionage tricks based on their level, and all tricks use a shared resource pool of Proficiency Bonus times/long rest. There are 14 tricks in total, all of which let the Rogue cast a specific spell such as Invisibility, Lesser Restoration, or Silent Image. Their other initial feature lets them reroll a failed Intelligence/Wisdom/Charisma ability check up to 3 times per long rest. The Dreamspy's higher-level features include permanent immunity to a wide variety of divination effects (mind-reading, scryping, etc), the ability to cause a struck target to take disadvantage on attack rolls and ability checks for 1 round on a failed Constitution save, and their 17th-level capstone lets them assume a supernaturally unremarkable form for up to an hour which causes onlookers to forget their presence should they fail a Wisdom save; damaging a creature grants the victim a bonus roll to save.

Thoughts: Like the Crimson Hawk Spellblade, this subclass grants the Rogue access to a variety of useful spells for cloak and dagger stuff. However, as this subclass hews strongly towards that style of play, it might be less useful in campaigns that are more "kick in the door."

The Blood Sorcery Sorcerer taps into the Aspect of Id in order to manipulate the magical powers of blood and emotions. The bonus spells they gain access to are centered around enchantment and necromancy, and once per long rest can immediately end the effects of one poison or disease affecting them. Their higher-level features include effectively adding their Charisma modifier twice to the attack rolls and save DCs of blood magic and enchantment spells, causing creatures they damaged with a piercing or slashing attack to continue bleeding and take continuous necrotic damage (and thus produces doses of blood for Maghyri to use), can drain hit points from others and heal themselves by spending Sorcery Points, and their 18th-level capstone grants permanent immunity to necrotic damage and lets them spend 5 Sorcery Points to long-term charm and form a telepathic bond with a creature much like a vampire's thrall.

Thoughts: Being able to add your Charisma modifier twice to a subset of spells already breaks bounded accuracy in half. As it's unlimited-use, that feature alone makes this subclass overpowered. The ability to easily "milk" a target of blood is tailor-made to be used for maghyri characters.

The Fell Crown Warlock made a pact with one of the masters of Dreamspace, becoming far more than a servant as they are tasked with being their patron's elite agent in Valerna. Their expanded spell list draws upon illusion and debuff/necromancy options, their favored Aspect is Fai, and they automatically learn Minor Illusion, Prestidigitation, and Sleep spells at 1st level, They also gain a magical mask that initially grants advantage vs illusion effects and can spend a bonus action to shoot nightmare beams at targets dealing psychic damage and the frightened condition. Their higher-level features include gaining resistance to psychic damage and learning the Dominate Person and Dream spells. Their mask gains new abilities with level, such as being able to "consume" a spell's dream reflection cast by another, which lets the warlock cast it once themselves, or a later class feature that forces the minds of two creatures to be linked that causes both to take damage whenever one is hurt. The warlock's 14th-level capstone lets them open a rift to the dream realm for 1 minute to swallow their foes, dealing damage and causing them to be transported out of the material plane for a limited duration until they escape.

Thoughts: The ability to potentially impose the frightened condition on targets as a bonus action is a very strong feature. As the spell-devouring doesn't negate or counter the cast spell, the warlock can use it to effectively double-cast magic in tandem with an allied caster, and since it recharges on short as well as long rests it's a great way to grant a party effective bonus spells.

The Makaab Weaving Wizard learns deeply about the natural world so as to better reshape it via magic. Their favored Aspect is K'aab, and they can treat a large number of druid spells as wizard spells while also halving the gold and time spent to copy such spells into their spellbook. They can also cause nearby natural materials to reshape into common handheld objects Proficiency Bonus times/long rest, such as weaving grass into a basket, wood into a club or spear, etc. Their higher-level features let them replace the damage type of "elemental" spells, temporarily imbuing weapons to deal 1d8 additional damage of the aforementioned damage types, can store one spell of 5th level or lower per long rest for 48 hours into a non-manufactured natural object, and their 14th-level capstone lets them quickly reshape natural material into larger and more complex objects, such as wood and metal into a sword or carved stone and timber into small structures.

Thoughts: The ability to replace damage types with another and add such types to weapons makes this wizard great at overcoming common enemy resistances and immunities. As their spell-stored items last for 48 hours, it's a good way to get an effective bonus spell between long rests, even if limited in use. The ability to fashion items out of natural materials is a bit underwhelming when compared to actual spells that can do similar things, and is likely going to be of situational use in most campaigns.

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The School of Entropy Wizard views the magic of life and death as complementary, and thus are more multi-faceted than vulgar necromancers. Their favored Aspect is K'aab, they add a bonus necromancy spell to their spellbook every time they gain a level, and can choose to heal a single target instead of damaging them when casting a spell that deals damage. Their higher-level features grant them Revivify and Animate Dead for free, can recover an expended spell slot once per short/long rest whenever they kill one or more Undead with a leveled spell, can animate low-powered undead as an action for 1 minute once per short/long rest, gains the ability to create unique Xibac Undead (detailed in the Bestiary chapter, basically undead but with a variety of elemental/necrotic magical attacks) once per long rest via an hour-long ritual, and their 14th-level capstone has them become immortal and gain a variety of undead benefits and immunities. However, they can't restore hit points naturally but can be affected normally by healing spells.

Thoughts: As the conversion of damaging spells to healing doesn't specify leveled spells, this can be used in conjunction with damaging cantrips to effectively gain infinite healing. As one of their other class features specified leveled spells, this is a huge rules oversight. In comparison to the base necromancer, the bonus necromancy spell vs half cost for copying those same spells is overall better in granting you free spells immediately. When it comes to animated minions, the School of Necromancy subclass' granting bonus hit points and damage roll boosts is overall better than gaining access to the new xibac undead. The ability to animate skeletons and zombies immediately but for a short duration might be useful if the Wizard needs to replace undead minions in the middle of combat, but that's a situational thing.

Thoughts So Far: While there are some worthy entries, the subclasses in this section overall are in need of another editing pass. Bounded accuracy breakers are a particularly common sin, and then there are things like certain subclasses being too front-loaded or getting eclipsed by existing core options. Overall, not a fan of this section.

Join us next time as we learn about the most infamous creatures of this setting in Dragons of Valerna!
 
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Dragons of Valerna is a deep dive into the landmark monsters of the setting. It has pretty much everything save for stat blocks, which are detailed in the Bestiary chapter towards the end of the book…but which we'll be covering here for ease of reference!

Unlike typical D&D settings, there are no chromatic or metallic dragons in the world. Instead, we have six new species, or breeds, of dragons. The original dragons were created by Kadmos, one of the godlike Protogons responsible for the creation of all other life forms. After Kadmos lost a war against the other Protogons, the dragons were banished to Drakha, the Red Moon, which severed their ties to Vaala and robbed them of their immortality and access to magic. But once every 27 years, a portal known as the Eye of Kadmos opens, allowing travel between Rhaava and Drakha. During such times, the dragons would raid the lands for captives and magical energy to consume before returning through the eye, but a few remained on Rhaava either by choice or an inability to return in time.

Each of the six dragon breeds is capable of flight and possesses up to three breath weapons: one is of fire, and the two others represent some element foundational to their kind as they advance in age. The book describes dragons as carnivorous and "eat anything they can get their claws on," which technically would make them omnivorous. Vaala is most nutritious to dragons, as it can sustain them for years and helps extend their lifespan. Draconic humanoids known as dragonkin were also created by Kadmos, and dragons run the gamut of views towards them: as little better than animals at worst, to equal brethren at best.

Dragon culture is overall quite individualistic, with appointing the eldest among their brood as a leader known as an azhurma being the only real form of hierarchy practiced. While dragons can organize into extended family units and even cities, they are prone to infighting and clashes over territory. Being unable to make use of magic like mortals can,* dragons discovered a workaround via Kadmic Runes, magical writings taught to them by their Protogon creator. The knowledge of these runes is traditionally passed down from parent to child. Captives from Valerna taken in raids were done either to keep as livestock or to serve as living batteries of Vaala for magical experiments. However, as no living being born on Drakha can make use of Vaala, such experiments were utter failures, and most descendents of captives now live in Aureus' Golden City where they are second-class citizens.

*With the exception of Coatl dragons, although the text doesn't acknowledge this contradiction

Dragon Broods are the primary classification of dragons by common lineage, tracing their family tree to a common azhurma. The book notes that the six broods listed aren't the only ones that exist. This section also talks about lairs, lair actions, and calculating the DC for variant abilities of dragons, but as we don't get stat blocks until several chapters later, that's quite disorganized. So I'm going to break with convention and talk about dragon stats in this post.

Dragonbond dragons have your typical true dragon features: high hit points and Armor Class, fly speed and other possible movement speeds, darkvision and blindsight, various natural weapons, a fire breath weapon at Wyrmling and older, an alternate breath obtained at Young and Adult, immunity to fire damage for Young and older, Frightful Presence at Adult and older (save for Coatl, who lack it), Legendary Resistance and Legendary Actions at Adult and older, and all age categories have Drakhan Resistance which grants a persistent advantage on all saves vs spells and immunity to the Maze spell. Dragons also make use of the four age categories in the Monster Manual (wyrmling, young, adult, ancient) plus a new Hatchling category that is even weaker than wyrmling and of a fractional Challenge Rating. They all have the same size and year range for each category: Tiny and less than a year for Hatchlings, Medium and 1-5 years for Wyrmlings, Large and 6-100 years for Young dragons, Huge and 101-800 years for Adults, and Gargantuan and 800+ years for Ancient. Dragons of Wyrmling and older also have access to Kadmic Runes, allowing them to cast spells from the Cleric and Wizard list whose total number and maximum spell level is determined by their age category. One other thing that Dragonbond dragons get over core rules dragons is that each has special abilities they can use as bonus actions and reactions, letting them take better advantage of 5th Edition's action economy during combat.

On the fluff side of things, we also get tables for each brood to generate a dragon's Personality Traits, Ideals, Flaws, and Goals, along with 3 adventure seeds each for ways to incorporate them into Dragondbond sessions. We also get semi-detailed writeups on each brood's azhurma, covering their history along with their current goals. To be honest, there's not really much to said azhurmas besides them being general ruler types who exemplify the best qualities of their kind. We also get Variant Abilities for dragons of all kinds, representing alternative breath weapons, Kadmic Runes, and other abilities to diversify individual dragon NPCs.

Thoughts: There's an awful lot of material here to make dragons fleshed-out characters that feel unique from each other, both in combat and out of it. Once again the book suffers from poor organization, where you have stuff specific to stat blocks such as Lair Actions and Variant Abilities not placed alongside the actual dragon stats much later in this book. I particularly like the implementation of Kadmic Runes, which grants dragons access to a common archetype that they strangely lacked in 2014 5th Edition D&D.

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Coatl are scholarly, feathered dragons who prefer the use of magic over physical might in combat. They have an innate curiosity, seeking to explore the world and its many mysteries, with the younger dragons preferring to explore while the older ones build upon their existing networks of knowledge to pursue breakthroughs. They build lairs in well-fortified, academic places such as ruins and towers if possible, and make heavy use of runes and traps to guard their findings. Their alternate breath weapons are a damaging aura of blue flames and a dispelling line that deals force damage, their supernatural abilities and Lair Actions hew heavily towards illusionary debuffs, and they can divert elemental damage to a nearby target as a reaction.

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Ehryla are dragons who love to craft all kinds of things, and often live close to volcanic vents which they turn into impressive forges. They are more introverted and less social than other breeds, eschewing politics and tests of oneupmanship, being satisfied and content in finding purpose in their work. Ehryla are responsible for inventing some of the most powerful metals and magic items. Their alternate breath weapons are spitting globs of magma that explode upon contact and choking ash clouds, and their supernatural abilities and Lair Actions center around the creation and manipulation of heat and metal as well as being able to suppress and "turn off" magic items.

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Exor dragons embrace their role as apex predators in a world where they have only other dragons as equals. Predictably, their culture values Social Darwinist principles where relationships are broken down into exploiter and exploited, and all Exor seek to become or maintain a position among the former. They can survive in any environment, but prefer arid regions. For their lairs, Exor excavate subterranean catacombs which can eventually expand into mazelike dungeon environments rich in secret passages. Their alternate breath weapons are blasts of blinding sand and restraining molten glass, they can kick up an obscuring dust cloud as a reaction, deal additional damage when they burrow out of the ground and attack a creature, and their Lair Actions make use of desert-themed terrain effects such as changing the ground into quicksand, or coating their bodies in crystal to impose disadvantage on enemy attack rolls against them.

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Fulgen dragons view themselves as the natural rulers of all dragonkind, and have the most complex systems of laws out of all the broods. They spend just as much time researching and debating civics and magic as martial pursuits, and impress upon their children the value of academia. Fulgen also rule the only metropolis of note on Drakha, the Golden City, which is where most of them make their lairs. But Fulgen on Valerna often live in abandoned structures near major population centers, demanding other creatures renovate it to their liking. Their alternate breath weapons are an aura dealing fire and force damage and a line of restraining molten metal, and their supernatural abilities and lair actions tend to involve mental domination of others to impose negative conditions or denial of actions and mobility.

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Magnifex dragons are the Epicureans of dragonkind, indulging in worldly desires and collectors of aesthetic beauty. They have high standards for everything, from making lairs in only the most desired and exclusive of locations, the most beautiful art for their hoards, and only the most delicious of prey. Magnifex differ wildly in what they find personally pleasing, and what may be striking and innovative to one dragon may be ugly and gauche to another. While eager and willing to fight, they prefer to engage their enemies in social combat first, often spending time enacting elaborate scenarios and schemes of sabotage, one-upmanship, and ego-boosting to prove that they are the superior being to third party witnesses. Their alternate breath weapons are a spray of poisonous crystals and a rolling ball of petrifying crystals, and their supernatural and lair actions tend to revolve around shiny-yet deadly things, such as turning a nearby statue into a golem or showing off their scintillating scales to charm onlookers.

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Nix dragons are the black sheep of the broods, having embraced necromancy to become immortal undead beings. They are not born, instead originating as a transformed dragon from another brood. This can even be done upon dragons still in their eggs, and the Nix have been known to infiltrate the lairs of other dragons to steal such eggs to make more of their own. Every such dragon is actually a phylactery for their azhurma, Nixis, who propagates the species in order to better ensure her immortality. Nix prefer remote lairs in environments hostile to life that have classic "evil monster lair vibes," such as dismal swamps and ashy wastelands. Their alternate breath weapons are an exploding orb of black flame that deals necrotic and fire damage and life-draining fumes that restore the dragon's hit points. Their supernatural abilities and lair actions are predictably necromantic in nature, such as twisting the limbs of distant creatures to damage and immobilize them, animating undead servants to fight for them, and creating sinkholes of mud and water that restrain and drown targets stuck in them.

Thoughts: I do admit missing the traditional chromatic/metallic brood, although I do find these six new varieties interesting enough on their own to stand out. They all also have means of coming up with adventure opportunities: Ehyrla for finding, crafting, or discovering the purpose of a powerful magic item, the Coatl and their desire for knowledge and research, etc.

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Dragonbonding is the section of greatest relevance to the PCs, the process where a dragon and mortal soul forge a supernatural connection to each other that allows them to share Vaala. The process is spontaneous and happens in less than a second, but why it occurs is unknown. The bond is mutually beneficial, for it provides the dragon continual access to the mortal's Vaala and thus doesn't hunger for it anymore, while the mortal gains the benefits of a dragon's extended lifespan. However, should one of them die, the other will as well.

Although its existence has been known for millennia, the Dragonbond had huge social and political repercussions in Valerna and Drakha. For one, it caused the bonded dragons to develop better understanding and empathy for creatures they traditionally hunted and raided, and thus were likelier to aid Valernian civilization against their brethren. Bonded dragons also grew confident enough to fight the Protogons. However, pride goeth before a fall, and when a group of Dragonbonded attempted to use Vaala to permanently close the Eye of Kadmos, the process instead opened up a portal…elsewhere, causing the Null to enter reality. Closing this new portal took great sacrifice, where the powers of the Dragonbond itself were wiped from Valerna as the ultimate price. This lasted for a thousand years until recent decades, when the seals holding back Null weakened, allowing the Null back into Valerna in an event known as the Second Null War. But it also allowed the ability for mortals and dragons to enter a Dragonbond once again.

Forming a Dragonbond is more of an art than a science, but a universally-shared requirement is when two prospective bondmates view each other as genuine equals. This commonly comes from when a dragon and non-dragon share similar outlooks and have more things in common than not, and once a Dragonbond is formed it cannot be avoided or done away with. When it comes to PCs, the circumstances of a Dragonbond are determined by DM Fiat by default and what makes sense for the story, but there are hard and fast rules for determining the maximum age category a PC can bond to based on their level: 1st level for Hatchling, 3rd for Wyrmling, 7th, for Young, 13th for Adult, and 18 for Ancient. Additionally, once a PC reaches a certain level for an age category, the bonded dragon will immediately mature to that age if applicable.

Should a DM wish to further gamify the process of achieving a Dragonbond, alternate rules make it so that it can only be triggered when a character in the presence of a dragon rolls a 20 on a saving throw or ability check for a skill associated with the particular dragon brood. If more than one dragon is present, the DM decides which dragon would be most appropriate for the Dragonbond. Afterwards, both the character and dragon go through two additional stages of ability checks much like a skill challenge, requiring rolls from both of them. Should the process fail, the character can't ever try to bond with that dragon again, and neither can attempt to bond with another mortal/dragon for 1d4 weeks.

A successful Dragonbond provides alterations to both the Dragonbonded mortal and bonded dragon. The mortal learns Draconic if they don't already speak it, becomes immune to the breath weapons of the bonded dragon's brood, gains darkvision equal to the bonded dragon's range if it's less than the dragon's, and can speak telepathically to all dragons. As for the dragon, it will not willingly act to harm the bonded mortal and will prioritize the character's survival over other PCs. The dragon can only recharge their breath weapons on a short or long rest rather than refreshing on a 5-6 on a d6, or the Dragonbonded mortal can spend 4 points from their Vaala pool to recharge it immediately. The dragon also lsses access to its Legendary Resistance, Legendary Actions, Lair Actions, and lair regional effects. Both mortal and dragon cannot die of old age, and they can either act on their own initiative or choose to act on the same initiative where one of them rolls for both. They also keep their own hit point values, but should either be reduced to 0 hit points then both of them are reduced to 0 hit points and must both make death saving throws. If one dies, then the other dies.

Lastly, a bonded dragon and mortal can enact an hour-long ritual to link the spirits of non-bonded mortals, granting the non-bonded participants fluency in Draconic, resistance to the damage type of of the dragon's breath weapons, and darkvision equal to half that of the bonded dragon or +10 feet to it.

A bonded dragon, despite gaining a deep connection to a PC, is still a free-willed creature, and thus still acts on its own. However, the book suggests the DM grant control of the dragon to the player of a Dragonbonded PC during combat, but with the former considerations in mind and to take control back if the player abuses this privilege.

The section wraps up with a list of four particularly famous Dragonbonded pairs, one for each of the major four civilizations in the setting who achieved fame during the Second Null War. They are Itza and Reganna of Nahuac, the former being the scholar penning the in-universe version of this book for newly-fashioned Dragonbonded; Elyse and Ferellon of Allaria, the former being a silver elf noblewoman who became Queen after proving herself in the Second Null War and seeking to steer the country in a more progressive direction; Adrael and Nagasha, the former claiming the throne of Tyveria and seek to turn it into a meritocracy albeit still a rather ruthless one; and Oryan and Rakzor of Ysval, a pair of great warriors who forged their bond in the thick of battle, and are responsible for building a new order of Dragonbonded at the temple of Ret Sajuut.

Thoughts: The book definitely delivers when it comes to providing rules for true dragon companions, and as the Dragonbond itself doesn't specify any particular stats or mechanics for the new dragons of this book, it can be adopted to use for the chromatic/metallic dragon broods in other settings as well. As even Young dragons are Large size and have fly speeds, the classic image of a dragon-riding hero is easily achievable by the 2nd Tier of play.

However, the Dragonbond raises some serious questions regarding balance. Even if the true dragons end up debuffed, they still stand head and shoulders above the typical animal companion-style NPC minion. And unless the gaming group is okay with "playing favorites," I can see every player wanting a draconic mount as their own, which will require some extensive rebalancing of encounters. Guidelines and advice that the book sadly doesn't deliver.

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Draconic Combat is the final part of this chapter, providing deeper rules for mounted and aerial combat to account for the dragon-riding focus of the setting. Rules for mounting/dismounting and controlling a mount are reprinted here for ease of reference. Mounts are divided into three types in this system: unintelligent mounts, who have Intelligence of 1-3 or don't speak a language; intelligent mounts, who have an Intelligence of 4 or higher or speaks a language; and bonded dragons, which are normally classified as intelligent mounts but provide additional benefits when their bonded rider is mounting them.

We get a new feat called the Valernian Martial Tradition, which represents generations' worth of combat techniques developed for fighting against and alongside dragons. The feat grants +1 to an ability score of choice and three maneuvers which are similar to a Battlemaster Fighter. There are 13 maneuvers to choose from, 8 of which have rest or round-based refresh rates, 5 of which have unlimited uses, and the save DC for maneuvers is based off of the user's choice of Strength, Dexterity, or Intelligence. The maneuvers include such options as Bladespike Climb (can move across a creature's body as difficult terrain if you successfully attack it, dealing 1d4 piercing per movement), Full-Body Slam (you direct your flying mount to spasm into a smaller target, dealing more damage the greater in difference of size categories between mount and target), Imbue Attack (dragon ally breathes on your weapon, replacing its damage type with the breath weapon's type, longer duration if dragon ally is bonded to you), Reactive Shove (can shove a target as a reaction if it provokes an opportunity attack from you, an intelligent mount or bonded dragon gains a reaction-based attack on target if they are shoved into their reach), Tumbling Advance (move up to half your speed as a reaction if you succeed on a save against an AoE), and Winged Special (flying mount uses its wing as a springboard to fling you at a target, rider can make a bonus action attack dealing extra damage to target).

Aerial Combat is a new subsystem for battles involving multiple airborne participants. It uses an abstracted measure for distance and positioning, where placement on the battlefield is divided into Range Spheres. A Long Sphere encompasses the entire battlefield. Within are multiple potential Medium spheres, which can have various Close Spheres representing creatures close enough to engage in melee combat. A creature can use all of its flying movement to move from one sphere to an adjacent one (Close to Medium, Medium to Long), so using the Dash action combined with normal movement can move a character two spheres. Attacks and effects with a range of 60 feet can only be used in a Close sphere, 61 to 150 feet can be used to target creatures in an adjacent sphere, and 151+ feet can target up to 2 spheres away. Close spheres are effectively treated as melee combat, where moving from Close to Medium can provoke an opportunity attack, and ranged attacks are rolled with disadvantage. A creature can run away and "exit" an encounter by using all of its movement in the Long sphere while taking the Disengage action.

This section provides a visual representation of what aerial combat would look like via the use of Range Spheres, as well as more specific rules and circumstances for aerial combat. For example, there are rules that cover what happens if a creature is KO'd or reduced to 0 feet and thus how long they fall before exiting the Long sphere, rules for landing upon or climbing a larger creature, and how certain actions such as Hide, Dodge, etc are altered by the Aerial Combat rules. One notable rule is that Dragonbonded do very well when attacking in tandem while the rider is mounted on the dragon. Should one make an attack against a creature, the other bonded partner gains advantage on attack rolls against that same target.

Thoughts: The Range Sphere rules are a good compromise between theater of the mind and the unenviable difficulty of tracking grid-based movement in a three-dimensional environment, and the Valernian Martial Tradition is a cool and appealing feat. That being said, I see some cases where certain archetypes work extremely well with these rules. A Warlock with the Eldritch Spear Invocation can hit anyone anywhere in the battlefield with their Eldritch Blasts, while dragonriding Rogues will have an easy source of Sneak Attack damage whenever they fight the same target as their draconic mount. That being said, it's now much easier for enemies to close the gap with a mere Dash, so they won't be getting several rounds' worth of free attacks before their foes get in range.

Thoughts So Far: Overall, I like this chapter. It helps make dragons in the setting into distinct characters and more than mere monsters to slay, and dragons of the same brood and age category can be sufficiently different based on their Kadmic Runes and Variant Abilities. The Aerial Combat rules look nifty enough to adopt, although I haven't tested them in play to see how well they hold up. My main point of contention is the lack of DMing advice for rebalancing encounters for parties that have true dragon allies.

Join us next time as we check out more PC-friendly options in Chapter 4: Items and Chapter 5: Magic!
 

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Items & Equipment is a relatively short chapter, providing us with new gear and magic items for both dragon and non-dragon characters. We start out with several new materials from which to make weapons and armor out of, such as the orc-forged Baaka whose armor grants fire resistance to its wearer, or Fai Glass which is made of Dream-wrought crystal whose weapons deal bonus psychic damage and whose armor is easier to maneuver in (represented by no disadvantage to Stealth and higher DEX bonus to AC). We get 12 new weapons that are specific to the various major cultures, such as the Atlatl spear-thrower whose ammunition is akin to long-ranged thrown spears (but don't count as a thrown weapon, oddly enough), or the Blood Blade gauntlets from Tyveria which are akin to scimitars statwise but have the finesse property. We even see some conversions of pre-5e official weapons such as the Repeater Crossbow and the Spiked Chain, the former of which comes in light and heavy versions but jams on a natural 1, and the latter of which is just as overpowered as its 3.5 counterpart. Not only does the spiked chain have a massive reach of 20 feet, the user may choose for any Large or smaller target it strikes to be grappled on a failed save, and suffer disadvantage on Strength checks and saving throws when remaining so grappled.

We also get some alchemical weapons known as Shev Explosives, which come in damaging acid, foul gas that imposes the loss of actions, and a sticky bomb that can restrain creatures. They're all relatively cheap for the effects that they can do, such as the Acid Bomb costing only 50 gold but deals 4d8 acid damage in a 10 foot radius.

Dragons also get equipment of their own, specifically three different types: Dragon Barding and Dragon Saddles are basically like the equipment of similar names for mounts, but have increased cost and weight multipliers for Huge and Gargantuan creatures. For weapons, Swivel Ballistas are basically siege weapons that can fit on a dragon's back or a flying vehicle; it deals less damage than a typical ballista, but it can also shoot alternative bola bolts that can reduce a struck creature's movement speeds, if not outright immobilize them, depending on the success/failure of their Dexterity save. For melee, Tailspikes are sharp implements added onto a dragon's tail, letting them alter their tail attacks to deal either slashing or piercing damage depending on the shape and design of said tailspikes.

Finally, we end this chapter with 17 new magic items, all but 3 of which can be crafted using the new crafting subsystem at the end of this book. Every magic item relates to the lore of the setting or dragon-fighting in some way. Some of the more notable items include Dragonbane Oil, which grants bonuses on attack and damage rolls against dragons as well as unique debuffs against particular broods based on the oil's ingredients;* Grounding Arrow, which forces a Dragon it strikes to reduce its speed to 0 for 1 round if it fails a Constitution save; the Heart of Kadmos, the sphere-like remains of the long-dead Protogon of the same name, which grants a variety of spells that consume charges to use, defenses against common features of dragons like immunity to breath weapons, and has an Orb of Dragonkind-esque ability to telepathically dominate dragons; Jewelry of Vaala Resonance, which can be used to store a number of Vaala Points based on the item's rarity to be used for later; and the Skyhook Scepter, a rod which can let its wielder and one willing creature soar into the air up to 60 feet through the air as an action.

*For example, oil made of spores causes fungi to spread across the bones of a Nix dragon, making it unable to use its Kadmic Runes for 1 round if it fails a Wisdom save.

Thoughts: I am getting flashbacks to my 3.5 days, where just about any melee Fighter worth their salt took Exotic Weapon Proficiency (Spiked Chain) for all sorts of builds. And much like those days, a lot of the equipment in this chapter is very spuriously balanced. Besides the spiked chain's crazy reach, the acid bomb is so much better than the base acid vial while being only twice as expensive. I'm not fond of the natural 1 jam for repeating crossbows, as critical fumbles hurt player characters far more than NPCs and monsters. The dragon equipment is perhaps my favorite entry, as the barding, swivel ballista, and tailspikes all look both cool and practical and don't feel all that overpowered.

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The Magic chapter is where we finally go in-depth regarding the new rules for Motes of Affinity and Vaala Points, along with 5 new schools of magic and a whopping 63 new spells. Motes of Affinity represent a character's ties to one of the three Aspects of Fai, Id, or K'aab, with represented as a value of 1 through 5. PCs can only ever gain a maximum Mote of Affinity of 3, so presumably the 4th and 5th magnitudes are meant to represent particularly powerful NPCs and monsters. A character has a number of Vaala Points equal to their Proficiency Bonus plus their class' primary ability modifier. For every Mote of Affinity a character has, they can reduce the cost of a special ability or augmentation requiring it by a like amount, to a minimum of 1 point. A character regains half their maximum number of Vaala Points after finishing a long rest. NPCs and Monsters base their Motes of Affinity and Vaala Points off of their Challenge Rating and Proficiency Bonus + ability modifier of the DM's choice, respectively, and like PCs they only go up to a value of 3.

Beyond the specific class and subclass features that call out augmented enhancements, there are general-purpose Augmentations that can be used by anyone with the required number of points and the appropriate Aspect. There are 10 such universal options: Alter Damage (change your damage one to one affiliated with the Aspect), Blinking Blade (make an additional weapon attack against another target within 15 feet, but can only affect a target once in this way), Burst of Speed (increased speed and/or jumping distance), Channel Elements (cast an elemental-themed cantrip), Dreamwise (cast a utility-based cantrip), Elemental Resistance (gain resistance or immunity to a particular chosen damage type), Extend Range (increase range of spell or weapon attack based on amount of points paid), Increase Ability (gain advantage on a physical ability check), K'aab Retribution (use reaction to deal damage of an elemental type to a nearby attacker), and Reflect Charm (spend reaction to either negate or reflect a charm spell or effect targeting you).

Augmentations do not require actions of their own to utilize, and their major limit beyond the required points is that they cannot be used in conjunction with features and abilities that provide similar effects. An example the book gives is a range-extending Augmentation cannot be used in conjunction with the Distant Spell Metamagic option.

Finally, a spellcaster can spend Vaala Points in place of spell slots, requiring a number equal to 3 + the spell's level to be spent. You can also cast a spell you don't know this way, but the cost is 3 + twice the spell's level, you must ordinarily be capable of casting said spell at your character level, the caster takes force damage, and they cannot use this function of Vaala-based spellcasting again for a number of days based on the spell's level. While by default any Affinity can be used to empower any spell, there's a sidebar talking about using the Vaala system with spells from other sourcebooks, and maps each school of magic to the relevant Aspect. This makes me believe that the kinds of spells one can cast using Vaala were supposed to be restricted based on Aspect and school, but I can't find any such rule in the book.

A PC typically starts with 1 Mote of Affinity during character creation, and gains a 2nd Mote upon attaining their first subclass and a third Mote at 14th level. The rules specifically disallow multiclassing to gain Affinity faster, a one can only gain the relevant Affinity/Vaala Point increases twice and at those particular level minimums. If a multiclassing character would gain a Mote of Affinity in a second Affinity, they can choose to lose their prior ties to a particular Affinity and gain power in another or continue advancing in their original Affinity.

Thoughts: While the new subsystem has options that can help all manner of classes and builds, I can't help but notice that mages get even more of a boost given that Vaala Points effectively give them a pool of extra spell slots. And being able to cast a spell you don't know in exchange for force damage and a higher cost can give said spellcasters a nifty versatile trick to pull out when the chips are down. Combined with the earlier Jewelry of Vaala Resonance in the prior chapter, Dragonbond spellcasters are going to really shine. While the setting does feel sufficiently high-powered that I don't mind a straight upgrade, I would've liked to see martials and noncasters get some exclusive toys of their own.

We have five New Schools of Magic reflecting traditions specific to the setting. They include Blood, used by the mages of Tyveria to control the vital forces of others; Dreamshaping, which fashions reality out of fantasy and was first discovered by the Ellari; Rune, which originated among the dragons to get around their cursed inability to use magic; Null, a corruptive influence gained meddling with this force of unreality, including a subsystem for Null corruption points that permanently turns the caster into a monster should they accrue too much; and Weaving, a Nahuac-based tradition that teaches one to manipulate the interconnectivity of nature to change and influence the physical world. The corruption points gained from the Null spells are temporary points equal to the spell's level, and one permanent one that can never be healed. The only way to get rid of temporary points is 1 for every long rest. At 15 points or higher, the caster needs to make a DC 18 Wisdom save each time they gain more to avoid the permanent monstrous transformation.

Thoughts: Besides Null, I don't really see the need for these new schools, as most of them already thematically fit into the existing D&D system. Weaving sounds like Transmutation, Dreamshaping like Conjuration, Blood like Necromancy, and we already have runic spells in the base game such as Glyph of Warding. In practical terms, a PC can only ever cast Null spells 14 times safely at best, which makes learning such spells unappealing for long-term campaigns but a potentially consequence-free power for one-shots and short adventure arcs. While many Null spells have potent effects, the rapid accumulation of incurable corruption punishes their use with any real frequency.

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As for the New Spells, the arcane classes such as Bard and Wizard get a generous amount, as does the Druid. The Cleric, Paladin, and Ranger get a lot less, and of the new classes in this book only the Dragon Herald gets a listed write-up. Since the Vaala Adept draws from existing classes, it effectively gains access to the most spells in this book. For groups that don't want to make use of the new schools, spell entries also list a traditional school of magic for them.

There's too many spells to cover in full, so I'll highlight some of the more notable ones: Arcane Amplification (5th level rune magic, touched creature has advantage on all spell attack rolls for 1 minute), Aura of Apathy (2nd level Null magic, all hostile creatures in a 30 foot aura are vulnerable to all damage types, no save, and must make a Wisdom save or take psychic damage and halved movement), Biting Winds (4th level weaving spell, line-based AoE that deals cold and slashing damage as well as forced movement and one level of exhaustion), Bolster Will (3rd level blood magic, reaction lets a creature within 30 feet who reroll a failed death save), Charmed Reverie (2nd level dreamshaping, implant a desired goal by influencing a sleeping target's dreams, charming the target and gaining advantage on checks made against them in pursuit of this goal), Consume Vaala (3rd level Null magic, deal necrotic damage and make a target lose Vaala Points), Fai Jump (teleport up to 60 feet and can make a melee attack against an adjacent creature upon arriving at destination), Hive Heat (4th level weaving, summoned beas deafen, restrain, and deal fire damage to a target they engulf), Invoke Elements (1st level weaving, create a 5 foot pillar made up of one of the four elements, causing damage and debuff against those within the area), Ishtotl's Intuition (5th level rune, touched creatures gains the ability to cast a 3rd level or lower spell a number of times equal to your spellcasting ability modifier), Kel'Teoti's Arcane Focalizer (3rd level enchantment, target has advantage on Constitution saves to maintain concentration for 1 minute), Mass Dispel Magic (6th level Null, a 60 foot AoE that automatically dispells spells and magical effects of 6th level or lower, 7ty and higher are subject to a dispelling check as normal), Power Word Strike (3rd level enchantment, cause a target to spend its reaction and make a melee or ranged attack on the nearest target, target below a certain HP threshold is automatically effected and threshold is based on spell slot level), Regenerative Carapace (3rd level transmutation, for the next minute target gains +5 AC, movement speed is halved, and as an action can restore 1d4+spellcasting ability modifier hit points to itself), Runemark (1st level rune, for the next 8 hours or until dispelled can telepathically communicate with target provided you're within each other's sight and can sense their location up to 25 miles away, higher level slots let you share telepathic communication with more targets), Shape Momentum (3rd level evocation, cast as a reaction when a ranged attack misses a target, you roll a ranged spell attack to become the new result), Tana Whispers (1st level divination, can ask the natural world one question and gain an answer, question has to pertain to events in the spell's immediate vicinity), Wingward (2nd level abjuration, target cannot be affected by 3rd level or lower spells that reduce/negate its flying speed), and Yahum Lift (3rd level transmutation, imbue a Medium or smaller stone to be able to fly for up to an hour, can hold up to 300 pounds, higher level slots imbue more stones).

Thoughts: I've noticed quite a bit of unbalanced spells. Several are underpowered, such as Charmed Reverie being like a Suggestion but with required pre-planning, or Fai Jump being twice as far as Misty Step but requires an action and you can only make one attack with it by default. Since Misty Step can work in conjunction with Extra Attack or regular actions in requiring only a bonus action to cast, it has more general-purpose use. Kel'Teoti's Arcane Focalizer is even worse than Enhance Ability, whose Bear's Endurance lasts for much longer and applies to Constitution saves in general, on top of temporary hit points plus only requiring a lower-level spell slot!

Correction: Enhance Ability doesn't grant advantage to saves. Therefore, Arcane Focalizer is a decent spell to have.

Then there are the more powerful spells, such as Biting Winds which imposes exhaustion (a powerful debuff) on top of forced movement and two different damage types, or Yahum Lift which is basically a longer-lasting Fly spell that can technically transport targets other than the caster in its use. Regenerative Carapace is practically a no-brainer for any martial build just for the AC bonus alone. There is one case of unclear implications for the Runemark spell, where its material component is alchemical powder and ink worth at least 100 gold. But as the spell doesn't specifically say that it's consumed upon casting, that implies the ink and powder is reusable. As a consumable spell, this is a mighty heavy price to pay, but if it's meant to be reusable then it's a pretty convenient way for low-level parties to establish magical walkie-talkie/GPS equivalents.

Thoughts So Far: Both chapters suffer from a lack of balanced options, and while this is not unique among 5e books, the discrepancies feel more egregious than normal when juxtaposed against existing core options. While there are some things I like, this doesn't make up for the fact that I'll have to do more work in allowing/disallowing/rebalancing options should I try to deploy them in a campaign of my own.

Join us next time as we take a tour of Valerna in Chapter 6: the World of Dragonbond!
 
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With all the focus on rules crunch these past few chapters, the World of Dragonbond finally pivots to some fluffy world-building. This chapter focuses entirely on the continent of Valerna, which is where most of the planet's "important figures and stories come from."

The chapter opens up with covering the history of the world, divided into six Ages. The Age of Protogons is brief and ill-detailed, detailing these immortal beings as the first creatures to come into existence, and how all but one of them abided by a rule that they cannot create others like themselves. Kadmos broke this social contract, ushering in the Age of Dragons when they created thousands of dragons in their image. This resulted in a devastating war with the rest of the Protogons that ended with the death of Kadmos and dragonkind banished to the moon. The Age of Mortals began when various non-draconic sapient life forms started organizing into the first societies, becoming independent of their Protogon creators who in turn were beginning to lessen in power. The Age of Heroes began when the first known Dragonbonds started occurring. As the Protogons at this time were nearly gone, and those few remaining were oblivious to the destructive side effects of their great powers, the beings of Rhaava grew to resent them. The Dragonbonded led armies to rise up and kill the last of the Protogons.

The Age of the Covenant began after the Dragonbonded gather together into a formal organization. The First Null War came due to reckless harvesting of Vaala in the regular text of this chapter, but the truncated timeline claims that Ellari Dragonbonded brought it into the world after recklessly seeking a weapon beyond reality via utilizing dreamshaping magic. Either way, the Null spread rapidly, causing countless civilizations to fall, with the Ellari being particularly susceptible as the Null hijacked their innate dreaming magic to create all kinds of horrific monsters. A great ritual sacrifice conducted between nations made several great seals to banish the Null. The end of the war saw the formation of what will become the modern kingdoms of the present era, and a new Age of War dawned as various independent struggles in various realms grew out of the power vacuum. The Second Null War occurred near the end of this Age, marking the return of Null and Dragonbonded, along with the dragons of Drakha discovering a way to cross over to Rhaava without needing to wait for the Eye of Kadmos to open. The current Age of Endless Sagas began 5 years before the current era at the end of the Second Null War, noted by the re-establishment of the Dragonbonded Covenant and the rise of various dragon-mortal heroic pairs destined to leave their mark on the world.

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Each of the four major civilizations gets a brief two-page writeup.

The Dragon Kingdom of Allaria is ruled by a dynasty of allai who claim that their mixed heritage makes them more inherently adept at ruling than either elves or humans. There's not much here that hasn't been covered in prior chapters, although we learn that its military relies heavily on shield-bearing heavy infantry known as the Oathguard, with its cavalry made up of qirin riders. With the overturning of the Dreamless Treatment, more ellari soldiers are joining, making use of dreamshaping magic resulting in breakthrough tactical innovations.

The Blood Empire of Tyveria is the most powerful civilization on the continent, with only Allaria being a threat to its power. Its maghyr nobility are particularly brutal and corrupt, and awakened blood is used as a currency among the nobility and mages. Their military is made up of halfling sappers, blood mages, foot soldiers of various ancestries, and vampyr warriors along with giant insect war animals and mounts.

Nahuac is a coalition of independent nations known as the Four Quadrants. They include Mígtal, a cold land ruled over by wizards who number among the continent's most powerful mages; Ad'tal, a land of climate extremes ranging from lush jungles to deserts, populated by lizardfolk as well as Nahuac's strongest warriors who come from tribes known as the Seven Thunders; Iltal, the oldest of the states, forming much of Nahuac's coast and whose major cities magically float high above ground; and Tlátal, the largest and most prominent of the nations home to the Kaabac people who use the power of K'aab to take the forms of animals…wait, don't they mean the Tánaid? The book even refers to their four subgroups of guardian spirits by the same name, so this might be an editing oversight from a prior version of the book where said race had a different name. Nahuac's military makes heavy use of nature-themed magic and necromancy.

Ysval is the northernmost of the major kingdoms, formed by refugees of the First Null War. Most of these refugees were prior worshipers of that foul force before redeeming themselves by founding a new religion known as the Light. Ysval is sparsely populated, its settlements small, widely-scattered villages interspersed by watchtowers, Ysvalians pride themselves on making do with little, and despite being the least powerful of the four major nations, they managed to repel outsiders who underestimate them. The kingdom's human majority also entered into friendships with púka halflings and giants known as Hmyr. Paladin orders of knighthood deriving their powers from the Light make up the military's backbone, and griffons and muscular reindeer serve as cavalry. Púka halflings help with logistics and supplies, and while the hmyr giants aren't formally part of the kingdom, they are trusted allies who both sides can count on to support the other.

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Other Realms covers the smaller civilizations on the continent of Valerna. There's seven of them, with one getting a slightly more detailed yet still very brief write-up. They include Sikaria, a magocrocy ruled over by strange elves known as the sikari, who engage in competitive magical alterations to the ecosystem like some kind of society-wide science fair; the Shield Clans of Enkhara, floating cities of nwoda dwarves carrying mobile birthstones; the Scourge Triumvirate, an alliance between orcs, snakepeople known as the boaab, and elementals known as djaat who view the continent's human-majority nations as unlawful usurpers who must be overthrown; the Fell Courts, an otherworldly realm ruled by elven archmage survivors of the Dreambleed cataclysm who used their magic to carve out an illusory kingdom running off of fairy-tale logic; Gellanor, a coalition of various nomadic tribes brought together by an order of Ysvalian knights who were exiled into the most inhospitable lands of the north after refusing to worship the Light. And the Altanesi Ascendency, formed by a human warlord claiming to be a long-lost scion of Altanesi nobility who now seeks to build a new empire in its image.

The last realm we cover is the Cursed Coast, a region of politically-contested territories that have a foul reputation for generations' worth of conflict and magical disasters. We have write-ups for various locations and power-players, such as the four city-states known as the Aunai States serving as the major population centers of the Coast, the smoggy Tyverian border city of Kara Matula, the Vision Valley which is thick with Fai magic and presided over by the Fell noble known as Bele, and Exile Kingdoms which are crawling with various bandit gangs, walled settlements reigned over by rapid successions of warlords, and even rumors of Null monsters haunting ancient ruins. Each of the four major kingdoms has some presence here.

Thoughts So Far: Given the brevity of this chapter, I wanted to save my opinions until the end. While a lot of the realms sound quite interesting, the individual briefness of each entry leaves DMs with not much material to work with. Even the four major kingdoms are covered only in the broadest of strokes, with the Other Realms entries having virtually nothing to build off of, besides perhaps some lore from later monster stat blocks for the less humanoid realms. I would've liked to see more coverage of notable locations, cities, dungeons, and suggested adventure hooks to make the setting feel more alive.

Join us next time as we encounter Valerna's diverse peoples and dangerous monsters in Chapter 7: Bestiary!
 

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The final chapter of the book, the Bestiary gives us over 60 new monster/NPC entries and over 100 stat blocks. Although sorted alphabetically, there's no convenient listing by type and/or Challenge Rating. I won't be covering every creature for this post, instead going over in broad strokes sorted by common region/type/theme. I previously detailed the six new dragon broods in Chapter 3, so they won't be covered here.

Each of the four major civilizations has stats for specialized warriors and officials. Allaria has mounted Fai Hunters who specialize in fighting feyd creatures and can attempt to shut down teleportation as a reaction, Oathguards are heavily-armored soldiers trained in university-like lodges and can also cast minor defense/buff spells, and Wardens wield glaives while riding qirin. Ellari Dreamshapers are mages who specialize in illusion and debuff spells, with a side of conjuration magic such as Fabricate and Faithful Hound. Qirins look much like the creatures from Chinese mythology, intelligent (albeit nonverbal beings) who make for trusted companions and come in three species in ascending order of power: black, silver, gold. All species share similar stats as fast-moving melee mounts, but can also grant nearby allies advantage on a roll up to three times per day.

Tyveria has Blooded Gladiators who can be summed up as barbarians who make use of unarmed and slashing weapons, Bloodclaws are melee combatants who can Multiattack in a flurry of strikes, Magyar are blood-focused mages who can enhance their spells via damaging other creatures, and Vampyrs are weaker varieties of magyar who focus more on natural weapons. Skorpikon are scorpion-like insects large enough to serve as mounts, and their spiked carapace can be used to counterattack. Vespida are giant wasp-like insects who serve as aerial cavalry, and whose droning can impose the Frightened condition on all targets within 30 feet…which would also include its riders. Must be an unintended rules oversight.

Nahuac includes the Fándred Monks who follow the Way of the Eight Paths, and are basically NPC versions of that subclass. Ocelinn are tánaid who can shapeshift into jaguars and function similar to lycanthropes in battle, albeit without an infectious bite. Finally, the Xibac Kaabmarked come in four varieties of undead: burned, who died by fire and can draw upon the source of their death in a variety of ways, from self-healing to melee attacks; Drowned, who died underwater and has a poisonous spray; numbed, undead animated without a mind or soul who serve as close-range melee fighters whose breath can form a poisonous aura; and a xibac lich, who is a less powerful version of the namesake monster, but similar in form and function in being a mostly-magical enemy.

Ysval is known for its Galadyan Priests, who in addition to having a variety of healing and defensive magic can also generate an aura of damaging light and can turn creatures of Null as though they were undead. Púka are basically CR ⅛ noncombatants. Foghorns are furry mammals who bear long, singular horns, and while most are wild, an order of warriors known as the Order of the Foghorn managed to domesticate them.

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Beastfolk is an entirely new creature type in this book, described as being "not strictly Humanoid" yet not Monstrosities due to having a "rich culture and their position as one of the main inhabitants of the continent." Which is a bit superfluous, as Monstrosities in 5th Edition can already incorporate intelligent beings such as harpies and yuan-ti. We begin with the Bendavee lizard-people of Nahuac, who are known for producing magic items made from Source and can be fearsome in battle due to an innate regenerative ability. Next up are the Boaab, humanoid snake-people who once ruled most of Valernia before losing a war against the Altanesi Empire, and are now of the three major societies of the Scourge Triumvirate. They have three different stat blocks, all of which share telepathy and one or more enchantment spells along with mind-affecting special abilities. Bucentaur are basically centaurs but bulls, and live in the steppes of the Westerlands. While many are independent, some have sworn fealty to Allaria and serve that kingdom as mobile warriors. They have three stat blocks, two of which are centaur-like in being fast, bulky melee fighters and the third an archer. Buunkun are wise birdfolk who are allied with the people of Hanuac, and while most like simple lives as villagers, their people are known for producing masters of weaving magic. Ushobai are large crab-like beastfolk who live in Sikaria, and their culture encourages them to become warriors for glory. Lastly, the Uutabai are slothlike beings native to the far north, and not much is known about them due to their hostility to outsiders.

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We've got quite a lot of Feyd creatures for those wanting their dragon-riding campaigns to be more fairy tale-friendly. Dream Imps travel through people's dreams and have been known to develop a fondness for the mortal world after befriending children, often resulting in them forgetting their duties to the Fell Courts. Fadrakes are born from fanciful tales that have yet to exist, and while all take dragon-like forms, the rest of their features can run the gamut of imagination. They fight like dragons in combat, but due to their "unreal" nature illusion spells can harm them as though they were real, and they take damage when in antimagic fields and magic circles. Fai Goblins are tasked by the Fell Courts to lure mortals into Dreamspace by any means necessary, and they are stealth-based warriors relying on short-range teleportation and a diverse assortment of spells; some which are rather powerful for a CR 2 creature, such as Dominate Person or Geas. Fataar are tusked bipedal fey who act like bandits, using their great size and strength to bully and rob others. Fell Knights are elite elven warriors of the Fai Woods, their gear made of fai glass. The Knights have some nifty supernatural abilities such as an at-will Counterspell, short-range teleportation, and some enchantment and battlefield control spells. Fell Foxes serve as mounts for them, and the beasts are also skilled ambush predators. Hamanimi and Hamanu are the nymph/satyr equivalents of the setting, the former coming in four varieties based on the environment they live in which reflects the theme of their spells and attacks.

Interestingly, we have several Humanoid Subraces, including a few new ones that don't have playable versions. Most have base stat blocks for fractional Challenge Ratings that are akin to ordinary warriors in their society, but a few have higher-CR specialized versions. Beyond the Púka detailed above, there's the Godao gnomes who have a stat block for Guild Enforcers that come equipped with electrified clubs that deal lightning damage and can stun targets. Iko'ob, aka jade gnomes, were a once-hidden civilization whose work in resurfacing Altanesi ruins earned them an alliance with the Altanesi Ascendancy, and their stat block includes various techno-magic abilities such as a rechargeable acid spray and a super-charged Clockwork Haymaker attack. Nwoda dwarves have Spy Captains and Sky Pirates with special weapons such as devices that shoot acidic shards or scimitars that can poison targets. Qillu, aka keen halflings, appear as more animalistic versions of this short race, and their culture encourages the promotion of the written word in all its forms. It's said that they have a secret ledger that has the most accurate records of Valerna's history. Shev, aka shadow halflings, mostly live in Tyveria and are known for fashioning alchemical items from the natural resources of their home marshes. This earned them valued roles as sappers in the imperial military. Sjóda, aka frost dwarves, have skin and hair as hard as stone and crystal, and they travel in mammoth caravans which require a lot of resources and so find few allies in the north. The Gellanor League serves as an exception, where they're valued as long-distance traders.

Sikari elves are special enough to merit their own entry. Same for orcs, detailed below. The sikari are renowned scientists who are naturally aquatic, and their civilization is located almost entirely underwater. They make use of a science unknown to the rest of Valerna known as zoethurgy, a discipline that specializes in the creation and modification of life forms via K'aab channelled through personal handheld stones. The sikari experiment for practical purposes as well as for the sake of gathering knowledge. Arrogant racism is common in their culture, as they believe that their technologically-advanced society makes them superior to other civilizations, and thus gives them the "right" to determine the fate and destinies of others. This predictably encourages many sikari to treat their creations as slaves or beasts of burden, while the more "benevolent" elves treat them as children or pets. Statwise they have attacks and spells that deal lightning and thunder damage, and due to personal modifications they have advantage on all Acrobatics, Athletics, and initiative checks.

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Orcs are a farflung people who manage to survive and thrive in spite of the curse placed upon them by the Altanesi Empire. The Obakkar are the most well-known clan, but there's also the Ogerron and Orlar orcs. Ogerron are much bigger than the standard orc, being Large size, and most live in Tyveria and serve that nation's military either as conscripts or technically-independent mercenaries. In battle, they can sing songs to honor the dead known as bastuus, which grant nearby allies bonuses on a variety of rolls, and their more advanced stat blocks include special spiked chain and maul wielders who can impose conditions on struck targets. As for the orlar, they are furry nomads of the far north, whose bands are led by covens of witches famed for brewing sacred potions known as oljuu. This substance can empower the drinker with a second wind in the form of temporary hit points.

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Hmyr are giants native to the far north, appearing as humanoids standing over 13 feet tall with antlers and hooves. Most live in an expansive forest known as the Fogwood, which is full of traps set up by the giants. Ysvalians steer clear of the forest to avoid intruding on their allies' privacy. Hmyr strongly value the ideals of a "fair fight," and if possible they will declare their intentions to challenge an enemy rather than attacking unexpectedly. Hmyr organize into a variety of clans which have their own magical traditions. The Boar Clan is the largest and most powerful, and are valued for their skill at diplomacy and are responsible for forming the giants' alliance with Ysval. Hmyr have four stat blocks reflective of their clan: all of them are skilled with close-quarters combat and can take a lot of punishment, along with pseudo class-like features such as unarmored defense or an encouraging speech to restore the hit points of an ally.

Kadhah are aberrant spirits that inhabit the souls of every maghyr. As long as these vampire-like beings live, their kadhah will be straining to take control and escape. Should they manifest in the world, kadhah appear as web-like masses of dark blood. There are four different stat blocks reflective of their host maghyri's level, but share a variety of common features such as being able to cast any spell known by its maghyr when at less than half health, and melee attacks that can drain the health from struck targets.

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Null are aberrations from beyond reality that compete with dragons for being the greatest threat to the world of Rhaava. Their existence is a contradiction, for Null's sole purpose is to unmake everything, and this cosmic force corrupts other beings into itself to take the forms of Null monsters. We have six stat blocks for specific Null creatures and one Null-Touched template that can be added to any living creature. Null beings typically take the form of Lovecraftian, fleshy body horror forms such as shambling masses with tongues emerging from orifices or bloated contorted humanoid bodies that slough off the original creature's identifying features. Null creatures' commonly shared traits include an immunity to a large number of conditions, having blindsight but being blind beyond their sensory radius, the ability to drain Vaala from targets, and attacks that can curse non-Null into becoming a Null monster if not healed within 24 hours.

While we don't hear much about the Hollowdepths, Dragonbond's Underdark equivalent, like its subterranean counterparts in other settings it is home to strange life forms and an even stranger society. The Waada are a species that comprises the most powerful civilization beneath the earth, appearing as corpulent amphibians with oversized brains that grant them powerful psychic abilities. With the ability to mentally charm, dominate, and modify memories, they built their society on mind-controlled thralls and the accumulation of information. They can learn what lurks in the minds of others by consuming brains, or via a process where the minds of others can be literally bottled to for later analysis. The Waada have the most intricate, widespread intelligence network in Valerna, along with ties to various organized crime syndicates. Those who know of the waada's existence seek them out to trade valuables for what they know.

Thoughts: Itza's Guide to Dragonbonding is certainly not lacking in the new adversaries department. I particularly like how many of the near-humanoid monsters, such as the Beastfolk and Hmyr, are more three-dimensional than being always evil and adversarial, but can still fill an antagonistic role due to the setting's emphasis on warring kingdoms. Additionally, the Null-Touched creature template and variant stat blocks for many humanoid entries help in the variety department. My main criticism of this chapter is that I would've preferred several of the monsters/NPCs (particularly the Waada and the non-playable humanoid subraces) to be given more detail in prior chapters for world-building. For example, we don't learn virtually anything about the setting's Underdark equivalent until the very end of this book.

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Correctionary Note: I should point out that I misspoke earlier, believing that the following rules only apply to harvesting from dragons. Well, they can be used on any creature type!

The two Appendices at the end of this book provide new crafting rules for turning the body parts of slain foes into equipment. The first appendix, Harvesting & Crafting, can be done by anyone, and is a simplified version of the crafting rules from Heliana's Guide to Monster Hunting. A sidebar calls this out, briefly advertising the other book and saying that Dragonbond's crafting rules can be used in conjunction with its crafting rules.

Harvesting is a multi-step process making use of various skill and tool checks dependent on a variety of factors. Upon defeating an opponent, the party has the opportunity to Harvest body parts known as Components, with DCs based on the value and difficulty of extraction. Choosing to harvest multiple Components adds their DCs together, but instead of rolling once, a separate Assessment check and Carving check are made, combining the results together. The Assessment check makes use of Medicine, Survival, or one of the various Intelligence-based skills depending on the creature type, while the Carving check is a Dexterity ability check with an added Proficiency Bonus if applicable.* For harvesting magical Components, the supernatural qualities rapidly fade, meaning that parties have just enough time to attempt to harvest one corpse, and spells such as Gentle Repose cannot extend or delay the process. We get tables for every creature type and the Components that can be extracted from them by DC, but there's a special Component known as Essence that is required to craft magic items. A creature's Essence is based on its Challenge Rating, which in turn informs the Component DC and magnitude of magic item that can be crafted with it, ranging from Uncommon (CR 3-6) to Artifact (CR 25+).

*The book doesn't say when this bonus is supposed to be applied and when it's not.

Once Components are harvested, they can be crafted via either Manufacturing, which turns the Components into serviceable items via an appropriate tool check, or Enchanting, which turns a mundane item into a magical one. Manufacturing is pretty straightforward, where the crafter must use materials worth one-third the item's cost, have Auxiliary Equipment necessary for its forging (like a hammer and anvil for smithing), and a listed time and DC to craft the item. The result is a binary success/fail, where success completes the item and failure ruins all progress in crafting the item. Special materials can increase the time, cost, and crafting DC, and we have a table for special materials specific to the setting. But we don't get entries for mithril or adamantine. Crafting doesn't need to be continuous, and we get tables for what item types can be crafted by what tools, as well as tables for determining the cost, DC, time, etc for virtually every piece of equipment from the Player's Handbook to the new equipment in this book.

Enchanting follows a similar process, albeit uses an appropriate skill check based on the harvested creature's Essence, and always uses their spellcasting ability modifier instead of the normal ability used with said skill. The DC is dependent on the desired item's Rarity, and the amount of hours required is dependent on whether it's a consumable, non-attuned, or attuned item. Common items can be crafted this way, but require no Essence, and the scaling of time is reasonable up to Rare. By Very Rare, the hours exponentially multiply. For example, a consumable Legendary item requires 320 hours, while a non-attuned Artifact requires 100,000 hours!

Dragoncrafting is our second crafting-related appendix, and is much shorter at only a single page. These rules are restricted only to the Dragon Hunter class, where they make use of the unique resource known as Skutte to create their Forma. Basically, harvesting Skutte is done via a DC 10 Survival check, and the amount of Skutte harvested is based on the slain dragon's size category. The size also determines the time required to harvest, although additional characters can aid in shortening the process. Said characters can even be members of other classes, although the group requires a Dragon Hunter of at least 3rd level to supervise the process.

Thoughts: The harvesting and crafting rules are at once too lengthy and incomplete. On the one hand, the process requires too many rolls, where failure can ruin all progress, meaning that many gaming groups will find it too cumbersome to be reliable. Additionally, we have tables for various types of Components, from eggs to flesh to eyes, but what you can specifically fashion out of said body parts is abstracted. The only specific Components that matter in this book are for the new magic items, most of which specify the body parts of particular creatures.

The main draw for crafting mundane equipment is being able to save gold in making stuff yourself, which is appealing when crafting expensive stuff like heavy armor, but loses its appeal for most other equipment. Enchanting, conversely, is a bit too open-ended, as the only restrictions for what you can craft are that spellcasters need to know the spells for spell scrolls that they create. The book does note that Heliana's Guide to Monster Hunting has Quirks and Flaws for degrees of success and failure for the crafting check, which in that book is meant to remove the sting of otherwise not making an item for failing the roll (you get one with flaws instead) which makes me wonder why they didn't incorporate it. The more rolls you require in order to succeed, the greater the chance of failure.

The Skutte harvesting is downright simple in comparison. For example, a Tiny-sized dragon gives 1 Skutte, a Medium 4, and a Huge 8, and most Forma can be crafted for less than 6 Skutte. Due to this, Dragon-Hunters won't be starving for resources for their class features unless the DM makes dragons a rare enemy. And at that point, you'd have to ask why they even allowed that class in the first place, much less chose a setting with the word Dragonbonding in its name!

Final Thoughts: Itza's Guide to Dragonbonding is a good idea with a poor execution. The dragon-riding hero is a popular fantasy archetype that most D&D settings fail to take advantage of. The most prominent one that does, Dragonlance, is a very divisive one for other reasons. Unfortunately, Dragonbond is brought low by consistently poor organization, inconsistent lore, questionable balance, and very bare-bones worldbuilding that only shows things from the biggest of big pictures. The setting will need to improve a lot on these mistakes in order to be a worthy contender, but as it is now I cannot recommend it.
 


Thank you so much for this. I've been searching for dragonriding and aerial combat mechanics I could use for a sequence in a Dragonlance campaign. I was really eager to see another source looked over! It's interesting that the authors felt the need to do so much more beyond that in this case, but I have to say I like a lot of the art you've shared.

This is also unexpectedly timely with the Gencon news of the Purple Dragon Knight changes. The interest is clearly there, but so often the conclusion seems to be just what you've written: "a good idea with a poor execution". I hope that by restricting dragonriding to a single sequence rather than making it a campaign-wide effort, it will be fun and effective.

Also one of the things I did to learn about the Dragonlance setting was I found some critiques of the original modules. I can't help but notice, because I just finished reading it, that the person who added some lovely posts about 3rd Edition and 15th Anniversary changes to the modules has a very familiar name. So I think, thank you twice, because all those write-ups were also awesome.
 

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