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[Let's Read] Itza's Guide to Dragonbonding: A dragonriding-centric setting where the PCs fight world-ending threats!
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<blockquote data-quote="Libertad" data-source="post: 9709781" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/YbKnkIK.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 524px" /></p><p></p><p><strong>Chapter 2: Classes and Subclasses</strong> 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.</p><p></p><p>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.</p><p></p><p><img src="https://i.imgur.com/dPicHzG.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 314px" /></p><p></p><p><em>Dragon Hunter</em> 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.</p><p></p><p>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!</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><em>Thoughts:</em> 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.</p><p></p><p><img src="https://i.imgur.com/lJNiG4x.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 335px" /></p><p></p><p>The <em>Dragon Herald</em> 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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>*These types of bonuses are pretty common in the book, which unfortunately doesn't specify whether they're rounded up or rounded down.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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 <a href="https://tvtropes.org/pmwiki/pmwiki.php/Main/NinjaLog" target="_blank">Ninja Log</a> style trick to avoid an incoming attack. But instead of a log, it's a replica of the Herald made of sparkling stone.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><em>Thoughts:</em> 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.</p><p></p><p><img src="https://i.imgur.com/1c5sjnu.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 336px" /></p><p></p><p>While every spellcaster makes use of Vaala in some way, the <em>Vaala Adept</em> 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.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><em>Thoughts:</em> 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.</p><p></p><p>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.</p><p></p><p><strong>Thoughts So Far:</strong> 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.</p><p></p><p><strong>Join us next time as we cover the Subclasses for the existing core Classes!</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 9709781, member: 6750502"] [CENTER][IMG width="524px"]https://i.imgur.com/YbKnkIK.jpeg[/IMG][/CENTER] [B]Chapter 2: Classes and Subclasses[/B] 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. [IMG width="314px"]https://i.imgur.com/dPicHzG.png[/IMG] [I]Dragon Hunter[/I] 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. [I]Thoughts:[/I] 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. [IMG width="335px"]https://i.imgur.com/lJNiG4x.png[/IMG] The [I]Dragon Herald[/I] 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 [URL='https://tvtropes.org/pmwiki/pmwiki.php/Main/NinjaLog']Ninja Log[/URL] 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. [I]Thoughts:[/I] 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. [IMG width="336px"]https://i.imgur.com/1c5sjnu.png[/IMG] While every spellcaster makes use of Vaala in some way, the [I]Vaala Adept[/I] 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. [I]Thoughts:[/I] 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. [B]Thoughts So Far:[/B] 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. [B]Join us next time as we cover the Subclasses for the existing core Classes![/B] [/QUOTE]
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