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100% found this document useful (4 votes)
1K views

Igdb Playerguide Digital v3

Uploaded by

Axel Draco
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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V alerna.

A world shaped by the magic of Vaala:


the threefold power of Dream, Will, and
Source, which provides the potential for all things to
evolve, to change.
Driven by Vaala, the greatest realms vie for
supremacy.
The half-elves of Allaria, the maghyri of Tyveria,
and the beast-kin of Nahuac have long been locked
in a fierce rivalry. From the frozen north, pious
Ysvalian knights bring their Light to a darkening
world. Across a dozen kingdoms, humans, elves,
dwarves, gnomes, halflings, orcs, and saurians make
war upon their rivals. Yet the greatest threat in all
Valerna comes not from the mortal world, but from
the Red Moon, Drakha. When the Red Moon rises,
the dragons descend... In the face of the draconic
threat, the squabbles of mortals are as nothing. Only
the mightiest heroes can stand against them. And
those heroes, when circumstances are right, can win
the respect of their dragon adversaries like no other.
When this happens, the two become as one-dual
beings, known as Dragonbonded. Beings who are
needed now, more than ever.
CREDITS

Based on the universe created by Daniel Servitje.


Lead Designers: Sarah Madsen, Brian Suskind
Additional Writing: JC Alvarez, Bernardo Alvarez, Mark
A. Latham, Ben McFarland
Additional worldbuilding: JC Alvarez, Tom Babbey,
Rubén Bañuelos, Daniel Ehrli, Alastor Guzmán, George
Mann, Mark A. Latham

Publisher: Draco Studios


Managing Director: Caroline Pritchard-Law
Chief Strategy Officer: George Mann Many thanks to all members from our Dragonbond
Creative Director: Daniel Ehrli community! Special thanks to the Loot Tavern team!
IP Manager: Mark A. Latham
Art Director: Tom Babbey

Logo and Brand Design: Tom Babbey, Heidi Badillo,


Renato Escalante

Layout Design: Heidi Badillo


Additional Graphic Design: Corazón Martínez, Angel
Lira, Edgar Santa Ana
Disclaimer: This is a book of fiction. The publisher respects
Cover Art: Scott Murphy
all cultures, beliefs and religions. No dragons were harmed.
Interior Illustrations: Irene Aretia, Tom Babbey, Bruce
Breneisse, Milivoj Ćeran, Daarken, Aldo Domínguez,
First Printing: October 2023
Rodrigo Gil, Lucas Graciano, Lars Grant-West, Allie
SKU: DAO-27112
Irwin, Thibaud Jacquier-Bret (l’Arpenteur), Makenna
Karp, Tumo Mere, Aaron Miller, Scott Murphy, Anton
Dragonbond and their respective logos Itza’s Guide to
Ninov, Nicholas Phillips, Steve Prescott, Vinod Rams,
Dragonbonding, Great Wyrms of Drakha, Endless Sagas,
Alannah Rose, Chris Seaman, Odysseus Stamoglou,
Battles of Valerna, Elyse’s Guide to Magic, Lords of Vaala,
Florian Stitz, John Tedrick, Todd Ulrich, Alexander
Dragonbond Quest are trademarks of Draco Gaming
VanNgo, Tyler Walpole, Adam Wesierski
Inc. No portion of this document may be reproduced or
Back Cover Art: Fesbra
transmitted in any form or by any means without written
permission from the copyright holders.
Project Management: Pamela Forzán, William Burgos
Chief Financial Officer: Alejandro Reyes Varela
Operations: Ana de la Torre, Mitzi Díaz
Printed in China. 2023 Draco Gaming Inc. 848
Marketing: Raúl Díaz, Valeria Hernández, Moisés Rivera,
Brickell Avenue, Suite 950. Miami, FL 33131, USA.
Edgar Santa Ana, Tim Vincent, Gabriel Viveros
Index: Rubén Bañuelos
Represented in Mexico by Draco Gaming SA de CV.
Proofreading: Anne Heemskerk
Contact us:
Playtest & Feedback: Étienne Bourgeois, Anne
Heemskerk, Sam Paisley, Megan Pisarik, Overread, www.dracostudios.com
Dragon Protector [email protected]
CONTENT
INTRODUCTION 5 CHAPTER 3: DRAGONS OF VALERNA 105

Dragonbonding. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0 7
CHAPTER 1: ANCESTRIES OF VALERNA 7
The Return of the Dragonbonded.....................110
Character Creation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Draconic Combat......................................117
Allai. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
CHAPTER 4: ITEMS & EQUIPMENT 125
Orc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Tánaid. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Dragon Equipment.....................................128
Maghyr. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Magic Items & Equipment.............................130
Halfling. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Dwarf. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 CHAPTER 5: MAGIC 137
Elf. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Vaala. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 3 7
Gnome. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
New Schools of Magic................................142
Human. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
New Spells..............................................144
Languages. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 6
Spells Description......................................146
Feats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 7
APPENDIX A: HARVESTING & CRAFTING 162
CHAPTER 2: NEW CLASSES AND SUBCLASSES 31

APPENDIX B: DRAGONCRAFTING 174


Classes......... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . 31
Dragon Hunter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
INDEX 175
Dragon Herald . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . 44
Vaala Adept. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . 62
Subclasses. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 1
Barbarian: Path of Scars. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 2
Bard: College of Nightmares. . . . . . . . . . . . . . . . . . . . . . . 7 4
Cleric: Battle Domain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 6
Druid: Circle of Change. . . . . . . . . . . . . . . . . . . .. . . . . . . . 7 8
Fighter: Gladiator. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 0
Monk: Way of the Covenant. . . . . . . . . . . . . . . . . . . . . . . . 8 2
Monk: Way of the Eight Paths. . . . . . . . . . . . . .. . . . . . . . 8 4
Paladin: Oath of Radiance. . . . . . . . . . . . . . . . . . . . . . . . . . 8 6
Ranger: Fai Hunter. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 8
Ranger: Shadowstalker. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 0
Rogue: Crimson Hawk Spellblade. . . .. . . . . . .........92
Rogue: Dreamspy. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 4
Sorcerer: Blood Sorcery. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 6
Warlock: The Fell Crown. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 8
Wizard: Makaab Weaving. . . . . . . . . . . . . . . . . . .. . . . . . . 1 0 0
Wizard: School of Entropy. . . . . . . . . . . . . . . . . .. . . . . . . 1 0 2
Welcome, Dragonbonded!
You are about to embark on the most incredible—and perhaps most terrifying—adventure of your life.
You walk in the shadow of greatness. You stand side-by-side with one of the most powerful
creatures ever to live. But more than that—you stand on the precipice of a true bond with a dragon, a
connection that transcends empathy and understanding, and goes far beyond even the bounds of love.
To be Dragonbonded is to share your life with something greater than yourself. To become one
half of a union of souls. To cease your former life as an individual and share your innermost
thoughts, feelings, ideals, and dreams with another.
(Oh—and getting to soar through the skies on dragonback is pretty amazing… Plus, a dragon can
be pretty handy in a fight. Remember, this is supposed to be fun, too).
My name is Itza Chapula, late of the Xibac Necromancers, now a free citizen of Nahauc and
recently bonded with the great Fulgen dragon, Reganna.
As one of the most recent of Valerna’s Dragonbonded, I believe I have a unique perspective to
offer, and this tome you hold is an accumulation of my notes, records, observations, and learnings
from these last few years. A guide to those of you who would follow in my footsteps and have chosen to
share their life with a dragon of the Red Moon.
To be Dragonbonded is to become one of the most powerful beings on Valerna. Sharing your life
with one of these great creatures is a towering responsibility. Some choose a path of righteousness—to
use their newfound power to protect those who cannot otherwise protect themselves. To lead others with
compassion and honor. Others take a different road, looking only to destroy and profit from their
union, to smite and rule with an iron fist. Others still choose to join the Covenant of Dragonbonded,
comprising some of the greatest heroes and leaders of our time—a ruling cabal that guides the very fate
of our world. It is a decision not to be taken lightly, and one I, myself, struggle with still.
As a Dragonbonded, you will share the incredible lifespan of your bonded dragon—unless, that
is, one of you is killed. The psychological torment of such a loss will see an end to both of you. You
must learn to live as one, to think as one. Only in doing so will you survive.
You shall always be treated as an outsider. One who—despite the protection you might
offer, despite your good will—will never be fully trusted by those who do not understand the
path you have taken.
And yet, bonding with a dragon is the greatest privilege that can be granted to a mortal in this
world. To sail the skies, to share the joy of utter, unabashed freedom, to live in a manner that so few
can ever truly dream of… it is the truest form of liberation.
So, I say to you now, young Dragonbonded—fly free. Learn. Grow alongside your dragons.
Choose the right path for you both, and never stray.
And a final word of warning: always watch your backs. The green eye of jealousy knows no
bounds, and there are those in this world who covet the bond you share more than anything else. Your
enemies will always be waiting, always ready.
Follow the guidance in this book, and so shall you.

4
INTRODUCTION

WELCOME TO DRAGONBOND!

I n the Dragonbond setting, Rhaava is a world of mortals


and dragons created not by capricious gods, but by Vaala,
the primal force of change. Through the threefold aspects
Chapter 3 This chapter explores the nature of the
Dragonbond, a mystical link connecting mortal to dragon,
as well as rules for fighting alongside or against dragons,
of Vaala—Fai, Id, and K’aab—all things have the potential including rules for aerial battles in the skies!
to evolve, to change, to become more. Motivated by this Chapter 4 lists the details for new equipment and magic
primordial drive, mighty nations rise and fall, monsters prey items, including items for dragons themselves.
on the unwary, proud armies march to war, and exceptional Chapter 5 delves into the nature of Vaala, presenting
heroes ride dragons through tumultuous skies. new spells, new Valernian spell schools, and a new Vaala
Since the beginning of recorded history, dragons have point system usable by every class.
descended from the Red Moon every twenty-seven years to Appendix A and B offers an optional crafting system
ravage Valerna, the largest continent on Rhaava. But now, for players so they can construct their own equipment and
thanks to the actions of the world’s mightiest adventurers, magical items!
a new age has begun—an age of Endless Sagas—where
dragons and mortals must find their place in the world
together, or do battle in the ages-old tradition. Valerna Options for Every Game
is a place of limitless adventure, high magic, and untold Everything in this book is usable in the world of Dragonbond
dangers. In this world, fame and glory await the bold, but or in the custom setting of your home campaign. Whether
an ignominious end awaits the foolhardy and unwary. In you use all the options you’ll find inside or just a few, the
this world, the mightiest and wiliest adventurers can wield ancestries, classes, spells, items, and monsters provide a wealth
the power of Vaala to shape the very world. And some rare of material for both GMs and players alike to enrich their
few may beat all the odds, and form the Dragonbond—
thrilling and heroic adventures.
becoming as one with a mighty dragon, taking their place
amongst Valerna’s legendary figures.

Using This Book


Itza’s Guide to Dragonbonding is the ultimate
introduction to the world of Dragonbond. Written
for both players and GMs, this book details the peoples,
cultures, conflicts and monsters of Valerna, the unique
dragon broods of the Red Moon, and the rare magical
unification of mortal and dragon: the Dragonbond itself!
The options here are compatible with the 5th edition
rules for the world’s greatest roleplaying game.
Chapter 1 illustrates some of the various peoples of
Valerna and presents new ancestries and lineages, new
options for familiar ancestries, Dragonbond-specific feats,
and languages for any Dragonbond character.
Chapter 2 provides options for heroes, including three new
classes (the dragon herald, the dragon hunter, and the Vaala
adept), new subclasses, and exciting roleplaying guidelines.

5
CHAPTER 1:

ANCESTRIES
OF VALERNA
T he realms of Valerna are populated with unique
peoples of all shapes, sizes, and backgrounds. Within
this chapter is a cross-section of ancestries and lineages
found across the continent. Some are entirely new, while
others are subsets of those you may be familiar with, such
as elves, dwarves, and gnomes. The ancestries presented
here are allai, maghyr, and tánaid, and the lineages
are nwoda (dwarf ), ellari (elf ), godao (gnome), púka
(halfling) and obakkar (orc). Also included are several
human variants based on their culture of origin: Allarian,
Náhuinn, Tyverian, and Ysvalian.

Character Creation
When creating your character, you start by choosing an
ancestry and lineage for them. If you choose one of the
ancestries or lineages presented here, follow these rules
during character creation.

Ability Score Increase


After determining your character’s ability scores, if you
chose an ancestry from this list, either increase one
ability score by 1 point and one ability score by 2 points,
or increase three different scores by 1 each. Follow this
rule regardless of how you determine your character’s
ability scores.
If you chose an existing ancestry from another source,
and chose a lineage from those listed here, increase one
ability score of your choice by 1 point.
Each ancestry and lineage presented here has a set of
suggested ability score increases. Use these suggestions if
you wish to play a character more typical of that ancestry.

Starting Languages
Your character can speak, read, and write Common and
one other language of your choice. Work with your GM
to determine which languages make the most sense for
your character. The languages used in Valerna and their
descriptions can be found in the “Languages” section later
in this chapter.

7
Allai
The Dragon Kingdom of Allaria, ruled by a half-elven
elite, is home to most half-elves of Valerna. The allai are
commonly called honor elves because they traditionally
consider themselves more honorable than both the
humans and ellari they come from.
Since allai do not live as long as ellari, many place
great importance on their ancestry and lineage and strive
to remember their history and those that came before
them. Honor elves typically display a mix of human
industriousness and ellari inspiration. They often like
baroque arts, complex philosophy, and monumental
architecture. In the Allarian military, they are strict and
organized, fighting as one individual with a single purpose.

The Eliadu
The closest thing that the Allarians have to a
sacred text, the Eliadu is a collection of works
written during the Age of the Covenant. It warns
of the dangers of unfettered Dream and cautions
all Valernians against the unbridled power of
dragonbonding. It also claims that the natural state
of the world is the constant pursuit of order, that
out of chaos comes peace, with everything eventually
finding its place. According to the Eliadu, the goal is
not a fixed order but the process itself. No one knows
who wrote the Eliadu, and scholars debate over the
identity of the author—or authors.

Place, Purpose, Passion


For the allai, the Eliadu is more than just the Rule of Law.
It’s so ingrained into their consciousness that it becomes
a part of their being. Even those allai who don’t reside
within Allaria find that they innately prefer order and
are only happy when they have a cause to fight for or a
focus for their passion. They long to find their place in the
world and to fulfill their purpose, whatever that may be.
8
CHAPTER 1: ANCESTRIES OF VALERNA

Allarian Honor Names


Once an Allarian claims a title, that title becomes part
of their identity and rarely goes unused. After a time,
the term is integrated into their name, becoming an
The Allai and the Ellari honor name. A few examples of honor names are: Fan
(senator), Lai (noble, “honorable”), Lu (captain), Mon
In an attempt to stave off the danger attributed to the (magistrate), Qan (dragon king/queen), Qani (prince/
ellari’s Fai nature in the wake of the First Null War, princess), Qar (warden), and Ran (general).
Qan Zai, the first Dragon King of Allaria, instituted the When claiming an honor name, the hyphenated
Dreamless Treatment, forcing the ellari within the realm prefix Ni, meaning partial or demi, may be utilized by
to consume an alchemical potion that severed them from an Allarian to denote their limited status. For example,
the Fai. The Dreamless Treatment became standard for a warden squire would have the honor name Ni-Qar,
all Allarian silver elves, with even some allai taking it as whereas a bastard son accepted into a noble family
a fashion trend, to “avoid nightmares.” The Dreamless might use Ni-Lai.
Treatment was still a day-to-day reality until a little over
a decade ago, when the first ellari ruler of Allaria, the
Dragon Queen, Qan Elyse, immediately abolished it
throughout the kingdom, stopping its import cold and Allai Traits
levying humiliating fines on anyone that bought or sold it Your allai character shares traits with other allai but also
within Allarian territory. with both elves and humans.
Now, Qan Elyse’s social reforms are beginning to Suggested Ability Score Increase. Your Intelligence,
reverse the ellari’s status as second-class citizens. While the Wisdom, and Charisma scores each increase by 1.
allai have a long-standing history of prejudice against their Aspect Affinity. You are not innately tied to any
silver elf kin, many are trying to reconcile with them and particular Vaala aspect. You gain one mote of affinity in
live side by side as equals. any one aspect of your choice.
Age. Allai can live up to 200 years and are considered
adults by 21 years.
Appearance Size. Allai typically stand anywhere between 5½ feet
Most allai are distinguished by a thicker build than other and 6½ feet tall. Your size is Medium.
elves. Their skin tones are as varied as those of humans, Speed. Your base walking speed is 30 feet.
and some honor elves may sport beards. Darkvision. Your elven heritage gives you the
ability to see in the darkness. You can see in dim light
within 60 feet as if it were bright light, and in darkness
Allai Names as if it were dim light. You can’t see color in darkness,
only shades of gray.
Allai names are proud, with meanings related to abstract Fervent Focus. When you create your allai, work with
virtues or philosophical ideals. Like their language, their your GM to choose a goal, passion, or purpose for your
names are derived from ellari names with some syllable character to pursue. Once per day, when you make an
modifications, especially using an n for masculine endings attack roll, ability check, or saving throw in pursuit of
and an a for feminine endings. Some traditional ellari your chosen focus, you can reroll it and use your choice of
names are also used by honor elves, particularly among the two results. Once you use this ability, you cannot use
the nobility. it again until you finish a long rest. When you gain a new
Besides their proper names, allai use an honor name level, you can change your character’s chosen focus, at
that reflects their role or duty in society. Placed before their your GM’s discretion.
proper name, an honor name typically denotes their formal Forced Order. As an allai, you have the ability to
position or rank, such as for a senator, but can occasionally impose your will on your surroundings. You know the
mark their social or professional stature, such as for a noble resistance cantrip. When you reach 3rd level, you can cast
or master smith. The practice is widespread throughout the aid spell as a 2nd-level spell once with this trait and
Allaria, with non-allai who hold a position of rank or honor regain the ability to do so when you finish a long rest.
utilizing honor names as befits their station. When you reach 5th level, you can cast the counterspell
Masculine Names: Adaman, Aelen, Arlan, Aun, Balin, spell as a 3rd-level spell once with this trait and regain the
Breon, Daraen, Eldan, Endan, Ennan, Fean, Finnan, ability to do so when you finish a long rest. Wisdom is
Galan, Iannan, Idan, Kelan, Lannan, Maladin, Malen, your spellcasting ability for these spells.
Mannan, Menassan, Min, Qin, Taran, Valin, Zan Versatile Proficiency. You gain proficiency in one skill
Feminine Names: Adysa, Alla, Alym, Anysa, Arla, Aunnea, and with one tool of your choice.
Elya, Enda, Ennea, Gala, Ilea, Laenna, Nama, Nia, Nisa,
Qia, Senia, Terya, Teryana, Ynia, Yunna, Zia, Ziella
9
Orc
The term “orc” is often used to refer to a strong, hardy
people who were fractured and scattered across Valerna.

Broken but Reforged


Orcs had a thriving civilization centuries before the
rise of the first human realms, now remembered
only as the Old Realm. Eventually, they were
decimated by the Altanesi Empire, a massive
human civilization that quickly rose to rule the
known world for a thousand years. The Altanesi
cast a deadly curse on the Old Realm, known
as the Lessening, which robbed the orcs of their
sense of self and memories of their culture. In
the chaos that followed, the orcs turned on one
another, slaughtering each other until they were a
shadow of who they once were.

Orc Traits
Your orc character shares some traits with
other orcs.
Suggested Ability Score Increase. Your
Strength or Wisdom score (your choice)
increases by 2.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light
within 60 feet of you as if it were bright
light, and in darkness as if it were dim
light. In darkness, everything appears
in shades of unsaturated red.
Lineage. Once scattered across
Valerna, the orcs have since
reformed into three known
lineages. One of them, the
obakkar, is found below.

Obakkar
The orc diaspora reformed
into scattered tribes,
searching for a way to

10
CHAPTER 1: ANCESTRIES OF VALERNA

restore their lost ancestral memories. Those who would Appearance


become the obakkar discovered bakka amber and, through
this substance, began to remember who they once were. Obakkar are muscular, tusked humanoids with golden skin,
Obakkar orcs are typically lean and strong, embracing a black or amber eyes, and black to reddish-blonde hair.
stoic martial culture. The naka—obakkar clans or tribes—of the Scourge
Triumvirate each have a particular pattern of brandings
that they receive to memorialize their achievements and
Bakka Amber stoke their inner flame. An obakkar has their first brand
Bakka amber is pure Source given substance, a honey- seared into their skin when they reach adulthood, and then
colored resin formed from the lava created by the elemental another for each accomplishment throughout their life.
djaat. The djaat’s lava held vast untapped power until the They model their clothing, hierarchy, towns, and buildings
obakkar devised a method of refining it, creating bakka after the organization of bees and other hive insects.
and a tar-like byproduct of pure Will called djaati oil. The
amber, the obakkar keep for themselves, and they gift the Obakkar Names
djaati oil to the boaab to use in their rites, which in turn
fuel the djaat. In this manner, these three peoples sustained All obakkar have a personal name followed by the name of
and empowered one another, forming a society known as their naka. Orc war-mothers are often given the title of ma
the Scourge Triumvirate in the southern land of Sabaar. to indicate their status and rank. A war-mother’s chosen
Over time, the obakkar perfected their methods of consorts have the right to add the war-mother’s title and
working bakka amber. While originally they wore small name to the end of their own as a matronym, to indicate
pieces of the amber as simple trinkets, the obakkar now their association with an influential warrior.
use bakka to craft weapons, art, and jewelry, which in Personal Names: Aara, Akka, Daara, Ebel, Kaman,
turn bolster them with its power. By working with and
Matu, Saba, Sodaar, Ubakka, Uura
connecting to Source in this solid form, they are able to
forge strong connections with other living things. On rare Naka Names: Aat, Bat, Bog, Kamat, Laog, Mabab, Saan,
occasions, bakka amber is further concentrated and used Tokh, Ub, Yog
in obakkar rituals, connecting them to the pride, power,
and purpose of their ancestors.
Obakkar Traits
Your obakkar character shares the following traits with
Sacred Life other orcs of their kind.
The amber orcs came out of the Lessening with a renewed Suggested Ability Score Increase. Your Constitution
focus on the value of life, birth, and community. Children score or your Charisma score (your choice) increases by 1.
are very important for the obakkar people, and they Aspect Affinity. You are a creature of Source. You gain
consider every new birth a blessing. Children are raised one mote of affinity in K’aab.
communally and are considered the responsibility of every Age. Due to the Lessening, obakkar have shorter
member of their tribe. lifespans than many other people of Valerna. Their average
Obakkar society is a lawful and organized warrior lifespan is 70 years, and they are considered mature by
hierarchy, which holds life as its utmost ideal and honor their late teens.
and bravery as its highest virtues. The amber orcs saw a Size. You are tall and muscular, averaging 6 to 7 feet in
drastic reduction in their families during the Lessening, height. Your size is Medium.
which gives them a unique outlook on the value of life, Empowered by Amber. Bakka amber connects you to
birth, and community. Obakkar leaders are known as your people, bolstering you and allowing you to harness
war-mothers, and they hold parents, particularly mothers, ancestral memories that were once forgotten. As long as
in high esteem. Non-obakkar that voluntarily join their you have even a small trinket of bakka amber in your
ranks to bear children for them are welcomed as bula’ma, possession, you gain the following benefits:
or sacred mothers, and are given a blessed status.
• You gain advantage on all Strength and Constitution
saving throws.
Bindings • You can attempt to draw on your ancestral memories
When two or more amber orcs wish to join their to recall lore you do not know, making an Intelligence
households, they can declare a Binding with each other, (History) check relying on the collective and ancient
becoming one in the eyes of society. The great deeds of one knowledge of the orcs. Once you use this feature, you
reflect well on the other, and dishonor on one is dishonor can not benefit from it again until you finish a long rest.
on both. Bindings are considered lifelong alliances and Purging Flame. You have resistance to poison and
may be done for romantic, strategic, or political reasons. If fire damage.
two orc bands wish to join, two of their war-mothers may
declare it so, marking their tribes as one for eternity.

11
Tánaid
Tánaid are human shapeshifters with a strong connection
to K’aab, the Source aspect of Vaala, known to guide life
and death.

Source-Gifted
Many humans display a particular affinity for K’aab, and
such a tie manifests in many ways. These people develop
nature-related powers as they grow, from speaking with
animals to healing others. Source-gifted humans are seen
as blessed children in most places they’re born, but some
cultures shun them as witch-spawn and force them to hide
their powers or flee their homeland.

Wild-Kin
The tánaid’s affinity for Source gives them the ability
to take on an animal form. This animal form remains
the same throughout a tánaid’s life, representing an
individual’s personal, specific guardian tána spirit. In some
regions, tánaid tend to live together according to their
tána spirit, forming jaguar-kin cities or deer-kin towns.
While there are communities for almost every animal
in Valerna, the best-known tánaid societies include the
ocelinn jaguar-kin, cúhinn canid-kin, maame deer-kin,
and mun kisuut bat-kin of Nahuac; the langa wolf-kin of
the Fai woods; and the ríma elk-kin of Ysval.

Appearance
Many tánaid appear as typical humans, but their skin can
be much darker or much paler than the typical spectrum.
They may also have bestial features, such as slitted pupils,
pronounced canines, or antlers.

Tánaid Names
The tánaid use the human names common to the region or
culture to which they were born. Most tánaid originate in
Nahuac, so they typically possess names from this realm.

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CHAPTER 1: ANCESTRIES OF VALERNA

Tánaid Traits Ocelinn Jaguar-Kin. The mightiest and most numerous


tánaid in Nahuac are the ocelinn, who rule three of the five
Your tánaid character’s heritage manifests in a number of traits. largest Náhuinn cities, including the capital.
Suggested Ability Score Increase. Your Wisdom score
increases by 2, and your Dexterity score increases by 1. TÁNA SPIRIT BENEFIT
Aspect Affinity. You are a creature of Source. You gain Cúhinn You gain advantage on all Wisdom
one mote of affinity in K’aab. canid-kin (Perception) checks that rely on sight
Age. Tánaid mature slowly, being considered adults by 21 or smell.
years and living up to 300 years. Maame Your movement speed increases to
Size. Tánaid stand as tall as average humans, typically deer-kin 60 feet.
between 4 feet and 6 feet tall. Your size is Medium. Mun kisuut You gain a fly speed of 40 feet.
Speed. Your base walking speed is 30 feet. bat-kin
The Gift. You have proficiency in one Wisdom-related Ocelinn You gain advantage on either all
skill of your choice. jaguar-kin Dexterity (Acrobatics) checks or all
K’aab Power. When you reach 5th level, you can cast Strength (Athletics) checks (your
choice).
the enhance ability spell on yourself once per day. You need no
material components to cast this spell in this manner.
Tána Spirit. As a tánaid, you have awakened your
tána spirit, allowing you to take on the shape of an
animal. Choose one animal from the Tána Spirit table. Kaabstone Amulets
You gain an additional benefit from your chosen spirit, as Most tánaid are given a Kaabstone amulet during
shown in the table. a special ceremony when they reach adulthood.
As an action, you can shift from your own form to This amulet allows them to mystically store their
the form of your chosen animal, though you may retain equipment when they transform, with only the
animalistic features when you are not in your animal amulet remaining around the neck or wrist of the
form. This transformation lasts up to a number of hours tánaid when in their animal form. At your GM’s
equal to your Wisdom modifier (minimum of 1), but you discretion, you may gain a Kaabstone amulet at
can revert to your normal appearance sooner as a bonus character creation.
action. Any equipment you’re wearing or carrying does not See chapter 4 for more information on Kaabstone
transform and falls to the ground around you. You regain amulets.
the use of this ability when you finish a long rest.
While in animal form, you gain darkvision within 60 feet,
your unarmed attacks deal 1d6 piercing or slashing damage,
and you gain the trait listed alongside your animal form in the
Tána Spirit table. The rest of your statistics remain the same.
If the table offers you a choice of traits, make that choice
during character creation.

Tána Spirit
Tánaid often group together by tána spirit, forming
communities based on their guardian. Below are the most
common types of shapeshifters and their descriptions.
Cúhinn Canid-Kin. The canid-kin have their own state,
Cucáinn, a very small ápal in East Nahuac. Every cúhinn,
from the rare and robust wolf-kin to the wise and nomadic
coyote-kin, can be found throughout Nahuac, living in
harmony with their neighbors within and outside their ápal.
Maame Deer-Kin. The mysterious deer-kin live
somewhat apart from Náhuinn society, rarely interacting
outside their ápal, a bare and arid plain along the eastern
coast of the Sea of Nahuac. There, they live as isolated,
hardened tribes that hunt, forage, and live even closer to
nature than other Náhuinn peoples.
Mun Kisuut Bat-Kin. The bat-kin live in a remote
ápal in the thickest forests of East Nahuac. They are often
adopted as spies, messengers, and aerial troops by the
armies of other states.
13
Maghyr
A human blessed with a particularly powerful tie to the
Will aspect of Vaala can become something else entirely: a
maghyr, gifted with increased physical and mental abilities as
well as an extended lifespan. This gift manifests as the ability
to manipulate and empower blood, minds, and emotions,
making them a terrifying force both in the throne room and
on the battlefield. Such great power comes with a downside,
however; within each maghyr resides a vindictive spirit,
known as a kadhah, with but one goal: destroy the maghyr
that houses it.

Vaala Vampires
Most maghyri, and another type of exceptionally powerful
Will-chosen known as the vampyri, can exert some degree of
control over minds or emotions. But all vampyri and maghyri
must power their abilities—and their very essences—by
consuming blood and the Vaala it contains.
They are justly feared for this reason, and many maghyri
are forced to hide their nature and abilities—except in Tyveria,
where they are in fact the ruling elite. In turn, Tyverian
maghyri and vampyri are expected to pledge their service to a
maghyr house.
Many maghyri content themselves with reduced powers,
being almost the equal of normal humans, save for what
seems to be excellent health. But even these “contained”
Will-chosen find it hard to maintain a balance and often
seek out positions of power.

Kadhah
A vengeful spirit born of their maghyr’s own power, a kadhah is
an ever-present danger in the life of their maghyr. It demands
that their maghyr embrace who they are, accepting their power
but also not using it for trivial things. The kadhah is fickle but
patient, waiting eagerly for the moment their maghyr stumbles.
It is a precarious and deadly balancing game—if a maghyr

14
CHAPTER 1: ANCESTRIES OF VALERNA

overextends their power, or if they attempt to renounce body often becomes lean and muscular. Many maghyri
their nature and never utilize their innate abilities, their grow deathly pale as they become more powerful, and
kadhah may manifest and attempt to strike them down. they may develop fangs or blackened claws after years of
Some more dominant maghyr bloodlines face an even more feeding on others.
potent challenge, as a maghyr’s kadhah is made all the more
powerful by their family’s centuries of refined skills.
Defeating a kadhah is only a temporary reprieve, however, Maghyr Names
as the kadhah cannot be completely destroyed until their
maghyr is dead. As the maghyr increases in strength and Maghyri use the human names common to the region
power, so does their kadhah. Many a maghyr has searched or culture to which they were born. Maghyri in Tyveria,
for a way to control or destroy their kadhah, but none have or those outside Tyveria who pledge loyalty to a Tyverian
succeeded. All maghyri know it’s only a matter of time until maghyr house, take the name of their house as a surname,
they lose the battle and fall to their kadhah. See chapter 7 for adding the term id before it, in the style of the noble houses
more information on the kadhah. of that realm.

Blood Pacts Maghyr Traits


The maghyri have learned to manipulate their kadhah in Your maghyr character has the following traits.
one very important way: in the creation of blood pacts. Suggested Ability Score Increase. Your Strength score
By overseeing an agreement between two or more parties, increases by 2, and your Charisma score increases by 1.
a maghyr can tie their kadhah to the pact. If anyone Aspect Affinity. You are a creature of Will. You gain
involved breaks the pact, they find themselves facing one mote of affinity in Id.
down the maghyr’s manifested kadhah. The threat of Age. Maghyri age like typical humans and are
such a punishment is often enough to keep all parties in considered adults by their late teens or early twenties. But as
line, making a blood pact something that should not be a maghyr increases in power, their aging slows, until they
entered into lightly. cannot die of old age.
However, the more complicated an agreement, the Size. Maghyri vary in height, from 4 feet to over 6 feet
more difficult it is for a blood pact to be cemented by tall. Your size is Small or Medium.
a maghyr without the ritual going awry. To these ends, Speed. Your base walking speed is 30 feet.
the blood mages of Tyveria have formed an entire sect of Darkvision. As a maghyr, you have honed your
blood priests whose primary purpose is to oversee rituals senses with Id. You can see in dim light within 60 feet
involved in crafting complicated blood pacts. of you as if it were bright light, and in darkness as if it
were dim light. You can’t discern color in darkness, only
shades of gray.
Awakened Blood Awaken Blood. You have the ability to awaken blood,
which you need for your powers. You can use an action to
A maghyr has the ability to awaken blood—to infuse create one dose of awakened blood by empowering fresh
it with the Will aspect of Vaala until it becomes more blood within 15 feet of you. To do so, you need blood
potent. Though a maghyr can subsist on mundane blood, freshly drawn from a living creature within the past hour.
most prefer to consume awakened blood and use it for This can be blood spilled in the heat of battle or blood
their rituals, as it is far more nourishing and powerful drawn from a creature for this express purpose. If drawing
than normal blood. For those who aren’t Will-chosen, blood from a willing creature, the creature takes 1 hit
awakened blood acts as a powerful elixir, providing point of damage for each dose of blood drawn. You can
healing or strength. craft a dose of awakened blood a number of times equal
Some extremely powerful maghyri can awaken the to your proficiency bonus, and regain all expended uses
blood within a living creature and create a vampyr, but to do so when you finish a long rest. Awakened blood can
the process is extremely difficult for both the maghyr and be used as a spellcasting focus for your blood sorcery, and
the would-be vampyr. More often than not, the initiate you can cast through any awakened blood within 15 feet
simply dies, and the weakened maghyr may be left facing of you as if you were in its space.
their manifested kadhah.

Appearance
Born human, a maghyr can come from any of the cultures
of Valerna, and their appearance can be just as varied.
Once a maghyr comes into their power, however, their

15
Additionally, you can use awakened blood to push past Bite. You can make a Bite attack, an unarmed
the limits of your abilities. As a bonus action, you can strike that deals 1d4 piercing damage. If your Bite hits
consume any number of doses of awakened blood and a living creature, you can choose to deal an additional
gain one of the following benefits: 1d4 necrotic damage to consume the same number
of doses of blood from the creature. The creature’s hit
• For the next minute, you can add the same number
point maximum is reduced by an amount equal to the
to any one attack roll, saving throw, or ability check
necrotic damage taken until it finishes a long rest. If you
as the number of doses you consumed.
are consuming blood from a willing creature, for each
• You regain one spell slot of a level equal to the
subsequent round that you use your action to continue
number of doses you consumed.
to feed, you can deal your Bite’s necrotic damage without
If you use your awakened blood in either of these making an attack roll.
manners, you must immediately roll for a Kadhah Maghyr Weakness. Despite your many abilities as a
Manifestation (see below), subtracting a penalty from maghyr, you have a number of weaknesses:
the roll equal to the number of doses of awakened blood
Bloodlust. You must drink blood to maintain yourself
you consumed.
and your power and to hold your kadhah at bay. When
you utilize any of your blood sorcery, if you have not
consumed a dose of blood within the past 24 hours
or a dose of awakened blood within the last 48 hours,
you immediately roll for a Kadhah Manifestation (see
below). For each additional 48 hours you have gone
without consuming blood, you suffer a −1 penalty on
the roll.
Compelled Sorcery. When you complete a long rest, if
you have not used your blood sorcery within the past
24 hours, you must immediately roll for a Kadhah
Manifestation (see below). For each additional 48 hours
you have gone without using your blood sorcery, you
suffer a −1 penalty on the roll.
Kadhah Manifestation. Each maghyr’s kadhah is
constantly watching and waiting for the opportunity
to strike them down. When the GM calls for it, roll
percentile dice. If you roll a number equal to or lower
than your character level, your kadhah immediately
appears in an unoccupied space within 15 feet of you.
Once a kadhah manifests, it attacks you and your allies
relentlessly until you die or it dies.

GM Guidance: The Maghyr and the Kadhah


The relationship between a maghyr and their
kadhah is a careful dance of power and control. As
the GM, you may call for a Kadhah Manifestation
roll any time you think it’s appropriate, including
when you think a maghyr character is abusing their
Blood Sorcery. As a maghyr, you have some innate powers or rejecting their nature. Examples of this
blood mastery. You know the blood whip cantrip. When include casual, flippant use of blood sorcery (like
you reach 3rd level, you can cast the blood pact spell once using a blood whip to reach a goblet across the
with this trait and regain the ability to do so when you room instead of walking) and a refusal to accept
finish a long rest. When you reach 5th level, you can cast blood freely given.
the charm person spell once with this trait and regain the
ability to do so when you finish a long rest. When you
reach 7th level, you can cast the dominate person spell once
with this trait and regain the ability to do so when you
finish a long rest. Charisma is your spellcasting ability for
these spells.

16
CHAPTER 1: ANCESTRIES OF VALERNA

eager to learn the tales of other peoples and cultures. And


Halfling every so often, a bright halfling will take to the road, intent
on living the stories firsthand.
The smallest of humanoid peoples, halflings are a common
sight everywhere in Valerna, mostly as an integral, almost
symbiotic part of human cultures. Appearance
Halflings are often looked down upon for their smaller Valernian halflings look like small, pointy-eared humanoids
size and unassuming attitudes. Yet their main strength lies with wide eyes of deep red, white, brown, or dark blue,
in their closeness to the small things, the crucial details that with no visible sclera or pupil. Their skin color runs from
larger creatures overlook. tan to indigo. Of all halflings, púka appear the most like
human children, with round faces and joyful eyes.
Eternal Children Púka Names
One legend maintains that halflings came about when
thousands of orphaned human, dwarven, and gnomish youths Púka use the naming customs of the human culture or
across Valerna were touched by the Dreambleed, giving them realm they belong to (see the “Human” section later in
a sense of childlike wonder—and stature—forever. Many this chapter).
halflings often take comfort in being curious, playful, and
lighthearted, never quite losing the joy of childhood. Púka Traits
Suggested Ability Score Increase. Your Wisdom score
Halfling Traits increases by 1.
Aspect Affinity. You are a creature of Source. You gain
Your halfling character has a number of traits in common one mote of affinity in K’aab.
with all other halflings. Age. Púka live up to 150 years and are considered
Suggested Ability Score Increase. Your Dexterity score mature by 21.
increases by 2. Size. Púka stand at about 3 feet tall and weigh around
Speed. Your base walking speed is 25 feet. 40 pounds. Your size is Small.
Lucky. When you roll a 1 on the d20 for an attack roll, Cook and Craft. You have proficiency with two sets of
ability check, or saving throw, you can reroll the die and artisan’s tools of your choice.
must use the new roll. Friends of the Hearth. When you take a short rest, you
Brave. You have advantage on saving throws against can spend your Hit Dice to heal another character.
being frightened. Cartwright. You have proficiency with vehicles (land).
Halfling Nimbleness. You can move through the space Food and Travel. You have advantage on Wisdom
of any creature that is of a size larger than yours. (Survival) checks to forage for
Lineage. Numerous and plentiful, halflings are found food, to avoid becoming lost,
in almost every realm in Valerna and have diversified and to find a safe route
into different lineages to suit their new homes. One such through the wilds.
lineage, the púka, is listed below.

Púka
Púka, or bright halflings, are the most common type of
halflings found in Valerna. Affable lovers of quality and
comfort, púka are the best cooks, blacksmiths, and bakers
on the continent, and their inns, smithies, and taverns are
renowned in every realm.
The highest concentration of bright halflings resides
in the Holy Alliance of Ysval, in the Northerlands, where
they have become an integral part of the Ysvalian culture
of home, hearth, and hard work. But they have established
their inns, taverns, and workshops in every corner of
Valerna, always greeting their neighbors with a smile and a
freshly cooked meal.

Tall Tales
The only thing that púka like almost as much as food and
crafts is a good story, whether composing, reading, or
listening to one. They know many of the songs and the tales
of Valerna and never tire of sharing or hearing them, often
17
Dwarf
Dwarves are stout and short creatures of the earth. They have
a strong inner connection to Vaala, manifesting its aspects in
their natural, physical form.

Forged from Vaala


According to dwarven legend, whereas most mortal
peoples began their existence spontaneously when they
were born from the essence of the Protogons after the
Second Age, dwarves were made (forged, they would
say) by an unnamed, surviving Protogon during the Age
of Mortals. The purpose of their creation is unknown,
and debate about the nature of their existence is a
favorite pastime of dwarven scholars.

Dwarf Traits
Your dwarf character has an assortment of inborn abilities,
part and parcel of your dwarven nature.
Suggested Ability Score Increase. Your Constitution
score increases by 2.
Speed. Your base walking speed is 25 feet. Your speed
is not reduced by wearing heavy armor.
Darkvision. All dwarves originated as subterranean
creatures and, thus, have superior vision in dim lighting.
You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim
light. You can’t discern color in darkness, only
shades of gray.
Dwarven Resilience. You have advantage
on saving throws against poison, and you have
resistance against poison damage.
Dwarven Combat Training. You have
proficiency with the battleaxe, light hammer,
and warhammer.

18
CHAPTER 1: ANCESTRIES OF VALERNA

Tool Proficiency. You gain proficiency with the artisan’s Appearance


tools of your choice: smith’s tools, brewer’s supplies, or
mason’s tools. Nwoda are taller than the average dwarf and tend to be
Stonecunning. Whenever you make an Intelligence more stout and muscular than humans. Their heads are
(History) check related to the origin of stonework, you ringed with gems and crystals instead of hair or beards.
are considered proficient in the History skill and add Their skin is darker than those of other dwarves, ranging
double your proficiency bonus to the check, instead of from a sunkissed gold to a deep, ruddy brown.
your normal proficiency bonus.
Lineage. There are several lineages of dwarves across Nwoda Clans
Valerna. One of them, the nwoda, is found below. Today four major nwoda clans remain.
The Yaku, or the Ruby Clan, have reddish crystal
Nwoda growths in their bodies and are known for their
flamboyant style and dedication to self-expression.
Sky dwarves, or nwoda, are Fai beings, with more access The Kuti, or the Sapphire Clan, sport crystalline hair
to the Dream aspect of Vaala than most peoples other and beards of brightest blue and are famous for their
than the elves. exploration and discoveries.
When the Dreambleed swept through Valerna, it The Yuman, or the Amethyst Clan, are known for
destroyed the lush and teeming region of Enkhara, their deep purple body crystals and for their wisdom and
decimating the kingdoms of the sphinxes and leaving leadership abilities.
behind a parched and arid desert. In the wake of this The Zumari, or the Emerald Clan, bear greenish
catastrophic change, however, a great floating crystal was crystals and live in the Blood Empire of Tyveria as pirates
formed, later known to legend as the Apa Una’jawahm— and smugglers.
the Great Birthstone. From this birthstone, the nwoda
emerged, establishing cities on the ideals of freedom and
order based on the rule of law.
Nwoda Names
Sky dwarves respect the clan naming customs of standard
dwarves.
Birthstones
Masculine Names: Aabu, Abumbulu, Adebu, Adege,
Called una’jawahm’a, birthstones are sacred to sky Ademe, Adetu, Adisu, Alatu, Amada, Amatuma,
dwarves, for they cannot be born outside of them. The Anza, Awalu, Ayebu, Ayoku, Bara, Binkeke, Ghaliya,
nwoda clans once lived together in the Great Birthstone, Gwanu, Kiku, Kumaru, Mahamu, Moa, Mosu, Oku,
until the tyranny of the ruling Amasi dwarves ended Olala, Olalu, Oluwaru, Pasu, Saba
in a rebellion that culminated in the splitting of the Feminine Names: Abido, Abisi, Adaso, Alemosi,
Great Birthstone by the Zumari clan. When the Great Anuwo, Arasi, Aymo, Ayoto, Bawo, Dami, Damo,
Birthstone was split, its fragments were scattered across Daso, Hajaro, Hajjo, Jawamo, Kyado, Lolo, Maho,
the Enkharan Desert and beyond. The remaining four Momo, Momoso, Olo, Pasai, Paso, Shado, Taeo, Tosi
clans each claimed a cluster as their own: the sapphire Clan Names: Kuti, Yaku, Yuman, Zumari
Kuti clan, the ruby Yaku clan, and the amethyst Yuman
clan all remained in the Enkharan Desert, while the
emerald Zumari clan exiled themselves and their Nwoda Traits
birthstone to Tyveria out of shame after the destruction Suggested Ability Score Increase. Your Dexterity score
of the Apa Una’jawahm. increases by 1.
Beneath the scattered birthstone clusters, the desert began Aspect Affinity. You are a creature of Dream. You gain
to flourish. Gemstone forests grew, and with them came one mote of affinity in Fai.
water, fertile ground, and strange beasts. Nomadic peoples of Age. Nwoda live up to 300 years and are considered
all types were drawn to these oases and formed great cities, mature by 21.
each with a clan’s birthstone floating in the sky above. Size. Nwoda are the tallest of the dwarves, with most
Now, the nwoda have a rich, far-ranging society based on standing at about 5 feet tall. Your size is Medium.
flying, trade, and exploration, which reaches every corner of Natural Flight. You have a flying speed of 20 feet.
Valerna thanks to their floating ships. Additionally, you can hover; if your speed is reduced
to 0 while flying, you continue to float in place. If you
Crystal Flight are knocked prone, you can stand without using your
movement.
Birthstones give the nwoda their innate ability to levitate Sky Traveler. You have proficiency with vehicles (air)
by rejecting gravity through Fai. They call this power and navigator’s tools.
yahum (floating), and it is the same magic that they use to
make their shard-ships fly.

19
Elf
Elves claim to be the first people of Valerna, born from
the magic of the Protogons during the earliest ages of
history. They ruled western Valerna from their fabled
Ellari Kingdoms, enchanted realms built out of Dream
magic, and their wizard-lords wrote reality as they saw fit
through their ancient art of Dreamshaping. For millennia
these realms withstood dragon incursions, human
invasions, and monster attacks, until a magical cataclysm
known as the Dreambleed destroyed the ancient world
and elven civilization with it.
After the Dreambleed struck, many elves escaped
Valerna, by sea or by the dark paths of the subterranean
world, and were lost to history. The few surviving ellari
kingdoms were forced to strike a truce with their human
neighbors, founding the joint human-elf states that would
become the Dragon Kingdom of Allaria. Today, no large-
scale elven nations remain on Valerna outside of Allaria
in the Westerlands and the Arkane Dominion of Sikaria
in the North Sea, but elves can be found everywhere as
traveling artists, daring explorers, dedicated researchers, or
mighty wizards.

Elf Traits
Your elf character has a variety of natural abilities, the
result of thousands of years of elven refinement.
Suggested Ability Score Increase. Your Dexterity score
increases by 2.
Speed. Your base walking speed is 30 feet.
Darkvision. Elves spend much of their time beneath
the stars and the moon. You can see in dim light within 60
feet of you as if it were bright light, and in darkness as if
it were dim light. You can’t discern color in darkness, only
shades of gray.
Keen Senses. You have proficiency in the Perception skill.
Ancient Ancestry. You have proficiency in the History skill.
Lineage. Once, there was only one elven people.
Across the eras, they diverged into separate branches. The
oldest of these branches, the ellari, are listed below.

Ellari
The ellari, or silver elves, were the first of their people, and
so perhaps, if their claims are true, the first of all Valernian
peoples. According to legend, they were dreamed into
being by the lingering power of the Protogons and
established rich and harmonious cities across the realm.
Once, glorious ellari kingdoms dotted Valerna, each
more splendorous and peaceful than the last. But they fell
during the cataclysm known as the Dreambleed, and they
dwindled as other peoples rose to power. Today most ellari
live in human or allai realms, save for small forest clans that
retain their ancestral identity at a greatly reduced scale.

20
CHAPTER 1: ANCESTRIES OF VALERNA

The Curse of Dreams Ellari Names


All ellari have the ability to share their dreams with others Silver elves retain the naming customs of the ancient ellari
of their kind, a gift they once used to communicate and kingdoms. They prefer descriptive names, with meanings
establish bonds across their civilization. The elven magic such as bright star or blade of grass. Some have adopted or
of Dreamshaping is, in fact, based on this ability. received allai names.
The ellari sleep, and dream, like other mortal creatures. Masculine Names: Adamai, Aelei, Arlaii, Aunai, Bali,
However, ellari, by their very nature, are more in control Breonai, Daraei, Ei, Endu, Feali, Finnai, Galai, Hanai,
of the dream and are aware of where it begins and reality Iannai, Idai, Kelai, Lannai, Malei, Malekei, Mali,
ends. They can often bend their dreams to their will and Manali, Mannai, Menassai, Minei, Nai, Qai, Qi, Taei,
can cast magic that affects the dream realm as if it were Tarai, Vali, Yi, Ynai
the waking world. An ellari is comfortable in their dreams Feminine Names: Adyse, Aie, Alde, Allae, Alyme, Anyse,
and can actively choose their focus, using them to gain Arle, Aunne, Edae, Ende, Ennae, Galae, Hannae, Ile,
insights into their allies, their foes, and even themselves. Laenne, Malae, Manise, Mawe, Namae, Nie, Qie,
Sadly, dreams were the primary gateway for the Senide, Terye, Ynise, Yunne, Xe, Zie, Zielle
devastating force known as the Null to manifest into
the world. After the global conflict known today as the
First Null War, the Allarian Dragon King, Qan Zai, Ellari Traits
blamed silver elves, both for the Null invasion and for the Suggested Ability Score Increase. Your Wisdom score
Dreambleed itself, using the ellari’s pupil-less “null-eyes” increases by 1.
as so-called proof of an alleged, innate tendency toward Aspect Affinity. You are a creature of Dream. You gain
nightmare and unlife. Thus, most silver elves in Valerna one mote of affinity in Fai.
were forcefully subjected to the Dreamless Treatment, Age. Ellari can live up to 400 years and are considered
a magical drug that cut off their connection to Fai and mature by 50 years.
inhibited their ability to communicate through dreams. Size. Ellari tend to be slender, standing around 5 feet
This practice lasted for centuries until the rise of the ellari tall. Your size is Medium.
Dragon Queen, Qan Elyse, who abolished the treatment Dreamsharing. While sleeping, your dreams become
and restored rights to the oppressed ellari. gateways to the minds of others. You can cast the
dreamwalking spell once as a 1st level spell using this trait
and regain the ability to do so when you finish a long rest.
Rebellion and Tradition
While they can be found all across the Westerlands, ellari
are most numerous in Allaria, where they are free citizens
by law but often still vassals in practice. Allarian silver Dreaming in Valerna
elves generally live as and among humans, and many In the world of Dragonbond, dreams are not merely
still carry the effects of the Dreamless Treatment across nightly distractions but are a potential avenue for
generations of their ancestry. connection and interaction. For those with the
A few silver elves managed to establish hidden forest aptitude for Dreamshaping, dreams are doorways
communities during Allarian rule and never submitted to to step through and windows into the minds of
the allai’s civilization or their Dreamless Treatment. Today, dreamers. Elves such as the ellari and the faari, as well
the people of these settlements are no longer considered as some other Fai-based creatures, can manipulate
outlaws, though they still refuse Allarian rule, and many their dreams and those of others in order to
urban-dwelling ellari are seeking their freedom in these communicate, uncover secrets, or even travel via the
remote communities rather than in the cities where their Dreamspace and emerge far across the realms.
ancestors suffered. The average Valernian may go their entire life
without feeling the touch of Dreamshaping on their
Appearance slumbering mind. But adventurers are not average
mortals and would do well to guard their dreams
Most ellari have pale skin and white hair, which they from prying eyes and grasping fingers.
traditionally decorate with natural dyes. Their eyes are
light-colored, ranging from silver to a pale yellow, and
have white pupils or, more commonly, no discernable
pupils at all.

21
Gnome
Gnomes are short, slight humanoids, naturally gifted for
planning and building.

An Inspired People
Small, energetic, and focused, gnomes typically love
crafts and invention. The gnomes were the first people to
choose to live underground, for they were drawn to the
inner workings, the mysteries, and origins of things. There
in the deepest darkness, while seeking answers to their
own existence in the world, gnomes ignited the Spark
in the Dark—a connection to Fai they saw as the source
of curiosity, ingenuity, and creativity, bringing light to a
world that had never known it.

Gnome Traits
Your gnome character has certain characteristics in
common with all other gnomes.
Suggested Ability Score Increase. Your Intelligence
score increases by 2.
Speed. Your base walking speed is 25 feet.
Darkvision. Accustomed to life underground, you
have superior vision in dark and dim conditions. You can
see in dim light within 60 feet of you as if it were bright
light, and in darkness as if it were dim light. You can’t
discern color in darkness, only shades of gray.
Gnome Cunning. You have advantage on all
Intelligence, Wisdom, and Charisma saving throws
against magic.
Lineage. Gnomes have spread far and wide across
Valerna, diverging into different peoples. One such
people, the godao, appears below.

22
CHAPTER 1: ANCESTRIES OF VALERNA

Godao Appearance
Golden gnomes are diminutive creatures, with
The first gnomish people to appear in the world, the roughly the same skin and hair color variation
godao, or golden gnomes, are known for their creative, as humans.
active minds and their knack for networking and
engineering.
It was the godao who lit the Spark in the Dark that Godao Names
would become their peoples’ magical creativity. Then, as Golden gnomes use a proper name and a family name,
they have done ever since, they harnessed this power, this placing the family name first.
Spark, in a real, working artifact, creating the first arcane Godao are fond of boastful or whimsical nicknames,
lanterns that would allow them and their descendants to such as Lady Clocksprocket, Gearlock Genius, or
travel and populate the underground. Professor Precision. They often use their nicknames
Most godao live in the Dragon Kingdom of Allaria, instead of a family name or personal name.
whose civilized environment furthers their entrepreneurial Masculine Names: Andao, Arao, Babo, Dondo, Endo,
outlook and engineering ventures. They own and run Fip, Gamao, Gano, Gap, Hubo, Hup, Pamo, Pap,
the Grand Guild of Allaria, a continent-wide consortium Peno, Pilao, Sanno, Sasao
focused on developing, building, and selling machines. Feminine Names: Ao, Bao, Cao, Dao, Do, Eo, Fio, Gio,
Lio, Loi, Pao, Pio, Ro, So, Tai, Tao, Ti
Ancestral Allies Family Names: Anelli, Bobani, Candelli, Delli, Ettani,
Originally the neighbors and allies of the silver elves, the Fanneri, Ganni, Mozanni, Panni, Romi
gnomes built a network of underground dwellings and
workshops below the elven kingdoms, providing the ellari Godao Traits
with impressive devices and artifacts that rivaled their own Suggested Ability Score Increase. Your Dexterity score
fabulous dreams. This era was recorded as the Time of Two increases by 1.
Treasures, with silver on the surface and gold hidden below. Aspect Affinity. You are a creature of Dream. You gain
The friendship between silver elves and golden gnomes one mote of affinity in Fai.
is the oldest surviving covenant between two Valernian Age. Godao live up to 300 years and reach
peoples. Even in this latest millennium, in which the adulthood at 20.
ellari were subjugated by the Dragon Kingdom, the Size. Godao stand around 3 feet tall and average
godao remained near, their innate creativity drawn to around 75 pounds. Your size is Small.
the dreams of silver elves, diminished as they were by the Inspired Crafter. You have proficiency with two
Dreamless Treatment. It was under the auspices of the artisan’s tools of your choice.
Dragon Kingdom that the godao built their Grand Guild Magic of the Spark. You have advantage on any ability
of Allaria, the massive trade organization that provides the check made to craft or repair an item. When you craft an
raw supplies they need to work with from every corner of item using artisan’s tools that you’re proficient with, the
Valerna and handles the distribution of their inventions to time required to craft the item is halved.
every realm. When creating a magic item, you need no formula
or spellcasting abilities; the item can have any ability or
The Spark property that your GM approves, regardless of your own
The godao are very close to the Fai aspect of Vaala, access to spells or effects.
which they call the Spark in the Dark or the Inspiration.
Through the Spark, golden gnomes have developed a
magical engineering ability that allows them to create
fantastic contraptions and artifacts without necessarily
understanding how they do so. Most golden gnomes have
some kind of knack for crafts, and those that develop
it may create true magic items. Any artifact created in
this way is known as a glinting gadget, or simply a glint.
The creation of these gadgets is the gnomes’ best-known
cultural trait and the main service provided across Valerna
by their Grand Guild.

23
Human Allarian
Humans are the most populous people in Valerna and are Humans from the Dragon Kingdom are typically
as diverse as the lands they inhabit. Like all of the other hardworking, unassuming, and law-abiding. Most
creatures of the world, save for dragons, humans are filled Allarian humans find themselves in the trades or a crafting
with and shaped by Vaala. Each culture has its own values, profession and, therefore, tend to gather in large cities
which influence those raised within them. The human for easy access to materials and customers, where they
variants below reflect the average human found in each occupy the middle and upper classes. Their complexion
listed realm. typically varies from pale to light or medium tan, and
they often have dark hair. But Allaria is a melting pot of
Valernian ethnicities, allowing for wildly variant physical
Human Traits characteristics.
Humans make up the majority of the population in
Humans in Valerna are diverse and varied but have many Allaria. They come from a wide range of towns, tribes, and
traits in common with one another. cultures that established themselves around the city-states
Age. Humans reach adulthood in their late teens and of half-elven rulers, having accepted allai rule in exchange
live less than a century. for the protection and resources of the realm. Allarian
Size. Humans vary widely in height and build, from humans are often Dream-touched, due to their close
4 feet to well over 6 feet tall. Your size is your choice of proximity to the Fai Woods and ellari magic.
Small or Medium.
Speed. Your base walking speed is 30 feet.
Feat. You gain one feat of your choice. Allarian Names
People. Choose one of the following cultures: Allarian, Allarians use no surnames, but many use the name of
Náhuinn, Tyverian, and Ysvalian. their province, city, town, or even neighborhood to fill
the same role, for example Brendis of Chaen or Valen
of Southpoint. They may also use an honor name (see
the “Allai” section earlier in this chapter) if they hold a
significant rank or position.
Masculine Names: Annas, Aulas, Caen, Cannen, Caven,
Lacen, Marcen, Markas, Valen, Velas
Feminine Names: Artis, Astis, Atilis, Catis, Mesis, Persis,
Ramis, Tanis, Velis, Vitis

Allarian Traits
Suggested Ability Score Increase. Your Charisma score
increases by 2, and your Dexterity score increases by 1.
Aspect Affinity. You are a creature of Dream. You gain
one mote of affinity in Fai.

Náhuinn
Humans from Nahuac are stoic and proud, and they
place heavy weight on the importance of community and
working together. They excel at team activities and like to
boast about their orderly and holistic society, their ability
to endure hardship, and their close connection to nature.
Their skin tones vary from a lighter tan to deep brown or
copper, and their hair is often shades of brown or black.
Tána spirits are an important part of Náhuinn
culture. Each Náhuinn citizen, even those who are not
Source-gifted, choose a tána spirit that guides their life.
As a Náhuinn human, choose an animal, plant, or other
nature-based element, such as earth or lightning, to be
your tána spirit.

24
CHAPTER 1: ANCESTRIES OF VALERNA

Náhuinn Names Tyverian Traits


Náhuinn have a personal name, followed by their place of Suggested Ability Score Increase. Your Strength
origin or one of their parents’ names. score increases by 2, and your Charisma increases by 1.
Masculine Names: Arod, Baat, Buuc, Cháac, Garran, Aspect Affinity. You are a creature of Will. You gain
Húnac, Kaaxu, Nuuntac, Tuulat, Xuulin one mote of affinity in Id.
Feminine Names: Abal, Abarri, Arial, Cinna, Enáati,
Gwaláin, Itzal, Láinal, Muyal, Ródin, Taal
Ysvalian
Náhuinn Traits Ysvalians are pious, simple, and neighborly people who
Suggested Ability Score Increase. Your Constitution like to gather around the hearth, eat good food, and lead
score increases by 2, and your Strength score increases by 1. a virtuous life by the teachings of the Light. Through their
Aspect Affinity. You are a creature of Source. You gain faith and determination, they learned to survive in harsh
one mote of affinity in K’aab. conditions and turn their tundra lands into fertile valleys.
The Holy Alliance of Ysval was founded by pilgrims and
settlers from across Valerna, so their humans look like
Tyverian any other. They dress in furs, leather, crude jewelry, and
verdigris shell armor.
The Blood Empire of Tyveria claims to be the mightiest The majority of the realm’s human population are
and most affluent realm of Valerna, and its people reflect descended from the cultists that first settled it. Very few
that fact. Tyverians are often loud, flamboyant, hedonistic, Ysvalian humans develop any aspect-specific potential, but
and cutthroat, worshiping beauty, pleasure, and power instead depend on their direct approach to Vaala through
as a rule. Though they tend to be dark-haired, a Tyverian their faith in the Galadyan Temple of Light rather than the
human can have any hair color found across Valerna, with magical power of a specific aspect.
anywhere from the palest to darkest skin tones.
The majority of Tyverians are humans, though most
of them retain the potential to become vampyri thanks Ysvalian Names
to the Id magic practiced across the land. A powerful Ysvalian names are simple and short, with surnames
minority of Will-chosen humans make up the Blood consisting of the first syllable of one of their parents’
Empire’s ruling maghyr and vampyr elites. The rest are the names followed by the suffix san (son of ) or enda
bulk of the Tyverian population and are mostly made up (daughter of ). For example, Alek, the son of Alyana,
of free citizens, including farmers, merchants, criminals, would be Alek Alsan, and Ilyda, the daughter of Hallan,
and adventurers. As a Tyverian human, you can dream of would be Ilyda Halenda.
one day achieving the greatness of a vampyr or content Masculine Names: Andren, Endre, Halen, Lucan, Marek,
yourself with a more mundane life. Mordan, Pentek, Sieyan, Uryan,Vegran
Feminine Names: Allyna, Beyel, Gutel, Ildel, Karel,
Kyrena, Paia, Reiel, Yarosel, Ysel.
Tyverian Names
Tyverian names are simple and sharp, with only noble
houses using a surname, consisting of their house name Ysvalian Traits
after their personal name, with the term -id placed Suggested Ability Score Increase. Your Wisdom score
between them, meaning “by the will of.” increases by 2, and your Strength score increases by 1.
Masculine Names: Arraka, Batuka, Hamaj, Karpajan, Aspect Affinity. You have no tie to any one aspect of Vaala.
Nadrael, Rajan, Savros, Semra, Taeran, Voreal, Xir You gain one mote of affinity in the aspect of your choice.
Feminine Names: Alina, Chamra, Darei, Dasmeda,
Erianna, Karima, Kyra, Radmana, Sagla, Verina
House Names: Bassara, Dasmedi, Graven, Harga,
Maruul, Radjekul, Sajari, Wernega

25
Languages
Each of the different realms, cultures, and peoples of Valerna
have their own languages and distinct dialects. Below are
Rare Languages
many of the languages found across the continent. These languages are not often heard and are typically
harder to learn, either because of the complexity of the
language itself or because it is only spoken by small or
Common Languages insular groups. Check with your GM before taking any of
these languages.
These languages are often heard throughout Valerna or are
the official languages of their respective realms. LANGUAGE DESCRIPTION
Boa’a The native tongue of most saurians, es-
pecially the boaab and bendavee. Hard to
learn for humans. Spoken in Nahuac and
LANGUAGE DESCRIPTION Sabaar.
Common A simplified offshoot of Late Altanesi. Buka Native language of the bucentauri.
Spoken in all settled realms of Valerna.
Allai The official language of Allaria. A very Buun The native tongue of buunkun saurians.
complex, musical-sounding variation of Spoken only in Nahuac.
Ellari. Spoken by Allarians, allai, bucentauri, Djaataki A primordial language of the djaat. Nearly
ellari, and godao. impossible to learn for non-djaat.
Bakkai The primary orcish language. Spoken in the Draconic The native language of the dragons of
Scourge Triumvirate by boaab, obakkar, Drakha.
flame djaat, and Sabaari humans.
Hmyrya The common tongue of giants.
Ellari The elven tongue, and the first language
spoken by mortals. Ikoi An ancient tongue with elements of Ances-
tral Boa’a and Old Altanesi. Spoken only by
Gellan Spoken among the Gellanor League. iko'ob and some Altanesi and ikini.
Godao The first gnome tongue. Spoken by godao Iuuta The language of uutabai. Spoken by their
and their allies. tribes and some Sikarians.
Late Altanesi The modern form of Old Altanesi. The Magy The secret, elite tongue of maghyri. Deri-
native tongue of the Altanesi and most ved from Old Altanesi, and taught only to
humans in the Primalian mountains. Tyverian nobles and their vampyri.
Náhuinn The human tongue of Nahuac. Spoken by Ogerri A dialect of Bakkai spoken by Tyverian
Náhuinn humans, ocelinn, buunkun, and ogerron.
bendavee.
Old Altanesi The language of the ancient Altanesi
Nwoda The language of the nwoda clans. Empire, from which many current Valernian
Sabaari The common language of the Scourge languages evolved. Now spoken in the
Triumvirate and residents of the region of Altanesi Ascendancy.
Sabaar. A variation of the Boa’a tongue, Oneiric The language of dreams, and the common
modified so that humans and orcs can tongue of all feydh creatures.
speak it.
Orlaai A northern variation of the Bakkai tongue.
Tyverian The imperial language of Tyveria. Spoken by orlar and some Gellans.
Ysvalian A dialect of Common. Spoken by Ysvalians Primordial The language of the Protogons and other
and Gellans. primal beings.
Sikarian A dialect of Ellari. Spoken by sikari and
piramai.
Generic Languages in Valerna Sjóda The first dwarven tongue. Spoken by sjóda
If you’re playing a character with an ancestry from and their allies.
another source, you may have more generic language Wadeep The language of the waada people, and
options, such as Elvish, Gnomish, or Dwarvish instead adopted as a native tongue by most
of Valerna-specific ones. In this case, your character can citizens of the Hollowdepths. Spoken by
speak, read, and understand the following languages. mo'da dwarves, deepdwellers, and z'aari.
Dwarvish: Nwoda or Sjóda
Elvish: Ellari or Sikarian
Giant: Hmyrya
Gnomish: Godao
Halfling: Allai, Náhuinn, Tyverian, or Ysvalian
Orc: Bakkai, Ogerri, or Orlaai

26
CHAPTER 1: ANCESTRIES OF VALERNA

Feats
• When a creature within 5 feet of you is reduced to 0
hit points, you can use your reaction to immediately
A feat represents a talent or an area of expertise that gives spend one Hit Die to regain hit points. You can use
a character special capabilities. It embodies training, this ability a number of times equal to your proficiency
experience, and abilities beyond what a class provides. bonus. You regain any expended uses when you finish
At certain levels, your class gives you the Ability Score a long rest.
Improvement feature. Using the optional feats rule, you
can forgo taking that feature to take a feat of your choice Eliadu Empowered
instead. You can take each feat only once unless that feat’s
description says otherwise. Prerequisite: allai, ellari elf, godao gnome, or Allarian
You must meet any prerequisite specified in a feat to human
take that feat. If you ever lose a feat’s prerequisite, you Like the Allarian ideal, you have a keen mind, perfect poise,
can’t use that feat again until you regain the prerequisite. and unwavering honor. You gain the following benefits:
• Increase your Intelligence or Charisma score by 1, to a

Cultural Feats
maximum of 20.
• You gain advantage on saving throws against
These feats are limited by your ancestry, lineage, or place enchantment and illusion spells.
of origin.
Heart of the Battle
Alki Psion Prerequisite: nwoda dwarf, obakkar orc, or Ysvalian human
Prerequisite: maghyr or Tyverian human You thrive on the thrill of combat, bolstered by being
You are an Alki, a type of Will-chosen human with a at the center of the fray. You have advantage on weapon
psychic gift. Choose two 1st-level enchantment or illusion attack rolls when you have 3 or more hostile creatures
spells from any list. You can cast each of these spells within 5 feet of you.
innately once, using Charisma as your spellcasting ability,
without using verbal, somatic, or material components.
Kaabac Healer
You regain the use of both spells after finishing a long rest.
Prerequisite: Náhuinn human or tánaid
The Source gifted you with the power of life, which
Altruist allows you to heal yourself and others. You gain the
Prerequisite: púka halfling or Ysvalian human following benefits:
You are a true Galadyan, always ready to share with and • If you or any friendly creatures within 15 feet of you
protect your people, and the Light has blessed you for it. regain hit points by spending Hit Dice at the end of
You gain the following benefits: a short rest, each of those creatures regains extra hit
• You know the light cantrip. points equal to your Wisdom modifier (minimum of 1
• When you finish a short rest, you can spend your own additional hit point).
Hit Dice to heal other characters within 30 feet of you. • If you spend 10 minutes in quiet meditation, when
• Every time you use a healing effect on a creature other your meditation is complete, you can remove one
than yourself (including spending your Hit Dice to condition or disease from yourself or a living creature
heal others), you regain half the amount of hit points within 5 feet of you. The condition can be blinded,
granted by the healing effect. deafened, paralyzed, or poisoned. Alternatively, if you
spend 1 hour in meditation, you can reduce the target’s
exhaustion level by one or end an effect reducing either
Bloodthirsty the target’s ability scores or its hit point maximum. You
Prerequisite: maghyr or Tyverian human regain this ability after you finish a long rest.
You embody the Tyverian values of ruthless competition
and being invigorated by the defeat of your enemies. You
gain the following benefits:
• Increase your Strength or Charisma score by 1 point,
to a maximum of 20.

27
Kaabac Unity Bonded Defense
Prerequisite: Náhuinn human, tánaid, or obakkar orc Prerequisite: dragonbonded
You have achieved a deep understanding of how the Your bond allows you to gain protection from each other’s
service and sacrifice of the individual is vital to the success presence. You gain the following benefits:
of the greater whole.You gain the following benefits:
• When you and your bonded dragon are within 10 feet
• Increase your Constitution or Wisdom score by 1, to a of each other, both of you gain a +2 bonus to AC.
maximum of 20.
• When a creature you can see within 10 feet of you
• You can use the Help action as a bonus action.
attacks your bonded dragon, you can use your reaction
• When you succeed on an attack roll, ability check, or to impose disadvantage on the attack roll. Similarly,
saving throw, you can choose one creature other than when a creature your dragon can see within 10 feet of
yourself within 30 feet of you. This creature can add it attacks you, the dragon can use its reaction to impose
a number equal to your proficiency bonus to its next disadvantage on the attack roll.
attack roll, ability check, or saving throw. You regain this
ability after you finish a long rest.
Bonded Magic
Prerequisite: dragonbonded
Skilled Crafter
Your entwined Vaala responds to any magic you and your
Prerequisite: nwoda dwarf, godao gnome, púka halfling, or
dragon cast on yourselves. Once per day, when you cast
Ysvalian human
a spell targeting yourself, or your bonded dragon casts a
You are a master artisan. You gain proficiency with two spell targeting itself, the spell can target both of you. You
sets of artisan’s tools of your choice. Additionally, you regain the use of this ability once you finish a long rest.
double your proficiency bonus for any tools you are
proficient in, provided you have not gained this benefit
from another source. Bonded Senses
Prerequisite: dragonbonded

Dragonbonded Feats Your bond extends across great distances. As long as you
and your bonded dragon remain on the same world, you
The feats below empower you and your bonded dragon. can communicate telepathically across any distance.
See chapter 3 for dragonbonding rules. Additionally, as an action, you can see through your
bonded dragon’s eyes and hear what it hears until the start
of your next turn, gaining the benefits of any special senses
Bonded Survival that the dragon has. During this time, you are blinded and
Prerequisite: dragonbonded deafened with regard to your own senses. Your bonded
Your bond is so strong that it transcends death, allowing dragon can use an action to similarly perceive through your
one of you to fight on when you would otherwise own senses.
succumb to oblivion. When you or your bonded dragon
is reduced to 0 hit points, whoever took the damage—you Coatl Bond
or the dragon—falls unconscious, while the other drops to
Prerequisite: dragonbonded with a Coatl dragon
1 hit point instead. If the unconscious character dies, you
both die. Once you benefit from this feat, you can not The curiosity and intelligence of Coatl dragons has rubbed
benefit from it again until you finish a long rest. off on you, giving you the following benefits:
• Increase your Intelligence by 1, to a maximum of 20.
• You learn a 1st-level spell of your choice from any spell
list. You can cast this spell innately once, without using
verbal, somatic, or material components. You regain
use of this spell when you finish a long rest.
CHAPTER 1: ANCESTRIES OF VALERNA

Ehrlya Bond
Prerequisite: dragonbonded with an Ehrlya dragon
You have learned some of the craft and tricks of the Ehryla
artificers, giving you the following benefits:
• Increase your Wisdom by 1, to a maximum of 20.
• You gain advantage on all ability checks that involve
artisan’s tools.

Exor Bond
Prerequisite: dragonbonded with an Exor dragon
You have acquired a fraction of the stealth and ruthlessness
of Exor hunters, giving you the following benefits:
• Increase your Dexterity by 1, to a maximum of 20.
• Once during your turn, when you make a weapon
attack with advantage on the attack roll, you deal 1d6
additional damage on a hit.

Fulgen Bond
Prerequisite: dragonbonded with a Fulgen dragon
You have acquired some of the self-assuredness and
magical presence of Fulgen dragons, giving you the
following benefits:
• Increase your Charisma by 1, to a maximum of 20.
• When you succeed on any Charisma check, the target
suffers disadvantage on its next attack roll, saving
throw, or ability check against you, until the end of
your next turn.

Magnifex Bond
Prerequisite: dragonbonded with a Magnifex dragon
You have gained some of the majesty and guile of
Magnifex dragons, giving you the following benefits:
• Increase your Charisma by 1, to a maximum of 20.
• When you are hit by a weapon attack from a creature
you can see, you can use your reaction to make a
Charisma (Deception or Performance) check. If the
result of your Charisma check meets or exceeds the
result of the attack roll, the attack misses, even if it
would hit your AC.

Nix Bond
Prerequisite: dragonbonded with a Nix dragon
Your long contact with an undead dragon has
strengthened you against vile rot, giving you the following
benefits:
• Increase your Constitution by 1, to a maximum of 20.
• You gain resistance to necrotic and poison damage.

29
30
CHAPTER 2:

CLASSES AND
SUBCLASSES
A dventure calls for those with the spark of the hero to brave
the dangers few others dare to face. Your character is an
extraordinary individual who has heard the call and answered
it. Perhaps this is the moment you’ve been waiting for, or
it could be that the role of hero was thrust upon you in a
moment of crisis. Whatever your character’s reasons, their epic
journey begins here.
Your character’s class is one of the key elements that
defines them. Through your class, you determine your
character’s skills, powers, and abilities. More than the other
aspects of character creation, your choice of class directs the
path your character will walk. However, it is more than a
mere occupation; it is part of who your character is and how
they seek to impact the world they live in.
The twelve standard classes found in the Core rules are
also present in Valerna, with a few minor alterations. There
are no deities in Valerna, for example. So clerics and other
“divine” classes instead venerate philosophies or ideals, and
the strength of their faith in these concepts allows them to
harness the power of Vaala, the force that sustains life and
magic. Any changes to the twelve core classes are described
in the “Subclasses” section of this book. In addition to these
familiar classes, there are three new classes that are unique
to the world of Dragonbond: the dragon hunter, the dragon
herald, and the Vaala adept.
Many of the class features listed here have optional Vaala
augmentations that alter their effects. See the “Vaala Points
System” section of chapter 5: Magic, page 176 for more
information on augmentations and their implementation.

ARMOR AND
CLASS HIT SAVING THROW
WEAPON
DESCRIPTION DIE PROFICIENCIES
PROFICIENCIES
Dragon Hunter d10 Intelligence & All armor,
A canny warrior Constitution shields, simple
who crafts and martial
magical items weapons
from the remains
of the deadliest
foes
Dragon Herald d8 Constitution & Light and
An idealistic Charisma medium armor,
champion who simple weapons
uses magical
runes and powers
inspired by the
mighty dragons
Vaala Adept d6 Intelligence & Simple weapons
A master Wisdom
spellcaster who
delves into the
very nature of
magic itself

31
Dragon Hunter
The massive maw of the crimson dragon opens and blasts
a torrent of steel-melting fire, only for the flames to deflect
off the shield of the armored hunter.
Glowing eyes searching the gloom, the colossal wyrm
fails to notice the hunter cloaked in shadows, blade
raised to strike.
The rampaging dragon stops, gore dripping
from its fangs, as a lone figure steps into view. The
grinning hunter gestures toward the scaled terror in an
unmistakable invitation to battle.
Dragons are one of the greatest threats to the
inhabitants of Valerna, descending from the Red
Moon to feast on the Vaala within them. The waves of
catastrophic assaults inspire a dedicated cadre of warriors
determined to stop their devastation. To stand against a
dragon, one needs to possess bravery, power, and perhaps
even some measure of desperation. Those who follow
this path all have stories to tell of friends or family lost
to dragon claw or fiery breath. Whether their motivation
is to protect or to seek revenge, these hunters are often
all that stand between the ferocious wyrms and their
innocent victims.
As a dragon hunter, you seek out and destroy your
draconic foes however you can. By fusing your martial
traditions with Vaala, you’ve mastered the skills needed to
take the fight to the dragons and craft powerful magical
items from their corpses.

Class Features
As a dragon hunter you gain the following class features.

Hit Points
Hit Dice: 1d10 per dragon hunter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per dragon hunter level after 1st

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CHAPTER 2: CLASSES AND SUBCLASSES

Proficiencies
Chosen Prey
Armor: All armor, shields
1st-Level Dragon Hunter Feature
Weapons: Simple weapons, martial weapons Through study and diligence, you learn to focus your Vaala
Tools: leatherworker’s tools, smith’s tools, or tinker’s tools connection to guide your attacks against your foes. When
Saving Throws: Intelligence, Constitution you hit a creature with a weapon attack, you can mark
Skills: Choose three skills from Arcana, Athletics, Insight, the creature as your prey for 1 minute, or until you lose
Intimidation, Nature, Perception, Stealth, and Survival concentration (as if you were concentrating on a spell).
The first time you hit the marked target on each of
Equipment your turns, including the attack used to mark it, the target
takes an extra 1d4 damage of the weapon’s type. The
You start with the following equipment, in addition to the damage increases by 1d4 if the target is a Dragon.
equipment granted by your background:
When you reach certain levels in this class, this
• (a) scale mail or (b) studded leather armor feature’s extra damage (and the extra damage dealt to
• (a) a longsword or (b) two simple melee weapons Dragons) increases by a die type: to 1d6 at 6th level, to
• (a) a dungeoneer’s pack or (b) an explorer’s pack 1d8 at 10th level, and to 1d10 at 14th level.
• A light crossbow and 20 bolts You can use this feature a number of times equal to
your proficiency bonus. You regain all expended uses
when you finish a long rest.
The Dragon Hunter

LEVEL
PROFICIENCY
BONUS
CLASS
FEATURES
FORMA
KNOWN
Resolute
1st-Level Dragon Hunter Feature
1st +2 Chosen Prey, –
Resolute Exposure to dragons and your training has fortified your
spirit. You have advantage on saving throws against any
2nd +2 Draconic –
Awareness effect that causes the frightened condition.
At 10th level, you become immune to being frightened.
3rd +2 Hunting Lodge, 2
Forma
4th +2 Ability Score
Improvement
2 Draconic Awareness
2nd-Level Dragon Hunter Feature
5th +3 Extra Attack 2
As an action, you can expand your awareness, sensing the
6th +3 Lodge Feature 3
presence of nearby draconic beings. Until the end of your
7th +3 Hunter’s Lure 3 next turn, you detect the presence, but not the specific
8th +3 Ability Score 3 location, of any Dragon and any draconic or reptilian
Improvement creature within 1 mile of you.
9th +4 Lesser Repudiate 3 You can use this feature a number of times equal to 1 +
Legend your Intelligence modifier. When you finish a long rest, you
regain all expended uses.
10th +4 Lodge Feature 4
Vaala Augmentation (K’aab). If you spend 2 points from
11th +4 Hunter’s Evasion 4 your Vaala pool when using this feature, you can determine the
12th +4 Ability Score 4 brood of a Dragon you sense. In addition, for every 2 points
Improvement you spend beyond the first 2, you can expand the range of your
Draconic Awareness by another mile.
13th +5 Extra Attack (2) 4

Hunting Lodge
14th +5 Greater 4
Repudiate
Legend
3rd-Level Dragon Hunter Feature
15th +5 Lodge Feature 5
You officially begin your path as a dragon hunter when
16th +5 Ability Score 5
Improvement
you choose a hunting lodge, the common term for one
of several doctrines of dragon hunting, based on their
17th +6 – 5 preferred techniques. Most often this takes the form of
18th +6 Lodge Feature 6 established lodges, organizations where hunters learn their
19th +6 Ability Score 6 craft. However, there are also wandering hunters who take
Improvement on a single apprentice and teach them as they travel. The
lodges are described at the end of the class description.
20th +6 Dragonbane 6
Your choice of hunting lodge grants you features when
you choose it at 3rd level and again at 6th, 10th, 15th,
and 18th levels.
33
Forma All requirements for individual forma are defined in
the list of forma at the end of this class description, and
3rd-Level Dragon Hunter Feature the number of forma an item can hold is indicated below:
You learn how to instill magical powers into your • 3 forma: armor, weapon
equipment using components harvested from a slain • 2 forma: helmet, rod, scepter
dragon. The training and methodology to use draconic
• 1 forma: belt, bracers, boots, cloak, gauntlets/gloves,
body parts to apply a particular augmentation to a
mask, ring, shield
nonmagical item is called a forma. The components
harvested from dragons are commonly referred to as Removing or replacing a forma requires 1 hour of work,
skutte (see the “Dragoncrafting” section in Appendix B). provided you have leatherworker’s tools, smith’s tools,
You learn two forma when you reach 3rd level, choosing or tinker’s tools in hand. If you are replacing an applied
from the list of forma at the end of this class description. forma with a new one, you must spend skutte equal to half
Each time you gain a level in this class, you can replace one the cost of the new forma. If you are removing a forma
forma you know with a different one from this feature. completely, you can recover an amount of skutte equal to
When you learn a new forma from gaining a dragon half the amount you spent to apply the forma. You can
hunter level, you receive enough skutte to apply that forma sever your connection to a lost or stolen forma item at
once. For example, at 3rd level you gain two forma and the end of a long rest. You do not recover any skutte from
enough skutte to apply each of those forma one time. doing so, but the missing forma no longer counts against
Skutte can be harvested from slain Dragons, or, if your GM the number of your maximum applied forma.
approves, purchased from your lodge or merchants.
You learn an additional forma of your choice when
you reach certain levels in this class, as shown in the
Ability Score Improvement
Forma Known column of the Dragon Hunter table. 4th-Level Dragon Hunter Feature
When you reach 4th level, and again at 8th, 12th, 16th,
Forma Saving Throws and 19th levels, you can increase one ability score of
your choice by 2, or you can increase two ability scores
You use your Intelligence modifier when setting the saving of your choice by 1. As normal, you can’t increase an
throw DC for a forma’s ability. ability score above 20 using this feature.
Forma save DC = 8 + your proficiency bonus + your Using the optional feats rule, you can forgo taking
Intelligence modifier. this feature to take a feat of your choice instead.

Applying and Removing Forma Extra Attack


At the end of a long rest, provided you have
leatherworker’s tools, smith’s tools, or tinker’s tools in 5th-Level Dragon Hunter Feature
hand, you can apply one of your forma to a nonmagical You can attack twice, instead of once, whenever you take
item. The application takes 1 hour. You must meet the the Attack action on your turn. The number of attacks
requirements of the forma, and use the required number increases to three when you reach 13th level in this class.
of skutte. At the end of the hour, the nonmagical item
becomes an augmented item possessing the power granted
by the forma and is considered magical.
Hunter’s Lure
The maximum number of forma you can have applied 7th-Level Dragon Hunter Feature
to items at a given time is equal to the number of forma With your vast knowledge of hunting, you can trick the
you know. For example, if you know two forma, you can most powerful creatures into moving closer to you. As a
have two augmented items, or one item augmented with bonus action, you choose one creature you can see within
two forma. 100 feet to make an Intelligence saving throw against your
Some types of items can only hold a single forma, while forma save DC. On a failed save, the creature must use
others can hold several. In addition, the effects of some its movement to move toward you, up to its speed, by the
forma stack with additional applications, giving the wielder shortest and most direct route, avoiding obvious obstacles
all of the benefits from either multiple items augmented or hazards as it moves, such as pits, lava, and opportunity
by the same forma or from one forma applied to an item attacks, and stopping within 5 feet of you. Dragons have
multiple times. Other, more powerful forma only benefit disadvantage on this saving throw.
the wielder once, regardless of how many times that forma You can use this feature a number of times equal to your
has been applied to their items. Unless otherwise noted in proficiency bonus. You regain all expended uses when you
the description, an augmented item or its wielder only gains finish a long rest.
the benefits of a given forma once, regardless of how many
times it is applied to one or more items.

34
CHAPTER 2: CLASSES AND SUBCLASSES

Vaala Augmentation (Id). For every 3 points you


spend from your Vaala pool when using this feature,
its range increases by 100 feet. When you
increase the range of this feature,
you no longer need to see the
creature, but you must be aware
of its presence.

Lesser Repudiate Legend


9th-Level Dragon Hunter Feature
You tap into Vaala to deny your foes their legendary
capabilities. When a creature within 60 feet of you that you
can see uses its Legendary Resistance trait, you can use your
reaction to force the target to make a Wisdom saving throw
against your forma save DC. On a failure, the target also
fails the saving throw that triggered the use of Legendary
Resistance, and the use of Legendary Resistance is wasted.
Once you use the feature, you must finish a short or
long rest before you can use it again.
Vaala Augmentation (Id). If you spend 3 points from
your Vaala pool when you use this feature, the target has
disadvantage on the saving throw.

Hunter’s Evasion
11th-Level Dragon Hunter Feature
You learn how to better avoid the dragon’s deadly breath
weapon and other effects that damage an area. When you
make a Dexterity saving throw to take only half damage
from an effect, you instead take no damage if you succeed
on the save and only half damage if you fail.
Vaala Augmentation (K’aab). If you spend 4 points Dragonbane
from your Vaala pool when you fail your Dexterity saving 20th-Level Dragon Hunter Feature
throw using this feature, you can reroll the save and must
use the new roll. You’ve reached the pinnacle of dragonslaying might.
During a combat encounter, you can use an action to gain
the following benefits for 1 minute:
Greater Repudiate Legend • At the beginning of each of your turns, choose one
14th-Level Dragon Hunter Feature Dragon you can see. You are immune to that Dragon’s
breath weapons.
Your connection to Vaala allows you to level the playing field
when you combat powerful foes. When a target you can see • Once on each of your turns, when you hit a creature
attempts to use a legendary action, you can use your reaction marked with your Chosen Prey feature with a weapon
to suppress it. If it costs 1 legendary action to activate, it is attack, the extra damage from your Chosen Prey
suppressed, has no effect, and the legendary action is wasted. feature is doubled.
If it costs 2 or more legendary actions to activate, you must • When you are hit with an attack that deals acid, cold,
make an Intelligence check (DC equals 10 + the target’s fire, lightning, poison, or thunder damage, you gain
proficiency bonus). If you are successful, the legendary action immunity to that same damage type from subsequent
fails, and the legendary action cost is spent. attacks made by that creature until the beginning of
Vaala Augmentation (Id). If you have already used your next turn.
your reaction for the round, and a target you can see Once you use this feature, you must finish a long rest
attempts to use a legendary action, you can spend 5 before you can use it again.
points from your Vaala pool to use this feature again as an Vaala Augmentation (Fai). While your Dragonbane
additional reaction. feature is active, you can use a bonus action to spend
points from your Vaala pool and regain 1d8 hit points for
every point you spend.
35
Hunting Lodges Selective Resistance
6th-level Bastion Lodge Feature
Dragon hunters utilize a variety of different methods to You learn to prepare yourself for the various elemental
bring down their resilient prey, and hunters gravitate toward attacks used by the draconic broods. When you finish a
others who share their particular style. This has spurred the long rest, you can choose one damage type: acid, cold, fire,
development of hunting lodges across Valerna, and three of lightning, poison, or thunder. Until you finish another long
the best known are described below. rest, you have resistance to damage of that type.
Vaala Augmentation (Id). For every 6 points you spend
Bastion Lodge (Id) from your Vaala pool when you choose a damage type, you
can touch one friendly creature to have them also gain the
In Valerna, the threat of dragons is never a distant one. benefit of your Selective Resistance feature against the same
Countless lives have been lost to their incursions. The type of damage.
members of the Bastion Lodge, called Bulwarks, believe that
the safest method of defeating a dragon lies in training to
withstand or endure their powerful attacks. As a member of Vengeful Strike
this august order you master techniques that harness the Id 10th-Level Bastion Lodge Feature
aspect of Vaala. You’ve learned to protect your allies from attacks by absorbing
Bastion lodges range from beautiful, marble manors, some of the power directed against them and storing it to use
well staffed and well funded by their grateful neighbors, yourself. When a friendly creature you can see within 30 feet
to rough guildhouses overlooking pastoral farmlands. The of you takes acid, cold, fire, lightning, or thunder damage,
members see their style of dragon hunting as the most you can use your reaction to steal some of the attack’s power.
effective way to protect others. Your ally takes half of the triggering damage.
The first time you hit with a melee or ranged weapon
Vaala Mote and Increased Vaala Pool attack on your next turn, your target takes extra damage
equal to half of the triggering damage.
3rd-Level Bastion Lodge Feature You can use this feature a number of times equal to your
When you select this Hunting Lodge, you gain a Mote of proficiency bonus. You regain all expended uses when you
Affinity in Id. Additionally, your Vaala point maximum finish a long rest.
increases by 2. Vaala Augmentation (Id). If you spend 4 points
At 14th level, you gain another Mote of Affinity in Id, from your Vaala pool while making your attack, you can
and your Vaala point maximum increases by 2. transmute the extra damage dealt from one of the listed
types to another. For example, you could absorb fire damage
and deal lightning damage instead.
Lodge Benefits
3rd-Level Bastion Lodge Feature
You learn the resistance cantrip, and Intelligence is your Cleaving Barrier
spellcasting ability for it. In addition, you can add the 15th-Level Bastion Lodge Feature
Bastioned forma to your list of known forma, counting it Just as the stone diverts the stream, you can focus your Id to
against the number of forma you can learn. deflect the area of effect attacks of your foes. When a hostile
creature you can see casts a spell or uses an ability that deals
damage to targets in a cone or line, and if you are in that
Bastioned (Forma) area, you can use your reaction to present your weapon or
Hunter Level: 3 shield and divert it, allowing all creatures in a 30-foot cone
Item: Armor, item, shield, weapon behind you to avoid it completely.
Crafting Cost: 1 skutte You take damage from the effect as if you failed
Applications: Once your saving throw, but you still make a saving throw to
Attunement: No determine if you suffer any other effects from the diverted
While the augmented item with this forma is in your spell or ability.
possession, you have advantage on saving throws to resist Vaala Augmentation (Id). If you spend 5 points from
the poisoned condition. Moreover, if you fail a saving your Vaala pool when you use your Cleaving Barrier, you
throw, you can reroll the die and must use the new roll. can increase the size of your protective cone to 60 feet.
Once you use this reroll ability you must finish a short or
long rest before you can use it again.
Supreme Bulwark
18th-Level Bastion Lodge Feature
By wrapping the power of your Id around your body, you
fortify yourself against injury. As a bonus action, you gain
resistance to all bludgeoning, piercing, and slashing damage,

36
CHAPTER 2: CLASSES AND SUBCLASSES

and your Selective Resistance feature provides immunity to creature. You continue to use your new initiative until the
the chosen damage type instead of resistance. These benefits end of the encounter. Once you use this reaction, you must
last for 1 minute. finish a short or long rest before you can use it again.
In addition, while this effect is active, you can use a
bonus action to regain hit points equal to your proficiency
bonus plus your Constitution modifier. However, if you Damage Malediction
are reduced to 0 hit points while your Supreme Bulwark is 6th-Level Reaver Lodge Feature
active but don’t die, you gain a level of exhaustion. You learn to use Vaala to create a weakness in the defenses
Once you use this feature, you must finish a short or of your foes. As an action, one creature of your choice
long rest before you can use it again. that you can see within 60 feet of you must succeed on
Vaala Augmentation (Id). If you spend 6 points from an Intelligence saving throw against your forma save DC
your Vaala pool when using a bonus action to regain hit or gain a weakness to one damage type of your choice for
points with this feature, the amount of hit points regained 1 minute. At the end of each of its turns, the target can
increases by 10. repeat the saving throw, ending the effect on a success.
You can only have one use of Damage Malediction
Reaver Lodge (K’aab) active at a time. You can use this feature a number of
times equal to your proficiency bonus. You regain all
Dragons are well armored and powerful, and they have expended uses when you finish a long rest.
numerous protections that must be overcome in order to defeat Vaala Augmentation (K’aab). If you spend 3 points
them. Informally known as Edges, the members of the Reaver from your Vaala pool when using this feature, the target
Lodge follow a martial tradition that teaches techniques to
has disadvantage on its saving throws against the effect.
weaken and debilitate draconic foes. The skills and maneuvers
you master as a member of the Reavers tap into the K’aab
aspect of Vaala, manipulating the raw elements of life. Echostep Strike
Reaver lodges are usually fortified estates, redoubts, or 10th-Level Reaver Lodge Feature
small keeps proudly displaying the trophies of their hunts
for all to see. The members of this lodge tend to be focused Once per turn, as part of an Attack action against a target
and practical, more concerned with results rather than you can see that is marked by your Chosen Prey feature,
social niceties. you can magically teleport up to twice your speed to
appear in an unoccupied space within 5 feet of the target.
At the end of your Attack action, you can choose to either
Vaala Mote and Increased Vaala Pool instantly reappear in the space you teleported from or stay
3rd-Level Reaver Lodge Feature where you teleported to.
When you select this hunting lodge, you gain a Mote of If your target is at least two size categories larger than
Affinity in K’aab. Additionally, your Vaala point maximum you, you can choose to appear on top of it if its space is
increases by 2. within your teleport range.
At 14th level, you gain another Mote of Affinity in Vaala Augmentation (K’aab). For every 4 points you
K’aab and your Vaala point maximum increases by 2. spend from your Vaala pool when you use this feature, the
range of your teleport increases by 20 feet.
Lodge Benefits
3rd-Level Reaver Lodge Feature Hunter’s Presence
You learn the true strike cantrip, and Intelligence is your 15th-Level Reaver Lodge Feature
spellcasting ability for it. In addition, you can add the Your prowess at dragon hunting invokes fear and
Reaver forma to your list of known forma, counting it trepidation in your foes. As an action, you can choose a
against the number of forma you can learn. number of creatures that are aware of you and within 60
feet of you equal to half of your proficiency bonus. Each
Reaver (Forma) target must succeed on a Wisdom saving throw or become
Hunter Level: 3 frightened of you for 1 minute. The frightened creature
Item: Armor, item, shield, weapon can repeat this saving throw at the end of each of its turns,
Crafting Cost: 1 skutte ending the effect on itself on a success. Once you use this
Applications: Once feature, you must finish a short or long rest before you can
Attunement. No use it again.
While the item augmented with this forma is in your Vaala Augmentation (K’aab). For every 5 points you
possession, you have advantage on initiative rolls. Moreover, spend from your Vaala pool when you use this feature, the
during combat, when a creature you can see within 60 feet range of your Hunter’s Presence increases by 10 feet.
of you starts its turn, you can use your reaction to change
your initiative to take your turn immediately after that

37
Equalizing Transformation Shadowed (Forma)
18th-Level Reaver Lodge Feature Hunter Level: 3
By infusing yourself with the K’aab aspect of Vaala, you can Item: Belt, boots, cloak
even the playing field against your foes. As an action, you Crafting Cost: 1 skutte
Applications: Once
magically grow stronger and gain the following benefits for Attunement: No
1 minute:
While the item augmented with this forma is in your
• Your Strength becomes 24 if it isn’t already higher. possession, you have advantage on Dexterity (Stealth) checks
• You have advantage on Strength checks and Strength to move quietly. Moreover, you can use a bonus action to
saving throws. create a shadowy double of yourself in your space. The double
• When rolling damage for your weapon attacks, you roll moves with you and mimics your actions so it is difficult to
three times the normal number of dice. For example, a discern which is the real you. Creatures wishing to target you
longsword would deal 3d8 slashing damage instead of 1d8. with a weapon or spell attack must succeed on a Wisdom
You can use this feature a number of times equal to half of saving throw or target your shadow double instead. The
your proficiency bonus, and you regain all expended uses of it double lasts for a number of rounds equal to your proficiency
when you finish a long rest. bonus, or until it is successfully struck by an attack.
Vaala Augmentation (K’aab). If you spend 10 Once you use the shadow double ability, you must finish
points from your Vaala pool as a bonus action during the a short or long rest before you can use it again.
duration of this effect, you magically grow one size category
larger, along with anything you are wearing or carrying.
While enlarged, you roll four times the normal number Ghost Stride
of dice when rolling damage for your weapon attacks. You 6th-Level Shadow Lodge Feature
can remain enlarged for a number of turns equal to your You learn to move swiftly and quietly to avoid even the
proficiency bonus. When this enlarging effect ends, the enhanced senses of dragons. Your speed increases by 10 feet.
feature’s effect also ends. Moreover, you can use a bonus action to shroud yourself
with magical shadows for 1 minute. When you do so, you
Shadow Lodge (Fai) can’t be detected with blindsight, you have no discernable
scent or odor, and you can’t be tracked by magical means.
If a dragon can’t see you, it can’t hurt you. The members of Once you use this feature, you must finish a short or long
the Shadow Lodge, called Shades, use stealth to keep from rest before you can use it again.
being detected while attacking their draconic targets. As a Vaala Augmentation (Fai). If you spend 3 points from
member of this secretive order, you study disciplines that your Vaala pool as a bonus action while this feature is active,
harness the Fai aspect of Vaala. you gain a climbing speed equal to your walking speed, and
Shadow lodges tend to be forts and lairs hidden within you can move up, down, and across vertical surfaces. This
both urban and rural environments, typically disguised as benefit lasts until the beginning of your next turn.
innocuous businesses or secreted away beneath street or hill.
The members of this lodge tend to be quiet and reserved,
watching everything with a practiced eye before fading into
Swallowstep Strike
the shadows to await their moment to strike. 10th-Level Shadow Lodge Feature
When you are hit by a Bite attack from a creature Large sized
or larger, you can use your reaction to throw yourself down
Vaala Mote and Increased Vaala Pool that creature’s throat. While swallowed in this manner, you
3rd-Level Shadow Lodge Feature are not blinded or restrained, you have advantage on attack
When you select this hunting lodge, you gain a Mote of Affinity rolls against the swallowing creature, and your melee weapon
in Fai. Additionally, your Vaala point maximum increases by 2. attacks deal an extra 1d6 damage to it.
At 14th level, you gain another Mote of Affinity in Fai You can remain inside the creature’s stomach for as
and your Vaala point maximum increases by 2. long as you wish, regardless of how much damage the
target takes. However, you can’t breathe while inside the
target. If the creature’s description allows it to damage
Lodge Benefits swallowed or engulfed creatures, you take that damage
3rd-Level Shadow Lodge Feature At the end of each of its turns, the creature can try to
You learn the minor illusion cantrip, and Intelligence is purge itself of you by making a Constitution saving throw
your spellcasting ability for it. In addition, you can add the against a DC equal to 8 + your proficiency bonus + your
Shadowed forma to your list of known forma, counting it Strength bonus. On a success, the creature regurgitates you
against the number of forma you can learn. into an unoccupied space within 5 feet of it. You can also
use an action to emerge from the creature.
Vaala Augmentation (Fai). If you spend 4 points from
your Vaala pool as bonus action while you are swallowed, you
can make a single melee weapon attack against the target.

38
CHAPTER 2: CLASSES AND SUBCLASSES

Shadowform
15th-Level Shadow Lodge Feature
Forma
When a creature you can see hits you with an attack, you Crafted from components harvested from slain dragons and
can use your reaction to briefly transform into a shadowy applied to nonmagical items, armor, and weapons, these special
silhouette, gaining immunity to all damage, including the augmentations imbue mundane objects with magical abilities.
triggering attack, and losing the ability to physically interact The description of each forma contains the following:
with objects until the end of your next turn. You can move • Hunter Level: The minimum number of dragon hunter
through solid objects as if they were difficult terrain. If you levels you must have to apply the forma to an item
occupy the same space as a solid object when this effect ends, • Item: The type of item that the forma can be applied to
you are immediately shunted to the nearest unoccupied space • Crafting Cost: The amount of skutte that must be spent
that you can occupy and take force damage equal to twice the to apply the forma to an item
number of feet you are moved.
Once you use this feature, you must finish a long rest • Applications: How many times this forma can be
before you can use it again. applied to a single item
Vaala Augmentation (Fai). If you spend 5 points from • Attunement: Whether you must be attuned to the item
your Vaala pool when this effect ends, you can choose to in order use the power of the forma
magically teleport to an unoccupied spot you can see within Some forma benefits do not stack. Unless otherwise
60 feet of you. noted in the description, an augmented item or its wielder
only gains the benefits of a given forma once, regardless of
Sidereal Step how many times that forma is applied to one or more items.
18th-Level Shadow Lodge Feature
You learn the highest art of your hunting lodge, the ability
Dragon Hunter Formas
to become a shadow but still touch the normal world. As
an action, you step outside of the boundaries of time itself MINIMUM DRAGON
FORMA
for 1 round, also gaining the benefits of your Shadowform HUNTER LEVEL
feature. While you are outside of time, you can attack or
Bone Marrow Lamination 3
make minor changes to the creatures within 120 feet at the
start of their turn as listed below, appearing as a flickering Colossus Climber 3
shadow seen out of the corner of the eyes. You can’t be Dragonbone Reinforcement 3
targeted or attacked by any means while under the effect of
Scalebane 3
this feature.
If any of the effects of this feature require a saving throw, Wyrmforged 3
the DC is your forma save DC. Wyrmhide Reinforcement 3
During the round, you can choose to perform one of the Dragonblood Etching 6
following actions on each creature at the start of their turn:
Drakebane 6
• Make one weapon attack against the creature.
Great Wyrm’s Contingency 6
• Force the creature to make a Dexterity saving throw or
fall prone. Rending Claw 6
• Move the creature up to 15 feet in any direction you Weakening 6
choose. Wingbind 6
• Grant the creature the benefits of the blur spell until Winged 6
the start of your next turn, as you move them partially
Brood Reliquary 10
out of phase with reality.
• If the creature is a spellcaster, force it to make a Fang’s Edge 10
Wisdom check or lose concentration. Heartstring Aegis 10
• Give a bonus or penalty equal to your Intelligence Phrenic Distillation 10
modifier to the next attack roll, ability check, or Scaled 10
saving throw the creature makes before the start of
Vitality Infusion 10
your next turn.
Draconis Supremis 15
At the beginning of your next turn you reappear in an
unoccupied spot you can see within 120 feet of the space you Dragonhair Mesh 15
vanished from, and the effect ends. Once you use this feature, Synaptic Threads 15
you must finish a long rest before you can use it again. Draconic Fetter 18
Vaala Augmentation (Fai). For every 6 points you
Hunter’s Legion 18
spend from your Vaala pool when interacting with a
creature while using Sidereal Step, you can increase or Superior Synaptic Threads 18
reduce the damage of its next successful weapon attack
before the start of your next turn by 12.
39
Bone Marrow Lamination While the Dragon is charmed, you have a telepathic link
with it as long as the two of you are on the same planet.
Hunter Level: 3 You can use this telepathic link to issue commands to the
Item: Any non-weapon item creature while you are conscious (no action required), which
Crafting Cost: 1 skutte it does its best to obey. You can specify a simple and general
Applications: Multiple course of action, such as “Attack that creature,” “Run over
Attunement. No there,” or “Fetch that object.” If the creature completes
While the item augmented with this forma is in your the order and doesn’t receive further direction from you, it
possession, your hit point maximum increases by 10. defends and preserves itself to the best of its ability.
Additional Forma. For each additional Bone Marrow You can use your action to take total and precise control
Lamination you apply to the same item, your hit point of the target. Until the end of your next turn, the creature
maximum increases by an additional 10. If you apply takes only the actions you choose, and doesn’t do anything
this forma to a different item, the benefit ends on the that you don’t allow it to do. During this time, you can also
previous item. cause the creature to use a reaction, but this requires you to
use your own reaction as well.
Brood Reliquary At the end of each of its turns, the Dragon can repeat
the saving throw, ending the effect on a success. Once you
Hunter Level: 10
use this forma, you must finish a long rest before you can
Item: Helmet, ring, rod, scepter
use it again.
Crafting Cost: 2 skutte
Applications: Once
Attunement: Yes Draconis Supremis
While the item augmented with this forma is in your Hunter Level: 15
possession, you can use an action to roll an Intelligence Item: Weapon
(Arcana) check with a DC equal to the 10 + half of the Crafting Cost: 6 skutte
CR of a Dragon you can see. If you succeed, all friendly Applications: Once
creatures that can hear you within 30 feet of you gain a Attunement: Yes
bonus of 1d6 extra damage on their weapon attacks against When you score a critical hit on a creature marked with
that brood of Dragon. This bonus lasts for 1 minute. Once your Chosen Prey feature using a weapon augmented by
you use this forma’s ability, you can’t use it again until you this forma, the target must make a Constitution saving
finish a short or long rest. throw. On a failed save, the target takes 10d10 necrotic
or radiant damage (your choice). On a successful save, the
Colossus Climber target is stunned until the end of its next turn. Once you
use this feature, you must finish a short or long rest before
Hunter Level: 3
you can use it again.
Item: Belt, boots, bracers, cloak,
Crafting Cost: 1 skutte
Applications: Once Dragonblood Etching
Attunement: No Hunter Level: 6
While the item augmented with this forma is in your Item: Weapon
possession, you have advantage on ability check contests to Crafting Cost: 3 skutte
climb onto bigger creatures and on ability check contests Applications: Multiple
or saving throws to resist being dislodged once you are atop Attunement: Yes
the creature. Your weapon is enhanced with the blood of a dragon.
Choose one damage type - acid, cold, fire, lightning,
Draconic Fetter poison, or necrotic - when you apply this forma. Your
weapon deals an extra 1d6 damage of this type when it hits.
Hunter Level: 18
Additional Forma. For each additional Dragonblood
Item: ring, rod, scepter
Etching you apply to the same weapon, the extra damage
Crafting Cost: 10 skutte
increases by 1d6.
Applications: Once
Attunement: Yes
While you hold or wear the item augmented with this forma,
Dragonbone Reinforcement
you can use an action to force a Dragon that you can see Hunter Level: 3
to make a Wisdom saving throw. On a failure, the dragon Item: Armor, shield
is charmed by you for 1 hour. If the Dragon is in a combat Crafting Cost: 1 skutte
encounter, it has advantage on the saving throw. Dragons Applications: Once
immune to being charmed are still affected, but a Dragon Attunement: Yes
with a CR higher than your level is immune to this feature. When you apply this forma, choose one saving throw.
While you are wearing or holding the item augmented by
this forma, you have advantage on that saving throw.
40
CHAPTER 2: CLASSES AND SUBCLASSES

Dragonhair Mesh Heartstring Aegis


Hunter Level: 15 Hunter Level: 10
Item: Belt, boots, bracers, cloak, gauntlets/gloves, Item: Armor, shield
helmet, mask, ring, rod, scepter Crafting Cost: 2 skutte
Crafting Cost: 4 skutte Applications: Once
Applications: Once Attunement: No
Attunement: Yes While you are wearing or holding the item augmented by
While you are wearing or holding the item augmented with this forma, you can turn any critical hit against you into a
this forma, you regain 1d6 hit points every 10 minutes, normal hit. The augmented item has 3 charges. Each use of
provided that you have at least 1 hit point. If you lose a the item’s forma effect expends 1 charge. The augmented
body part, the missing limb regrows and returns to full item regains all expended charges when you finish a long rest.
functionality after 1d6 + 1 days if you have at least 1 hit
point the whole time. Hunter’s Legion
You can also use a bonus action to immediately heal
Hunter Level: 18
50 hit points. If you do, this forma’s effects stop until you
Item: Weapon
finish a long rest.
Crafting Cost: 10 skutte
Applications: Once
Drakebane Attunement: Yes
Hunter Level: 6 While you wield a weapon augmented by this forma, you have
Item: Weapon a +3 bonus to attack and damage rolls made with it. Moreover,
Crafting Cost: 3 skutte while you hold the drawn weapon, it creates an aura in a 30-
Applications: Once foot radius around you. You and all creatures friendly to you in
Attunement: No the aura deal an extra 3d6 damage against Dragons.
When you hit a Dragon with a weapon augmented by With this forma applied to a weapon, no other forma can
this forma, the Dragon takes an extra 3d6 damage. be applied to it, and all forma previously applied to it become
nonfunctional. If you apply this forma to a different item, the
benefit ends on the previous item.
Fang’s Edge
Hunter Level: 10 Phrenic Distillation
Item: Weapon
Crafting Cost: 2 skutte Hunter Level: 10
Applications: Multiple Item: Belt, bracers, gauntlets/gloves
Attunement: Yes Crafting Cost: 6 skutte
Applications: Multiple
On each of your turns, the first time you hit a creature Attunement: Yes
marked with your Chosen Prey feature using a weapon
augmented with this forma, you automatically deal the When you apply this forma, choose either Intelligence or
maximum damage possible for that weapon, but you don’t Wisdom. While you are wearing the item augmented by
maximize the damage from any additional sources, such this forma, you gain a +2 bonus to the ability score you
as the extra damage from Chosen Prey, Sneak Attack, the selected. If you are attuned to an item augmented by the
Dragonblood Etching forma, or similar abilities. Vitality Infusion forma, this forma will not function.
Additional Forma. For each additional Fang’s Edge you Additional Forma. If you augment and wear additional
apply to the same weapon, you can automatically deal the items with this forma, you gain an additional +1 bonus to
maximum damage with one additional attack on each of the ability you selected (to a maximum of 24) for each such
your turns. item after the first one.

Great Wyrm’s Contingency Rending Claw


Hunter Level: 6 Hunter Level: 6
Item: Belt, bracers, boots, cloak, gauntlets/gloves, Item: Weapon
helmet, mask, ring, rod, scepter Crafting Cost: 3 skutte
Crafting Cost: 4 skutte Applications: Once
Applications: Once Attunement: No
Attunement: No This forma channels the might of the dragons to addle the
If you are reduced to 0 hit points while the item augmented by mind of your foe. On each of your turns, the first time you
this forma is in your possession, you immediately regain half hit a creature marked by your Chosen Prey feature with a
of your maximum hit points. However, you have disadvantage weapon augmented by this forma, the target must succeed
on all attack rolls, ability checks, and saving throws until you on an Intelligence saving throw or all attacks against it have
finish a long rest. Once you make use of this forma’s effect, it advantage until the beginning of your next turn. If you hit a
can’t be used again until you finish a long rest. different creature with a weapon augmented by this forma,
the effect ends on the previous target.
41
Scalebane Vitality Infusion
Hunter Level: 3 Hunter Level: 10
Item: Weapon Item: Belt, bracers, gauntlets/gloves
Crafting Cost: 1 skutte Crafting Cost: 6 skutte
Applications: Multiple Applications: Multiple
Attunement: No Attunement: Yes
When you hit a creature marked by your Chosen Prey When you apply this forma, choose either Strength,
feature with a weapon augmented by this forma, the target’s Dexterity, or Constitution. While you are wearing the item
Armor Class is reduced by 1 until the beginning of your next augmented by this forma, you gain a +2 bonus to the ability
turn, up to a maximum equal to your proficiency bonus. score you selected. If you are attuned to an item augmented by
The effects of hits by the same Scalebane weapon stack, the Phrenic Distillation forma, this forma will not function.
so subsequent attacks continue to reduce the target’s AC. Additional Forma. If you augment and wear additional items
However, a target struck by a Scalebane weapon is immune with this forma, you gain an additional +1 bonus to the ability
to the AC reducing effect of Scalebane weapons wielded by you selected (to a maximum of 24) for each such item after the
other creatures until the initial effect ends. first one.
Additional Forma. For each additional Scalebane forma
you apply to the same weapon, the amount of a target’s AC Weakening
that is reduced with each hit increases by 1. Hunter Level: 6
Item: Weapon
Scaled Crafting Cost: 3 skutte
Hunter Level: 10 Applications: Once
Item: armor Attunement: No
Crafting Cost: 4 skutte On your turn, the first time you hit a creature marked by
Applications: Once your Chosen Prey feature with a weapon augmented by this
Attunement: Yes forma, the target must make an Intelligence saving throw. On
When you apply this forma, choose one of the following a failed save, the target loses its resistance to one damage type
damage types: acid, cold, fire, lightning, necrotic, or thunder. of your choice until the end of your next turn. If the target is
While you are wearing the item augmented by this forma, immune to that damage type, it instead is resistant to it until
you have resistance against that type of damage. the end of your next turn. A target can only be subjected to one
effect from this forma at a time.
Superior Synaptic Threads
Hunter Level: 18 Wingbind
Item: Any non-weapon item Hunter Level: 6
Crafting Cost: 10 skutte Item: Weapon
Applications: Once Crafting Cost: 3 skutte
Attunement: No Applications: Once
While you have the item augmented by this forma in Attunement: No
your possession, you can attune up to five magic items at On your turn, the first time you hit a creature marked by
once. The effect of this forma does not stack with the effects your Chosen Prey feature with a weapon augmented by this
of anything that increases the number of items you can forma, the target must succeed on an Intelligence saving throw
attune to at the same time, including an item augmented or its flying speed (if any) is reduced to 0 feet until the end
by the Synaptic Threads forma. If you apply this forma to a of your next turn. An airborne creature affected by this safely
different item, the benefit ends on the previous item. descends 60 feet per round until it reaches the ground or the
effect ends.
Synaptic Threads
Hunter Level: 15 Winged
Item: Any non-weapon item Hunter Level: 6
Crafting Cost: 6 skutte Item: Armor, belt, bracers, boots, cloak, ring
Applications: Once Crafting Cost: 3 skutte
Attunement: No Applications: Multiple
While you have the item augmented by this forma in Attunement: Yes
your possession, you can attune up to four magic items at While you carry or wear the item augmented with this forma,
once. This effect of this forma does not stack with the effects you can expend 1 of its charges to gain a flying speed equal to half
of anything that increases the number of items you can of your normal speed for 10 minutes. If you are flying when the
attune to at the same time, including an item augmented by duration expires, you safely descend 30 feet per round until you
the Superior Synaptic Threads forma. If you apply this forma land. The augmented item has 3 charges. The augmented item
to a different item, the benefit ends on the previous item. regains all expended charges when you finish a long rest.
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CHAPTER 2: CLASSES AND SUBCLASSES

Additional Forma. For each additional Winged forma you You have a +1 bonus to your AC while wearing an item
apply to the same item, your flying speed increases by 10 feet. augmented by this forma.
If you apply this forma to a different item, the benefit ends on Additional Forma. For each additional Wyrmhide
the previous item. Reinforcement forma you apply to the same item, its AC
bonus increases by 1. The bonus from this forma only stacks
Wyrmforged with further applications of it to the same item. If you
augment different items with this forma, you must track each
Hunter Level: 3 item’s bonus separately.
Item: Weapon
Crafting Cost: 1 skutte
Applications: Multiple
Attunement: No
You have a +1 bonus to attack and damage rolls made with a
weapon augmented by this forma.
Additional Forma. For each additional Wyrmforged
forma you apply to the same weapon, the bonus to attack and
damage rolls increases by 1. The bonus from this forma only
stacks with further applications of it to the same weapon. If
you augment different weapons with this forma, you must
track each weapon’s bonus separately.

Wyrmhide Reinforcement
Hunter Level: 3
Item: Armor, shield
Crafting Cost: 1 skutte
Applications: Multiple
Attunement: No

43
Dragon Herald
As spiders pour through the hidden passage of a crumbling
ruin, a dwarven scholar inscribes a magical rune onto her robes
guarding herself from the onslaught.
Calling out for his companions to beware, an ellari
adventurer’s eyes glow with inner light as he breathes a blast of
fire onto the orc raiding party.
Cornered, wounded, and without hope, a human
nonetheless grins at her foes as she transforms into the
majestic and terrifying form of a bronze dragon.
To most, the great wryms are nothing but catastrophe,
but dragon heralds see past the often cruel and destructive
nature of the dragons to glimpse their glory and majesty.
While a few dragon heralds actually act as direct agents of
specific broods, most do not serve dragons and may not
even agree with their actions.
Dragon heralds venerate the mighty dragon broods,
infusing their efforts with Vaala to imitate the great wyrms’
abilities and even transform themselves into dragons. They
have crafted their own runic magic system in an attempt to
mimic the dragon’s Kadmic runes, through which the heralds
cast spells and empower themselves and their allies. Some
heralds seek to redeem the dragons by using their abilities for
the good of all, whereas others simply hope to turn this power
to their own advantage.

Class Features
As a dragon herald you gain the following class features.

Hit Points
Hit Dice: 1d8 per dragon herald level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per dragon herald level after 1st

Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two skills from Acrobatics, Arcana,
Deception, Insight, Investigation, Nature, Religion,
and Survival.

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CHAPTER 2: CLASSES AND SUBCLASSES

Equipment Tracing a Rune


You start with the following equipment, in addition to the To activate the power of one of your runes, you trace the rune
equipment granted by your background: in the air, on another creature, or on your own form. This is
• Any two simple weapons of your choice called tracing a rune. Each rune requires an action to trace,
• A light crossbow and 20 bolts unless otherwise indicated in its description. A rune leaves
a temporary magical mark that glows faintly with eldritch
• Leather armor and a dagger
energy until that rune is expended.
• A leather sketchbook or journal You do not need to maintain concentration on a rune,
unless otherwise indicated in its description. Runes are not
Vaala Aspects and Broods spells and, thus, aren’t affected by the counterspell spell or
similar effects. However, runes’ effects are magical, making
Just as the great draconic broods are not tied to any single them subject to spells that negate magical effects, such as
aspect of Vaala, so follow the dragon heralds. None of the antimagic field and dispel magic.
venerated broods available to choose from at the end of
the class description are limited to a single Vaala aspect Rune Primary Effects and Exploits
for their various Vaala augmentations. Instead, individual A rune confers a benefit, called a primary effect, on the
features granted by a given venerated brood could have caster or target. A rune’s primary effect lasts until the end of
augmentations from any of the three Vaala aspects. the duration indicated in its description.
Each rune also has a secondary effect called an exploit.
Runecasting When the caster or the target inscribed with the rune exploits
it, the rune unleashes all its stored power to trigger a separate
1st-Level Dragon Herald Feature effect. Unless otherwise noted, a rune vanishes after its exploit
is used, ending all of that rune’s effects.
In your study of the great dragon broods and their nature,
Some advanced runes grant multiple primary effects
you learn to emulate them, manifesting Vaala through
and exploits. If a rune has more than one exploit, you can
magical runes inspired by the Kadmic runes used by true
choose the exploit to use, but the rune is expended after any
dragons. The mystical glyphs and symbols you use imbue you
one of its exploits is used.
with magical abilities.
The Dragon Herald
RUNES RUNE RUNES BROOD RUNE
LEVEL PROFICIENCY BONUS CLASS FEATURES
KNOWN SLOTS ACTIVE SPELL LEVEL
1st +2 Runecasting, Dragon Senses 2 1 1 —
2nd +2 Impelling Speech 3 1 1 —

3rd +2 Venerated Brood, 3 2 2 1st


Spellcasting
4th +2 Ability Score Improvement 3 2 2 1st
5th +3 — 4 2 2 2nd
6th +3 Venerated Brood Feature 4 3 3 2nd
7th +3 Dragonstone 4 3 3 3rd
8th +3 Ability Score Improvement 4 3 3 3rd
9th +4 — 5 3 3 4th
10th +4 Venerated Brood Feature 5 4 4 4th
11th +4 Swift Runes 5 4 4 5th
12th +4 Ability Score Improvement 5 4 4 5th
13th +5 — 6 4 4 5th
14th +5 Venerated Brood Feature 6 5 5 5th
15th +5 Bonding Glyphs 6 5 5 5th
16th +5 Ability Score Improvement 6 5 5 5th
17th +6 — 7 5 5 5th
18th +6 Venerated Brood Feature 7 6 6 5th
19th +6 Ability Score Improvement 8 6 6 5th
20th +6 Elder Form 8 6 6 5th

45
45
Rune Slots Impelling Speech
The Dragon Herald table shows how many rune slots you 2nd-Level Dragon Herald Feature
have to trace your runes. To trace one of your runes, you
must expend a rune slot. You regain all expended rune As your expertise as a herald grows, so does your ability
slots when you finish a short or long rest. to use your words to sway others and beguile your
listeners. Choose one of the following skills: Deception,
Intimidation, or Persuasion. You gain proficiency in the
Runes Known at 1st Level and Higher skill you select and add double your proficiency bonus to
At 1st level, you know two runes of your choice, each of any ability check you make with that skill instead of using
which is detailed at the end of the class description. your normal proficiency bonus.
The Runes Known column in the Dragon Herald table Vaala Augmentation (Id). If you spend 2 points from
shows when you learn more runes of your choice. When your Vaala pool immediately after you make an ability
you gain a level in this class, you can choose one of the check using the chosen skill, you can choose to reroll the
runes you know and replace it with another rune that you die and must use the new roll.
could learn at that level.
If a rune has prerequisites, you must meet them to
learn it. You can learn the rune at the same time as you Venerated Brood
meet its prerequisites. A level prerequisite refers to your 3rd-Level Dragon Herald Feature
level in this class. Choose one draconic brood listed at the end of the class
description to be the inspiration you draw upon when you
Runes Active channel Vaala. Your choice grants you features at 3rd level
You can only maintain a certain number of active runes and again at 6th, 10th, 14th, and 18th levels.
at the same time, but you can have any combination of
the runes you know active up to that limit. The Dragon
Herald table shows how many runes you can have active Spellcasting
at once. An active rune is considered to be one that When you reach 3rd level, you gain the ability to cast the
continues to grant its benefits. You can end an active rune cantrips provided by your venerated brood’s Brood Spells
at any time. feature. Additionally, you can cast spells from the dragon
herald spell list using a special rune known as a Brood Rune.
Runecasting Ability Your spellcasting for cantrips and spells uses the same ability,
Charisma is your runecasting ability for your runes. In save DC, and attack modifier as your runecasting.
addition, you use your Charisma modifier when setting
the saving throw DC for a rune you trace and when Brood Rune
making an attack roll with one. Prerequisite: Membership in a venerated brood
Rune save DC = 8 + your Proficiency bonus + you Range: Self
Charisma modifier Duration: Until you finish a long rest
Rune attack modifier = your proficiency bonus + your When you choose a venerated brood, a special rune
Charisma modifier appears somewhere on your body. This rune does not
count toward the number of runes you may have active at
Dragon Senses one time. You can use this rune to channel Vaala and cast
a spell you know. The Dragon Herald table shows the level
1st-Level Dragon Herald Feature of spell you can cast with your Brood Rune. You can cast
Your study and admiration of dragons grants you some a spell with your Brood Rune once. You regain all uses of
measure of their keen vision and scent tracking. You gain your Brood Rune when you finish a short rest.
darkvision out to 60 feet. If you already have darkvision, You gain one additional use of your Brood Rune at 9th
your range increases by 30 feet. Moreover, you gain a level and again at 14th level.
scent-based form of blindsight with a range of 5 feet. You Vaala Augmentation (Any). You can cast a spell
must be able to smell, and your blindsight can’t detect with your Brood Rune without expending a use of it by
creatures without a discernible scent, such as a bodiless spending a number of points from your Vaala pool equal
ghost or shadows. to the spell level of the spell you cast. You must still meet
Your blindsight increases by 5 feet at 7th level, and any prerequisites for the spell.
again at 11th and 15th levels.
Vaala Augmentation (Any). If you expend 2
points from your Vaala pool before making a Wisdom
(Perception) check, you have advantage on the check.

46
CHAPTER 2: CLASSES AND SUBCLASSES

Ability Score Improvement area covered by the mark is no larger than a handprint, and
it can be on any part of the body. Once inscribed, damage or
4th-Level Dragon Herald Feature injury doesn’t disrupt the glyph’s function. All bonding glyphs
When you reach 4th level, and again at 8th, 12th, 16th, fade when you finish a long rest.
and 19th levels, you can increase one ability score of your When you trace a rune with yourself as the target, you
choice by 2, or you can increase two ability scores of your can choose any number of creatures bearing one of your
choice by 1. As normal, you can’t increase an ability score Bonding Glyphs to gain the same primary effect. You can
above 20 using this feature. share up to two of your active runes with your companions
Using the optional feats rule, you can forgo taking this in this manner.
feature to take a feat of your choice instead. Once you use this feature, you must finish a long rest
before you can use it again.

Dragonstone
Vaala Augmentation (Any). For every 3 points you
spend from your Vaala pool during the 10 minutes you are
7th-Level Dragon Herald Feature inscribing runes, you can inscribe an additional creature
with a Bonding Glyph.
You learn to inscribe a rock, tile, or other hand-sized,
nonmagical object and turn it into a dragonstone. Creating
a dragonstone requires 10 minutes of work, and it lasts until Elder Form
you finish a long rest.
20th-Level Dragon Herald Feature
A dragonstone has AC 15 and 1 hit point, and it is
immune to poison and psychic damage. When the duration You achieve the ultimate expression of your draconic
ends, or if the dragonstone is destroyed, it crumbles and is lost. devotion and can become a dragon. You can use your
When you use your Draconic Transformation feature action to assume the form of a Dragon of the same type as
from your venerated brood, a creature in possession of your venerated brood with a challenge rating equal to your
your dragonstone gains the same attribute you choose. If dragon herald level or lower for 1 hour.
you lose concentration, both you and the creature holding Your game statistics are replaced by the statistics of the
your dragonstone lose the benefit of your Draconic chosen creature, though you retain your alignment and
Transformation. Intelligence, Wisdom, and Charisma scores. You also retain
Once you use this feature to create a dragonstone, you all of your skill and saving throw proficiencies, in addition
must finish a long rest before you can use it again. Starting to gaining those of your new form. If the Dragon has any
at 15th level, you can create up to two dragonstones that of the same proficiencies as you, you use whichever bonus
last until you finish a long rest, each requiring 10 minutes is larger.
of work to complete. You can use the traits and actions of your new form. In
addition, you retain any features from your class, ancestry,

Swift Runes
or other source and can use them, provided that your new
form is physically capable of doing so. You can’t use any
11th-Level Dragon Herald Feature legendary actions or lair actions of the new form.
When you transform, you choose whether your
You can focus your connection to Vaala to produce nearly equipment falls to the ground, merges into the new form,
instantaneous runes. On your turn, you can trace a rune or is worn by it. Worn equipment functions normally,
as a bonus action. Only the primary effect of the rune can but equipment doesn’t change shape or size to match the
be activated as a bonus action; the time required to use any new form unless it already had the ability to do so. Any
rune exploit remains the same. equipment that the new form can’t wear falls to the ground
When you use this feature, you can use your action on the or merges into the new form. Equipment that merges into
same turn to trace another rune only if it has yourself as its the new form has no effect in that state.
target. You must expend rune slots for both runes as normal. For the duration of this feature, you can use an action to
Once you use this feature, you must finish a long rest change back to your normal form or back to your Dragon
before you can use it again. form, following the same restrictions and rules but with the
Vaala Augmentation (Any). If you spend 4 points from following exception: If your new form has more hit points
your Vaala pool when you use this feature, you gain a bonus use than your current one, your hit points remain at their
of the Swift Rune feature before you finish your next long rest. current value.
When you revert to your normal form, you return to
Bonding Glyphs the number of hit points you had before you transformed.
If you return as the result of dropping to 0 hit points, any
15th-Level Dragon Herald Feature excess damage carries over to your normal form. As long as
You learn the secret of sharing your runic gifts with your the excess damage doesn’t reduce your normal form to 0 hit
companions. You can choose a number of creatures equal to points, you aren’t knocked unconscious.
half of your proficiency bonus and spend a total of 10 minutes Once you use this feature, you must finish a long rest
magically inscribing a tattoo-like glyph onto their bodies. The before you can use it again.

47
Venerated Broods Vaala Mote and Increased Vaala Pool
3rd-level Coatl Brood Feature
The dragons of Drakha rule the Red Moon in broods, When you select this venerated brood, you gain a Mote of
each rivaling the others in power, terror, and majesty. As a Affinity in a Vaala aspect of your choice. Additionally, your
dragon herald, you choose one of these broods to venerate, Vaala point maximum increases by 2.
and you gain powers themed around your choice. The When you reach 14th level, you gain another Mote of
saving throw DC for abilities from your venerated brood Affinity in the aspect you chose at 3rd level and your Vaala
equals your rune save DC. point maximum increases by 2.

Brood Spells
3rd-Level Coatl Brood Feature
You learn the mage hand and vicious mockery cantrips.
Coatl Brood Additionally, you learn a number of spells that you can cast
with your Brood Rune, as indicated in the Coatl Brood
To truly know requires study, and with knowledge comes Spell table. These are dragon herald spells for you.
power. This is the axiom behind your veneration of the
Coatl dragons. As a follower of this path, you strive for
Coatl Brood Spells
lore and wisdom, obsessing over mundane minutiae and
mystical arcana with equal fervor. Just as your draconic DRAGON
SPELLS
idols hoard knowledge, there are no topics you do not HERALD LEVEL
find fascinating. Some Coatl dragon heralds prefer the 3rd detect magic, identify
lives of solitary scholars, still others travel the road eager to
5th blur, detect thoughts
experience the wonders of the world. You know, in time,
that you will accumulate enough knowledge to prove your 7th clairvoyance, counterspell
superiority and glorify the dragons you so honor. 9th divination, freedom of movement
11th arcane hand, modify memory

Disruption Breath
3rd-Level Coatl Brood Feature
You can use your action to exhale a blast of magical force.
When you use your breath weapon, each creature in a 15
ft cone must make a Constitution saving throw. A creature
takes 2d6 force damage on a failed save, and half as much
damage on a successful one. The damage increases to 3d6
at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After
you use your breath weapon, you can’t use it again until
you complete a short or long rest.
Vaala Augmentation [K’aab]. For every 3 points
you spend from your Vaala pool when you use this
feature, you can add an additional 1d6 damage to your
Disruption Breath.

Draconic Transformation
6th-Level Coatl Brood Feature
Growing closer to the Coatl, you learn to manifest draconic
attributes for a short time. As a bonus action, you choose one
of the attributes described below to gain for 1 minute (requires
concentration as if using a spell). Once you use this feature,
you must finish a long rest before you can use it again.
If the attribute you select is a natural weapon, it counts
as a simple melee weapon for you, but when you attack
with it, you add your Charisma modifier to the attack

48
CHAPTER 2: CLASSES AND SUBCLASSES

and damage rolls instead of your Strength modifier. Your that are aware of you and within 60 feet of you equal to
clothing and equipment magically adjust to accommodate your proficiency bonus. Each target must succeed on a
your new physical form. Wisdom saving throw or be restrained for 1 minute as
When you activate this feature, you choose one of the their thoughts become jumbled and confused. A creature
following attributes: can repeat the saving throw at the end of each of its turns,
• Entwining Tail. You grow a long draconic tail, which ending the effect on itself on a success. If a creature’s
deals 1d4 damage on a hit and has the reach property. A saving throw is successful or the effect ends for it, the
target hit with your tail is grappled (escape DC equals creature is immune to your Mystifying Presence feature
10 + your proficiency bonus + your Charisma modifier). for the next 24 hours.
• Feathered Wings. You manifest the scaled and feathered Once you use this feature, you must finish a long rest
wings of a Coatl. For the duration, you gain a flying speed before you can use it again.
equal to your walking speed and can hover.
Vaala Augmentation (Fai). If you spend 5 points
• Insulating Scales. Feather-like scales cover your body,
granting you resistance to cold damage.
from your Vaala pool when you use this feature, each
target has disadvantage on its saving throws against your
• Rupturing Claws. Your hands transform into scaled Mystifying Presence.
claws, each of which you can use as a weapon if it’s empty.
Your claws are magical weapons that deal 1d8 slashing
damage on a hit. Once on each of your turns, if you hit Elemental Redirection
a target with your claw attack and both of your hands
are empty, you can make one additional claw attack with
18th-Level Coatl Brood Feature
disadvantage on the attack roll as part of the same action. Imitating the Coatl dragons, you can bend energy to
Vaala Augmentation (Id). For every 3 points you spend target your foes instead of you. If you succeed on a
from your Vaala pool when you use this feature, you can saving throw against a spell or effect that deals acid, cold,
increase the damage of this feature’s natural attacks by one fire, lightning, or thunder damage, you can use your
additional die. For example, you could spend 3 points to reaction to divert some of the energy. The damage you
increase the damage of your rupturing claws from 1d8 to 2d8. take is reduced by 3d10 + your proficiency bonus. You
Or, if you spend 3 points from your Vaala pool as a immediately make a ranged spell attack, using your rune
bonus action, you can activate this feature a second time attack modifier, against one target you can see within
before needing to finish a long rest. 15 feet. On a hit, the target takes damage of the original
effect’s type equal to the amount of damage you reduced.
Vaala Augmentation (K’aab). If you spend 6 points
Mental Reflection from your Vaala pool when you use this feature, you
10th-Level Coatl Brood Feature can target two additional creatures within 30 feet of the
Studying the Coatl’s resistance to mind-affecting original target. You must make separate ranged spell
enchantments, you’ve developed a similar way to protect attacks against each target.
yourself from the same threats. If you are the sole target
of an enchantment spell or other mind-altering magical
effect and you succeed on a saving throw against it, you
can use your reaction to reflect the spell. The reflected
spell has no effect on you and instead targets a creature of
your choice within the spell’s range, measuring from you, Ehrlya Brood
as though it was the original target.
Once you use this feature, you must finish a short or Let other dragon heralds dabble in petty squabbles or
long rest before you can use it again. challenges of strength. Those who follow the path of
Vaala Augmentation (Fai). If you spend 4 points the Ehrlya know the true way to venerate the dragons is
from your Vaala pool when you use this feature, you can to harness the fire of the forge to improve yourself. The
add half of your proficiency bonus to the spell save DC of Ehrlya dragons show by example that, like the creation of
the reflected spell. a blade, you only grow stronger through time, fire, and
skill. Perhaps you adventure to continue on your road of
self improvement, to gather rare materials for your work,
Mystifying Presence or perhaps, just to hone your art. Either way, through
14th-Level Coatl Brood Feature the crucible of fire, you will show any and all that true
veneration of the dragons comes through forge-tested skill
Emulating the auras used by the eldest of the Coatl, and the heat of the flame.
you learn to befuddle the minds of those around you.
As an action, you can choose a number of creatures

49
When you activate this feature, you choose one of the
Vaala Mote and Increased Vaala Pool following attributes:
3rd-Level Ehrlya Brood Feature • Bronze Wings. You manifest the scaled bronze wings
When you select this venerated brood, you gain a Mote of of an Ehrlya dragon. For the duration, you gain a flying
Affinity in a Vaala aspect of your choice. Additionally, your speed equal to your walking speed and can hover.
Vaala point maximum increases by 2. • Burning Claws. Your hands transform into scaled claws,
When you reach 14th level, you gain another Mote of each of which you can use as a weapon if it’s empty.
Affinity in the aspect you chose at 3rd level and your Vaala Your claws are magical weapons that deal 1d4 slashing
point maximum increases by 2. damage and 1d4 fire damage on a hit. Once on each of
your turns, if you hit a target with your claw attack, you
Brood Spells can make one additional claw attack with disadvantage
on the attack roll as part of the same action.
3rd-Level Ehrlya Brood Feature
• Magma Tail. You grow a long draconic tail dripping
You learn the fire bolt and mending cantrips. Additionally,
magical molten earth, which deals 1d4 fire damage on
you learn a number of spells that you can cast with your
a hit and has the reach property. If you hit a creature
Brood Rune, as indicated in the Ehrlya Brood Spell table.
with your magma tail, the 5-foot area around that
These are dragon herald spells for you.
target becomes difficult terrain for 1 hour.
Ehrlya Brood Spells • Burning Scales. Scorching iron scales cover your body,
granting you resistance to fire damage. Additionally,
DRAGON whenever a creature within 5 feet of you hits you with
SPELLS
HERALD LEVEL
a melee attack, the attacker takes 1d4 fire damage.
3rd burning hands, floating disk
Vaala Augmentation (Id). For every 3 points you spend
5th heat metal, shatter from your Vaala pool when you use this feature, you can
7th fireball, glyph of warding increase the damage of this feature’s natural attacks by one
additional die. For example, you could spend 3 points to
9th fabricate, wall of fire
increase the slashing and fire damage of your burning claws
11th creation, flame strike from 1d4 each to 2d4 each.
Or, if you spend 3 points from your Vaala pool as a
bonus action, you can activate this feature a second time
Flame Breath before needing to finish a long rest.
3rd-Level Ehrlya Brood Feature
Channeling Vaala to emulate the Ehrlya dragons, you can Searing Companion
use your action to exhale a blast of flame. Each creature in 10th-Level Ehrlya Brood Feature
a 15-foot cone must make a Dexterity saving throw, taking Inspired by the Ehrlya dragon’s ability with both fire and
2d6 fire damage on a failed save, and half as much damage creation, as an action you can summon a spirit formed of
on a successful one. flames to be your companion. The spirit manifests for a
The damage increases to 3d6 at 6th level, 4d6 at 11th number of hours equal to your proficiency bonus or until it
level, and 5d6 at 16th level. After you use this feature, you is reduced to 0 hit points, you dismiss it as a bonus action,
can’t use it again until you complete a short or long rest. or you die. Once you use this feature, you must finish a
Vaala Augmentation (K’aab). For every 3 points you long rest before you can use it again.
spend from your Vaala pool when you use this feature, you The spirit appears in an unoccupied space of your choice
can add 1d6 to the damage of your Flame Breath. that you can see within 30 feet of you. The spirit is friendly
to you and your companions and obeys your commands.
Draconic Transformation See this creature’s game statistics in the searing companion
stat block, which uses your proficiency bonus (PB) in
6th-Level Ehrlya Brood Feature several places. You determine the spirit’s general appearance.
As you grow closer to the Ehryla, you learn to manifest In combat, your searing companion shares your
draconic attributes for a short time. As a bonus action, you initiative count, but it takes its turn immediately after
gain one of the attributes described below for 1 minute yours. It can move and use its reaction on its own, but it
(requires concentration as if using a spell). Once you use this only takes the Dodge action on its turn unless you take
feature, you must finish a long rest before you can use it again. a bonus action on your turn to command it to take a
If the selected attribute is a natural weapon, it counts as different action. If you are incapacitated, the spirit can take
a simple melee weapon for you, and when you attack with any action of its choice, not just Dodge.
it, you add your Strength modifier to the attack and damage Vaala Augmentation (Fai). For every 4 points you
rolls as normal. Your clothing and equipment magically spend from your Vaala pool when you use this feature, you
adjust to accommodate your new physical form. can increase the searing companion’s AC by 2 and its hit
point maximum by 10.

50
CHAPTER 2: CLASSES AND SUBCLASSES

Conflagrant Presence
Searing Companion 14th-Level Ehrlya Brood Feature
Emulating the firestorms created by the eldest of the
Medium Elemental Ehrlya dragons, you manifest an aura of searing flames and
scorching winds. As an action, a number of creatures of
Armor Class 11 + PB (natural armor) your choice equal to your proficiency bonus that you can
Hit Points 2 + your Intelligence modifier + five see within 60 feet of you take 2d10 fire damage and must
times your dragon herald level (your companion has succeed on a Constitution saving throw or catch on fire
a number of Hit Dice [d8s] equal to your dragon for 1 minute. At the start of each of its turns, a burning
herald level) creature must repeat the saving throw or take 2d10 fire
Speed 40 ft, fly 20 ft damage. The fire is magical and can’t be extinguished by
non-magical means.
STR DEX CON INT WIS CHA
Vaala Augmentation (K’aab). For every 4 points you
spend from your Vaala pool when you use this feature, the
18(+4) 15(+2) 17(+3) 4(-3) 10(+0) 16(+3) damage from it increases by 1d10.

Saving Throws Dex +2 plus PB, Con +3 plus PB Scaled Form


Damage Immunity fire, poison 18th-Level Ehrlya Brood Feature
Condition Immunity exhaustion, paralyzed, When a creature you can see hits you with an attack, you
petrified, poisoned, unconscious can use your reaction to temporarily cover your body with
Senses darkvision 60 ft., passive Perception 10 magical scales. You gain immunity to all damage except for
Languages Primordial, understands the languages psychic damage until the end of your next turn. Once you
you speak use this feature, you must finish a short or long rest before
you can use it again.
Challenge – Proficiency Bonus equals your PB Vaala Augmentation (K’aab). If you spend 6 points
from your Vaala pool when you activate this feature, you
Amorphous Form. The searing companion can can share your Scaled Form with others instead of gaining
move through a space as narrow as 1 inch wide the benefit described above. A number of creatures of your
without squeezing. choice equal to half of your proficiency bonus (including
you), that you can see within 30 feet of you, gain a
Water Susceptibility. For every 5 feet the searing resistance to all damage apart from psychic damage until
companion moves in water, or for every gallon of the end of your next turn.
water splashed on it, it takes 1 cold damage.

ACTIONS
Multiattack. The elemental makes a number of
attacks equal to half your PB.
Longsword. Melee Weapon Attack: your spell attack Exor Brood
modifier to hit, reach 5 ft., one target. Hit: 1d8 Dragon heralds who follow the path of the Exor are
+ PB fire damage. If the target is a creature or hunters at heart. They exult in the thrill of the hunt,
a flammable object, it ignites. Until a creature reveling in that moment of victory over their prey. As
takes an action to douse the flame, the target one who venerates the Exor dragons, you constantly push
takes 4 (1d8) fire damage at the start of each of yourself to develop your skills and tend to be aggressive,
its turns. quick to violence, and intolerant of weakness. Where
Rejuvenation (3/day). The searing companion can others fall like so much prey, you will remain standing, as
touch magical or natural fire and regain 2d8 + proof that you are strong and worthy.
PB hit points.
Vaala Mote and Increased Vaala Pool
3rd-Level Exor Brood Feature
When you select this venerated brood, you gain a Mote of
Affinity in a Vaala aspect of your choice. Additionally, your
Vaala point maximum increases by 2.
When you reach 14th level, you gain another Mote of
Affinity in the aspect you chose at 3rd level and your Vaala
point maximum increases by 2.

51
1d8 slashing damage on a hit. Once on each of your
Brood Spells
turns, if you hit a target with your claw attack, you can
3rd-Level Exor Brood Feature make one additional claw attack with disadvantage on
You learn the produce flame and true strike cantrips. the attack roll as part of the same action.
Additionally, you learn a number of spells that you can • Tunneler. You gain a burrowing speed equal to your
cast with your Brood Rune, as indicated in the Exor walking speed.
Brood Spell table. These are dragon herald spells for you.
• Wind Shroud. You surround yourself with a cloak of
Exor Brood Spells whirling winds. The first ranged weapon attack roll
against you each round is made with disadvantage.
DRAGON
SPELLS • Wings of Sand. You manifest wings of magically
HERALD LEVEL
animated sand. For the duration, you gain a flying
3rd hunter’s mark, longstrider speed equal to your walking speed and can hover.
5th branding smite, pass without trace Vaala Augmentation (Id). For every 3 points you
7th haste, wind wall spend from your Vaala pool when you use this feature,
9th freedom of movement, greater
you can increase the damage of this feature’s natural
invisibility attacks by one additional die. For example, you could
11th hold monster, mislead
spend 3 points to increase the damage of your crystal
claws from 1d8 to 2d8.
Or, if you spend 3 points from your Vaala pool as a
Sabulous Breath bonus action, you can activate this feature a second time
3rd-Level Exor Brood Feature before needing to finish a long rest.
Channeling Vaala to emulate the Exor dragons, you can
use your action to exhale a blast of scouring sand. Each Burrowing Strike
creature in a 15-foot cone must make a Dexterity saving 10th-Level Exor Brood Feature
throw. On a failed save, a creature takes 2d6 slashing Inspired by the ambushes favored by the Exor dragons,
damage and is blinded until the end of its next turn. On you learn a devastating tunneling attack. While using
a successful saving throw, a creature takes half as much the Dash action, you have a burrowing speed equal to
damage and is not blinded. your walking speed. If you end your Dash while still
The damage increases to 3d6 at 6th level, 4d6 at 11th in the material you were burrowing through and are
level, and 5d6 at 16th level. After you use this feature, you within your melee weapon attack’s reach of a target, you
can’t use it again until you complete a short or long rest. can immediately use a bonus action to burst out of the
Vaala Augmentation (K’aab). For every 3 points you material and make a melee weapon attack against it.
spend from your Vaala pool when you use this feature, If you burrowed at least 10 feet straight toward the
you can add 1d6 to the damage of your Sabulous Breath. target this turn before attacking them with the bonus
action, each creature within 5 feet of the target must
Draconic Transformation succeed on a Dexterity saving throw or be knocked prone.
6th-Level Exor Brood Feature Vaala Augmentation (K’aab). If you spend 4 points
from your Vaala pool when you make your attack with
As you grow closer to the Exor, you learn to manifest your bonus action, you can make a second melee weapon
draconic attributes for a short time. As a bonus action, attack as part of the same bonus action.
you gain one of the attributes described below for 1
minute (requires concentration as if using a spell). Once
you use this feature, you must finish a long rest before you Frightful Presence
can use it again.
If the selected attribute is a natural weapon, it 14th-Level Exor Brood Feature
counts as a simple melee weapon for you, and you add Emulating the predatory nature of the Exor dragons, your
your Strength modifier to the attack and damage rolls aura makes your foes tremble in fear. As an action, you
when you attack with it, as normal. Your clothing and can choose a number of creatures that are aware of you
equipment magically adjust to accommodate your new and within 60 feet of you equal to your proficiency bonus.
physical form. Each target must succeed on a Wisdom saving throw or
When you activate this feature, you choose one of the become frightened for 1 minute. A creature can repeat the
following attributes: saving throw at the end of each of its turns, ending the
• Crystal Claws. Your hands transform into steel-like effect on itself on a success. If a creature’s saving throw is
crystal claws, each of which you can use as a weapon successful or the effect ends for it, the creature is immune
if it’s empty. Your claws are magical weapons that deal to your Frightful Presence for the next 24 hours.

52
CHAPTER 2: CLASSES AND SUBCLASSES

Once you use this feature, you must finish a long rest
before you can use it again. Fulgen Brood Spells
Vaala Augmentation (Id). If you spend 5 points DRAGON
SPELLS
from your Vaala pool when you use this feature, each HERALD LEVEL
target has disadvantage on its saving throws against your 3rd command, guiding bolt
Frightful Presence. 5th hold person, suggestion

7th beacon of hope, counterspell,


Shroud of Sand 9th compulsion, private sanctum
18th-Level Exor Brood Feature 11th dominate person, greater restoration
You start to master the Exor’s ability to produce a cloak of
obscuring sand. When you are hit by an attack, you can use
your reaction to magically produce a scouring dust cloud Goldfire Breath
in a 15-foot-radius around yourself that lasts until the start
of your next turn. The area is heavily obscured to creatures 3rd-Level Fulgen Brood Feature
other than you, but wind can disperse the cloud. Channeling Vaala to emulate the mighty Fulgen dragons,
Creatures within the area must make a Strength saving you can use your action to exhale a blast of golden molten
throw. On a failed save, a target takes 2d6 slashing damage metal. Each creature in a 15-foot cone must make a
and is pushed to the nearest unoccupied space outside the Dexterity saving throw. A creature takes 2d6 fire damage on
area. On a successful save, the creature takes half damage a failed save, or half as much on a successful one.
and isn’t pushed. The area of the cone becomes difficult terrain for 1
Vaala Augmentation (K’aab). For every 2 points from minute. Any creature entering that area for the first time on a
your Vaala pool that you spend when you activate this turn or starting its turn there must make the same Dexterity
feature, the damage from the dust cloud increases by 1d6. saving throw, taking 2d4 fire damage on a failed save, or
half as much on a successful one. After 1 minute, the metal
created by your Goldfire Breath crumbles to dust.
The damage increases to 3d6 and 3d4 at 6th level,
4d6 and 4d4 at 11th level, and 5d6 and 5d4 at 16th level.
After you use this feature, you can’t use it again until you
Fulgen Brood complete a short or long rest.
Vaala Augmentation (K’aab). For every 3 points you
Honoring and revering the Fulgen dragons, you admire spend from your Vaala pool, you can add 1d6 to the initial
traditions, careful planning, and the dance of politics damage of your Goldfire Breath.
and social conflicts. Many dragon heralds who follow
this path obsess over scholarly pursuits or devote
themselves to the practice of law or rhetoric. Others seek Draconic Transformation
opportunities to demonstrate their primacy over other 6th-Level Fulgen Brood Feature
adventurers, just as their Fulgen idols hold themselves to As you grow closer to the Fulgen, you learn to manifest
be superior to other dragons. draconic attributes for a short time. As a bonus action, you
gain one of the attributes described below for 1 minute
(requires concentration as if using a spell). Once you use this
Vaala Mote and Increased Vaala Pool feature, you must finish a long rest before you can use it again.
3rd-Level Fulgen Brood Feature If the selected attribute is a natural weapon, it counts as
When you select this venerated brood, you gain a Mote a simple melee weapon for you, and you add your Strength
of Affinity in a Vaala aspect of your choice. Additionally, modifier to the attack and damage rolls when you attack
your Vaala point maximum increases by 2. with it, as normal. Your clothing and equipment magically
When you reach 14th level, you gain another Mote of adjust to accommodate your new physical form.
Affinity in the aspect you chose at 3rd level and your Vaala When you activate this feature, you choose one of the
following attributes:
point maximum increases by 2.
• Commanding Presence. Your physical appearance
shifts, becoming inspiring to those who behold you. You
Brood Spells gain advantage on Charisma checks.
3rd-Level Fulgen Brood Feature • Faithful Servitors. You gain a number of invisible
You learn the prestidigitation and sacred flame cantrips. servants (as per the unseen servant spell) equal to
Additionally, you learn a number of spells that you can half your proficiency bonus. Unlike other Draconic
cast with your Brood Rune, as indicated in the Fulgen Transformation attributes, your unseen servants can last
Brood Spell table. These are dragon herald spells for you. for up to 1 hour.

53
• Golden Wings. You manifest magical golden wings. Vaala Augmentation (Id). If you spend 5 points from
For the duration, you gain a flying speed equal to your your Vaala pool, each target has disadvantage on its saving
walking speed and can hover. throws against you Commanding Presence.
• Slashing Claws. Your hands transform into scaled
claws, each of which you can use as a weapon if it’s
Deny Foe
empty. Your claws are magical weapons that deal 1d8
slashing damage on a hit. Once on each of your turns, if 18th-Level Fulgen Brood Feature
you hit a target with your claw attack, you can make one You learn to mimic the Fulgen’s ability to magically shift
additional claw attack with disadvantage on the attack your position. When a hostile creature you can see attacks
roll as part of the same action. you, you can use your reaction to teleport up to 60 feet
Vaala Augmentation (Id). For every 3 points you spend to an unoccupied space you can see. When you disappear,
from your Vaala pool when you use this feature, you can you leave behind a perfect replica of yourself made from a
increase the damage of this feature’s natural attacks by one sparkling magical stone that crumbles to dust at the start
additional die. For example, you could spend 3 points to of your next turn. If you are outside the triggering attack’s
increase the damage of your slashing claws from 1d8 to 2d8. range after teleporting, the attack hits the replica instead,
Or, if you spend 3 points from your Vaala pool as a which magically rings like a gong.
bonus action, you can activate this feature a second time You can use this feature three times, regaining all
before needing to finish a long rest. expended uses when you finish a long rest.
Vaal Augmentation (Id). If you spend 6 points from
your Vaala pool when you use this feature, instead of the
Aura of Superiority benefit described above, you can force the creature that
10th-Level Fulgen Brood Feature triggered the reaction to make a Wisdom saving throw.
Emulating your chosen brood, you use an action to On a failed save, the target is teleported up to 60 feet to an
emanate an aura that inspires your companions to greater unoccupied space you can see.
levels of cooperation and excellence. The aura extends 5 feet
from you in every direction for 1 minute.
An allied creature that starts its turn within your aura
can choose one of the following benefits that lasts until the
end of its turn:
• Gain advantage on its first attack roll
Magnifex Brood
• Gain advantage on one ability check The devotees of this brood crave new experiences, knowing
• Gain a +10 bonus to its speed that only by personally experiencing the joys, sorrows,
• Gain a +2 bonus to its AC pleasures, and pains of the world can they truly come to
understand the work of art that is existence. As a follower of
Your aura does not extend through total cover and does this path, you place great value on art and beauty, but the
not function while you’re incapacitated. central focus of your devotion is experiencing all life has to
Vaala Augmentation (Id). For every 4 points you spend offer. Magnifex heralds tend to be fiercely competitive with
from your Vaala pool, you can increase the radius of your each other, striving to outdo each other.
aura by 5 feet.

Vaala Mote and Increased Vaala Pool


Commanding Presence
3rd-Level Magnifex Brood Feature
14th-Level Fulgen Brood Feature
When you select this venerated brood, you gain a Mote of
Emulating the superiority of the Fulgen dragons, even your Affinity in a Vaala aspect of your choice. Additionally, your
foes obey your orders. As an action, a number of creatures Vaala point maximum increases by 2.
of your choice that are within 60 feet equal to your When you reach 14th level, you gain another Mote
proficiency bonus, that are aware of you, must succeed on a of Affinity in the aspect you chose at 3rd level and add 2
Wisdom saving throw or become controlled for 1 minute. additional points to your Vaala pool.
At the beginning of its turn, you can give a controlled
creature a single command (as per the command spell) that
they must obey. At the end of each of its turns, a creature Brood Spells
can repeat the saving throw, ending the effect on a success. 3rd-Level Magnifex Brood Feature
If a creature’s saving throw is successful or the effect ends for
it, the creature is immune to your Commanding Presence You learn the eldritch blast and thaumaturgy cantrips.
for the next 24 hours. Additionally, you learn a number of spells that you can
Once you use this feature, you must finish a long rest cast with your Brood Rune, as indicated in the Magnifex
before you can use it again. Brood Spell table. These are dragon herald spells for you.

54
CHAPTER 2: CLASSES AND SUBCLASSES

Magnifex Brood Spells Vaala Augmentation (Id). For every 3 points you spend
from your Vaala pool when you use this feature, you can
DRAGON SPELLS increase the damage of this feature’s natural attacks by one
HERALD LEVEL
additional die. For example, you could spend 3 points to
3rd charm person, color spray increase the slashing and fire damage of your mesmerizing
5th enhance ability, mirror image claws from 1d4 each to 2d4 each.
Or, if you spend 3 points from your Vaala pool as a bonus
7th hypnotic pattern, major image
action, you can activate this feature a second time before
9th arcane eye, polymorph needing to finish a long rest.
11th geas, seeming

Scintillating Aura
Crystalline Breath 10th-Level Magnifex Brood Feature
3rd-Level Magnifex Brood Feature Inspired by the Magnifex’s beguiling scales, you’ve learned
You can use your action to spit a stream of silvery-gray to magically generate a similar effect. As an action, mind-
bismuth in a line that is 5 feet wide and 30 feet long. Each altering power pours out of you and coalesces into a soft
creature in the area of the exhalation must make a Dexterity radiance that extends out to a 15-foot radius around you for
saving throw, taking 2d6 poison damage on a failed save, and 1 minute. Until the effect ends, the aura moves with you,
half as much damage on a successful one. centered on you.
The damage increases to 3d6 at 6th level, 4d6 at 11th Each nonhostile creature of your choice within that aura
level, and 5d6 at 16th level. After you use this feature, you must succeed on a Wisdom saving throw or be charmed by
can’t use it again until you complete a short or long rest. you. While charmed by this feature, a target is incapacitated
Vaala Augmentation (K’aab). If you spend 2 points and has a speed of 0. On a success, a creature is immune to
from your Vaala pool when you use this feature, a creature your Scintillating Aura for 24 hours.
damaged by it must repeat the saving throw at the start of The effect ends on an affected creature if it takes any
its next turn or take damage equal to half as much as the damage, if someone uses an action to shake the creature out
original damage. of its stupor, or if it is no longer in the area of effect.
Once you use this feature, you must finish a long rest
before you can use it again.
Draconic Transformation Vaala Augmentation (Id). For every 4 points you
6th-Level Magnifex Brood Feature spend from your Vaala pool when you use this feature, you
As you grow closer to the Magnifex, you learn to manifest can increase the radius of your aura by 5 feet.
draconic attributes for a short time. As a bonus action, you
gain one of the attributes described below for 1 minute Crystalline Field
(requires concentration as if using a spell). Once you use this 14th-Level Magnifex Brood Feature
feature, you must finish a long rest before you can use it again.
If the selected attribute is a natural weapon, it counts as Emulating the Magnifex’s command over crystals, you
a simple melee weapon for you, and you add your Strength use an action to cause a number of spikes of gray crystal
modifier to the attack and damage rolls when you attack equal to your proficiency bonus to erupt out of the ground
with it, as normal. Your clothing and equipment magically within 100 feet of you. Each crystal is a spike that has a
adjust to accommodate your new physical form. diameter of 5 feet and height of 10 feet. You can choose the
When you activate this feature, you choose one of the location of each crystal. The crystals last for 1 minute before
following attributes: dissolving. During this duration, you can use a bonus
• Bismuth Wings. You manifest the iridescent metal wings action to dissolve one crystal and erupt a replacement in a
of a Magnifex dragon. For the duration, you gain a flying new location within range.
speed equal to your walking speed and can hover. If a crystal emerges in a space occupied by a creature, the
target must make a Dexterity saving throw. On a successful
• Mesmerizing Claws. Your hands transform into save, the target moves 5 feet in a direction of their choice. On
shimmering scaled claws, each of which you can use as a failed save, the target takes 3d10 piercing damage and is
a weapon if it’s empty. Your claws are magical weapons restrained. A restrained creature can repeat the saving throw
that deal 1d4 slashing damage and 1d4 fire damage on a at the end of each of its turns, freeing itself on a success.
hit. Once on each of your turns, if you hit a target with Once you use this feature, you must finish a long rest
your claw attack, that foe has disadvantage on its next before you can use it again.
attack roll. Vaala Augmentation (K’aab). For every 3 points you
• Scaling Stride. You can climb vertical surfaces and spend from your Vaala pool when you use this feature, you
ceilings at half your speed without tools or needing to can summon one additional crystal.
make an ability check.
• Scorching Scales. Golden scales cover your body,
granting you resistance to fire damage.

55
Detonate Crystal Deathleech Breath
18th-Level Magnifex Brood Feature 3rd-Level Nix Brood Feature
When a creature you have restrained using your Crystalline Channeling Vaala to emulate the Nix dragons, you can
Field feature successfully breaks free of its crystal, you can use use your action to exhale a blast of necrotic fumes. Each
your reaction to cause that crystal to explode into shards. Each creature in a 15-foot cone must make a Dexterity saving
creature within 10 feet of the crystal must make a Dexterity throw. On a failed save, a creature takes 2d6 necrotic
saving throw, taking 4d6 slashing damage on a failed save, damage, and for each creature that fails this save, you
or half as much on a successful one. The damage from this regain 1d4 hit points. On a successful saving throw a
feature is magical. Once detonated, that crystal shard can’t be
creature takes half as much damage, and you do not regain
dissolved and reformed until you finish a long rest.
Vaala Augmentation (K’aab). For every 2 points from
hit points.
your Vaala pool that you spend when you use this feature, The damage (and amount of hit points recovered)
the slashing damage increases by 1d6. increases to 3d6 (2d4) at 6th level, 4d6 (3d4) at 11th
level, and 5d6 (4d4) at 16th level. After you use this
feature, you can’t use it again until you complete a short
or long rest.
Vaala Augmentation (K’aab). For every 3 points you
spend from your Vaala pool when you use this feature,
Nix Brood you can increase the size of the cone by 15 feet, up to a
maximum cone size of 90 feet.
Those who venerate the Nix know that the struggle between
life and death is the turning point around which all of Draconic Transformation
creation revolves. Some follow this path to embrace the
necromantic powers refined by the Nix, others seek to 6th-Level Nix Brood Feature
harness that same might for the betterment of all. As one As you grow closer to the Nix, you learn to manifest draconic
who follows this brood, you study the interplay between the attributes for a short time. As a bonus action, you gain one
living and dead, searching for new wisdom and techniques. of the attributes described below for 1 minute (requires
Nix heralds tend to be patient and secretive, well versed in concentration as if using a spell). Once you use this feature,
the superstitions and narrow-minded views of those too you must finish a long rest before you can use it again.
limited to understand their great works. If the selected attribute is a natural weapon, it
counts as a simple melee weapon for you, and you add
Vaala Mote and Increased Vaala Pool your Strength modifier to the attack and damage rolls
when you attack with it, as normal. Your clothing and
3rd-Level Nix Brood Feature equipment magically adjust to accommodate your new
When you select this venerated brood, you gain a Mote of physical form.
Affinity in a Vaala aspect of your choice. Additionally, your When you activate this feature, you choose one of the
Vaala point maximum increases by 2. following attributes:
When you reach 14th level, you gain another Mote of
Affinity in the aspect you chose at 3rd level and your Vaala • Absorption Rune. You mimic one of the runes used
point maximum increases by 2. by the Nix. When you take acid, cold, fire, lightning,
or thunder damage, you have advantage on the next
saving throw against an effect that causes damage of
Brood Spells that type, until the start of your next turn. If you are
3rd-Level Nix Brood Feature affected by a different damage type from that list while
You learn the chill touch and spare the dying cantrips. this feature is active, the new damage type replaces the
Additionally, you learn a number of spells that you can cast previous one.
with your Brood Rune, as indicated in the Nix Brood Spell • Necrotic Claws. Your hands transform into claws made
table. These are dragon herald spells for you. from necrotic shadows, each of which you can use as a
weapon if it’s empty. Your claws are magical weapons
Nix Brood Spells that deal 1d8 necrotic damage on a hit. Once on each of
DRAGON your turns, if you hit a target with your claw attack, you
SPELLS
HERALD LEVEL can make one additional claw attack with disadvantage
3rd false life, inflict wounds on the attack roll as part of the same action.
5th blindness/deafness, ray of • Undead Nature. You don’t require air, you have
enfeeblement resistance to necrotic damage, and you are immune to
7th animate dead, revivify effects that would cause you to sleep.
9th blight, death ward
11th contagion, raise dead

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CHAPTER 2: CLASSES AND SUBCLASSES

• Wings of Shadow. You manifest wings of magical Bloodspear Rune


shadow. For the duration, you gain a flying speed
18th-Level Nix Brood Feature
equal to your walking speed and can hover.
You learn to trace a crude replica of one of the Nix runes
Vaala Augmentation (Id). For every 3 points you
to hinder your foes. When you are hit by an attack from
spend from your Vaala pool when you use this feature,
a creature you can see, you can use your reaction to
you can increase the damage of this feature’s natural
transform your spilled blood into three spears of crimson
attacks by one additional die. For example, you could
crystal that lance out at your foes. You can hurl each spear
spend 3 points to increase the damage of your necrotic
at the same target or different targets.
claws from 1d8 to 2d8.
Make a ranged spell attack for each crystal spear using
Or, if you spend 3 points from your Vaala pool as a
your rune attack modifier. On a hit, the target takes 2d6
bonus action, you can activate this feature a second time
necrotic damage and is poisoned until the start of your
before needing to finish a long rest.
next turn.
Once you use this feature, you must finish a short or
Call Undead Thralls long rest before you can use it again.
10th-Level Nix Brood Feature Vaala Augmentation (K’aab). For every 2 points you
By funneling Vaala, you can manufacture a semblance of spend from your Vaala pool when you use this feature,
life to create servants from the dead. As an action, you can you create one additional crystal spear.
animate up to two Undead creatures from corpses or piles
of bones within 30 feet. They rise as ghouls or specters
(your choice), and they are animated for 1 minute. On
each of your turns, the undead servants obey your mental Runes
commands if they are within 60 feet of you, acting on
The dragon herald runes described below are listed
your initiative, and they follow those orders until the
according to their common names, but their more formal
task is complete. If you issue no commands, the undead
names, used by the elder heralds, are also included.
only protect themselves against hostile creatures. After 1
minute, the undead creatures crumble to dust. Once you
use this feature, you must finish a short or long rest before Aegis Rune (Halsa)
you can use it again. Prerequisite: –
Vaala Augmentation (K’aab). For every 4 points you Range: 30 feet
spend from your Vaala pool, you can summon another
Duration: Until you finish a short or long rest
ghoul or specter (your choice). The maximum number
of undead you can have active at a time is equal to your When you trace this rune, it appears as a small glowing
proficiency bonus. glyph on the skin of a willing creature. Choose one saving
throw. The target creature gains advantage on that saving
throw for the duration. You can only have one aegis rune
Rune of Death active on the same creature at a time.
14th-Level Nix Brood Feature Exploit. The wielder of this rune can use this exploit as
Inspired by the runes found on the bones of Nix dragons, a bonus action to end a condition on itself.
you magically inscribe a crude copy in the air. Every
creature of your choice within 60 feet must make a Alert Rune (Rask)
Constitution saving throw. A target takes 4d12 necrotic
damage on a failed save, or half as much on a successful Prerequisite: –
one. Undead creatures in the same radius gain temporary Range: Touch
hit points equal to half the damage dealt by your rune. Duration: Until you finish a short or long rest
A Humanoid killed by this feature rises at the start of When you trace this rune as an action, you touch one
your next turn as a zombie for 1 minute. It is under your willing creature and magically inscribe a glyph on its skin.
control, following your mental commands to the best of For the duration of this rune, the marked creature gains
its ability and acting on your initiative. a bonus equal to half of your proficiency bonus on its
Once you use this feature, you must finish a long rest initiative rolls.
before you can use it again. Exploit. As a reaction, a creature marked with this
Vaala Augmentation (K’aab). For every 5 points you rune can use this exploit to immediately take the Dash,
spend from your Vaala pool when you use this feature, the Disengage, Dodge, or Help action.
necrotic damage increases by 1d12.

57
Alter Arms Rune (Kjern) Exploit. The marked creature combines all of its
remaining glyphs into a volley of burning symbols. As an
Prerequisite: – action, the marked creature makes a single ranged spell
Range: Touch attack against a target that it can see within range using
Duration: Until you finish a short or long rest your rune attack modifier. On a hit, the target takes 2d12
When you trace this rune as an action, you can choose fire damage for the first glyph and an extra 1d12 fire
one damage type and magically inscribe a glowing glyph damage for each remaining glyph, up to a maximum of
on a ranged or melee weapon. For the duration of this 7d12 fire damage.
rune, the marked weapon magically deals the type of
damage you choose, not its regular type.
Detection Rune (Avslor)
Exploit. When the wielder of a weapon bearing this
rune hits a target with that weapon, they can use this Prerequisite: —
exploit to deal additional damage of the same type as was Range: 60 feet
chosen when the rune was traced. The additional damage Duration: Until you finish a short or long rest
totals a number of d6s equal to your proficiency bonus When you trace this rune, it appears as a small glowing
(maximum of 6d6). glyph on a point you choose within range that you can
see. For the duration of this rune, you immediately sense
the location of all creatures in a 30 foot radius around the
Armored Rune (Vakt)
rune as if using tremorsense. At the start of each of your
Prerequisite: – turns, you can choose to highlight one creature within
Range: Touch that radius with a mystical glittering light. This radiance
Duration: Until you finish a short or long rest illuminates hidden and invisible creatures.
When you trace this rune as an action, it appears as a Exploit. As an action, you can collapse the rune’s
small glowing glyph on the skin of a willing creature. For magic around a creature highlighted by it. That creature
the duration of this rune, the creature gains a bonus to its must succeed on a Dexterity saving throw or be restrained
AC equal to half of your proficiency bonus. until the end of your next turn.
Exploit. When an attacker hits a creature marked
with this rune, the marked creature can use this exploit to
Dispelling Rune (Skingra)
increase the bonus AC granted by this rune to equal your
full proficiency bonus for the triggering attack roll. Prerequisite: 7th-Level Dragon Herald
Range: Touch
Duration: Until you finish a long rest
Burning Rune (Eldregn)
When you trace this rune as an action, you touch one
Prerequisite: 7th-Level Dragon Herald willing creature and magically inscribe a glyph on its skin.
Range: Touch For the duration of this rune, the marked creature can cast
Duration: Until you finish a short or long rest the dispel magic spell as an action using your runecasting
When you trace this rune, you touch one willing creature. ability. Once it does so, it must finish a short rest before it
A number of floating magical glyphs equal to your can do so again.
proficiency bonus appear and orbit around the creature’s Exploit. As an action, the marked creature can exploit
head for the duration. this rune to end one condition on itself or dispel an ongoing
The marked creature can use a bonus action to send 3rd-level spell (or lower) that it is suffering from.
one of the glyphs burning toward one target it can see Exploit. When a creature the marked creature can see
within 60 feet. When it does so, the creature makes a within 60 feet of it casts a spell, the marked creature can
ranged spell attack using your rune attack modifier. On use its reaction to exploit this rune and cast counterspell
a hit, the target takes 2d12 fire damage. Whether the using your runecasting ability.
marked creature hits or misses, one glyph is expended for
each of these attacks. The rune ends early if the last glyph
Feeble Rune (Acklas)
is expended.
When the marked creature takes a short rest, it can Prerequisite: —
spend a hit die to recover 1d4 glyphs. Range: 60 feet
Exploit. As an action, the marked creature can trigger Duration: Until you finish a short or long rest
all of its remaining glyphs at once, sending each remaining When you trace this rune, choose one creature within
burning glyph at a different target of its choice that it can range that you can see to make a Wisdom saving throw.
see within range, making a separate ranged spell attack On a failed save, this rune appears as a small glowing
using your rune attack modifier for each. Any glyphs not glyph on the forehead of the target.
used in this action vanish when the rune is exploited.

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CHAPTER 2: CLASSES AND SUBCLASSES

For the duration of this rune, whenever the target Keen Aim Rune (Udar)
makes an attack roll or a saving throw, the target must
subtract a number equal to half of your proficiency bonus Prerequisite: –
from the attack roll or saving throw (including those Range: Touch
made to end this effect). At the end of each of its turns, Duration: Until you finish a short or long rest
the target can repeat the saving throw, ending the effect When you trace this rune as an action, it appears as a small
on a success. glowing glyph on the surface of a weapon of your choice. For
Exploit. When the target marked with this rune the duration of this rune, the wielder of the weapon gains a
makes an attack roll or saving throw, you can use your bonus on attack rolls made with the weapon equal to half of
reaction to subtract double your proficiency bonus from your proficiency bonus.
the target’s roll. You can choose to use this exploit after Exploit. The wielder can choose to exploit this rune
the creature makes its roll but before the GM determines as part of an Attack action to gain advantage on all of its
whether the attack roll or saving throw succeeds or fails. attacks with the marked weapon until the beginning of its
next turn.
Healer’s Rune (Laka)
Prerequisite: – Luck Rune (Tur)
Range: Touch Prerequisite: 7th-Level Dragon Herald
Duration: Until you finish a short or long rest Range: Touch
When you trace this rune as an action, you can touch one Duration: Until you finish a long rest
willing creature and magically inscribe a glyph on its skin. When you trace this rune as an action, you touch one
For the duration of this rune, when the marked creature willing creature and magically inscribe a glyph on its
regains hit points, whether by spending hit dice or skin. For the duration of this rune, the marked creature
through magical healing, it adds your proficiency bonus gains extraordinary good luck. The creature can reroll an
to the total amount it heals.
Exploit. When the marked creature takes damage, it
can use this exploit as a reaction. The marked creature
regains hit points totaling a number of d6s equal to your
proficiency bonus (maximum of 6d6).

Imbue Arms Rune (Hoja)


Prerequisite: 7th-Level Dragon Herald
Range: Touch
Duration: Until you finish a short or long rest
When you trace this rune, you touch one weapon and
inscribe a magical glyph upon it. For the duration of this
rune, the marked weapon has one of the following features,
selected when you trace the rune.
• Fjader: The weapon gains the light property.
• Hast: The ranged weapon ignores the loading property.
• Kret: The thrown weapon returns to the wielder’s hand
immediately after it is used to make a ranged attack.
• Sken: The weapon deals an additional 1d6 damage of a
type of your choice on a successful hit.
• Vig: The weapon gains the finesse property.
Exploit. As part of an Attack action, the wielder can
use this exploit to cause the weapon to ignore all damage
resistances of a target it hits until the beginning of the
wielder’s next turn.
Exploit. When the wielder makes a successful attack with
a weapon marked with this rune, it can use this exploit to
curse the target. Until the end of the wielder’s next turn, the
target has disadvantage on its attack rolls against the wielder.

59
ability check, saving throw, or attack roll that it fails and Regeneration Rune (Stiga)
must use the new roll. Once the marked creature uses this
ability, it must finish a short rest before it can use it again. Prerequisite: 7th-Level Dragon Herald
Exploit. If the rerolled ability check, saving throw, or Range: Touch
attack roll fails, the marked creature can immediately use Duration: Until you finish a short or long rest
this exploit to reroll the die a second time, and it must use When you trace this rune as an action, you touch one
the new roll. willing creature and magically inscribe a glyph on its skin.
Exploit. As a reaction when a willing creature within For the duration of this rune, the marked creature regains
15 feet of the marked creature fails an ability check, saving 1 hit point every 10 minutes.
throw, or attack roll, the marked creature can use this Exploit. As an action, the marked creature can use
exploit to make the willing creature reroll the die, and it this exploit to choose itself or another creature within 5
must use the new roll. feet. The target regains hit points totaling a number of d6s
equal to half of your proficiency bonus.
Protective Sphere Rune (Omvanda) Exploit. As an action, the marked creature can use this
exploit to make a melee spell attack against a target it can
Prerequisite: 14th-Level Dragon Herald touch using your rune attack modifier. On a hit, the target
Range: Self takes a number of d6s of necrotic damage equal to your
Duration: 10 minutes proficiency bonus.
When you trace this rune as an action, you surround
yourself with a semi-transparent sphere of intertwining
Shackle Rune (Atarep)
glyphs. The sphere moves with you and requires
concentration to maintain. For the duration of this rune, Prerequisite: 14th-Level Dragon Herald
any spell of 4th level or lower cast from outside the sphere Range: 100 feet
can’t affect you within the sphere, even if the spell is cast Duration: 1 minute
using a higher level spell slot or it’s a spell that affects all When you trace this rune, a huge invisible glyph
creatures within an area. covers a 60 foot radius around a point you choose within
Exploit. As a reaction when you are targeted by a spell range. Each creature of your choice within that radius
of 4th level or lower, you can use this exploit to absorb must make a Wisdom saving throw. On a failure, a
the spell, negating the spell’s effects and regaining one creature is enveloped in crackling bands of energy, taking
use of your runes. You can gain more uses of your runes 5d12 lightning damage and being restrained for the
than indicated on the Runes Cast column of the Dragon duration. On a successful save, a creature takes half as
Herald table, up to a maximum equal to your proficiency much damage and is not restrained.
bonus. All rune uses gained in this way are lost when you At the beginning of each of its turns, a restrained
finish a short or long rest. Using this exploit does not end creature must repeat the saving throw, taking 2d12
this rune. lightning damage and remaining restrained on a failed
Exploit. As a reaction when you are targeted by a spell save, or ending the effect on itself on a successful one.
of 4th level or lower, you can use this exploit to magically Exploit. At the beginning of a restrained creature’s
copy that spell into your sphere of glyphs. On your turn, turn, you can use a reaction to magically teleport all
you can use an action to cast that same spell, using the restrained creatures to different unoccupied spaces
original caster’s spellcasting ability and spell save DC. At within the radius of the rune. This exploit does not end
the end of your next turn, you lose the ability to cast this the rune, but you can only use this exploit once per
spell. Using this exploit does not end this rune. tracing of this rune.
Exploit. As an action, you can use this exploit to Exploit. When you hit a restrained creature with a
expand your sphere of glyphs out to a radius of 30 feet melee weapon attack, you can use this exploit to cause all
for 1 minute. The sphere stops moving with you and restrained creatures to take the same damage as the target
becomes static. The area within the sphere is under the of your melee weapon attack.
same effect as the antimagic field spell. Using this exploit Exploit. You can use an action to focus all of the rune’s
shortens the duration of this feature to a number of magic on a single foe with this exploit. A single restrained
rounds equal to your proficiency bonus, but it does not target immediately takes 2d12 lightning damage plus
end this rune immediately. 2d12 for every other restrained creature in the radius of
your rune.

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CHAPTER 2: CLASSES AND SUBCLASSES

Shieldwall Rune (Pansar) Stonefield Rune (Vass)


Prerequisite: 14th-Level Dragon Herald Prerequisite: –
Range: 30 feet Range: 60 ft
Duration: 1 minute Duration: 1 minute
When you trace this rune as an action, you can choose When you trace this rune as an action, a small glowing
a number of willing creatures up to your proficiency glyph appears on a point that you can see within range.
bonus that you can see within range. These targets gain a Sharp stones erupt from the ground in a 15-foot radius
glowing glyph on their armor or clothing for the duration. around the rune for the duration, causing the area to
Each target gains a +1 bonus to their AC. become difficult terrain.
Moreover, at the start of each of your subsequent When the stones appear, each creature within the
turns, you can redistribute the total amount of bonus area must make a Dexterity saving throw, taking piercing
AC among the marked creatures. You can choose to give damage equal to 2d6 plus your proficiency bonus on a
no bonus AC to some creatures when you do so, but no failed save, or half as much damage on a successful one.
single creature can receive the entire pool of bonus AC. For the duration, when a creature enters the area for
For example, if 5 creatures are marked by this rune at the the first time, or starts its turn there, it must make the
start of your turn, you could give one target +4 to their same saving throw.
AC, while another creature could gain +1. Exploit. When a creature starts its turn within the area
Exploit. As a bonus action, a creature marked with this of this rune, you can use this exploit as a reaction to cause
rune can use this exploit to gain advantage on their next the stones to explode. Each creature in the area must make
attack. Using this exploit ends the rune for the marked a Dexterity saving throw, taking piercing damage equal to
creature, reducing the pool of available bonus AC by 1, 4d6 plus your proficiency bonus on a failed save, or half as
but it does not end the rune for other marked creatures. much damage on a successful one.
Exploit. As a reaction when a creature marked
with this rune is attacked by a creature it can see,
the marked creature can use this exploit to impose Viscous Rune (Falla)
disadvantage on the attack roll. Using this exploit ends Prerequisite: –
the rune for the marked creature, reducing the pool of Range: 10 feet
available bonus AC by 1, but it does not end the rune Duration: Up to 1 hour per dragon herald level
for other marked creatures.
When you trace this rune, it appears as a small glowing
Exploit. When a creature marked with this rune hits
glyph on a surface you can see within range.
a target with a weapon attack, it can use this exploit to
The rune is nearly invisible to all creatures apart from
force the target to make a Wisdom saving throw against
you and requires a successful Intelligence (Investigation)
your rune save DC. On a failed save, the marked creature
check against your rune save DC to be found. You can
loses its AC bonus from this feature, reducing the pool of
designate a number of creatures equal to your dragon
available bonus AC by the same amount, and the target’s
herald level that do not trigger the rune.
AC is also reduced by the same amount until the end of
For the duration of this rune, when a creature you
the marked creature’s next turn.
haven’t designated approaches within 10 feet of the rune,
it triggers, creating a magical adhesion effect in the area.
Skilled Rune (Oka) All creatures within 10 feet of the rune must succeed on
Prerequisite: – Dexterity saving throws against your rune save DC or
Range: Touch be restrained. At the end of each of its turns, a restrained
creature can repeat the saving throw, ending the effect on
Duration: Until you finish a short or long rest
itself on a success.
When you trace this rune as an action, you choose Exploit. As an action while one or more creatures
one skill and magically inscribe a glyph on the skin of a are restrained by your Falla rune, you can detonate the
willing creature. For the duration of this rune, the marked glyph. All restrained creatures in the radius of the rune
creature gains a bonus equal to half of your proficiency must repeat the Dexterity saving throw, taking a number
bonus on ability checks using that skill. of d6s in radiant damage equal to half of your proficiency
Exploit. If the creature marked with this rune fails an bonus on a failure (minimum of 1d6), or half as much on
ability check involving the skill you selected, it can use a successful save.
this exploit to immediately reroll the die, and it must use
the new roll.

61
Vaala Adept
Raising an eyebrow at his audience, a human holds up
his palm, focuses his imagination, and forms a sparkling
gemstone out of nothing.
Dodging the swipe of the beast’s claws, an allai
transforms her arm into a pillar of fire and brings it down
upon the head of her foe.
In the nearby darkness, a nwoda touches his finger to
his forehead and, without a word, encourages the guard to
walk away from her post.
In Valerna, spellcasters of all different disciplines touch
the three aspects of Vaala, the wellspring of all magic and
life itself, to cast their spells. None reach as deeply into
that source as the Vaala adepts. These focused spellcasters
devote themselves to one of the three aspects of Vaala.
Where wizards define themselves by the spells they
cast and clerics venerate their ideals, the adepts are the
supreme explorers of Vaala’s potential.
As a Vaala adept, your abiding passion is to grow
your connection to your chosen aspect, safeguard Vaala
from any who misuse it, and to expand the breadth of
magical knowledge.

Class Features
As a Vaala adept, you gain the following class features.

Hit Points
Hit Dice: 1d6 per Vaala adept level
Hit Points at 1st Level: 6 + your Constitution
modifier
Hit Points at Higher Levels: 1d6 (or 4) + your
Constitution modifier per Vaala adept level after 1st

Proficiencies
Armor: None
Weapons: Simple weapons
Tools: none
Saving Throws: Intelligence, Wisdom
Skills: Choose two skills from Arcana, History,
Insight, Investigation, Medicine, and Religion.

Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
• (a) a quarterstaff or (b) any simple melee weapon
• (a) a component pouch or (b) a spellcasting focus
• (a) a scholar’s pack or (b) an explorer’s pack
• (a) a journal or (b) a historical tome

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CHAPTER 2: CLASSES AND SUBCLASSES

Vaala Adept
PROFICIENCY CANTRIPS SPELL SLOTS PER SPELL LEVEL
LEVEL CLASS FEATURES
BONUS KNOWN 1ST 2ND 3RD 4TH 5TH 6TH 7TH 8TH 9TH
1st +2 Aspect Doctrine, 4 2 - - - - - - - -
Spellcasting,
Replenish (one
use)
2nd +2 Shape Vaala (one 4 3 - - - - - - - -
use), Aspect
Feature
3rd +2 – 4 4 2 - - - - - - -
4th +2 Ability Score 5 4 3 - - - - - - -
Improvement
5th +3 Advanced Studies 5 4 3 2 - - - - - -
6th +3 Shape Vaala (two 5 4 3 3 - - - - - -
uses), Aspect
Feature
7th +3 – 5 4 3 3 1 - - - - -
8th +3 Ability Score 5 4 3 3 2 - - - - -
Improvement
9th +4 Aspect Feature 5 4 3 3 3 1 - - - -
10th +4 Replenish (two 6 4 3 3 3 2 - - - -
uses), Spellweave
11th +4 – 6 4 3 3 3 2 1 - - -
12th +4 Ability Score 6 4 3 3 3 2 1 - - -
Improvement
13th +5 Advanced Studies 6 4 3 3 3 2 1 1 - -
14th +5 Aspect Feature 6 4 3 3 3 2 1 1 - -
15th +5 – 6 4 3 3 3 2 1 1 1 -
16th +5 Ability Score 6 4 3 3 3 2 1 1 1 -
Improvement
17th +6 Aspect Feature 6 4 3 3 3 2 1 1 1 1
18th +6 Shape Vaala (three 6 4 3 3 3 3 1 1 1 1
uses)
19th +6 Ability Score Im- 6 4 3 3 3 3 2 1 1 1
provement
20th +6 Vaala Master 6 4 3 3 3 3 2 1 1 1

Aspect Doctrine you gain a doctrine spell, you always have it prepared and it
doesn’t count against the number of spells you can prepare
1st-Level Vaala Adept Feature each day. All doctrine spells are Vaala adept spells for you.
At 1st level, you choose one Vaala aspect as your focus:
Dream, Source, or Will. Your choice grants you aspect
doctrine spells and features when you choose it at 1st level. It
Spellcasting
also grants you additional ways to use Shape Vaala when you 1st-Level Vaala Adept Feature
gain that feature at 2nd level and additional features at 6th, As a conduit for Vaala, you can cast Vaala adept spells.
9th, 14th, and 17th levels. The doctrines are described at the
end of the class description.
Cantrips

Aspect Spells At 1st level, you know four cantrips of your choice from
the cleric, druid, or wizard spell lists. These spells become
Each aspect doctrine has a list of spells that you gain at the Vaala adept spells for you. You learn additional cantrips
Vaala adept levels noted in the doctrine description. Once of your choice at higher levels, as shown in the Cantrips
Known column of the Vaala Adept table.

63
63
Preparing and Casting Spells Spellcasting Focus
The Vaala Adept table shows how many spell slots you You can use an arcane focus or a holy symbol (usually
have to cast your Vaala adept spells of 1st level and higher. exemplifying a philosophy or concept in Valerna) as a
To cast one of these spells, you must expend a slot of the spellcasting focus for your Vaala adept spells.
spell’s level or higher. You regain all expended spell slots
when you finish a long rest.
You prepare the list of Vaala adept spells that are Replenish
available for you to cast from among the spells on the 1st-Level Vaala Adept Feature
cleric, druid, and wizard spell lists. These spells are Vaala You have learned to tap into the flow of Vaala to restore
adept spells for you. To do so, choose a number of Vaala your pool of Vaala points. As a bonus action, you perform
adept spells equal to your ability score modifier for the a quick meditation and can regain Vaala points equal to
ability determined by the aspect doctrine you selected (see your proficiency bonus. Once you use this feature, you
“Spellcasting Ability”) + your Vaala adept level (minimum can’t use it again until you finish a short or long rest.
of one spell). The spells must be of a level for which you Beginning at 10th level, you can use your Replenish
have spell slots. twice between rests. When you finish a short or long rest,
For example, if you are a 3rd-level Vaala adept who you regain your expended uses.
selected the Will aspect, you have four 1st-level and two
2nd-level spell slots and use Charisma as your spellcasting
ability. With a Charisma of 16, your list of prepared Shape Vaala
spells can include six spells of 1st or 2nd level, in any 2nd-Level Vaala Adept Feature
combination. Casting the spell doesn’t remove it from You gain the ability to concentrate and focus Vaala for a
your list of prepared spells. short time, shaping that energy to produce magical effects.
You can change your list of prepared spells when you You start with two such effects: Adaptive Aegis and an
finish a long rest. Preparing a new list of Vaala adept spells additional Shape Vaala effect determined by your Aspect
requires time spent meditating on the nature of Vaala: at Doctrine feature. You will gain a third Shape Vaala effect
least 1 minute per spell level for each spell on your list. from your chosen aspect doctrine at 9th level as well.
When you use Shape Vaala, you choose which effect
Spellcasting Ability to create. You must then finish a short or long rest to use
your Shape Vaala again.
The spellcasting ability for your Vaala adept spells is Some Shape Vaala effects require saving throws. When
determined by which Vaala aspect you choose to focus on, you use such an effect from this class, the DC equals your
as determined in the Aspect Doctrine feature. Vaala adept spell save DC.
• Dream (Intelligence) Beginning at 6th level, you can use your Shape Vaala
• Source (Wisdom) twice between rests, and beginning at 18th level, you can
• Will (Charisma) use it three times between rests. When you finish a short
or long rest, you regain your expended uses.
The power of your spells comes from your intense
study and meditations on your chosen aspect of Vaala. You
use the ability indicated by your chosen aspect whenever Shape Vaala: Adaptive Aegis
a Vaala adept spell refers to your spellcasting ability. In
When you take acid, cold, fire, lightning, poison, or
addition, you use the modifier for your spellcasting ability
thunder damage you can use your Shape Vaala as a
when setting the saving throw DC for a Vaala adept spell
reaction to immediately gain resistance to that damage
you cast and when making an attack roll with one.
type until the beginning of your next turn.
Spell save DC = 8 + your proficiency bonus + your Vaala Augmentation (Any). If you spend 2 points
spellcasting ability modifier from your Vaala pool as part of the reaction you use to
Spell attack modifier = your proficiency bonus + your activate this feature, your next weapon attack deals an
spellcasting ability modifier additional 1d6 damage of the same type.

Ritual Casting Ability Score Improvement


You can cast a Vaala adept spell as a ritual if that spell has 4th-Level Vaala Adept Feature
the ritual tag and you have the spell prepared. When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your
choice by 1. As normal, you can’t increase an ability score
above 20 using this feature.
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CHAPTER 2: CLASSES AND SUBCLASSES

Using the optional feats rule, you can forgo taking this Dream Doctrine Spells
feature to take a feat of your choice instead.
VAALA
SPELLS
ADEPT LEVEL
Advanced Studies 1st silent image, sleep
5th-Level Vaala Adept Feature 3rd detect thoughts, misty step
You have expanded your connection to Vaala to such an 5th hypnotic pattern, major image
extent that you dabble in its other forms. Choose one 1st 7th arcane eye, phantasmal killer
or 2nd level feature from an aspect doctrine you did not
9th dream, telepathic bond
choose at 1st level. You gain that feature.
At 13th level, you gain one feature of your choice of 9th
level or lower from an aspect doctrine you did not choose.
Dream Mote and Increased Vaala Pool
Spellweave 1st-Level Dream Doctrine Feature
When you adopt this doctrine, you gain a Mote of Affinity
10th-Level Vaala Adept Feature in Fai. Moreover, your Vaala point maximum increases by 4.
Thanks to your ever-growing ability to harness Vaala, you At 14th level, you gain another Mote of Affinity in Fai
can manipulate multiple weaves of magic simultaneously. and your Vaala point maximum increases by 2.
When you use an action to cast a spell, you can also cast
another cantrip or 1st-level spell as part of the same action. Shape Vaala: Dreamcrafting
If the second spell cast is not a cantrip, you must expend
spell slots for both spells. This feature doesn’t allow you to 2nd-Level Dream Doctrine Feature
concentrate on more than one spell at a time. Starting at 2nd level, you can use your Shape Vaala to
When you reach 12th level, and again at 14th, 16th, make your imagination real. You can meditate for 1
18th, and 20th level, the maximum level of the second spell minute, picturing a nonmagical, inanimate object that
cast increases by one. can fit entirely within a cube that is 10-feet on each
Once you use this feature, you must finish a long rest side. The object you picture must be one that you have
before you can use it again. seen before. An item created in this fashion has
no monetary value.
Vaala Master
20th-Level Vaala Adept Feature
You have become one with Vaala, its living avatar in the
mortal world and beyond. As an action, you can call upon
Vaala to alter reality when your need is great. Describe the
assistance or effect you seek. The GM chooses the nature
of the result; the effect of any Vaala adept spell or ability
would be appropriate as a baseline. If you use this feature,
you can’t use it again for 7 days.

Aspect Doctrine
As a Vaala adept, you focus your studies on one of the
aspects of Vaala—Will, Source, or Dream. Traveling the
world to practice your skills allows you to continue to
explore your chosen aspect, deepening your connection
with Vaala itself.

Dream Doctrine
The aspect of raw ideas, of unlimited potential and
unbound imagination. Through Dream, something quite
literally can come out of nothing.

65
The object appears on the ground in an unoccupied Vaala Augmentation (Fai). For every 4 points you
space you can see within 30 feet of you. It is visibly crude, spend from your Vaala pool when you activate this feature,
though perfectly functional, and obviously a creation of you can target an additional creature that you can see
magic (shining with a dim glow or similarly marked). The within 30 feet of the initial target. A creature can only be
object vanishes after 1 hour, if you use this feature again, targeted once per use of this feature.
or if you move more than 60 feet away from it.
When you reach 17th level, the objects created by your
Dreamcrafting last for 24 hours. Create Dreamsphere
Vaala Augmentation (Fai). If you spend 2 points 17th-Level Dream Doctrine Feature
from your Vaala pool when you activate this feature, you Weaving Vaala as if it were thread, you create a dreamlike
can use it as an action. If you spend 4 points from your bubble that engulfs those around you. As an action, you
Vaala pool, the duration increases by a number of hours can create a sphere of Fai emanating from you in a 60-foot
equal to your proficiency bonus. radius that moves with you. Your Dreamsphere lasts for 1
minute and requires concentration to maintain. Once you
use this feature, you must finish a long rest before you can
Awakened Inner Eye use it again.
6th-Level Dream Doctrine Feature Each creature of your choice within the sphere must
You can spend 3 points from your Vaala pool as a bonus make an Intelligence saving throw. On a failed save, you
action to give yourself the ability to see invisible creatures determine the dream or nightmare the creature sees within
and objects (as per the see invisibility spell) for 1 hour. their minds, creating dream terrain and threats. Creatures
Once you use this feature, you must finish a short or long of your choice who enter the sphere or begin their turn
rest before you can use it again. within it must repeat the Intelligence saving throw. A
Moreover, when you use this feature at 11th level, you creature that succeeds on the saving throw is immune to
gain truesight and can notice secret doors hidden by magic. this feature for 24 hours. Creatures with truesight, who do
Vaala Augmentation (Fai). If you expend 2 additional not dream, or who have an Intelligence of 5 or lower are
points from your Vaala pool when you activate this feature, also immune to your Dreamsphere.
you can also grant another creature that you touch the same You can choose what sort of dream a creature
benefits of your Awakened Inner Eye. experiences and one effect the dream has on it, from the
following options:
Shape Vaala: Dreamstrike
Pleasant Dream
9th-Level Dream Doctrine Feature
You can use your Shape Vaala to bring forth nightmares • You grant it temporary hit points equal to 2d10 plus
into the minds of your foes. As an action, you focus on a your Vaala adept level.
creature you can see within 60 feet and force it to make an • You end one effect that is causing it to be charmed or
Intelligence saving throw. The creature takes 5d8 psychic frightened.
damage on a failed save, or half as much damage on a • You grant it half cover from attacks originating outside
successful one. This feature has no effect on undead or the sphere until the beginning of its next turn.
constructs with an Intelligence score of 8 or lower.
Nightmare
• It takes 7d6 psychic damage.
• It is frightened of you until the beginning of its next turn.
• It is restrained until the beginning of its next turn.
Vaala Augmentation (Fai). If you spend 6 points
from your Vaala pool when you use this feature, creatures
within the area have disadvantage on their saving throws
against the effects of your Dreamsphere.

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CHAPTER 2: CLASSES AND SUBCLASSES

Source Doctrine Shape Vaala: Elemental Form


The aspect of raw materials, of elements and nature, and 9th-Level Source Doctrine Feature
also of life and death. Through Source, life evolves and Manipulating living flesh, you can use your ability to
seasons pass. shape Vaala to assume the form of an elemental. As a
bonus action, you magically transform into an Elemental
whose challenge rating is equal to or less than your level.
Source Doctrine Spells You can remain in your new form for a number of rounds
VAALA equal to half of your proficiency bonus or until you use a
SPELLS
ADEPT LEVEL bonus action to return to your normal form.
1st burning hands, cure wounds Your statistics are replaced by the statistics of the
3rd acid arrow, ray of enfeeblement chosen elemental. Your gear melds with your new form,
and you can’t activate, use, wield, or otherwise benefit
5th lightning bolt, revivify
from any of your equipment.
7th blight, ice storm You assume the hit points of your new form. When
9th mass cure wounds, wall of stone you revert to your normal form, you return to the number
of hit points you had before you transformed. If you
revert as a result of dropping to 0 hit points, any
Source Mote and Increased Vaala Pool
1st-Level Source Doctrine Feature
When you adopt this doctrine, you gain a Mote of
Affinity in K’aab. Moreover, your Vaala point maximum
increases by 4.
At 14th level, you gain another Mote of Affinity in
K’aab and your Vaala point maximum increases by 2.

Shape Vaala: Vitality Transference


2nd-Level Source Doctrine Feature
You can use your Shape Vaala to manipulate the life
energy of a dying foe. When a creature within 30 feet of
you that you can see dies from a weapon or spell attack,
you can use your Shape Vaala as a reaction to restore hit
points to another creature you can see within 30 feet of
you equal to 1d6 plus your proficiency bonus.
Vaala Augmentation (K’aab). For every 2 points you
spend from your Vaala pool when you activate this feature,
you can add 1d6 to the amount of hit points restored.

K’aab Aegis
6th-Level Source Doctrine
As an action, you can spend 3 points from your Vaala
pool to give yourself resistance to any one of the
following damage types: cold, fire, force, lightning,
necrotic, poison, radiant, or thunder. This effect
lasts until you finish a short or long rest.
Vaala Augmentation (K’aab). If you expend 3
additional points from your Vaala pool when you activate
this feature, you can grant another creature you touch
resistance to the same damage type as the one you chose
for your K’aab Aegis.

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excess damage carries over to your normal form. As long
as the excess damage doesn’t reduce your normal form to Will Doctrine
0 hit points, you aren’t knocked unconscious. The aspect of raw power, of plans and politics, by which
Vaala Augmentation (K’aab). If you spend 4 points individuals change the world through their drives and
from your Vaala pool when you activate this feature, you decisive actions.
can remain in your elemental form for up to 1 minute.
Will Doctrine Spells
Twinned Aegis VAALA
17th-Level Source Doctrine Feature SPELLS
ADEPT LEVEL
You improve your ability to protect yourself with Vaala as 1st command, shield
if using the sturdiest of shields. As a bonus action, choose 3rd hold person, suggestion
a pair of affiliated damage types from the following list.
For 1 minute, you are immune to both damage types. 5th counterspell, nondetection
• Radiant and necrotic 7th compulsion, polymorph
• Cold and fire 9th dominate person, greater restoration
• Lightning and thunder
• Acid and poison
Vaala Augmentation (K’aab). For every 6 points Will Mote and Increased Vaala Pool
you spend from your Vaala pool when you activate this 1st-Level Will Doctrine Feature
feature, you can give another creature that you can see When you adopt this doctrine, you gain a Mote of Affinity
within 30 feet of you immunity to in Id. Moreover, your Vaala point maximum increases by 4.
one of the damage types in the At 14th level, you gain another Mote of Affinity in Id
pair you selected. and your Vaala point maximum increases by 2.

Shape Vaala: Protective Ward


2nd-Level Will Doctrine Feature
You can use your Shape Vaala to shield yourself or
others from harm. As an action, you can touch a willing
creature and give it a bonus to its AC equal to half of your
proficiency bonus. This effect lasts for 1 minute.
Vaala Augmentation (Id). If you spend 2 points from
your Vaala pool when you activate this feature, the target
creature also has advantage on their next saving throw.

Mental Fortress
6th-Level Will Doctrine Feature
A powerful mind quickly learns to shrug off psychic
intrusions. As an action, you can spend 3 points from
your Vaala pool to render yourself immune to magic that
allows other creatures to read your thoughts, determine
whether you are lying, or magically spy upon you. This
effect lasts until you finish a short or long rest.

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CHAPTER 2: CLASSES AND SUBCLASSES

Vaala Augmentation (Id). If you spend 3 points from An affected creature is only charmed or frightened as
your Vaala pool when you activate this feature, you can long as they are within the aura. If such a creature moves
grant another creature you touch the same benefits of your outside the aura, it is no longer charmed or frightened but
Mental Fortress. regains the condition if it reenters the aura.
On a successful saving throw, the target is unaffected
and is immune to your Beguiling Presence for 24 hours.
Shape Vaala: Reactive Control Vaala Augmentation (Id). While your Beguiling
9th-Level Will Doctrine Feature Presence is active, if you spend 6 points from your Vaala
When an attacker you can see within 60 feet of you pool as a bonus action, you can choose one of the creatures
targets you with a weapon or spell attack, you can use affected by your Beguiling Presence and dominate it (as
your Shape Vaala as a reaction to force the attacker to the dominate person spell) until the beginning of your next
make a Charisma saving throw against your Spell Save turn. This augmentation only functions once for each use
DC. On a failed save, the attacker instead makes its attack of Beguiling Presence.
against a target of your choice within range. If no other
target is within range, the attack or spell is wasted.
Vaala Augmentation (Id). When you activate this
feature as a reaction, if you spend 4 points from your
Vaala pool, you can use this feature when a weapon or
spell attack targets an ally you can see within 60 feet.

Beguiling Presence
17th-Level Will Doctrine Feature
As your connection to Vaala continues to grow, you gain
vast powers to instill charm or fear in others. As an action,
you project a beguiling aura in a 60-foot radius sphere
centered on you for 1 minute. Until the effect ends, the
aura moves with you, centered on you.
When the aura appears, each creature of your choice
within the area must make a Charisma saving throw against
your Spell Save DC. On a failed save, a creature is charmed
or frightened by you (your choice) for the duration. A
creature entering the aura for the first time must also make
this saving throw.

69
SUBCLASSES
Valerna calls for heroes and people of all lineages, creeds, Using These Subclasses in Other Settings. The
Vaala aspects, and philosophies to rise to the challenge. In subclasses described in this section can easily be used in
this section are new options for the familiar array of core other 5e settings. If the GM does not wish to use Vaala
classes appropriate for a game set in Valerna or wherever augmentations, they can be ignored.
you wish.

New Subclasses

CLASS DESCRIPTION

Barbarian: Path of Scars Increase your power through mystical scars.

Bard: College of Nightmares Manipulate the mind through waking dreams and beguile your foes.

Cleric: Battle Domain Your philosophy of war teaches you how to protect and support your fellow warriors.

Form mystical bonds with your companions to share your abilities, or copy the powers of
Druid: Circle of Change
your foes.
Inspire your companions to greater excellence, and harness the audience’s thrill to enhan-
Fighter: Gladiator
ce your skills.

Monk: Way of the Covenant Protect the world from ravaging dragons using powers inspired by the wyrms themselves.

Monk: Way of the Eight Paths Follow one of eight paths of enlightenment to unlock the might within.

Paladin: Oath of Radiance Push back the darkness by channeling the power of light.

Ranger: Fai Hunter Hunt the capricious feydh with your loyal qirin mount.

Ranger: Shadowstalker Dance in and out of the darkness to strike unseen and vanish like a spirit.

Rogue: Crimson Hawk Spellblade Combine subterfuge and arcana to gain an edge on your foes.

Rogue: Dreamspy Slip into the dreams of your targets to steal their thoughts or end their lives.

Sorcerer: Blood Sorcery Grab hold of the very essence of mortality to heal, control, manipulate, or destroy.

Warlock: The Fell Crown Don the mask of a patron of nightmares and wield the baleful power of dreams.

Wizard: Makaab Weaver Grasp the fabric of creation itself to magically shape the natural world.

Wizard: School of Entropy Delve into the cycles of birth, decay, and rebirth and dabble with the secrets of immortality.

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Barbarian: Path of Scars
The scars and tattoos on your body tell the story of
your life, keep tally of your feats, and are a physical
representation of the power of your rage. Where other
barbarians rely on emotion or some external source for
their fury, you have learned to embrace the purity of pain
to shape Vaala with your rage. The ritualistic marks on
your body, while painful to acquire, stand as a mark of
your strength, a tribute to your power. This path originated
among the ancient Altanesi, but is still practiced by the
descendants of the auna in the Primalian Range and on
the Cursed Coast. Recently, scarred barbarians have seen a
resurgence in the Altanesi Ascendancy and beyond.

Vaala Mote and Increased Vaala Pool


3rd-Level Path of Scars Feature
When you choose this path at 3rd level, you gain a Mote of
Affinity in Id. Additionally, your Vaala point
maximum increases by 2.
At 14th level, you gain another
Mote of Affinity in Id and your Vaala
point maximum increases by 2.

Ritual Artist
3rd-Level Path of Scars Feature
Yours is a path that merges art with the body.
You gain proficiency in the Medicine skill if
you didn’t have it, and you also become
proficient in either calligrapher’s or
painter’s supplies.

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CHAPTER 2: CLASSES AND SUBCLASSES

Scars Transcribe Scar


3rd-Level Path of Scars Feature 6th-Level Path of Scars Feature
You can inscribe a magical mark into your flesh, called a scar, You can use special inks to give a companion a temporary
an enchanted sign of your strength and endurance. When copy of one of your scars. You can select one of your scars
you gain this feature you can inscribe one scar which can and take 10 minutes to inscribe a tattooed copy onto another
either be a mark carved into the skin or a symbol tattooed willing creature. The tattooed creature can activate this
with rare inks. Once inscribed, the scar is permanent. temporary magical mark as a bonus action, and the benefits
You gain the ability to inscribe an additional scar at are identical to the scar you chose to copy onto them, with
6th, 10th, and 14th levels. Each scar, unless the description the exception that they do not require the creature to rage.
notes otherwise, can be taken only once. The temporary mark is active for a number of rounds equal
Blade. This scar flaunts your combat ability. Your melee to half of your proficiency bonus. Once this duration ends, or
attack rolls can’t have disadvantage while you’re raging. the creature finishes a long rest, the temporary mark vanishes.
Dragon. This scar tells the story of your massive Once you use this feature, you must finish a long rest
strength and power. You gain an additional +1 bonus to before using it again.
your rage damage. If you have more than one of these scars, Vaala Augmentation (Id). For every 3 points you spend
the bonuses stack. from your Vaala pool when you use this feature, you can
Fire. As fire means life to many, this scar is a reminder give a temporary scar to an additional willing creature.
of your stubborn refusal to die. While you are raging, if
you are reduced to 0 hit points but not killed outright, you Suppress Scar
immediately stabilize. Once you use this scar’s effect, you
must finish a long rest before you can use it again. If you 10th-Level Path of Scars Feature
have more than one of these scars, when you are reduced to You gain the ability to temporarily suppress the effects of
0 hit points, you regain 1d6 hit points for each fire scar you the scars on your body, sacrificing its power to aid yourself.
have beyond the first. As a reaction, you gain one of the following benefits for
Gemstone. This scar is the mark of magical secrets. each of your scars that you suppress:
Choose one cantrip from the wizard or cleric spell list. You • Regain 1d6 hit points plus an additional 1d6 hit points
now know that cantrip and can cast it using your character for each scar you suppress for this benefit after the first
level as the spellcaster level and your Constitution as the • Remove a condition on yourself
spellcasting ability.
Hammer and Anvil. This scar represents your overall • Reroll a failed ability check or saving throw and use the
toughness. While you are raging, you gain a +1 bonus to new roll
your Unarmored Defense AC. If you have more than one of You lose all benefits from each suppressed scar until you
these scars, the bonuses stack. finish a long rest.
Mountain. This scar is a mark of fortitude. While
you are raging, after you take damage of a type other than Living Scar
bludgeoning, piercing, or slashing, you gain resistance to that
damage type until the rage ends. You can only have one such 14th-Level Path of Scars Feature
resistance at a time. If you take damage of a different eligible You can magically animate your scars as if they had a life of
damage type, your resistance shifts to that type of damage. their own. When you enter a rage, one scar of your choice
Open Eye. This scar reflects the opening of your inner eye. leaps from your body, the tissue or ink forming into the
While you are raging, you have advantage on ability checks shape of any Beast that has a challenge rating of 1 or lower
made to spot invisible or magically concealed creatures. for 1 minute. During this time, you do not receive the
Web. This scar reflects your talents and skills. You either benefits of the scar you selected.
gain proficiency in a skill of your choice or choose a skill The Beast obeys your commands as best as it can and
you already have proficiency in and double your proficiency takes its turn on your initiative. On your turn, you can
bonus in that particular skill while you are raging. If you have telepathically command the Beast where to move and to
more than one of these scars, you must choose a take the Attack, Dash, Disengage, or Help action (no action
new skill for each additional scar. required by you).
World Tree. This scar shows you have If you are incapacitated or absent, the Beast acts on its
endured and survived. When you enter a own, focusing on protecting you and itself. If the Beast
rage, you gain temporary hit points equal drops to 0 hit points, it disappears, leaving behind no
to your proficiency bonus plus your physical form. Once you use this feature, you must finish a
Constitution modifier. If you have more short or long rest before you can use it again.
than one of these scars, you can add 10 Vaala Augmentation (Id). For every 5 points you
additional temporary hit points for each spend from your Vaala pool when you use this feature,
scar beyond the first. the maximum CR of the Beast shape your scar assumes
increases by 1.

73
Bard: College of Nightmares
The first College of Nightmares was born in the deep and
hidden Fell courts of the Fai Woods, where bards learned to
use Fai to insidiously sap the will of their targets as they slept
and even to enter waking minds. The knowledge of this art
has spread, attracting dreamers and ne’er-do-wells alike. You
are a singer of dreams, a piper of the night. Your music slips
into the mind, calling on others to listen and lower their
guard to your whispered song.

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CHAPTER 2: CLASSES AND SUBCLASSES

Vaala Mote and Increased Vaala Pool Insidious Whispers


3rd-Level College of Nightmares Feature 6th-Level College of Nightmares Feature
When you join this college at 3rd level, you gain a When a target of an enchantment or illusion spell you
Mote of Affinity in Fai. Additionally, your Vaala point cast succeeds on a saving throw against the spell, you
maximum increases by 2. can use your reaction to expend one of your uses of
At 14th level, you gain another Mote of Affinity in Fai Bardic Inspiration, rolling a Bardic Inspiration die and
and your Vaala point maximum increases by 2. subtracting the number rolled from the creature’s saving
throw result, potentially causing them to actually fail the
save. The creature is immune if it can’t hear you or if it’s
Invasive Words immune to being charmed.
3rd-Level College of Nightmares Feature Vaala Augmentation (Fai). If you spend 3 points
Your words carry extra weight. You gain advantage on from your Vaala pool when you use this feature, it doesn’t
one Charisma (Intimidation or Persuasion) check. Once expend a use of your Bardic Inspiration.
you use this feature, you must finish a short or long rest
before using it again. Waking Dream
Vaala Augmentation (Fai). If you spend 2
14th-Level College of Nightmares Feature
points from your Vaala pool after you fail a Charisma
(Intimidation or Persuasion) check, you can reroll your As an action, you can choose a living creature that you
check and must use the new roll. can see within 60 feet and pull their mind into a quasi-
dream state. The target must succeed on a Wisdom saving
throw against your bard spell save DC or be stunned for 1
Eldritch Dreams minute while their mind enters a world formed from their
3rd-Level College of Nightmares Feature dreams or nightmares.
You know the sleep spell if you didn’t know it already. At the beginning of each of its turns, a stunned target
You also learn spells from the College of Nightmare takes 4d12 psychic damage. If the stunned target takes
Spells table as you advance in level. These spells don’t damage from any source other than the Waking Dream,
count toward your limit of known spells and always it can repeat the Wisdom saving throw, ending the effect
count as bard spells for you. on a success.
Once you use this feature, you must finish a short or
long rest before you can use it again.
College of Nightmares Spells Vaala Augmentation (Fai). If you spend 5 points
from your Vaala pool when you use this feature, you can
BARD LEVEL SPELLS select a second target within 30 feet of the first target.
3rd calm emotions, suggestion,
dreamwalking*
5th fear, sending

7th compulsion, confusion


9th dream, phantasmal killer

*New spell found in this book.

75
Cleric: Battle Domain
The purpose of a battle philosophy is not the search for
ways to kill but to protect, support, and strengthen your
companions upon the field of war. By exploring all of
the various facets of combat, you have learned to channel
Vaala in order to manipulate the outcome of conflicts as
they happen. Other priests can heal with their spells.
Paladins can channel power into their attacks.
Warriors can exhibit martial skill. As a warpriest,
you touch on all of these aspects, blending them
into a unified whole that makes you the true
master of the battlefield.

Battle Domain Spells


CLERIC
SPELLS
LEVEL
1st heroism, hunter’s mark
3rd blur, enlarge/reduce

5th counterspell, haste


7th fire shield, hallucinatory terrain
9th cloudkill, wall of force

Vaala Mote and Increased


Vaala Pool
1st-Level Battle Domain Feature
When you adopt this domain, you gain a Mote
of Affinity in one Vaala aspect of your choice.
Once you make this choice you can’t change
it. Additionally, your Vaala point maximum
increases by 2.
At 14th level, you gain another Mote of Affinity in
the aspect you selected at 1st level and your Vaala point
maximum increases by 2.

Bonus Proficiencies
1st-Level Battle Domain Feature
When you choose this domain, you gain proficiency with
martial weapons and heavy armor.

Retribution Riposte
1st-Level Battle Domain Feature
Your protective spirit drives you to remain vigilant over
your companions on the field of war, prompting swift
vengeance against any who injure them. When a creature
you can see deals damage to a nonhostile creature, you can
use your reaction to cast a cantrip or make a weapon attack
against the attacking creature with a weapon you hold in
your hands.

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CHAPTER 2: CLASSES AND SUBCLASSES

Vaala Augmentation (Chosen Aspect). When you use


your reaction for this feature, instead of the effect described Warmaster Techniques
above, you can spend a number of points from your Vaala SPELL SLOT
BENEFIT
pool to cast a spell on the nonhostile target of the triggering LEVEL
attack. You must spend a number of Vaala points equal to 2nd or lower Weapon attacks against the target
the level of the spell you choose to cast. creature have disadvantage
3rd or 4th The target gains an additional
Channel Divinity: Battle Trance weapon attack when using the
Attack action.
2nd-Level Battle Domain Feature
5th or 6th The target can choose to succeed
You can use your Channel Divinity as a bonus action to enter on the first saving throw it fails.
a mystical trance for 1 minute. Maintaining your battle trance
requires concentration (as if you were concentrating on a spell), 7th or higher The target gains an additional
action to take on its turn.
and you can’t cast spells while using it.
When you enter your trance, and at the beginning
of each of your turns while your trance is active, choose
a number of creatures (that can include you) up to Vaala Strike
your proficiency bonus that you can see within 30 feet 8th-Level Battle Domain Feature
of you. You grant each of the creatures you selected a You gain the ability to channel Vaala into your weapon,
single benefit of your choice from the list below until the infusing your strikes with energy. Once on each of your
beginning of your next turn. Each target can be granted a turns, when you hit a creature with a weapon attack, you
different benefit. can cause the attack to deal an extra 1d8 damage of any
• Gain a bonus to AC equal to half of your proficiency damage type you choose. When you reach 14th level, the
bonus extra damage increases to 2d8. Weapon attacks made with
• Gain a bonus to attack rolls equal to half of your your Vaala Strike feature count as magical for the purpose of
proficiency bonus overcoming resistance and immunity to nonmagical attacks
• Gain a bonus to weapon damage rolls equal to half of and damage.
your proficiency bonus Vaala Augmentation (Chosen Aspect). If you spend 3
• Gain a bonus to ability checks equal to half of your points from your Vaala pool when you make your Vaala Strike,
proficiency bonus a bolt of energy leaps from the target to a second creature of
• Gain a bonus to saving throws equal to half of your your choice that you can see within 5 feet of the first. The
proficiency bonus second creature also takes 1d8 damage (or 2d8 damage if you
• Gain a bonus to speed equal to 5 feet per each point of are 14th level or higher) of the type you selected.
your proficiency bonus
• Regain hit points equal to half of your proficiency Pillars of Carnage
bonus plus your cleric level 17th-Level Battle Domain Feature
You can choose to end your trance at the beginning of As an action, you utter a word that resonates with Vaala,
your turn. Otherwise, your battle trance ends early if you lose causing your power to scour the battlefield. Up to six
concentration, cast a spell, are knocked unconscious, or die. creatures you can see momentarily become pillars of radiant
Vaala Augmentation (Chosen Aspect). At the energy. Neither you nor the creatures within the pillars are
beginning of each of your turns when you select a trance harmed by the effect of this feature.
benefit, you can expend any number of points from your Every other creature within 15 feet of one of these
Vaala pool and increase that benefit’s bonus or the hit burning pillars must make a Constitution saving throw.
points it recovers by half that amount (rounded down). On a failed save, a creature takes 10 force damage plus 2d6
radiant damage and is blinded for 1 minute. On a successful
Warmaster Techniques save, it takes half as much damage and isn’t blinded. A
6th-Level Battle Domain Feature creature blinded by the pillars makes another Constitution
saving throw at the end of each of its turns. On a successful
Delving deeper into the connections with your companions, save, it is no longer blinded. Creatures can be targeted by
you’ve learned to bolster their abilities at the expense of your multiple burning pillars if their ranges overlap.
own spellcasting. As a bonus action, you can expend one spell Once you use this feature, you must finish a long rest
slot to grant a benefit to one willing creature that you can see before you can use it again.
within 30 feet of you until the beginning of your next turn.
The level of spell slot you must spend and the effect granted Vaala Pool Augmentation (Chosen Aspect). If you
are described in the Warmaster Techniques table. spend 6 points from your Vaala pool as a bonus action, you
Vaala Augmentation (Chosen Aspect). When you use can use this feature one additional time before you rest.
one of your Warmaster Techniques, if you spend a number
of points from your Vaala pool equal to the level of the spell
slot you expend, you immediately recover that spell slot.
77
Druid: Circle of Change
Many druids believe change is all that prevents the world
from sliding into a pit of stagnation or into the void of
the Null. Too much order, too much structure, and the
progress of evolution, the imagination of creation itself,
grinds to a halt. These druids point to stifling laws or cus-
toms, such as Allaria’s Eliadu, as examples of an unhealthy
shifting of the world toward rigid order. The only way to
counterbalance this is to embrace chaos. You are a follow-
er of change, but your path can be difficult. Some chaos
druids simply provoke change without thought, but you
know you must walk the knife’s edge between the drive
to promote change or diverse growth and the unintended
consequences of your actions.

Vaala Mote and Increased Vaala Pool


2nd-Level Circle of Change Feature
When you join this circle at 2nd level, you gain a Mote
of Affinity in K’aab. Additionally, your Vaala point
maximum increases by 2.
At 14th level, you gain another Mote of Affinity in
K’aab and your Vaala point maximum increases by 2.

Circle Spells
2nd-Level Circle of Change Feature
As you advance in level, you gain access to
additional spells granted by your K’aab
knowledge, as indicated in the Change
Circle Spells table. When you gain
access to one of these spells, you
always have it prepared, and it
doesn’t count against the number
of spells you can prepare each day.
If the spell is not a druid spell, it
counts as a druid spell for you.

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CHAPTER 2: CLASSES AND SUBCLASSES

Vaala Augmentation (K’aab). For every 3 points you


Change Circle Spells spend from your Vaala pool when you use this feature,
DRUID LEVEL SPELLS
you can choose one additional creature to be linked and,
if it fails the saving throw, to be entangled as well. Each
1st command, hideous laughter targeted creature must be within 60 feet of you and be
3rd misty step, ray of enfeeblement
able to hear you.

5th bestow curse, counterspell


Spellmatch
7th confusion, polymorph
10th-Level Circle of Change Feature
9th animate objects, telekinesis
You learn how to feel the reverberations in the natural
world caused by spellcasting and how to replicate certain
effects. When you see a creature casting a spell within 120
Chaotic Bond feet of you, you can use your reaction to roll an ability
2nd-Level Circle of Change Feature check using your spellcasting ability. The DC equals 10 +
You can form magical bonds of cooperation between the spell’s level. On a success, you immediately cast a copy
a group of allies by using a bonus action to choose a of the spell using the same attack modifiers, saving throw
number of friendly creatures that can hear you within 60 DCs, and similar statistics of the original spell. You use
feet of you equal to 1 + your proficiency bonus. Until the yourself as the point of origin to determine range, and you
bond ends, the targets are magically linked to you while can choose the target for your copy of the spell.
within 60 feet of you. Once you use this feature, you must finish a long rest
The bond contains a number of change points equal to before you can use it again.
your proficiency bonus. When a linked creature makes an Vaala Augmentation (K’aab). When you use this
ability check or attack roll, but before the GM determines reaction, if you spend 4 points from your Vaala pool,
whether it succeeds or fails, the linked creature can expend you have advantage on the ability check made to copy
one or more change points to increase the roll result by the spell.
the number of change points expended. The bond lasts for
1 hour or until all change points have been expended. Bondshape
If a member of your bond moves more than 60 feet 14th-Level Circle of Change Feature
from you, they stop gaining the benefit of this feature but
are still considered to be part of the bond. They can gain You can share your bestial form with members of your
the benefit again when they return to within 60 feet of you. bond. When you use your Wild Shape feature, the
You can use this feature twice. You regain any creatures currently linked with your Chaotic Bond feature
expended uses when you finish a long rest. can also assume the same Beast shape. This shape change
Vaala Augmentation (K’aab). For every 2 points you
follows the same rules as your Wild Shape feature except
spend from your Vaala pool when you form your Chaotic that you and the linked creatures can only stay in Beast
Bond, you can increase your total number of change shape for a number of minutes equal to half your druid
points by 1. level (rounded down). Once you use this feature, you
must finish a long rest before using it again.
Vaala Augmentation (K’aab). For every 5 points you
Tangled Essence spend from your Vaala pool when you use this feature,
6th-Level Circle of Change Feature you can increase the maximum challenge rating by 1
You can bond the lifeforce of your foes together. As an when determining which Beast form you can choose.
action, you choose two creatures that can hear you within
60 feet of you. You form a magical link between them for
1 minute, causing them each to be linked. Each linked
target must succeed on a Wisdom saving throw against
your druid spell save DC or it also becomes entangled.
When a linked creature takes damage, each entangled
creature also takes half that damage. An entangled creature
can repeat the saving throw at the end of each of its
turns, ending the entangled effect on itself on a success. It
remains linked for the duration of the effect.
Once you use this feature you must finish a short or
long rest before you can use it again.

79
Fighter: Gladiator
You have trained to fight in an arena, making a spectacle
of battle and excelling at imposing the towering force of
your will to get the better of your opponents. The most
famous gladiator schools are in Tyveria, where a warrior
may advance socially by distinguishing themselves in the
arena, and in Sikaria, where combat sports are the most
popular pastime of an otherwise detached and scientific
culture. When you are not seeking glory in the arena, you
keep your skills sharp by adventuring.

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CHAPTER 2: CLASSES AND SUBCLASSES

Vaala Mote and Increased Vaala Pool and add the number rolled to the result. Once the creature
3rd-Level Gladiator Feature uses this bonus die, the Martial Inspiration effect ends. A
creature can only have one of these bonus dice at a time.
When you adopt this archetype at 3rd level, you gain a
You can use this feature a number of times equal to
Mote of Affinity in Id. Additionally, your Vaala point
your proficiency bonus and regain all expended uses when
maximum increases by 2.
you finish a long rest.
At 14th level, you gain another Mote of Affinity in Id
Vaala Augmentation (Id). If you spend 3 points from
and your Vaala point maximum increases by 2.
your Vaala pool when you use this feature, the bonus die
increases to 1d10.
Arena Training
3rd-Level Gladiator Feature Victorious Exhilaration
You gain proficiency in the Performance skill. 10th-Level Gladiator Feature
Additionally, when you are wearing light armor or no
When you reduce a creature to 0 hit points, you can make
armor, your Armor Class equals 10 + your Dexterity
a Charisma (Performance) check and gain temporary hit
modifier + your Charisma modifier. You can use a shield
points equal to the result. Temporary hit points gained
and still gain this benefit.
from this feature stack, but they do not stack with any
other sources of temporary hit points.
Emboldened Performance If you reduce a creature to 0 hit points as the
3rd-Level Gladiator Feature result of a critical hit, you instead roll a Charisma
You gain a boost to your martial prowess when you have (Performance) check and gain temporary hit points
an audience. As a bonus action, you call upon a number of equal to the twice the result.
creatures that can hear you within 60 feet of you equal to Vaala Augmentation (Id). If you spend 4 or more
half of your proficiency bonus (minimum of 1), requiring points from your Vaala pool when you use this feature,
them to use their reactions to witness your actions. Until you gain additional temporary hit points equal to the
the beginning of your next turn, you gain a bonus to number of Vaala points you spend.
your attack rolls and damage rolls equal to the number of
creatures forced to use their reactions in this way. Martial Rally
Once you use this feature you must finish a short or 15-Level Gladiator Feature
long rest before you can use it again. You can use this When you roll initiative and have no uses of Action Surge
feature twice between short or long rests starting at 10th remaining, you regain one use.
level, and three times starting at 17th level. Vaala Augmentation (Id). If you spend 5 points
Vaala Augmentation (Id). For every 2 points you from your Vaala pool when you regain your use of Action
spend from your Vaala pool when you use this feature, Surge, you also have advantage on your next attack roll.
you can call upon an additional creature.
Embellished Strikes
Martial Inspiration
18th-Level Gladiator Feature
7th-Level Gladiator Feature
You learn to land blows designed to play to a crowd. Once
You can inspire others through your prowess in combat. per round, when you hit a creature with a melee weapon
Once per turn, when you hit a creature with a weapon attack, you can roll a Charisma (Performance) check and
attack or successfully grapple or shove a creature, you can add the result to the weapon’s damage.
choose one creature, other than yourself, within 60 feet of Vaala Augmentation (Id). If you make two melee
you that can see you. weapon attacks in the same turn as you used your
On that target creature’s next turn, when it makes an Embellished Strikes feature, and the second attack hits a
ability check, attack roll, or damage roll, it can roll 1d8 creature, you can spend 6 points from your Vaala pool to
roll a Charisma (Performance) check. You then add the
result of the check to the damage of your second attack.
If you make a third melee weapon attack in the same
turn you used your Embellished Strikes feature and hit a
creature, you can spend 9 points from your Vaala pool to
make a Charisma (Performance) check. You then add the
result to the damage for your third attack.

81
Monk: Way of the Covenant
The fundamental philosophy of the Way of the Cove-
nant is twofold: Stand against the dragons who threaten
the world, and find and protect the dragonbonded. As
a follower of the Way of the Covenant, you might have
studied under the masters in the revered Temple of Ret
Sajuut, or you may have learned from one of the wan-
dering monks who follow this path. No matter how you
came to your skills, you seek to live your life by the creed
of the Dragonbonded Covenant.

Vaala Mote and Increased Vaala Pool


3rd-Level Way of the Covenant Feature
When you choose this tradition at 3rd level, you gain
a Mote of Affinity in Id. Additionally, your Vaala point
maximum increases by 2.
At 14th level, you gain another Mote of Affinity in Id
and your Vaala point maximum increases by 2.

Draconic Insight
3rd-Level Way of the Covenant Feature
Your study of the various draconic broods and interactions
with dragonbonded pairs grants you knowledge and a
knack for communicating with the great wyrms. Choose
one Intelligence-based skill and gain proficiency in it.
Additionally, you have advantage on ability checks made
using the Intimidation or Persuasion skill when speaking
with draconic creatures.

Forms of the Dragon


3rd-Level Way of the Covenant Feature
Your training in martial arts teaches you how to channel
Vaala to imbue yourself with abilities inspired by the
draconic broods. You gain the following benefits.
Beguiling Forms. Moving your hands in swirling
patterns, you mimic the hypnotic movements of the
Magnifex brood. Using the Attack action, you can spend
2 ki points and choose one creature that can see you
within 30 feet. The target must succeed on a Wisdom
saving throw or become charmed until the end of your
next turn. A creature charmed in this way is restrained.
If you’re able to make multiple attacks with the Attack
action, this can replace one of them.
Bronze Scale Stance. As a reaction to a melee or
ranged weapon attack, you can spend 2 ki points to cover
your body in the copper or bronze scales of an Ehrlya
dragon. You can add your proficiency bonus to your AC
until the end of your next turn.

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CHAPTER 2: CLASSES AND SUBCLASSES

Desert Wyrm Dash. Inspired by the mighty Exor take the normal damage from the effect if you failed your
brood, you can burrow through the ground to deliver a saving throw.
punishing strike. When you use your action to Dash, you Vaala Augmentation (Id). If you spend 3 points from
can spend 2 ki points to gain a burrowing speed equal your Vaala pool when you use this feature, you can target a
to your walking speed. At the end of your Dash, you second creature within 30 feet of you to take the same amount
reemerge onto the surface, and you can use a bonus action of damage if they fail the same Dexterity saving throw.
to make one melee attack.
Insight of the Feathered Crown. As the Coatl are Forms of the Covenant
driven by a scholar’s curiosity, you can imbue your
11th-Level Way of the Covenant Feature
knowledge with Vaala. You can spend 2 ki points to gain
advantage on an Intelligence or Wisdom ability check. The mission of Oryan Yssan’s new, idealistic Dragonbonded
Radiant Eyes of Aureus. You can channel the Covenant inspires the ongoing development of your
brilliance of the Fulgen dragons into beams of light from martial arts. You gain the following benefits:
your eyes. As a bonus action, you can spend 2 ki points Covenant Shield. When you, or a nonhostile creature
and target one creature that can see you within 30 feet. you can see within 10 feet of you, are hit by an attack or
The target must succeed on a Constitution saving throw an effect that deals damage, you can form a shield to blunt
or be blinded until the end of your next turn. the assault. You can spend 3 ki points as a reaction to
Spectral Touch of Transference. Studying the flow of surround yourself with an aura of protection that radiates
necrotic energy within the Nix dragons, you can use this 10 feet from you. You and your allies within the aura are
knowledge to absorb some of its lifeforce. As an action, immune to one damage type of your choice, including
you can spend 2 ki points to touch a willing creature damage of that type from the triggering attack. The aura
and roll your Martial Arts die. The target loses hit points lasts until the beginning of your next turn.
equal to twice the result, and you regain hit points equal Vaala Augmentation (Id). If you spend 4 points from
to that number. your Vaala pool when you use this reaction, the radius of
If you instead spend 4 ki points you can use your the aura increases by 10 feet.
Spectral Touch of Transference against unwilling targets. Shelter of the Bond. As an action, you can touch
When you hit a creature with an unarmed attack, the a willing creature and spend 2 ki points to remove a
target must make a Constitution saving throw. On a failed condition from it or restore a number of hit points to it
save, you roll your Martial Arts die, and the target loses equal to three times your monk level. You must finish a
hit points equal to twice the result while you regain hit long rest before you can use your Shelter of the Bond again.
points equal to that number.
Wyrm Fury Strike
Divert the River 17th-Level Way of the Covenant Feature
6th-Level Way of the Covenant Feature Inspired by your study of dragons, you can channel
Much as the flow of water can be redirected, your martial elements from any and all of their broods into a single
arts teach how to change the path of magical energy. strike. When you hit a creature with an unarmed strike,
When you succeed on a saving throw against an effect you can spend up to 12 ki points, applying one or
that deals acid, cold, fire, lightning, poison, or thunder more of the extra damage effects described below in any
damage, you can spend 2 ki points as a reaction to divert combination.
the damage you did not take toward a creature you can see • 2d8 acid damage (2 ki points)
within 30 feet of you. • 2d8 cold damage (2 ki points)
The target must make a Dexterity saving throw with • 2d8 fire damage (2 ki points)
a DC of 8 + your proficiency bonus + your Wisdom
• 2d8 lightning damage (2 ki points)
modifier. On a failure, the target takes damage equal to the
amount that did not affect you from the original attack. • 2d8 poison damage (2 ki points)
For example, if you successfully save against an acid • 2d8 thunder damage (2 ki points)
splash cantrip, you divert the entire acid damage toward Once you use your Wyrm Fury Strike, you must finish
the new target. If you successfully save against a fireball a short or long rest before you can use it again.
spell, however, you divert half the damage (the half that Vaala Augmentation (Id). If you spend 6 points
didn’t damage you) toward the new target. from your Vaala pool when you deal damage with your
When you reach 12th level in this class, even if you Wyrm Fury Strike, the target is also knocked prone. If you
fail the saving throw, you can still spend 2 ki points as a instead spend 12 points from your Vaala pool, the target is
reaction to copy half the damage you receive and send incapacitated until the beginning of your next turn.
it toward one creature you can see within 30 feet if the
creature fails the Dexterity saving throw above. You still

83
Monk: Way of the Eight Paths
In one ancient and mysterious sect of Valernian spiritualism, the
eight directions represent the natural cycles of the world and the
flow of Vaala through all living things. These ideals evolved from
similar beliefs of the Náhuinn, who often assign great cultural
meaning to the cardinal directions. The monks who follow the
Eight Paths embark on a journey of the spirit, each following a
different route toward enlightenment.
The Way of the Eight Paths is central to the Order of Fándred,
but versions of it have spread across Valerna. The Eight Paths are
philosophies about nature and one’s spirit. Each monk of the
order chooses one of these paths to follow, displaying powers and
abilities specifically related to that aspect. Monks of the Eight
Paths bear trinkets or tattoos representing their path, and most
wear gray-green hoods, a symbol of their pledge to follow the
tenets of the tradition.
As a monk of the Eight Paths, you choose your spiritual
route, and it is one unique to you, though others certainly
share similar pathways. You will unlock many abilities
and powers during your life-long journey toward ultimate
enlightenment.

The Tenets of the Eight Paths


Each of the Eight Paths of Fándred follows a particular
philosophy and is linked with a tána spirit, a nature totem
embodying its beliefs.
The Branch. The path of protection. As we are greater
together than alone, you must stand for others and aid those
in need. Monks of the Branch heal with a touch and magically
shield the helpless. Their animal is the bear.
The Claw. The path of bravery. In the struggle against
injustice, you must be stalwart and without fear. Monks of
the Claw have great willpower and determination. Their
animal is the jaguar.
The Feather. The path of teaching. You must find peace
within, for only by knowing oneself can you lead others to
the truth. Monks of the Feather demonstrate instinctive
leadership, inspiring heroism in their companions. Their
animal is the eagle.
The Leaf. The path of perception. To understand the world
and protect it, you must always be aware. Monks of the Leaf
excel in investigations and tracking. Their animal is the wolf.
The Lightning. The path of strength. It is not enough
to merely stand in the way of disaster; you must always act
decisively and without hesitation. Monks of the Lightning
follow the most militaristic branch of the Eight Paths, and are
known for their ruthlessness. Their animal is the hawk.
The Moon. The path of understanding. Knowing only the
foolish accept as true that which they view but once, you must
always seek the truth below the surface. Monks of the Moon
possess nearly supernatural insight and abhor falsehoods. Their
animal is the snake.
The Stone. The path of endurance. Be direct and resolute in
the stream of adversity, and hardship will part around you like
water. Stone monks toughen their bodies and minds to withstand
anything that might assail them. Their animal is the boar.
The Wind. The path of movement. As the breeze is
unchained, so too must you be free of roots or attachments,
be they places, people, or your identity. Monks of the
Wind have incredible speed, both when traveling and when
fighting. Their animal is the deer.
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CHAPTER 2: CLASSES AND SUBCLASSES

Vaala Mote and Increased Vaala Pool Disciple’s Discovery


11th-Level Way of the Eight Paths Feature
3rd-Level Way of the Eight Paths Feature
As you follow your chosen tradition, your spirit reaches
When you choose this tradition at 3rd level, you gain a
deeper into Vaala, the source of all. The token of your path
Mote of Affinity in K’aab. Additionally, your Vaala point
magically becomes larger or more ornate, or you receive a
maximum increases by 2.
second similar symbol of your dedication.
At 14th level, you gain another Mote of Affinity in K’aab
You gain a magical benefit based on the path you selected
and your Vaala point maximum increases by 2.
with your Initiate’s Insight feature. Once you use this feature,
you can’t use it again until you finish a long rest, unless you
Initiate’s Insight expend 3 ki points to use it again.
3rd-Level Way of the Eight Paths Feature The Branch. As a bonus action, you can touch a creature
Though the road you follow has eight branches, all lead and either restore a number of hit points equal to 4d6 plus
toward the truth, and you must select one to be your path. your proficiency bonus or remove one level of exhaustion.
You make or receive a physical representation of your chosen The Claw. As a bonus action, you remove any effect
path. An amulet, a trinket, or a tattoo are traditional options. causing the frightened condition from all creatures within 15
You choose one of the eight paths described below, and gain feet of you. If you remove at least one condition using this
its feature. feature, you can make one extra attack this turn when you
The Branch. You gain advantage on Wisdom (Medicine) use your Attack action.
checks and on saving throws against effects that deal The Feather. As a bonus action, an aura of heroism
bludgeoning, piercing, or slashing damage. emanates from you in a 30-foot radius, moving with you
The Claw. You gain advantage on Strength (Athletics) until the beginning of your next turn. Each nonhostile
checks. As a reaction, you can spend 1 ki point to gain creature in the aura, including you, has advantage on their
advantage on a saving throw against becoming frightened. first attack roll on their turn.
The Feather. You gain advantage on Charisma The Leaf. As a bonus action, you gain tremorsense to a
(Persuasion) checks. As a reaction, you can spend 1 ki point range of 120 feet until the beginning of your next turn.
to gain advantage on a saving throw against becoming The Lightning. As a bonus action, you can charge your
charmed. blows with Vaala’s unending strength. When you make an
The Leaf. You gain advantage on Wisdom (Perception) unarmed strike, any target you hit, and all hostile creatures
checks. As a reaction, you can spend 1 ki point to gain within 5 feet of that target, must make a Strength saving
advantage on a saving throw against becoming blinded or throw against your ki save DC or be knocked prone. You
deafened. retain this ability until the beginning of your next turn.
The Lightning. You can add your proficiency bonus to The Moon. As a bonus action, you gain truesight to a
your initiative rolls. As a reaction, you can spend 1 ki point range of 120 feet until the beginning of your next turn.
to gain advantage on any saving throw that might cause you The Stone. As a bonus action, you gain immunity to all
to fall prone. damage types except for force and psychic damage until the
The Moon. You gain advantage on Wisdom (Insight) beginning of your next turn. If you expend ki points to use
checks. As a reaction, you can spend 1 ki point to gain this feature again before you finish a long rest, you must
advantage on a saving throw against illusion effects. expend 6 ki points instead of 3.
The Stone. You gain advantage on Wisdom (Survival) The Wind. As a bonus action, you magically enhance
checks and on saving throws against becoming poisoned or your movement this round. For every 10 feet you move, you
gaining exhaustion. can magically teleport 30 feet to a place you can see. You
The Wind. You gain advantage on Dexterity (Acrobatics) retain this ability until the beginning of your next turn.
checks. As a reaction, you can spend 1 ki point to gain
advantage on a saving throw against becoming restrained or Eightfold Master
incapacitated. 17th-Level Way of the Eight Paths Feature
The token of your spiritual journey melds into your body,
Ki Smite becoming a unique, stylized tattoo, as your mind stretches
6th-Level Way of the Eight Paths Feature beyond the limitations of paths to begin the final steps
toward true enlightenment. At the end of a long rest, you can
When you hit a creature with an unarmed strike, you can choose a total of two of the paths described in this subclass,
spend 1 ki point to roll your Martial Arts die and deal extra enabling you to use the Initiate’s Insight and Disciple’s
damage to the target equal to the result. You can use this Discovery features as though you are a member of both
feature only once on each of your turns. When you reach 12th paths. You can choose the path you originally selected plus a
level in this class, you instead roll your Martial Arts die twice new one, or you can choose two new paths, abandoning your
and deal extra damage to the target equal to the total result. old path. Each time you finish a long rest you can choose the
Vaala Augmentation (K’aab). If you spend 3 points same paths or new ones.
from your Vaala pool when you use this feature, the target Vaala Augmentation (K’aab). As an action, you can
spend 6 points from your Vaala pool and change one of your
must succeed on a Constitution saving throw against your ki paths for a different one.
save DC or be knocked prone.

85
Paladin: Oath of Radiance
When shadow threatens to cover the world, it is the
people’s task to kindle the light. Followers of the Oath of
Radiance believe the light of community, of the bonds be-
tween friends, family, and allies, will always push back the
deepest darkness. The Oath of Radiance was first codified
among the Galadyan knights of Ysval, when they turned
away from the Null, the corrupting herald of oblivion.
Today, paladins independent of Ysval revere and follow
the Oath of Radiance across Valerna. As a paladin of this
oath, you have sworn to protect the community, aid those
in need, promote generosity, fight against the null, and
always carry the light of hope in your heart.

Tenets of Radiance
You are sworn to protect life, faith, and
fellowship in a harsh world, as the bonfire
must be protected against the cold wind
and as the tiniest spark brightens the
darkest night. A paladin who takes
this oath carries a small leather manifesto
exploring the tenets of radiance.
Awaken the Light Within. Through
your allegiance to the other tenets of your
oath, kindle the light inside. Share your
illumination. Be an inspiration to others and
create hope and warmth. Shine as a beacon against
the darkness.
Bravery in Generosity. Share what is yours, and
find honor in serving those in need. The light shines
when one takes from oneself to give to others.
Glory to Serve. Assist those in need. Integrity is
tempered through acts that help others.
Strength through Community. Promote
and safeguard the community. Find strength in
alliances. Forge unity and purpose. A shattered
blade only cuts the wielder.
Vigilance against the Darkness. Be ever
watchful against any who seek to extinguish
the light. Root out those who threaten to bring
the Null into the world. Stand against any who
promote darkness.

Using the Null Outside


of the Dragonbond Setting
In the world of Valerna, the Null is a once and
future danger. It is nothingness itself, a force of
anti-creation. It beguiles the lost and hopeless,
and it seeks to destroy and unmake everything.
The paladins of the Oath of Radiance are uniquely
trained to combat the Null.
If you are using the Oath of Radiance in a
different setting, the Null can be represented as
ancient entities of destruction, such as Old Ones,
Elder Things, or similar eldritch beings. Aberrations
can easily be used in place of Null creatures.

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CHAPTER 2: CLASSES AND SUBCLASSES

Oath Spells Brilliant Excoriation


You gain oath spells from the Oath of Radiance Spells 7th-Level Oath of Radiance Feature
table at the paladin levels listed. Your connection to the light aids you in focusing strikes
against your foes. Once on each of your turns, when you
Oath of Radiance Spells hit a creature using your Divine Smite feature, a different
creature of your choice within 30 feet of you is immediately
PALADIN LEVEL SPELLS
highlighted in a pearlescent radiance. The next attack roll
3rd healing word, shield of faith made against this highlighted target before the end of your
next turn has advantage. At 18th level, two creatures of
5th lesser restoration, warding bond
your choice within 30 feet of you are illuminated.
9th counterspell, daylight Vaala Augmentation (Chosen Aspect). If you spend
13th banishment, guardian of faith 3 points from your Vaala pool when you use this feature,
17th flame strike, greater restoration
you can outline an additional creature within 30 feet.

Blinding Censure
Vaala Mote and Increased Vaala Pool
15th-Level Oath of Radiance Feature
3rd-Level Oath of Radiance Feature
The first time you deal radiant damage to a creature on
When you swear this oath at 3rd level, you gain a Mote
a turn, it must succeed on a Constitution saving throw
in a Vaala Affinity of your choice. Once you make this
choice, you can’t change it. Additionally, your Vaala point against your paladin spell save DC or be blinded until the
maximum increases by 2. end of its next turn. If you deal radiant damage to more
At 14th level, you gain another Mote in the Vaala Affinity than one creature simultaneously, you must choose one of
you selected at 3rd level and your Vaala point maximum the creatures to make this saving throw. A blinded creature
increases by 2. can use its action to repeat the Constitution saving throw,
ending the effect early on a success.
Vaala Augmentation (Chosen Aspect). When you
Channel Divinity activate your Blinding Censure, if you spend 5 points from
3rd-Level Oath of Radiance Feature your Vaala pool, every target that takes radiant damage
You gain the following two Channel Divinity options. from your attacks before the beginning of your next turn
Castigation of Light. You can use your Channel Divinity must succeed on the saving throw or be blinded until the
to abjure your foes. As an action, your inner light shines end of its next turn. Once you use this augmentation, you
forth, and every creature of your choice within 30 feet of you must finish a short or long rest before you can use it again.
must make a Charisma saving throw. A creature takes radiant
damage equal to 2d8 + your paladin level on a failed saving Avatar of Light
throw, or half as much damage on a successful one.
Moreover, a Null or Aberration creature that fails its 20th-Level Oath of Radiance Feature
saving throw is turned for 1 minute or until it takes damage. The light inside infuses you with its brilliant radiance. As an
A turned creature must spend its turns trying to move as action, you become wreathed in a nimbus of shining light.
far away from you as it can, and it can’t willingly move to a For 1 minute, you benefit from the following effects:
space within 30 feet of you. It also can’t take reactions. For its • You have resistance to necrotic, bludgeoning, piercing,
action, it can take only the Dash action or try to escape from and slashing damage.
an effect that prevents it from moving. If the creature can’t • When you take the Attack action and target a Null
move, it can take the Dodge action.
or Aberration creature, you can make one additional
Vaala Augmentation (Chosen Aspect). For every 2
attack as part of that action.
points you spend from your Vaala pool when you use
this feature, the damage from your Castigation of Light • At the start of each of your turns, you regain 10 hit
increases by 1d8 (to a maximum number of additional d8s points, as do your allies within 30 feet of you.
equal to your proficiency bonus). These effects end early if you are incapacitated or die.
Allied Bastion. You can use your Channel Divinity to Once you use this feature, you can’t use it again until you
strengthen the lifeforce of your allies. As a bonus action, finish a long rest.
you give an inspirational declaration on the tenets of light, Vaala Augmentation (Chosen Aspect). If you spend 6
kindling, and community. Each creature of your choice that points from your Vaala pool when you use this feature, it
can hear you within 30 feet of you gains temporary hit points lasts for an additional minute.
equal to 1d8 + your Charisma modifier (minimum of 1).
Vaala Augmentation (Chosen Aspect). For every point
you spend from your Vaala pool when you use this feature,
you can increase the number of temporary hit points by 1.

87
Ranger: Fai Hunter
As a Fai hunter, you are constantly vigilant for incursions
by the Fell and are particularly adept at routing out and
eliminating these threats. Fai hunters originated at the
warden lodges of Allaria, but they can be of use anywhere
in Valerna where the veil between this world and the
Dreamspace is thin.

Vaala Mote and Increased Vaala Pool


3rd-Level Fai Hunter Feature
When you adopt this archetype at 3rd level, you gain a Mote
of Affinity in Fai. Additionally, your Vaala point maximum
increases by 2.
At 14th level, you gain another
Mote of Affinity in Fai and your
Vaala point maximum increases
by 2.

Fai Hunter Magic


3rd-Level Fai Hunter Feature
Starting at 3rd level, you learn
an additional spell when you
reach certain levels in this
class, as shown in the Fai
Hunter Spells table. The spell
counts as a ranger spell for you,
but it doesn’t count against the
number of spells you know.

Deadsteel
By treating common iron ore with special
antimagic dusts, Allarian wizards have
developed deadsteel, a metal capable of
hurting and depowering Fai creatures,
from nightmare spirits and feydh
tricksters to Fai goblins and dream
elves. Traditionally, it is given only
to Fai hunters and a few specialized
wizard castes and distributed only
by hand-picked scholars from the
Allarian court.
At your GM’s discretion, you may
acquire a deadsteel weapon when you
choose this subclass. For more about deadsteel
weapons, see Chapter 4: Items & Equipment.

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CHAPTER 2: CLASSES AND SUBCLASSES

Fai Hunter Spells


Qirin Mount
7th-Level Fai Hunter Feature
RANGER LEVEL SPELLS You gain a black qirin mount that accompanies you on
your adventures and is trained to fight alongside you.
3rd bane
The qirin obeys your commands as best it can. It takes
5th see invisibility its turn on your initiative. On your turn, you can verbally
9th counterspell command the qirin where to move and to take the Attack,
Dash, Disengage, or Help action (no action required by
13th banishment
you). If you don’t issue a command, the qirin takes the
17th hold monster Dodge action. It can spend its Hit Dice during a short rest
to regain hit points.
If you are incapacitated or absent, the qirin acts on
Deny Dream its own, focusing on protecting you and itself. The qirin
3rd-Level Fai Hunter Feature never requires your command to use its reaction, such as
You’ve learned to repel the magic of the Fell. You have when making an opportunity attack.
advantage on saving throws made against illusion magic. When traveling through your favored terrain while
You have advantage on saving throws against being riding your qirin, you can move stealthily at a normal pace.
charmed, if you do not have it already, and magic cannot If the qirin dies, you can obtain a new qirin mount by
put you to sleep. spending 8 hours magically bonding with a black qirin
Additionally, when a creature you can see within that isn’t hostile to you.
60 feet of you attempts to teleport, you can use your
reaction to nullify their magic and force them to remain Improved Qirin Mount
in place. The creature must succeed on a Wisdom saving 11th-Level Fai Hunter Feature
throw against your ranger spell save DC or their teleport
fails. Feydh creatures have disadvantage on this saving Your qirin has grown and improved alongside you. Add
throw. You can use this ability a number of times equal to your proficiency bonus to the qirin’s ability checks, saving
your Wisdom modifier (a minimum of 1) and regain all throws, attack rolls, damage rolls, and AC. Its hit point
expended uses when you finish a long rest. maximum equals the hit point maximum listed in its stat
Vaala Augmentation (Fai). If you spend 2 points block or four times your ranger level, whichever is higher.
from your Vaala pool, you can use this feature to nullify a In addition, your qirin now benefits from your Slayer’s
creature’s teleportation again before a long rest. Focus feature, as long as it is within 30 feet of you.

Slayer’s Focus Mirror Dream


3rd-Level Fai Hunter Feature 15th-Level Fai Hunter Feature
Your time hunting the feydh has improved your tactics. You’ve learned to use magical creatures’ powers against
When you activate this feature, for the next minute, when them. When a creature you can see within 60 feet of you
you hit a creature with a weapon attack, the creature takes casts a spell or uses a magical effect, you can use your
an additional 1d6 damage. If the creature is feyd, they reaction to immediately use the same ability or cast the
instead take an additional 1d10 weapon damage. Once same spell without using a spell slot, even if you do not
you use this feature, you cannot use it again until you know the spell or ability.
finish a short or long rest. You can use this feature twice, regaining all expended
Vaala Augmentation (Fai). If you spend 2 points uses when you finish a long rest.
from your Vaala pool when you use this feature, Vaala Augmentation (Fai). If you spend 5 points
you increase the additional damage to 1d8 and 2d6, from your Vaala pool, you can gain an additional use of
respectively. this feature before resting.

89
Ranger: Shadowstalker
As a shadowstalker, you know how to use the shadows
and the environment to your advantage. You are an expert
at hit-and-run tactics, striking your enemy before melting
away into the underbrush to strike again. Shadowstalker
contingents originated in Nahuac and are often composed
of ocelinn jaguar-kin, whose shapeshifting abilities gift
them increased strength and agility.

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Vaala Mote and Increased Vaala Pool Fleet Foot


3rd-Level Shadowstalker Feature 11th-Level Shadowstalker Feature
When you adopt this archetype at 3rd level, you gain a You are particularly skilled at moving through a certain
Mote of Affinity in K’aab. Additionally, your Vaala point type of landscape. When you are in your favored terrain
maximum increases by 2. or in dim light or darkness, all of your movement speeds
At 14th level, you gain another Mote of Affinity in increase by 10 feet, and you can take the Dash action as a
K’aab and your Vaala point maximum increases by 2. bonus action. Additionally, you and your allies can travel
in your favored terrain for up to 16 hours a day without
Guerilla Warrior risking exhaustion.
Vaala Augmentation (K’aab). If you spend 5 points
3rd-Level Shadowstalker Feature from your Vaala pool as an action, your speed in your
You are adept at hitting your opponent and slipping into favored terrain increases by an additional 10 feet for a
the shadows to await your next opportunity. If you strike number of hours equal to your proficiency bonus.
a creature with a weapon attack, you can turn invisible, as
per the invisibility spell, as a bonus action until the start of
your next turn.
Pack Tactics
You can use this feature a number of times equal to your 15th-Level Shadowstalker Feature
proficiency bonus. You regain all expended uses when you You have advantage on attack rolls against a creature if
finish a long rest. at least one ally is within 5 feet of the creature and isn’t
Vaala Augmentation (K’aab). If you spend 2 points incapacitated.
from your Vaala pool when you use this feature, the Vaala Augmentation (K’aab). As a bonus action,
invisibility lasts for 1 minute. you can spend 5 points from your Vaala pool to grant
the benefits of your Pack Tactics feature to one ally of
Eyes of the Jaguar your choice within 15 feet. The target gains advantage on
attack rolls against a creature if at least one of their allies is
7th-Level Shadowstalker Feature within 5 feet of the creature and isn’t incapacitated. This
You’ve attuned your sight to perceive the slightest details benefit lasts until the start of your next turn.
in even the densest jungle. You gain darkvision out to 60
feet, and you gain advantage on Wisdom (Perception)
checks to spot a hidden creature. If you already have
darkvision from another source, it extends to 120 feet.
Additionally, you do not suffer disadvantage on Wisdom
(Perception) checks from being inside of a lightly
obscured area.
Vaala Augmentation (K’aab). If you spend 4 points
from your Vaala pool as a bonus action, you extend your
darkvision by another 60 feet for 1 minute.

91
Rogue: Crimson Hawk
Spellblade
You’ve trained as a member of the Crimson Hawks, the
preeminent criminal organization in all of Valerna. As
a spellblade, you have combined your knack for stealth
and subterfuge with arcane abilities, allowing you to slip
in and out of secure locations without a trace and giving
you a deadly edge against your enemies.

Vaala Mote and Increased Vaala Pool


3rd-Level Crimson Hawk Spellblade Feature
When you adopt this archetype at 3rd level, you gain a
Mote of Affinity in Id. Additionally, your Vaala point
maximum increases by 2.
At 14th level, you gain another Mote of Affinity in
Id and your Vaala point maximum increases by 2.

Spellcasting
3rd-Level Crimson Hawk Spellblade Feature
You gain the ability to cast spells.
Cantrips. You know the message cantrip.
Spell Slots. You have a number of spell slots equal
to your proficiency bonus. All of your spell slots are
the same level, as indicated by the Crimson Hawk
Spellblade Spells table. To cast one of your spellblade
spells, you must expend a spell slot. You regain all
expended spell slots when you finish a long rest.
For example, when you are 5th level, you have
three 3rd-level spell slots. To cast the 2nd-level spell
invisibility, you must spend one of those slots, and you
cast it as a 3rd-level spell.
Spellblade Spells. You gain access to spells from the
Crimson Hawk Spellblade Spells table at the rogue levels
listed. Once you gain access to one of these spells, you
always have it prepared.

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CHAPTER 2: CLASSES AND SUBCLASSES

Deadly Accuracy
Crimson Hawk Spellblade Spells
13th-Level Crimson Hawk Spellblade Feature
ROGUE SPELL
SPELLS You know just where to hit to make it hurt. When you
LEVEL SLOT LEVEL
roll damage for an attack, you can reroll a number of dice
3rd invisibility, spider climb 2nd equal to your proficiency bonus, and you must use the
5th knock, pass without trace 3rd new result.
Once you use this feature, you cannot use it again
7th dimension door, greater 4th
invisibility
until you finish a short or long rest.
Vaala Augmentation (Id). When you hit with an
9th modify memory, passwall 5th
attack, you can spend 4 points from your Vaala pool to
immediately regain the use of this feature.
Spellcasting Ability. Intelligence is your spellcasting
ability for your spells, since you learn your spells through
Portent of Death
dedicated study and memorization. You use your
Intelligence whenever a spell refers to your spellcasting 17th-Level Crimson Hawk Spellblade Feature
ability. In addition, you use your Intelligence modifier You can mark a target for death, instilling a primal terror
when setting the saving throw DC for these spells or when in them and allowing you to track them at great distances.
making an attack roll with these spells. Choose a creature you can see within 90 feet of you. The
target becomes marked, and must succeed on a Wisdom
Spell save DC = 8 + your proficiency bonus saving throw or be frightened of you for the next 24 hours.
+ your Intelligence modifier For the duration, any attacks you make against the
Spell attack modifier = your proficiency bonus marked creature are made with advantage, and you know
+ your Intelligence modifier the distance and direction to the marked creature as long
as the two of you are on the same world. If the creature is
Blood for Blood moving, you know the direction of its movement.
3rd-Level Crimson Hawk Spellblade Feature Once you use this feature, you cannot use it again
until you finish a long rest.
When you are engaging in two-weapon fighting and make
Vaala Augmentation (Id). When you activate this
an off-hand attack with your bonus action, this attack can
feature, you can spend 5 points from your Vaala pool to
benefit from your Sneak Attack, even if you have already
impose disadvantage on the target’s saving throws against
used your Sneak Attack this turn.
this feature.
Once you use this feature, you cannot use it again
until you finish a short or long rest.
Vaala Augmentation (Id). For every 2 Vaala points
you spend, you can use this feature an additional time
before resting.

Poisoner’s Constitution
9th-Level Crimson Hawk Spellblade Feature
You gain proficiency with the poisoner’s kit. You are
immune to poison damage and cannot be poisoned.
Additionally, you have advantage on Intelligence
(Investigation) and Wisdom (Perception) checks to detect
the presence of poison in food or drink.

93
Rogue: Dreamspy
Dreamspies are elite operatives using Vaala-fueled abilities to
befuddle or injure their foes, and to root through what’s rarely
seen to uncover dark secrets. As one of these lethal spies, you
dance in and out of the shadows and even dreams on missions
to gather information or to kill. Perhaps you graduated from
one of Allaria’s Dreamshaper schools or are a member of a
deadly assassin guild, or perhaps you make your way as an in-
dependent agent. You are a baleful shadow, a bladed whisper
whose real specialty is convincing others that you don’t exist.

Vaala Mote and Increased Vaala Pool


3rd-Level Dreamspy Feature
When you adopt this archetype at 3rd level, you gain a Mote of
Affinity in Fai. Additionally, your Vaala point maximum increases
by 2.
At 14th level, you gain another Mote of Affinity in Fai and
your Vaala point maximum increases by 2.

Arcane Espionage Tricks


3rd-Level Dreamspy Feature
Thanks to your extensive training, you have learned a few
magical tricks to aid in your skulduggery. You gain the
Dreamstep trick as well as two other arcane tricks of your
choice. Your arcane espionage tricks are detailed below. Using
an arcane trick requires an action, bonus action, or reaction
as indicated in the spell the trick replicates, unless the trick’s
description says otherwise.
You can use your arcane espionage tricks, in any
combination, a number of times equal to your proficiency
bonus, and you regain all expended uses when you finish a
long rest. For example, if you were 5th level and chose the
Arcane Shroud and Psychic Intuition tricks, you could use
one of them three times, one twice and the other once, or any
such combination.
When you gain a level in this class, you can choose one
of the tricks you know and replace it with another trick you
could learn at that level. You gain a fourth trick at 9th level
and a fifth at 15th level.
Charisma is your spellcasting ability for your arcane tricks,
so you use your Charisma modifier when setting the saving
throw DC for your arcane tricks and when making an attack
roll with one.
Spell save DC = 8 + your proficiency bonus
+ your Charisma modifier
Spell attack modifier = your proficiency bonus
+ your Charisma modifier.

Arcane Espionage Tricks


The arcane espionage tricks are presented in alphabetical order.
Arcane Shroud. Weaving Vaala around yourself, you can
cast invisibility with this trick.

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CHAPTER 2: CLASSES AND SUBCLASSES

Ascending Stance. Aided by Vaala, you learn to traverse Vaala Augmentation (Fai). As an action, if you spend 4
vertical surfaces. You can cast spider climb with this trick. points from your Vaala pool, creatures within 30 feet of you
Beguiling Vision. Crafting Vaala into spectral illusions, can’t be targeted with Divination magic or perceived through
you can cast silent image with this trick. magical scrying sensors. This effect lasts for 1 hour (though
Compel Veracity. You’ve learned to use Vaala to suppress you can use another action to spend an additional 4 points
lies and falsehoods. You can cast zone of truth with this trick. to trigger it again), and you must maintain concentration on
Dreamstep. You can enter the sleeping minds of others this effect (as if you are concentrating on a spell).
to gather information. You can cast the dreamwalking spell
with this trick.
Eldritch Masquerade. You’ve learned to harness Vaala to Devitalizing Strike
alter your appearance. You can cast disguise self with this trick. 13th-Level Dreamspy Feature
Mesmerizing Gaze. Focusing Vaala through your eyes, Your ongoing studies and training teach you precise points
you can cast enthrall with this trick. on the body that can hinder your foes if damaged. Once per
Psychic Intuition. You’ve learned to reach into the minds turn, when you successfully hit a creature with a weapon
of others. You can cast detect thoughts with this trick. attack while you have advantage on the attack roll, the
Rapid Pace. Infusing your legs with Vaala, you move in target must make a Constitution saving throw against
a flash. You can cast longstrider with this trick. your rogue spell save DC. On a failed save, the target has
Rapid Restorative. You’ve learned to focus your disadvantage on attack rolls and ability checks until the end
connection with Vaala to quickly remove adverse of your next turn.
conditions. You can cast lesser restoration with this trick. Vaala Augmentation (Fai). If you spend 5 points from
Shadow Leap. Reaching through the shadows, you can your Vaala pool when you use this feature, you can also
cast misty step with this trick. force a creature within 30 feet of your target to make a
Stillness Abounds. Muffling all sound with a blanket of Wisdom saving throw against your rogue spell save DC. On
Vaala, you can cast silence with this trick. a failed save, the new target has disadvantage on attack rolls
Touch of Agony. You slash your foe with spectral and ability checks until the end of your next turn.
claws fashioned from Vaala. You can cast inflict wounds
with this trick.
Obliviation Shroud
Whispered Lure. With a hint of Vaala to emphasize
your words, you can cast suggestion with this trick. 17th-Level Dreamspy Feature
You wrap yourself in a cloak of Vaala, erasing yourself
from the vision and minds of nearby creatures. As a bonus
Social Adroitness
action, you can don your Obliviation Shroud and gain the
3rd-Level Dreamspy Feature following benefits for up to 1 hour as long as you maintain
Thanks to your training, when you fail an Intelligence, concentration (as though concentrating on a spell):
Wisdom, or Charisma ability check, you can choose to You become generally unremarkable and forgettable to
reroll the result and must use the new result. You can use those who see you. Creatures have disadvantage on Wisdom
this feature three times, and you regain all expended uses (Perception) checks to notice you when you are hidden.
when you finish a long rest. A creature that does notice you while you are hidden
Vaala Pool Augmentation (Fai). If you spend 2 points must make a Wisdom saving throw against your rogue spell
from your Vaala pool when you use this feature, you gain a save DC. On a failed save, the creature immediately forgets
bonus to the reroll equal to your proficiency bonus. you for 1 minute. It can’t see, hear, or otherwise perceive you,
and the creature’s mind rationalizes away minor changes to
Unseen Mind the location around the creature. This memory modification
only alters the creature’s memory of that last hour, it can still
9th-Level Dreamspy Feature recall you if it encountered you prior to that.
As a dreamspy, you’ve trained your mind in complex rituals If you damage a creature that can’t perceive you, it
to protect yourself against those who would use magic to immediately makes another saving throw to notice you and
discern your activities. You gain the following benefits: gains advantage on its rolls to notice and remember you.
You are immune to magic that allows other creatures to Once you use this feature, you must finish a long rest
read your thoughts, determine whether you are lying, know before you can use it again.
your alignment, or know your creature type. Vaala Augmentation (Fai). When you activate your
Divination magic cannot target you specifically, nor can Obliviation Shroud, if you spend 6 points from your Vaala
you be perceived through magical scrying sensors, although pool, you can choose a number of creatures you can see
such effects can still target locations, creatures, and objects within 60 feet of you equal to your proficiency bonus to
that you interact with. also gain the benefits of your Obliviation Shroud. If you
Special traits, features, or abilities that divine a creature’s lose concentration, the effect ends for the other creatures as
location always fail against you. Your presence can still be well. Using this augmentation reduces the duration of this
detected by magic, but your location cannot be pinpointed. feature to 10 minutes.

95
Sorcerer: Blood Sorcery
Your innate magic comes from the primal power of Id—the
Will aspect of Vaala. Perhaps you were born Id-chosen,
with a particularly strong tie to Id, or perhaps another
blood sorcerer empowered you, infusing you with innate
abilities to control and manipulate the blood, minds, and
emotions of others. Many maghyri are born with some
blood sorcery, but anyone with a potent connection to Id
may develop these powers spontaneously.

Vaala Mote and Increased Vaala Pool


1st-Level Blood Sorcerer Feature
When you choose this origin at 1st level, you gain a Mote
of Affinity in Id. Additionally, your Vaala point maximum
increases by 2.
At 14th level, you gain another Mote
of Affinity in Id and your Vaala point
maximum increases by 2.

Blood Magic
1st-Level Blood Sorcerer Feature
Your ties to Id gives you access
to specialized magic. When your
Spellcasting feature lets you learn or
replace a sorcerer cantrip or a sorcerer
spell of 1st level or higher, you can choose
from the Blood Sorcerer Spells table in
addition to the sorcerer spell list. You must
obey all other restrictions for selecting the
spell. These spells are sorcerer spells for you.

Blood Sorcerer Spells

SPELL LEVEL SPELLS

cantrip blood whip*


1st boil blood*, command

2nd enthrall
3rd vampiric touch
4th compulsion
5th geas, modify memory
6th circle of death, harm
7th pneumonic flood*
8th cardiac blockade*

*New spell found in this book.

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Purge Corruption Vaala Pool Augmentation (Id). For every 5 Vaala


points you spend from your Vaala pool when you activate
1st-Level Blood Sorcerer Feature this feature, the damage increases by 1d6 and the range
As an action, you can neutralize one poison or end one increases by 30 feet, to a maximum of 150 feet.
disease affecting you. If more than one poison or disease
afflicts you, you can end one you know is present, or you
end one at random. Once you use this feature, you can’t
Blood Thrall
use it again until you finish a long rest. 18th-Level Blood Sorcerer Feature
Vaala Augmentation (Id). If you spend 3 Vaala You are immune to necrotic damage. Additionally, you
points, you can activate this feature as a bonus action can attempt to dominate a creature, turning it into a
instead of an action. blood thrall at your command. As an action, you can
target a creature you can see within 120 feet of you and
Force of Will spend 5 sorcery points. The creature must succeed on a
Charisma saving throw against your sorcerer spell save DC
6th-Level Blood Sorcerer Feature or become charmed by you for the next 8 hours. Before
Starting at 6th level, when you cast an enchantment or the end of the duration, you can spend an additional 5
blood magic spell, you have a bonus to your spell attack sorcery points to extend the duration of the charm by an
modifier or spell save DC for that spell equal to your additional 8 hours.
Charisma modifier. While the creature is charmed, you have a telepathic
link with it as long as the two of you are on the same
Blood Draw world. You can use this telepathic link to issue commands
6th-Level Blood Sorcerer Feature to the creature while you are conscious (no action
required) which it does its best to obey. You can specify a
Starting at 6th level, you can cause a foe’s blood to flow simple and general course of action, such as “attack that
freely, draining them of life. When you deal piercing or creature,” “run over there,” or “fetch that object.” If the
slashing damage to a creature, you can cause them to creature completes its order and doesn’t receive further
begin bleeding. A bleeding creature takes an additional direction from you, it defends and preserves itself to the
1d4 necrotic damage at the beginning of each of their best of its ability.
turns for 1 minute or until they either regain hit points You can use your action to take total and precise
or use an action to staunch their wound. This feature has control of the target. Until the end of your next turn, the
no effect on creatures without blood, such as Constructs, creature takes only the actions you choose and doesn’t do
Elementals, Oozes, and Undead. In addition, when a anything that you don’t allow it to do. During this time,
bleeding creature takes necrotic damage from this feature, you can also cause the creature to use a reaction, but this
you may siphon the blood into vials or other containers requires you to use your own reaction as well.
for later use. You gain one vial of blood each time a You can only have one creature charmed in this way at
creature takes necrotic damage from this feature. a time. If you successfully charm another creature using
Vaala Augmentation (Id). When you activate this this feature, this effect ends on any other creatures. If the
feature, for every 2 points you spend from your Vaala charmed creature takes damage from you or your allies, it
pool, you increase the damage by an additional 1d4. can repeat the saving throw, ending the effect on a success.
Vaala Augmentation (Id). If you spend 6 points
Absorb Vitality from your Vaala pool when you use this feature, you
14th-Level Blood Sorcerer Feature can increase the number of blood thralls you can have
Starting at 14th level, you can manipulate the blood of charmed at the same time by 1.
those around you, drawing it out of their bodies and into
your own to replenish some of your health. As an action,
you can choose any number of creatures that you can
see within 60 feet of you and spend 1 sorcery point per
creature chosen. Each target must succeed on a Charisma
saving throw against your sorcerer spell save DC or take
2d6 necrotic damage, and you regain hit points equal to
half the amount of necrotic damage dealt. This feature has
no effect on creatures without blood, such as Constructs,
Elementals, Oozes, and Undead.

97
97
Warlock: The Fell Crown
You have made a pact with one of the Fell crowns, the masters
of dreams. These mighty entities rule nightmare-woven palaces
and enthrall mortals, living vicariously through their servants
in the wider world. The mightiest Fell crowns in Valerna in-
clude Ennai the Raven King, Mabeliné of the Autumn Court,
Gobelinal of the Dancing Horde, Ninguna of the Checker-
board, Talisa of the Seven Masks, Crómac of the Forest Fog,
and Distura the Gnarled. While some mortals become mask-
bound, acting as dream tethers for the crowns, you rise above
those thralls to serve as an elite agent of your patron.Your Fell
crown patron might send you to collect mortals to feed on
their dreams, challenge threats to the Fell courts, or recover
lost artifacts. The connection you share with your patron can
slowly bring about personality changes. You might begin to
question what is real and what is dream. When you wake from
sleep, your only wish might be to return to the feydh realms of
dream. Eventually you know you will be welcome in the court
of your Fell crown. Until that time, you will be your patron’s
eyes and hands in the mortal world.

Pact Boon Style


Depending on what you’ve chosen for your Pact Boon
feature, a Fell patron will grant you one of the following:
• Pact of the Chain. A Dream imp or a sprite.
• Pact of the Blade. A magnificent sword forged of Fai-glass
• Pact of the Tome. A thick strip-bound tome with
wooden covers, carved with whorls and leaf motifs.

Expanded Spell List


The Fell crown lets you choose from an expanded list of spells
when you learn a warlock spell. The following spells are added
to the warlock spell list for you.
Fell Crown Expanded Spells
SPELL LEVEL SPELLS
1st inflict wounds, silent image
2nd see invisibility, silence
3rd bestow curse, blink
4th polymorph, greater invisibility
5th antilife shell, mislead

Vaala Mote and Increased Vaala Pool


1st-Level Fell Crown Feature
When you forge this pact at 1st level, you gain a Mote of Affinity in
Fai. Additionally, your Vaala point maximum increases by 2.
At 14th level, you gain another Mote of Affinity in Fai and
your Vaala point maximum increases by 2.

Bonus Spells
1st-Level Fell Crown Feature
You learn the minor illusion and prestidigitation cantrips. They
count as warlock cantrips for you, but they don’t count against
your number of cantrips known.
Moreover, you also add the sleep spell to your list of known
spells without counting it against your total number of known
spells. When you reach 9th level in this class, you likewise
learn the dream spell.
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CHAPTER 2: CLASSES AND SUBCLASSES

Inscrutable Mask Invasive Mind


1st-Level Fell Crown Feature 10th-Level Fell Crown Feature
When you make the pact with your patron, you receive a Even while awake, threads of dreams remain, allowing you
magical, featureless mask carved or decorated with ornate to connect your mind to others. You learn the spell dominate
motifs. This mask is a sign of your bond with your patron, and it person. It counts as a warlock spell for you, but it doesn’t count
is the greatest gift a Fell crown’s servant can receive. Your patron against the number of spells you know. You can also cast it
views the world through your mask and can whisper secrets to once without a spell slot, and you regain the ability to do so
you while you wear it. when you finish a long rest.
You can summon your mask with a thought, causing it to In addition, while you wear your faceless mask, you can use
appear on your face where it will stay, as if grafted to your bones, the following ability.
until you dismiss it. Doing so does not require an action. Baleful Weaving. Reaching through the ether, you connect
While you wear your mask you can see through it as if it the dream strands of others and force them to share their
was invisible. You can use your mask as a spellcasting focus, injuries. A number of creatures of your choice equal to your
and you gain advantage on saving throws and ability checks to proficiency bonus that you can see within 60 feet of you must
discern illusions. Your mask also gains additional powers as you make a Charisma saving throw. Two creatures of your choice
gain levels in this class. from among those that failed the saving throw are linked in a
While you wear your faceless mask, you gain the mystical connection for 1 minute.
following ability. While they are connected, each time one of the creatures
Eyes of Nightmare. You can use a bonus action to send a takes damage, the other creature takes the same amount. A
beam made of dark dreams at a target you can see within 30 creature connected in this way can repeat the Charisma saving
feet. Make a ranged spell attack against the target. On a hit, throw at the end of each of its turns, ending the effect on both
the target must make a Wisdom saving throw against your creatures on a success.
warlock spell save DC. On a failed save, the target takes 1d4 Once you use this ability, you must finish a short or long
psychic damage and is frightened of you until the start of your rest before you can use it again.
next turn. On a successful save, the target takes half as much Vaala Augmentation (Fai). If you spend 4 points from your
damage and is not frightened. Vaala pool as a reaction when one of the creatures connected by
your Baleful Weaving successfully repeats the saving throw to
Your mask creates more than one beam when you reach
end the effect, you can force that creature to reroll the save, and
higher levels: two beams at 9th level and three beams at
it must use the new result.
16th level. You can direct the beams at the same target or at
different ones. Make a separate attack roll for each beam.
You can use this ability a number of times equal to your Nightmare Maw
proficiency bonus, and you regain all expended uses when you 14th-Level Fell Crown Feature
finish a long rest.
Rendering dreams into reality, you open a rift to the dream realm
Vaala Augmentation (Fai). If you spend 2 points from
to swallow your foes. An extra dimensional hole with a 5-foot
your Vaala pool for each beam you project from your Eyes of radius opens up at a point you can see within 60 feet of you for 1
Nightmare, targets that succeed on the Wisdom saving throw minute. The hole can be in a horizontal or vertical orientation and
take 1d4 psychic damage, and targets that fail the save take an doesn’t need to be placed on a solid surface (or any surface). Each
additional 1d4 psychic damage. round, you can use a bonus action to move the nightmare maw
up to 30 feet. You must maintain concentration to keep it open
Mantle of the Ravenous Oubliette (as if you are concentrating on a spell).
A creature that starts their turn in the hole’s radius must
6th-Level Fell Crown Feature
make a Dexterity saving throw. On a failed save, the target is
Wisps of dreams and nightmares enshroud you, unseen by most pulled into the hole. Your nightmare maw can only hold one
but always present. You gain resistance to psychic damage. creature at a time.
In addition, while you wear your faceless mask, you gain A target that falls into the hole is banished to the realm of
the following ability. dreams where they are tormented by endless nightmares. A
Devour Spell. When a creature you can see casts a spell, you target remains there for the duration or until it escapes.
can use your reaction to consume the reflection the spell casts in At the beginning of each of its turns within the realm of
the realm of dreams and cast it yourself on your next turn. dreams, a target must make a Charisma saving throw. The
If the creature is casting a spell of 3rd level or lower, you target takes 4d6 psychic damage on a failed save, or half as
consume the dream reflection of the spell. If the creature is much damage on a success.
casting a spell of 4th level or higher, make an ability check A target can use its action to attempt to escape. It must
using your Charisma modifier. The DC equals 10 + the spell’s make a DC 20 Intelligence check, and on a success, it appears
level. On a success, you consume the spell’s dream reflection. in the nearest unoccupied space outside of the maw’s radius.
Until your next turn ends, you can cast the spell you’ve When the effect ends, any creature in the realm of dreams
consumed the dream reflection of one time. Doing so does falls back out of the maw into the nearest unoccupied space.
not use a spell slot. Once you use this ability you must finish a The effect ends early if you lose concentration, get knocked
short or long rest before you can use it again. unconscious, or die. Once you use this feature, you must finish
Vaala Augmentation (Fai). If you spend 3 points from a long rest before you can use it again.
your Vaala pool when you use this feature on a spell of 4th Vaala Augmentation (Fai). If you spend 5 points from
level or higher, you gain advantage on your ability check to your Vaala pool when you use this feature, you do not need to
consume its dream reflection. maintain concentration on this feature as long as you spend
another 5 points at the beginning of each of your turns.
99
Wizard: Makaab Weaving
As a Makaab weaver, you have a deep understanding of
both the environment and magic. Through your mastery of
K’aab and its intricate patterns, you can shape the physical
world as you see fit, coaxing nature into the form you de-
sire. This studious art is found primarily in Nahuac, where
they have a profound reverence for the natural world.

Vaala Mote and Increased Vaala Pool


2nd-Level Makaab Weaving Feature
When you select this school at 2nd level, you gain a
Mote of Affinity in K’aab. Additionally, your Vaala point
maximum increases by 2.
At 14th level, you gain another Mote of Affinity in
K’aab and your Vaala point maximum increases by 2.

Expanded Spell List


2nd-Level Makaab Weaving Feature
Your attunement to K’aab allows you to manipulate
nature and all its forms. You gain access to some druid
spells as listed in the Makaab Weaving Spells table. These
spells are wizard spells for you. The gold and time you
must spend to copy one of these spells into your spell
book is halved.

Makaab Weaving Spells


SPELL LEVEL SPELLS
Cantrip druidcraft, produce flame
1st create or destroy water, entangle,
goodberry
2nd locate animals or plants, moonbeam,
protection from poison, spike growth
3rd call lightning, daylight, meld into stone,
plant growth, speak with plants, water
walk, wind wall
4th commune with nature
5th contagion, tree stride
6th transport via plants, wall of thorns,
wind walk
7th fire storm
8th earthquake
9th storm of vengeance

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CHAPTER 2: CLASSES AND SUBCLASSES

Weaving Spell Storing


2nd-Level Makaab Weaving Feature 10th-Level Makaab Weaving Feature
You can shape branches, vines, rocks, ice, or other You’ve learned how to store your magic by imbuing it
naturally occurring material into a simple form, such as into a rock, twig, flower bud, nugget of metal, or other
a basket, bowl, or shield. As an action, you coax natural natural item, ready to be accessed later. Once per day, you
material within 10 feet of you into the shape of your can store a spell of 5th level or lower in a natural item by
choosing. The item you create must fit within a 2-foot touching the item when the spell is cast. The spell has no
cube and must be one solid piece with no hinges or effect other than to be stored in the item and lasts for 48
moveable parts (though you can, for instance, use this hours before dissipating. An item can only hold one spell
feature once to craft a container and again to craft a lid). at a time. You regain the use of this feature when you
The item lasts until it is destroyed or you dispel it with a finish a long rest.
bonus action. A creature holding the item can cast the spell stored
You can also use this feature to craft rudimentary within it. The spell level remains the same as when you
weapons, such as clubs, mauls, staves, or spears. One use originally cast it to imbue it into the item, and it uses your
of this feature creates 10 basic arrows or bolts, but they are spellcasting ability, spell save DC, and spell attack bonus.
fragile and break once used. Once cast, the spell is no longer stored in the item.
You must have access to enough natural materials to Vaala Pool Augmentation (K’aab). If you spend 4
form the desired object, or this feature fails. You can use points from your Vaala pool when you use this feature,
this feature a number of times equal to your Intelligence you can store a spell of 7th level or lower.
modifier (minimum of 1), and you regain all expended
uses when you complete a long rest. Expert Weaver
Vaala Augmentation (K’aab). If you spend 2 points
14-level Makaab Weaving Feature
from your Vaala pool when you use this feature, the size of
the item you can create increases to a 5-foot cube. You have honed your connection with K’aab and can craft
more elaborate creations with your weaving ability.
You can use an action to create an item from natural
Alter Elements materials, such as wood or stone, within 30 feet of you.
6th-Level Makaab Weaving Feature The item must fit within a 5-foot cube and can have
You are keenly attuned to the elements and can twist simple mechanical aspects such as hinges, levers, and
them to your needs. This feature grants you the wheels. The item is permanent and cannot be dispelled.
following benefits: You can also use this feature to craft more complex
When you cast a spell that deals acid, cold, fire, weapons, such as crossbows and sharpened swords and
lightning, poison, necrotic, or thunder damage, you can axes. Using this feature for one action creates 20 basic
replace its damage type with another listed type. arrows or bolts.
As an action, you can shift a 5-foot-square area of Alternatively, you construct larger items or structures,
nonmagical, unworked natural material from one state of such as trebuchets, walls, or buildings, formed from
matter (solid, liquid, or gas) to another. For example, you woven trees or carved stone, by chaining together uses
can turn water to ice, or rock to mud. Each use of this of this feature. You can form up to 5 cubic feet of the
aspect of Alter Elements can only transform material from construct or structure with each use.
one listed state to an adjacent state. So you can’t turn ice Similar to your Weaving feature, you must have access
into steam, for instance. The ice must become water first. to enough natural material of the required type to form
As an action, you can touch a weapon and imbue the desired object. For instance, to craft an iron sword
it with one of the following elements: acid, cold, fire, with a wooden hilt, you must have iron or iron ore and
lightning, poison, necrotic, or thunder. For the next wood within range.
minute, the weapon deals an additional 1d8 damage of You can use this feature a number of times equal to
the chosen damage type. your Intelligence modifier plus your proficiency bonus
You can use this feature a number of times equal to (minimum of 1), and you regain all expended uses after
your Intelligence modifier (minimum of 1). You regain all you finish a long rest.
expended uses when you finish a long rest. Vaala Augmentation (K’aab). If you begin a turn with
no uses of this feature, you can use a bonus action and
spend 6 points from your Vaala pool to regain half of your

There are many path


maximum number of uses.
s to choose in this wo
fare well in Valerna rld, and each person
, with Vaala at their must choose it for th
side. It is in us all to emselves. The true of
lenges along the way, find our path and wa heart will
not least when we m lk it. T here will be chal-
must remain true to ust face the discourag
ourselves and choose ement of those who wo
ou r own way to interac uld steer us wrong. But we
we will ultimately t with the world arou
shape that world and nd us, for through Vaala
craft it into somethin ,
g all the greater.
101
Wizard: School of Entropy
The School of Entropy, also known as the xibac tradition,
researches life and death, the cycles of birth, decay, and
rebirth. As a wizard of this school, you learn to use wizard
magic to heal, regenerate, prevent death, or even attain
immortality. Despite common misconceptions, you are
not a mere necromancer; rather, you understand that
death is but one part of life’s continual cycles. The un-
dead xibac wizards of Mígtal developed this tradition and
remain some of its greatest practitioners, though other
entropists can be found across Valerna.

Vaala Mote and Increased Vaala Pool


2nd-Level School of Entropy Feature
When you select this school at 3rd level, you gain a
Mote of Affinity in K’aab. Additionally, your Vaala point
maximum increases by 2.
At 14th level, you gain another Mote of Affinity in
K’aab and your Vaala point maximum increases by 2.

Entropic Healing
2nd-Level School of Entropy Feature
Your understanding of the threads of Vaala, and of the
balance between life and death, allows you to transmute
your damaging spells into healing energy. When you cast
a spell that deals damage to a single target, you can choose
for that spell to instead restore a number of hit points to
the target equal to the damage you roll.
Vaala Augmentation (K’aab). If you spend 2 points
from your Vaala pool when you use this feature, you can
choose a second creature within 30 feet of the target of the
spell you cast with your Entropic Healing. You can divide
the amount of hit points restored by this feature between
the two creatures.

Focused Researcher
2nd-Level School of Entropy Feature
Each time you gain a wizard level (including the one that
granted you this feature), you can add one additional
necromancy spell of your choice from the wizard spell list
to your spellbook. The spell must be of a level for which
you have spell slots as shown on the Wizard table.

Necromantic Transference
6th-Level School of Entropy Feature
Your research into life and death allows you to add the
revivify and animate dead spells to your spell book if they
are not there already. These spells become wizard spells
for you.
Moreover, when you kill one or more Undead
creatures in a single turn with a spell of 1st level or higher,
you can choose to recover an expended spell slot. The

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CHAPTER 2: CLASSES AND SUBCLASSES

recovered spell slot must be of a level that is up to half the maintain control of the creature for another 24 hours, you
number of Undead creatures you killed with your spell must repeat the ritual on the creature, or creatures, before
(minimum of 1). Once you use this ability, you can’t use it the current 24-hour period ends. This use of the rite
again until you finish a short or long rest. reasserts your control over the Undead xibac creatures you
Vaala Pool Augmentation (K’aab). You can spend have animated, rather than animating new ones.
points from your Vaala pool to recover a second spell slot Vaala Augmentation (K’aab). If you spend 4 points
when you use this feature. You must spend Vaala points from your Vaala pool when you use either ability from this
equal to twice the spell slot’s level to recover it. feature, each Undead creature you create gains a +2 bonus
to its Armor Class.
The Xibac Rite
10th-Level School of Entropy Feature Master of the Cycle
Thanks to your ongoing research, you learn one of the 14th-Level School of Entropy Feature
greatest techniques of the xibac wizards: the creation of At the pinnacle of your understanding of the interplay
undead servants. between life and death, you move beyond the bounds of
You can mentally command any creature you animate mortality, gaining the following benefits:
with this feature as a bonus action on each of your turns • You gain the Undead creature type. You can be turned
if the creature is within 120 feet of you. (If you control or affected by spells and abilities that target Undead.
multiple creatures, you can command any or all of
• You no longer recover hit points during a short rest.
them at the same time, issuing the same command to
However, healing magic, such as the cure wounds
each one.) You decide what action the creature will take
spell, functions normally when targeting you, and
and where it will move during its next turn, or you can
finishing a long rest restores your full hit points.
issue a general command, such as to guard a particular
chamber or corridor. If you issue no commands, the • You gain darkvision out to 120 ft.
creature only defends itself against hostile creatures. • You no longer need to eat. You cannot benefit from
Once given an order, the creature continues to follow it food or drink, though magical potions affect you
until its task is complete. normally.
To create Undead servants, the Xibac Rite gives you • You become immune to disease.
two options. • When you gain levels of exhaustion, you consider each
Entropic Puppetry. As an action, you can choose a level as if it were one level less. For example, you treat
number of creatures up to half your proficiency bonus 3 levels of exhaustion as if it were only 2 levels. If you
that have been dead for no longer than 24 hours, reach 6 levels of exhaustion you still perish.
temporarily reanimating the corpses as zombies or
skeletons (your choice) as if using the animate dead spell. • You can no longer fall asleep, either by normal or
The Undead creatures obey your commands and last for magical means. You can still take a short or long rest.
1 minute. Once you use this ability, you can’t use it again • You can no longer die of old age.
until you finish a short or long rest.
Create Xibac Undead. As part of a ritual that takes 1
hour, you can choose a number of corpses of Medium or
Small humanoids within 10 feet up to your proficiency
bonus. Using this feature you can reanimate each
corpse into a xibac numbed, a xibac burned, or a xibac
drowned. You can control five xibac numbed, three xibac
burned, or two xibac drowned at once using this feature.
Once you use this ability, you can’t use it again until
you finish a long rest. A creature you create with this
ability is under your control for 24 hours, after which
it stops obeying any command you have given it. To

103
CHAPTER 3:

DRAGONS
OF VALERNA
C reated in Kadmos’s image, dragons are fearsome,
intelligent creatures. Due to the Curse of Kadmos,
most dragons reside on Drakha, having established deep
connections and stable lairs on the Red Moon. Severed from
Vaala, the source of life, the dragons were forced to consume
the inhabitants of Rhaava to gain power.
Once, the Eye of Kadmos opened only every 27 years,
allowing dragons to raid Valerna, feasting upon as many
inhabitants as they could before returning to Drakha with
their captives. This cycle allowed for periods of relative peace
and reconstruction between dragon raids, for civilizations to
thrive and hope. But now, matters are more dire. Through
forbidden magic, the Eye of Kadmos was forced open
outside of this cycle, creating a perilous but permanent
path between Rhaava and Drakha. Though the journey
is dangerous, dragons can slip through to Rhaava more
frequently, and some even prefer to make their lairs in
Valerna rather than returning to the Red Moon and the
squabbles of their own kind.
This chapter details the dragons of Valerna and
Drakha, as well as dragon-focused player options. Stats
for dragons of various broods can be found in Chapter 7:
Bestiary of this book.
This chapter details dragon-focused player options,
including guidelines for Dragonbonding and aerial
combat rules.

105
DRAGONBONDING
N obody knows how or why it happens, but millennia
ago it was discovered that dragons and mortals could
entwine their Vaala together. This radically changed the
Character Level
lives of both Valernians and dragons, leading to at least
three world-spanning wars and the rise of four separate
Bonding Requirements
nations throughout history. A character can bond with any dragon of the appropriate
A Dragonbond can occur spontaneously when a dragon age category or younger, as determined by their character
and a mortal share a moment of profound understanding level. Refer to the Character Level and Dragon Ages table to
and respect for one another. It can happen in a fraction of a determine the dragon age a character can bond with.
second, and when it does, the mortal and dragon are linked,
their essences interconnected through Vaala. The moment of Character Level and Dragon Ages
bonding is a soul-shaking event for both parties, and those
who have experienced it struggle to put the feeling into CHARACTER LEVEL DRAGON AGE CATEGORY
words. This bond provides the dragon with a permanent link 1 Hatchling
to the mortal’s Vaala, which stops its craving for an essence it 3 Wyrmling
does not possess, and gives the mortal the dragon’s extended
7 Young
lifespan, among other benefits. From that moment on, the
lives of both creatures are bound together, and their paths 13 Adult
become one. Each retains their own personality and identity, 18 Ancient
but their life forces blend into a shared whole. If one dies, the
other follows soon after.
When the first Dragonbond occurred, it shifted the
balance between the dragons, mortals, and Protogons.
Advancing Bonded Dragons
Dragonbonded mortals felt strong enough to challenge the Feeding upon an unending flow of Vaala from their bonded
dragons of the Red Moon, and bonded dragons felt strong partner, bonded dragons advance in power and size at a
enough to challenge the Protogons. The ensuing conflicts much faster rate compared to unbonded dragons. When a
marked the end of the Age of Mortals and led to the Age character reaches certain levels, their bonded dragon will also
of Heroes, which saw the rise of the legendary Altanesi grow in kind. Refer to the Character Level and Dragon Ages
Empire. It also gave mortals unprecedented protection table to determine when a dragon reaches a new age category.
against dragon raids in the form of dragonbonded If a character has bonded with a dragon that is
champions, whose dragon allies fought to protect those significantly below their level, that dragon increases an age
with whom their lives were now linked. category each time the character gains a level until it reaches
However, the Dragonbonded grew too arrogant and tried the age indicated in the table.
to directly channel Vaala to close the Eye of Kadmos. This
ritual failed catastrophically and allowed the entrance of the
Null plague into reality. After a long and fierce war, a solution Bonding with Older Dragons
was contrived to seal the Null away forever. In order to do At the GM’s discretion, a character may bond with a
so, the magic of the Dragonbond itself had to be sacrificed, dragon whose age is above what their level allows. If this
and for a thousand years there were no new Dragonbonded. occurs, the dragon does not increase in age or power
Then, mere decades ago, the seals that held the Null until the character reaches the appropriate level.
weakened and led to the Second Null War. However, along
with the reentry of the Null into Valerna, whatever magic
that had been lost also returned, and dragons and mortals
have begun to bond together once again.
Today, the Dragonbonded have risen once more. They
are few in number but great in strength. The dragons of
the Red Moon know that the balance of power has tipped
again, and the futures of both Drakha and Valerna hang in
that balance.
107
Forming a Dragonbond as listed in the Brood Characteristics table, it triggers a
dragonbonding attempt.
A Dragonbond is a mystical connection formed between For example, if a character rolls a 20 on the die while
a mortal and a dragon. It is up to the GM’s discretion if making an Intelligence (Arcana) check in the presence of a
a character and a dragon have the opportunity to form a Coatl dragon, it triggers a bonding attempt between that
Dragonbond. This occurs when a mortal and a dragon see character and the Coatl.
each other as equals, rather than as simply monster and prey. If more than one dragon associated with the ability, skill,
Each brood has its particular likes and dislikes, and a or tool is present, the GM decides which one might bond
dragon of a given brood may be more likely to bond with with the character. For dragons of a type not listed, the GM
a mortal that displays traits and features esteemed by their determines the the dragon’s associated abilities and skills.
brood. But occasionally the bond is surprising, linking a
dragon and a mortal that have little in common. Ultimately,
the Dragonbond is enigmatic and spontaneous, and it Brood Characteristics
occurs without regard to the feelings of the dragon or the ASSOCIATED
mortal alike. The Dragonbond cannot be forced, nor can BROOD ASSOCIATED ABILITIES SKILLS AND
it be avoided. The bond itself remains one of the great TOOLS
mysteries of Rhaava, as does the reason for its formation.
Coatl Dexterity, Intelligence, Arcana, Nature
As such, a Dragonbond between a character and a Wisdom
dragon is automatic and may happen at any time when the
Ehrlya Strength, Constitution, Smith’s Tools
GM decides it is appropriate for the story and the characters. Intelligence (Strength),
However, it is important to note that, while a character may Athletics
have no choice in dragonbonding, a player has the choice
Exor Strength, Dexterity, Athletics,
to decline a Dragonbond. When the opportunity to form a Wisdom Stealth
Dragonbond arises, the GM must inform the player, who
Fulgen Strength, Intelligence, Persuasion,
must then consent to or decline the formation of the bond Charisma Insight
between their character and the dragon.
Magnifex Intimidation,
If a player agrees, the Dragonbond is formed, linking Dexterity, Wisdom,
Charisma Performance
the character and the dragon in a magical connection. The
dragon becomes an ally to the character it bonded to. It will Nix Constitution, Intelligence, Arcana,
help the party to the best of its ability, but it will protect the Wisdom Medicine
life of its bonded partner at all costs, as they are both linked
as one from that moment on.
Attempting to Form the Dragonbond
Seeking Out the Dragonbond When a dragonbonding attempt is triggered, both the
character and the dragon must make two additional stages
Though the characters cannot force a bond, they can go
of ability checks, determined by the dragon’s brood and the
to great lengths to encourage one to occur. A character
character’s primary Vaala aspect affinity, as explained below.
who spends their time researching dragons, learning the
For each stage, the character must make an ability
broods’ particular tendencies, and honing their skills in
check based on the dragon’s brood, as listed in the Brood
order to attract the attention of a certain dragon may find
Characteristics table. Each brood has three associated
themselves with more opportunities to form a bond—or
abilities; the character must succeed on an ability check
more opportunities to be eaten.
using the two abilities that were not included in the
triggering roll. Using our example from above, the character
who rolled a 20 on the die on an Intelligence (Arcana) check
in the presence of a Coatl dragon cannot use Intelligence as
Optional Rules: one of the two ability checks made to form the bond. The
Dragonbonding Mechanics character can decide in which order they wish to complete
the checks.
For GMs who want a little more uncertainty at their table, Simultaneously, the dragon makes two ability checks,
this section includes optional rules for triggering and one at each stage, using the abilities associated with the
forming a Dragonbond. character’s primary Vaala aspect affinity, as listed in the
Aspect Abilities table. A character’s primary Vaala aspect
affinity is the aspect in which they have the most motes
Triggering the Dragonbond of affinity (see the “Vaala Points” section of chapter 5:
While the Dragonbond typically happens spontaneously, a Magic for more information on Vaala aspects and motes
character may perform a feat of such prowess that it draws of affinity). If the character has no obvious primary Vaala
the notice of a dragon, triggering a bonding attempt. Each aspect affinity, the player and GM should work together to
brood has its own particular affinities, however, and what may determine which makes the most sense for the character.
resonate with a Coatl will likely not do the same for an Ehrliya. The dragon may decide in which order it wishes to
When a character in the presence of a dragon rolls a complete the checks.
20 on the die for a saving throw or ability check using an
ability, skill, or tool associated with that dragon’s brood,
108
CHAPTER 3: DRAGONS OF VALERNA

Aspect Abilities At the Table: Controlling Dragons


ASPECT PHYSICAL ABILITY MENTAL ABILITY Dragonbonding brings several new wrinkles to the
gaming table. Chief among them is the question,
Fai Dexterity Intelligence
“Who controls the dragon?” Ultimately, the GM
Id Strength Charisma controls the dragon. A dragon is a fully independent
creature, with their own powerful mind, desires, and
K’aab Constitution Wisdom goals. A Dragonbond is a partnership of equals, not the
domination of one or the other. Leaving the control to
For each stage, both the character and the dragon make the GM allows the dragon to remain autonomous, with
an ability check against the DC of that particular stage. The their own opinions and plans, to be treated like any other
DC for the first stage is 10, and the DC of the second stage NPC working with the characters.
is 15. The GM may decide that the dragon automatically During combat, however, a GM may hand over
succeeds on these ability checks. control to the player of the bonded character, in order to
Returning to our example, the character above rolled lighten the GM’s workload while they run the encounter.
a 20 on an Intelligence (Arcana) check in the presence of It is important to remember, though, that dragons are
a Coatl dragon, triggering a dragonbonding attempt. The not animal companions, nor do they blindly obey the
player consults the Brood Characteristics table for the Coatl commands of their bonded mortal. If at any point the
dragon, and finds they must roll Dexterity and Wisdom GM feels the player’s choice of action for the dragon goes
ability checks for the two stages. The character, an ellari against the dragon’s character, they can take control back
dreamspy rogue, decides they want to use Wisdom for the from the player.
first stage and use Dexterity, their strongest ability, for the
second and final stage. Since the character has two motes
of affinity in Fai, based on their ancestry and subclass, the
dragon consults the Aspect Abilities table and finds they
must roll Dexterity and Intelligence checks, the two abilities
Effects of the Dragonbond
associated with Fai. The pair’s dragonbonding stages would The Dragonbond has numerous effects on both the dragon and
look like this: the mortal, as well as their allies.

Example Dragonbonding Stages Individual Effects


STAGE
CHARACTER’S DRAGON’S
DC
The character and dragon linked by a successful Dragonbond
ABILITY CHECK ABILITY CHECK gain the following general effects:
1 Wisdom Dexterity 10 • The bonded character is immune to the Breath Weapons
of the dragon’s brood.
2 Dexterity Intelligence 15
• The bonded character can read and speak Draconic and
can communicate with the dragon telepathically to a
More than One Success range of 120 feet.
• The bonded character gains darkvision to a range equal
Together, the character and the dragon need at least one success
to the dragon’s darkvision.
from their ability checks in each stage of the dragonbonding
process. If both succeed on their ability checks in the first stage, • The dragon acts on its own initiative, or the bonded
they each gain a +2 bonus to their checks in the second stage. character and the dragon can choose at the beginning
of an encounter to act on the same initiative. If they do
so, the bonded character chooses which of them rolls
Rolling 20 or 1 initiative, with both using the same result. On that
If the d20 roll for an ability check in the first dragonbonding initiative count, both the bonded character and the
stage is a 20, that character or dragon gains advantage on their dragon act simultaneously, ordering their moves and
ability check in the second stage. However, if the d20 roll is a 1 actions as they wish.
in the first dragonbonding stage, that character’s ability check in • The dragon won’t willingly act to harm the bonded
the second stage is made with disadvantage. character and will prioritize the bonded character’s
survival over that of other party members.
Failing the Bonding Attempt • The dragon can no longer recharge its Breath Weapon.
Once it uses its Breath Weapon, the dragon must finish
The Dragonbond fails if both the character and the dragon a short or long rest before using it again. A character can
fail their ability checks in either stage of the process. If a use a bonus action to spend 4 points from their Vaala
Dragonbond fails, the character can’t ever attempt to bond pool and allow their bonded dragon’s Breath Weapon to
with that dragon again. Moreover, no one can attempt to recharge at the start of its next turn.
forge their own Dragonbond with that dragon for 1d4
weeks, nor can the character attempt to bond with another • The dragon cannot gain or use legendary actions, legendary
dragon for the same amount of time. resistance, lair actions, or lair regional effects. If the dragon
had any of these prior to bonding, it loses them.

109
Hit Points and Death
The bond between the character and the dragon splits their
The Return of the
life forces between them, resulting in the following effects:
• If either the bonded character or the dragon is reduced
Dragonbond
to 0 hit points, they are both reduced to 0 hit points After the First Null War, when the Dragonbonded of Valerna
and fall unconscious, and they both begin making death made the ultimate sacrifice to contain the Null threat, the
saving throws. magic of the Dragonbond itself was lost to the world. Those
• If any effect causes the bonded character or dragon to few who survived the cataclysmic final days of the war
die, they both die. dwindled and faded, and for a thousand years there were no
• As long as either the bonded character or dragon is alive, more Dragonbonded at all. Their deeds passed to legend, and
the other will not die of old age. dragons once again became known only as ravening beasts
that preyed on mortals.
Resurrecting the Dragonbonded Against all expectations, and against all hope, it was
A Dragonbond persists even in death. While resurrection Elyse, princess of Allaria, who would become the first of
is rare in Valerna, if the bonded character and dragon die, many new Dragonbonded. As the Null began to once
they can both be resurrected, though at great cost. more gain a foothold in the world, so did Vaala find its
own way to fight back. The Second Null War was fought
• If either the bonded character or the dragon is once again with mighty Dragonbonded heroes leading the
resurrected, the other returns to life as well. forces of Valerna once again.
• After being resurrected, the bonded character and the Of these great heroes, four bonded pairs remain as
dragon both suffer the penalties listed in the resurrection shining examples of all the Dragonbond can be: Elyse, the
spell, regardless of what spell or effect was used to return Dragon Queen of Allaria, and Ferellon, the heir of Brood
them to life. Fulgen; Adrael, Blood Emperor of Tyveria, and Nagasha
Magnifex, the consummate draconic artist; Eiráandi, warrior
Party Effects of Nahuac, and the feathered sorcerer Tetzcoatl; and Oryan
Having a dragon bonded to one member of the party can Yssan, knight of Ysval, and the apex predator Rakzor of Brood
benefit the other party members. A bonded character and Exor. These four not only were instrumental in defeating
dragon can perform a ritual that bestows magical abilities to the Null incursion, but have also—by accident or design—
those who participate in it. The adventurers spend 1 hour shaped the very fortunes of Valerna for over three decades.
communing with one another as the dragon links their spirits They have fought beside each other, and against each other,
together, cementing their bond as a party. but always they unite when the safety of Valerna is at stake.
When the ritual is complete, the following benefits apply Of the four, Oryan has taken the gift of the bond the most
to everyone in the party except for the dragonbonded character seriously, as befits a sworn knight of the Galadyan Light.
and the dragon: He has refounded the Temple of Ret- Sajuut, and seeks to
• They can speak and understand Draconic. restore the ancient Dragonbond Covenant. The resistance of
• They gain darkvision out to a range equal to half that of the his three contemporaries to join the new Covenant weighs
bonded dragon, or if they already have darkvision, its range heavily upon him, and part of him knows that one day the
increases by 10 feet. rift created by their refusal may become irreconcilable. Until
• They gain resistance to the Breath Weapons of the bonded that day, however, he remains their erstwhile ally, and turns
dragon’s brood or type. his attention instead to helping fledgling Dragonbonded find
• The dragon counts as an additional party member, and their way in the world.
the GM should take this into account when determining Since the bonds of these four now-legendary figures were
encounter difficulty and shared XP. formed, many new Dragonbonded have arisen, some of
• If the bonded pair dies or leaves the party for longer than whom have already begun to make names for themselves,
1 month, the other party members lose these benefits, and carving their own legends across Valerna. Of these, the young
the ritual must be performed again to restore them. necromancer Itza, and the Fulgen dragon Reganna, are seen
as having perhaps the greatest potential. Reganna’s power
and majesty rivals even that of Ferellon, and Itza herself is
also unique, having conquered death itself to take up the
bond. The very wise believe Vaala itself saw potential in Itza.
Potential even yet to be realized…

true potential of both


To be dragonbonded is to unleash the
odiment of power
yourself and the dragon. It is the emb
the fate of those around
enough to change the world, to alter
110 and beyond. It must be held sacred and protected.
you
CHAPTER 3: DRAGONS OF VALERNA

Itza & Reganna average Náhuinn, she will always be a xibac. However,
her newfound status as one of the Dragonbonded puts
Itza Chapula was born and raised a xibac—a her at the heart of Angdáin’s affairs. People speak of her
necromancer, whose mastery of Source magic could be and Reganna in both awe and fear,
used for communing with the dead or raising them to in equal measure. It seems even
do her bidding. The lord of Itza’s tribe was Zuma, whose now, after saving the city, Itza
methods were particularly callous even for one who remains an outsider.
had embraced lichdom. From a young age, Itza found
the thought of using the remains of fellow Náhuinn as
laborers and soldiers distasteful, and eventually she turned
her back on her own kind.
However, making her way amongst the peoples of
Nahuac was not easy. Settling in the city of Angdáin, she
strived to help people say goodbye to their dead loved
ones, all the while fleeing persecution from those who
believed she was still allied with the reviled Zuma.
Itza’s path changed when, at the hands of the renegade
Allarian general Ran Kore and the dragon Reganna,
Angdáin was brought to its knees.
Reganna, a ferocious wyrm of the Fulgen brood, had
forged a tentative alliance with the renegade Allarians. She
believed her path to glory among her kind was to conquer
Angdáin and become its draconic ruler, demanding
tribute from the puny mortals who dwelt there. Ran Kore,
believing the subjugation of Nahuac to be the quickest
way to peace between their realms, was only too happy to
use the dragon to achieve his goal.
During the first wave of attacks, Itza found herself
in the path of the dragon and was slain… or so it
seemed. Vaala, it appeared, had other plans for
Itza. Just as she had so many times communed
with the recently deceased, her own spirit now
navigated the strands of K’aab magic and found
its way back to her body, restored for a purpose
unknowable to mere mortals.
Seeing the city in ruins, Itza tracked down
Reganna and found the great wyrm injured at the
hands of the Allarians. The alliance between the
dragon and the allai, it seemed, had been a tentative
one, and their animosity had boiled over into conflict.
Though it seemed as though the dragon would slay
Itza for a second time, they instead reached an
understanding, and a Dragonbond formed between
them.
Now with Vaala coursing through her, Reganna
was reinvigorated, and with the strength of a
dragon augmenting her own powers, Itza became
a force to be reckoned with. Together, they
took to the skies to liberate Angdáin from the
invaders. Opposed by the newly dragonbonded
pair, Ran Kore was defeated, and though it came
at a heavy cost, Angdáin endured.
After everything that happened during the
battle, Itza still stands apart from the people
of the city. The xibac shun her for turning
her back on their traditions, while to the

111
Elyse & Ferellon Qan Yin was an honorable man and tried to do right
by his daughter, yet Elyse remained a constant reminder
Elyse was born the bastard daughter of Qan Yin, the of his one dishonorable action. His ministers would often
Dragon King, from an unknown ellari woman. Elyse’s hide her from his sight, to save their ruler the shame of
illegitimate birth was a disgrace to the Dragon Dynasty, having to look upon her.
the half-elf rulers of Allaria. As a silver elf in a royal Elyse found solace in reading and training. In her
court that looked upon her kind as dangerous discovery of new things about the world and herself, she
second-class citizens, she held the title could imagine the dreams the dreamless potion denied
ni-qani but was a princess in title her. Only when she studied under the court advisor, Arlaii,
only. Suffering insults and abuse did she cease the Dreamless Treatment and unlock the
from the other nobles, her only potential of her Dreamshaping abilities.
friend was her half-sister, However, when the Red Moon rose, the dragons of
Qani Nisse. Brood Fulgen demanded a sacrifice from the royal house,
to honor the ancient treaty between Allaria and Drakha.
Rather than see Qani Nisse handed over to the wyrms,
Elyse volunteered to take her place. In that moment, Qan
Yin recognized Elyse as a princess of the realm and, with
a heavy heart, sent his ellari daughter to her end, or so he
thought.
Elyse used her knowledge and skill to stand up to the
dragon—Ferellon Fulgen, one of the mightiest of his brood.
Ferellon was born to the majestic Fulgen brood, a son
of Aureus Fulgen himself. Mighty and majestic, he quickly
became his father’s favorite, meant to sit at the right claw
of the azhurma, a shining example of Fulgen superiority
to other broods. The mission to Allaria would be Ferellon’s
moment of triumph, to validate his father’s pride. Ferellon
would bring back a royal tribute to the king of dragons.
But in the moment Ferellon met Elyse, everything
changed. This seemingly innocent, servile girl turned the
tables on him. Her wits and knowledge overcame Ferellon’s
might. And when all his instincts told Ferellon to smite
this upstart mortal, instead he felt admiration for her,
just as she felt in awe of him. And they bonded, the first
Dragonbond in a thousand years.
Bound by immensely powerful magic, far greater than
even the azhurma could wield, Ferellon found a new
purpose in life. He would protect Elyse, fight with her, and
teach her to soar with pride.
And soar they did. Elyse’s sharp mind and empathic
leadership marshaled the Dragonbonded to fight and
survive the terrible Null Wars. That same leadership and
commitment saw her become the queen of Allaria.
Once she was crowned, Qan Elyse I declared an end
to the bigoted oppression silver elves had long suffered
under the Dragon Dynasty. She enacted a series of
reforms that would transform Allaria into a nation of
dreams—dreams that everybody could share, and honor.
And beside her, Ferellon stood proud, more proud
than any dragon could ever be.

The dragonbond is ever


ything. It is the
means by which Valer
na itself will survive.
112
CHAPTER 3: DRAGONS OF VALERNA

Adrael & Nagasha Nagasha bonded with Adrael id Tyverianes. The


dragon knew at once that together they would create her
masterpiece: History would serve as her canvas and power
For centuries, the throne of Blood Empress Tyveris
as her brush.
remained unoccupied, her sanguine legacy unclaimed.
With the power of the Dragonbond coursing through
Through the intrigue and infighting of the maghyr
his veins, Adrael at last claimed the Blood of Tyveris,
houses, her empire stagnated in decadence. The maghyri
unleashing her legacy. In the years that followed, not
held the empire together by inspiring fear in their
only did the dragonbonded pair save the world from the
opponents, and none more so than the prince regent,
incursions of the Null, but they brought
Xariel.
about a new order to the Tyverian
That was, until Xariel’s son, Adrael id Tyverianes,
Empire—one with Adrael and
changed everything. Through cunning and brutality, he
Nagasha at its very center,
rose in power within his house. He could have settled into
an empire where merit,
a life of privilege, but instead his incessant opposition to
not blood, became the
Xariel earned him exile.
measure of power.
Adrael became a fearsome warrior and a powerful
Together, Adrael and
blood sorcerer. Invited back to the palace by his celebrated
Nagasha would make their
brother, Varael, Adrael watched in horror as Varael tried
legacy a masterpiece.
to claim the Blood of Tyveris and failed. Seizing the
moment, Xariel ordered the death of his son, placing
a price on his head and forcing him to flee the palace.
Hunted by his own family, Adrael was finally cornered
by Xariel’s troops. He fought valiantly, his blood sorcery
honed into a fine art—artistry that was witnessed by an
unlikely onlooker.
The dragon Nagasha was born into the Magnifex
brood, who treasure aesthetic experience above all things,
believing their own existence to be empty without artistry
and beauty. But unlike her self-obsessed kin, Nagasha saw
greater aesthetic potential in the complex interactions
of the world beyond her. She already knew herself as the
apex of beauty, rivaling even her azhurma in both form
and grace, and yet she wanted more. She believed crossing
the Eye of Kadmos would offer her that which she craved.
After a perilous trek to Valerna, Nagasha found
herself in Tyveria, where her discerning eye caught sight
of a battle, with one mortal fighting against many. She
circled overhead, intrigued by the glorious last stand of
the beleaguered maghyr. Just as it seemed Adrael would
lose, Nagasha intervened, unable to let such an artist of
bloodletting die an ignoble death.
As Adrael contemplated his doom, the dragon
attacked. Nagasha cut through the lines of vampyr
soldiers, their preternatural abilities but an afterthought
to her might. When at last she confronted the
wounded Adrael, she expected nothing more than
to claim his life for herself. Yet, undaunted by the
dragon, Adrael fought back. The maghyr prince
and the Magnifex dragon engaged in a dance of
death, each fighting with perfect martial form and
exceptional sorcery. As Nagasha at last prevailed,
and prepared to savor the killing blow, she saw
in her prey a quality far beyond the immortality of
dragons, and in Adrael’s eyes she saw not fear of her,
but respect.

113
Oryan & Rakzor Since Ysval lost a war against Tyveria many years earlier,
the maghyr lords of Tyveria had enforced the Blood Geas,
Oryan Yssan is a good-hearted bear of a man, a burly a terrible magical contract which forced the Ysvalians to
warrior and a pious knight. A tall, affable, brave, and give up their own children to be trained as gladiators in
boisterous warrior, Oryan feared precious few things Tyverian arenas. Oryan, among others, sought ways to
even before he dragonbonded. Even when facing circumvent the geas, smuggling children into hiding in
something that managed to scare him, he would other lands, knowing that discovery would bring a terrible
always charge on regardless, swinging his hammer curse upon them.
and, often, laughing, for to show fear would When the Red Moon rose and the dragons attacked
dishearten those he had sworn to protect. Valerna, Oryan at last threw caution to the wind. Traveling
The first child of the Holy Duc of Ysval, to Tyveria aboard a mercenary Nwoda shardship, he
Oryan was trained from boyhood to attempted to rescue his kin from within the territory of his
succeed his blessed mother in ruling the enemy. During this daring raid, the shardship was attacked
northern realm. And yet, as a knight, by a particularly aggressive dragon, which threatened to
he could not turn a blind eye to the destroy all of Oryan’s carefully laid plans.
injustice he saw all around him. The That dragon was Rakzor, of Brood Exor. A ruthless
more he rode out in defense of the hunter with no ambition other than to kill and feed,
realm, the more he realized that Rakzor had come to Valerna to prove himself a true apex
there was one enemy who, for predator. He could not resist the heavily armed flying
too long, had held Ysval in its ship, with its crew of warriors. In their destruction, Rakzor
merciless thrall: Tyveria. would find true infamy!
Oryan saw that the dragon would not be deterred, and
so he flung himself onto the beast’s back and fought it in
the air, buying time for his people to escape. The man and
the dragon fell from the sky, battling all the way, and by
the time they hit the ground, they had become more than
wyrm and mortal: They had become Dragonbonded.
Since then, Oryan and Rakzor have fought side-
by-side in the Second Null War and the ensuing war
between Ysval and Tyveria. It was this latter conflict
that greatly calmed Oryan’s headstrong ways, for it was
he who led his people into a bloody war, resulting in
thousands of deaths.
Oryan subsequently renounced the throne of Ysval,
taking it upon himself to rebuild the Dragonbonded
Covenant and relocate to the temple of Ret Sajuut.
From there, he guides new Dragonbonded to
control their power and channel it into a beneficial
force for Valerna.
Rakzor Exor is the opposite of Oryan in many
ways and loathes Oryan’s do-good nature. However,
he knows Oryan is a mighty warrior, and by the
mortal’s side Rakzor has tasted glorious battle on many
occasions. For now, that is enough…

be
and a dragon is not one to
The bond between a mortal
rging of two beings into one:
taken lightly, for it is the me of
ies and minds. It is an act
one life that shares two bod
d the seizing of something far
sacrifice and compassion, an
greater than yourself.
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CHAPTER 3: DRAGONS OF VALERNA

Eirándi & Tetzcoatl A magical force transferred between the two of them.
Tetzcoatl saw not a morsel of food, but a headstrong and
One of the shapeshifting jaguar-kin of Nahuac, Eirándi deeply conflicted young woman, who needed a mentor
was trained to kill from an early age, a child soldier to help her navigate a dangerous world. Eirándi, in turn,
willing to fight and die for the glory of Nahuac. A no- saw not a ravening beast, but a sorcerer of great skill,
nonsense warrior with a penchant for gallows humor, whose strength, combined with hers, would help her put
Eirándi is sworn to protect the natural order by any to rights all the terrible mistakes she had made.
means necessary. A positive and uplifting force, Tetzcoatl has proved
It was this battle-lust and warrior’s pride that allowed time and again the perfect foil for Eirándi’s grim
the young Eirándi to be manipulated into starting a war demeanor, and these two opposites have come to depend
between Nahuac and their age-old rivals, Allaria. As the on each other as equals.
consequences of her actions became clear, the Allarians
renounced the Ancient Pledge, a magical oath between
the two peoples that had held the Null at bay for many
centuries. With the pledge broken, the Null entered the
world once more, and a desperate war began.
Eirándi confronted those who had driven her to
this act of madness, only to discover that she had been
wholly betrayed. Outnumbered by those she had long
thought of as kin, Eirándi fled her own people as battle
raged all around.
At the entrance to the sacred cenote outside the walls
of Nahuacáinn, Eirándi found herself cornered by a band
of elite ocelinn warriors. Summoning her tána spirit and
shifting into half-jaguar form, she prepared to sell her
life dearly. But then came an unexpected intervention.
From the deep pit of the cenote came a feathered
serpentine dragon. It spiraled from the sacred depths,
swooping over the heads of the warriors, before coming
to rest upon the walls of an ancient ruin.
This dragon was Tetzcoatl of Brood Coatl, a wise and
powerful dragon with an insatiable thirst for knowledge.
While most of his kin were hunting mortals across
Valerna, Tetz had come to a site of ancient power, where
Vaala ran deep, to study the secrets of the cenote laid
down by the first scholars of the Nahuac lands. Sensing
the sudden flow of tána magic above, Tetzcoatl had
come to observe and study these curious, shapeshifting
mortals, seemingly oblivious to the panic his appearance
had caused in the ocelinn, in all but Eirándi.
As her foes stood in confusion, uncertain whether
to continue their fight or to turn instead against the
dragon, Eirándi took her chance. Acting quickly,
without hesitation, she slew three of her former kin
before they could act and gave their leader a vicious scar,
causing him to flee. Then, with nowhere else to go, she
turned to face the dragon alone.

115
DRACONIC COMBAT
W hile draconic combat is a common event in many
games, it takes center stage in the Dragonbond
Controlling a Mount
setting. In Valerna, characters often fight against—or While you’re mounted, you have two options. You can
alongside—these great creatures, and provided within this either control the mount or allow it to act independently.
section are optional rules the GM can implement at the Intelligent and bonded dragon mounts act independently.
table to expand upon draconic combat. You can control a mount only if it has been trained to
accept a rider. Domesticated horses, donkeys, and similar
creatures have such training. The initiative of a controlled
Mounted Combat mount changes to match yours when you mount it. It
moves as you direct it, and it has only three action options:
Whether riding a horse, a griffon, or a bonded dragon, Dash, Disengage, and Dodge. A controlled mount can
mounted combat provides a thrilling addition to any move and act even on the turn you mount it.
encounter. Below are the basic rules for mounted combat An independent mount retains its place in the initiative
in Dragonbond. order. Bearing a rider puts no restrictions on the actions
an intelligent mount can take, and it moves and acts as it
Types of Mounts wishes. It might flee from combat, rush to attack and devour
a badly injured foe, or otherwise act against your wishes.
A willing creature that is one size larger than you and that A bonded dragon can either retain its place in the
has the appropriate anatomy can serve as a mount. There are initiative order or act on the initiative of its bonded
three types of mounts. companion. See the “Effects of the Dragonbond” section
Unintelligent Mount. A creature that has an Intelligence earlier in this chapter for more information.
score of 3 or lower or does not speak any language is an If a controlled or independent mount provokes an
unintelligent mount. opportunity attack while you’re on it, the attacker can
Intelligent Mount. A creature that has an Intelligence score target you or the mount.
of 4 or higher or speaks a language is an intelligent mount.
Bonded Dragon. A dragon that meets the same criteria as
an intelligent mount and shares a Dragonbond with another
creature is considered its own category: a bonded dragon.
Valernian Martial
Tradition Feat
Mounting and Dismounting
Once during your move, you can mount a creature that is
and Maneuvers
within 5 feet of you or dismount. Doing so costs an amount In the world of Dragonbond, generations of battles
of movement equal to half your speed. For example, if your between mortals and dragons have resulted in the
speed is 30 feet, you must spend 15 feet of movement to development of martial traditions to combat the draconic
mount a horse. Therefore, you can’t mount if you don’t have threat. Dragonbonded riders and their allies can also use
15 feet of movement left or if your speed is 0. techniques to combine the powers of mortals and dragons
If an effect moves your mount against its will while you’re
into breathtaking abilities.
on it, you must succeed on a DC 10 Dexterity saving throw
The combat maneuvers described in this section
or fall off the mount, landing prone in an unoccupied space
within 5 feet of it. If you’re knocked prone while mounted, do not guarantee victory, but with proper timing and
you must make the same saving throw. execution they can prove to be the difference between
If your mount is knocked prone, you can use your life and death. Though these maneuvers were initially
reaction to dismount it as it falls and land on your feet. developed to fight dragons or battle alongside them,
Otherwise, you are dismounted and fall prone in an their use has spread across Valerna. You can use them
unoccupied space within 5 feet of it. with other allies besides dragons or while fighting non-
draconic foes.

117
In order to use these combat maneuvers, you must Additionally, if your attack hits, your mount’s movement
first take the Valernian Martial Tradition feat. You can does not provoke opportunity attacks from that target
use the optional feat rules to forgo taking an Ability until the end of your turn.
Score Improvement when you gain one from a class level Once you use this feature, you must wait 1d4 rounds
to instead take this feat. before you can use it again.
Full-Body Slam. If you are riding a flying mount, you
Valernian Martial Tradition Feat can use a bonus action to direct your mount to forcefully
land on a target at least one size smaller than itself directly
You have studied various martial techniques, some designed to
below it. An unintelligent or intelligent mount uses its
combat dragons, others to fight alongside them. You can take
reaction to perform this maneuver, but a dragon bonded to
this feat multiple times.
you can choose to use its action instead if it’s available.
• Increase one ability score of your choice by 1, to a The target must make a Dexterity saving throw. On
maximum of 20. a failed save, it takes 2d10 bludgeoning damage plus an
• You learn three maneuvers of your choice, from those additional 2d10 for each size category difference between
detailed in this section. You can only use one maneuver the target and your mount. For example, if the target is
per turn. Most require the use of an action, bonus action, Medium sized, the additional damage would be 2d10 if
or reaction, as indicated in their individual entries, or your mount is Large sized, 4d10 if it is Huge sized, or
even require two or more creatures working in unison. 6d10 if your mount is Gargantuan sized. On a successful
Whenever you gain a level, you can replace one maneuver save, the target is shoved to an unoccupied space of its
you know with another maneuver. Some of these choice within 5 feet of it.
maneuvers require a target to make a saving throw to resist You can use this maneuver three times, and you regain
the effects. The saving throw DC is calculated as follows: all expended uses when you finish a long rest.
Maneuver saving throw DC = 8 + your proficiency bonus + Imbue Attack. When you make a weapon attack, you
your Strength, Dexterity, or Intelligence modifier (your choice). can use a bonus action to call upon a dragon ally within 10
feet of you to exhale a fraction of its mighty breath weapon
Blinding Strike. When you hit a creature with a weapon upon your weapon. The weapon’s damage type is replaced
attack, you can choose not to deal damage and instead with the damage type dealt by the dragon’s choice of the
force the target to make a Constitution saving throw or Breath Weapons it has available. If the dragon’s chosen
be blinded until the end of its next turn. You can use this Breath Weapon has two damage types, you can choose
maneuver three times, and you regain all expended uses which one to use. The first time you deal damage to a target
when you finish a long rest. with that weapon, the effect ends. If the dragon is bonded to
Bladespike Climb. If you wield a bladed melee weapon you, your weapon retains its new damage type for 1 minute
in each hand and hit a creature at least one size larger than regardless of how many successful attacks you make.
you with both weapons during the same Attack action, you Preemptive Dodge. You can use a bonus action to keep
can attempt to bury your weapons into the target’s hide and a watchful eye on the area effect spells and abilities of your
hold on. The target must make a Dexterity saving throw. On opponents, ready to leap for safety at a moment’s notice.
a failure, you move into its space and can use your movement, Until the start of your next turn, you have disadvantage
if available, to climb along the creature’s body as if it were on attack rolls. However, the first time you are targeted
difficult terrain by stabbing it. On subsequent turns, you must by an ability that affects an area and requires you to make
use an action to continue to stay connected to the target and a saving throw, you can use your reaction to first move a
move in this way. When you do so, the target takes 1d4 points distance up to your speed. If this moves you outside the
of piercing damage, and it has disadvantage on attempts to affected area, the attack has no effect on you. Once you use
dislodge you until your next turn. this maneuver you must finish a short or long rest before
Enhance Alacrity. As an action, you can expend a you can use it again.
spell slot, channeling the power into a creature you touch. Reactive Shove. When a creature no more than one size
The target gains 5 feet of speed per level of the spell slot larger than you within your reach provokes an opportunity
expended until the beginning of your next turn. attack, you can use your reaction to shove the target. You
Flyby Springing Strike. When mounted on a flying must make a Strength (Athletics) check contested by the
creature, if you fly within 5 feet of a creature at least one target’s Strength (Athletics) or Dexterity (Acrobatics) check
size larger than you (or within a Close sphere in aerial (the target chooses the ability to use). If you succeed, the
combat), you can use an action to jump onto the target, creature is pushed 10 feet directly away from you. If you
make a melee weapon attack, and then leap back onto push the target so it moves within the reach of an intelligent
your own mount. You have advantage on your attack mount or bonded dragon, the mount or dragon can use its
roll, and if it hits the target, you deal extra damage equal reaction to make one melee weapon attack against the target.
to double your proficiency bonus. If your mount is a Sacrificial Strike. You call upon a dragon bonded to
dragon bonded to you, the extra damage from this attack you to lend you some of its power. This does not require an
is instead equal to three times your proficiency bonus. action. On its turn, if the dragon you are bonded to forgoes
one or more of its attacks while taking the Multiattack
action, then on your next turn, you can use a bonus action
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CHAPTER 3: DRAGONS OF VALERNA

to make an additional weapon attack. You can use this the distance your mount can throw you increases by 30 feet.
maneuver three times, and you regain all expended uses on You can use this maneuver three times, and you regain all
a long rest. expended uses on a long rest.
Tremor Dive. If you are riding a flying mount, you Wingover. If you are riding a flying mount, you can use
can use a bonus action to guide your mount to dive a a bonus action to guide your mount into a swooping attack.
distance up to its movement and slam onto the ground. It immediately flies upward, turns, then dives straight down,
An unintelligent or intelligent mount uses its reaction to returning to its point of origin without provoking any
perform this maneuver, but a dragon bonded to you can opportunity attacks. An unintelligent or intelligent mount
choose to use its movement instead. uses its reaction to perform this maneuver, but a dragon
If the mount moves at least 15 feet in this way, it bonded to you can choose to use its movement instead. At
unleashes a localized shockwave in a 15-foot cube centered the completion of this maneuver, you and your mount each
on your mount. Creatures in that area must make a Strength gain advantage on the next attack roll you make this round.
saving throw or fall prone. You can use this maneuver three You can use this maneuver three times, and you regain all
times, and you regain all expended uses on a long rest. expended uses on a long rest.
Tumbling Advance. When you succeed on a saving
throw against a spell or ability that targets an area, such as a
fireball spell or a dragon’s Breath Weapon, you can use your
reaction to immediately move up to your speed.
Winged Special. If you are riding a flying mount, you
can command your mount to throw you in a straight line at
a creature up to a distance equal to half your speed plus half
your mount’s flying speed. This movement does not trigger
opportunity attacks. An unintelligent or intelligent mount
uses its reaction to perform this maneuver, but a dragon
bonded to you can choose to use its bonus action instead.
If you move at least 10 feet in this way and land within
5 feet of the target, you can use a bonus action to make one
melee weapon attack on that target and deal 1d10 extra
damage if you hit. If your mount is a dragon bonded to you,

119
Aerial Combat
Battles between flying creatures in Dragonbond feature
the combatants wheeling above, beneath, and around
each other in an airborne skirmish. These rules assume
an encounter involving two or more creatures in the air.
Aerial combat is supposed to be fast, thrilling, and easy
to manage at the game table. For that reason, certain
aspects of airborne fighting, such as altitude and specific
distance, are abstracted so as not to slow down the game.

Range Spheres
In an airborne battle, the exact distance you move doesn’t
matter, nor does the precise direction. Instead, the aerial
combat rules establish three abstract zones, or spheres,
that define the combat area: Close, Medium, and Long. In
general, these range spheres are less about distance and more
about the positional relationship between creatures and the
type of combat that occurs within these spaces.
The ranges are divided into three concentric spheres.
The aerial battlefield itself is the Long sphere. From here,
creatures will enter or exit the combat zone. Within that
area can be one or more Medium spheres. Finally, inside a
Medium sphere can be one or more Close spheres where
creatures battle in proximity.
Multiple Close or Medium spheres can be present in
the same Long sphere during an aerial battle. A new Close
sphere forms when two creatures that weren’t already in a
Close sphere close the distance between each other to fight
with melee attacks.
An airborne creature stays in its current sphere,
regardless of the movement of other creatures, unless the
creature moves itself, is moved by a specific effect, or is
engaged by a foe with melee attacks to form a new Close
sphere around it.
Moving from one sphere to an adjacent sphere uses all
of a creature’s flying movement on its turn. Using the Dash
action allows a creature to use all of this movement again,
effectively moving two spheres in the same turn. Close Range Sphere
Creatures in aerial combat only provoke opportunity This sphere encompasses a radius around a creature in
attacks while moving from a Close sphere to Medium sphere. melee combat with one or more other creatures, including
Moving to or from any other sphere, or exiting the encounter the areas above and below. Multiple Close spheres can exist
completely, does not provoke an opportunity attack. in the same aerial combat, each surrounded by their own
Medium sphere. Those Medium spheres are not connected
Sphere Attack Ranges unless the GM decides otherwise.
Though distance in aerial combat is abstracted, the following A target in a Close sphere is always assumed to be
guidelines should be used to adjudicate attack ranges. within reach of the melee attacks of any creature who
is also in the same Close sphere. Creatures in a Close
• Attacks, spells, and abilities with a range of 60 feet sphere have disadvantage on all ranged attack rolls, and
or less can only be used in a Close sphere, targeting ranged and spell attack rolls against a single target in a
creatures in the same sphere. Close sphere are made with disadvantage. When a spell
• Ranged attacks, spells, and abilities with a range of or other effect targets an area in a Close sphere, instead
more than 60 feet and up to 150 feet can be used to of individual targets, it targets every creature and object
target creatures in an adjacent sphere. in the Close sphere regardless of the shape or size of the
• Ranged attacks, spells, and abilities with a range of area of effect. For special melee attacks like grappling and
more than 150 feet can be used to target creatures up shoving, see the “Aerial Combat Rules” section later in this
to two spheres away. chapter.
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CHAPTER 3: DRAGONS OF VALERNA

A creature who wants to leave a Close sphere must use


its entire movement to do so, and it enters the Medium
Aerial Combat Rules
sphere. Unless it takes the Disengage action as well, this This section provides new rules for creatures engaging
provokes attacks of opportunity from other creatures in the in aerial combat. Some of the rules described below are
same Close sphere. appropriate for flying creatures and others are more useful
for the riders of flying creatures.
Medium Range Sphere
This sphere encompasses a radius containing everything Entering an Aerial Combat Area
beyond the Close spheres within it out to the Long sphere. If you are heading toward an aerial battle already underway,
Multiple Medium spheres can exist in the same aerial the GM determines how long it takes for you to join the
combat, each surrounded by the Long sphere. combat. When you enter the aerial combat area, you use the
A creature in a Medium sphere is always assumed to rules presented here and in the “Range Spheres” section.
be at least 60 feet from other creatures also in the same
Medium sphere. When a spell or effect that targets an Falling Out of Aerial Combat
area is aimed at a Medium sphere, it only targets a single
In aerial combat, a flying creature that has its speed
creature of the caster’s choice, as individual creatures are a
reduced to 0, that is knocked prone, or that loses its ability
significant distance apart.
to move begins to fall if it is not hovering or held up by
A creature in a Medium sphere can use its entire
magical means.
movement to enter an adjacent Close sphere or to close the
When a creature begins to fall, it immediately falls into
distance to a target in the same Medium sphere and form
the Long sphere, if it wasn’t there before. At the end of the
a new Close sphere with them. A creature can alternatively
creature’s next turn, if it is still falling, it drops out of the
use its entire movement to leave the Medium sphere and
aerial combat area and plummets 500 feet. This descent
enter the Long sphere. Moving out of a Medium sphere
continues an additional 500 feet at the end of each of the
doesn’t provoke opportunity attacks.
creature’s turns until it halts its fall or hits the ground. The
GM determines the distance or time required to reenter the
Long Range Sphere aerial combat area.
This sphere encompasses a radius containing everything A falling creature with a flying speed can recover from
beyond the Medium spheres within it out to the edge of the a fall by using all of its movement on its turn to halt its fall
encounter area. and begin flying again.
A creature in a Long sphere is always assumed to be at
least 150 feet from other creatures also in the Long sphere.
Ranged and spell attack rolls against a single target in a
Close sphere are made with disadvantage. When a spell or Aerial Combat Involving Creatures with
effect that targets an area is aimed at a Long sphere, it only Different Speeds
targets a single creature of the caster’s choice, as individual In general, aerial combat assumes a battle between
creatures are a significant distance apart. creatures with reasonably equal flying speeds.
A creature in the Long sphere can use its entire However, if an encounter involves creatures with
movement to enter an adjacent Medium sphere or to close wildly different speeds, the abstract nature of
the distance to a target in the Long sphere and form a new aerial combat may push the bounds of logic and
Medium sphere with them. Moving out of the Long sphere immersion. In such circumstances, GMs can choose
doesn’t provoke opportunity attacks. to use these optional rules.
A creature can exit an encounter by using all of its If a creature has more than twice the flying speed
movement while in the Long sphere and taking the of the other combatants, it can move two spheres
Disengage action. Once outside of the encounter area, a with a single movement instead of one. Conversely,
creature’s flying speed determines its movement. if a creature has less than half the flying speed of the
other combatants, it must use its movement and the
Dash action to move one sphere.

121
Aerial Charge The larger creature can attempt to dislodge you as an
action. It makes a Strength (Athletics) check contested by
While in aerial combat, you can use an action to push your Strength (Athletics) or Dexterity (Acrobatics) check
another creature out of its current sphere. (your choice). If you are dislodged from the larger creature
The target must be no more than one size larger than and you have no natural or magical ability to fly, you
you and must be within the same sphere when you use this immediately begin falling as per the “Falling Out of Aerial
action. You use your full movement to approach the creature Combat” section.
and then make a Strength (Athletics) check contested by the If you land on, or move onto, the target’s wing, you can
target’s Strength (Athletics) or Dexterity (Acrobatics) check impede the target’s flying speed. Until you are dislodged, the
(the target chooses the ability to use). If you win the contest, target’s flying speed is reduced by half, meaning it needs to
you knock the target out of its current sphere into an use its movement and the Dash action to move to an adjacent
adjacent one of your choice. An aerial charge can’t be used to sphere. However, the target has advantage on checks made to
push a target out of aerial combat. dislodge you as long as you remain on its wing.
With a success, you have the option of staying in your
current sphere or choosing to move with the target out of
the current sphere, where you would form a new, separate Dragonbonded Strikes
Close sphere with the target. Moving in this way does not If you ride a dragon bonded to you in aerial combat, when
provoke opportunity attacks. you or the bonded dragon make an attack against a creature,
the other bonded partner gains advantage on attack rolls
Shoving a Rider made against that same target. Should one of you attack a
different creature, the other loses the advantage on attack
If you successfully use your Attack action to shove the rider rolls against the previous target, gaining advantage on attack
of a flying creature in aerial combat, the target is knocked rolls against the new one. If you dismount the dragon, or
from its mount and begins falling. A rider using a saddle has are knocked off of it, this effect ends until you are riding a
advantage on its ability check to remain in place. You cannot dragon bonded to you again.
shove a creature that is not mounted on or scaling a flying
creature or flying object.
Other Actions In Aerial Combat
Some of the actions usable during a typical combat differ
Aerial Grappling slightly when used in aerial combat. These differences are
A flying creature can grapple another in the normal fashion. indicated in the individual entries.
It is important to remember that the target of a grapple Dash. Taking the Dash action allows you to gain extra
must be no more than one size larger than you. movement for the current turn. You can use this extra
When the grapple begins, both creatures immediately fall movement to move to an adjacent sphere or to close the
into the Long sphere and continue to fall as per the rules in distance to another combatant in the same sphere and form
the “Falling Out of Aerial Combat” section until the grapple a new, smaller sphere within the current one.
is broken, at which point each creature will need to halt Disengage. You can take the Disengage action to avoid
its fall or eventually hit the ground. During this fall, each opportunity attacks while moving from a Close sphere to a
creature involved in the grapple, including any riders on Medium sphere or, along with using all of your movement,
the flying creatures, can use its reaction to target any other to exit the encounter area if you are in a Long sphere.
creature involved in the same grapple with a single attack Dodge. If you are falling, you can’t take the Dodge
or a single spell with a casting time of 1 action, 1 bonus action until you halt your fall and resume flying.
action, or 1 reaction. Ranged attack rolls are made with Help. You can aid another creature in the completion of
disadvantage. a task by taking the Help action only if you are in the same
sphere as the creature you are aiding.
Landing On or Scaling a Larger Creature Hide. Generally speaking, you can’t hide during aerial
combat unless environmental factors, as determined by
While in a Close sphere during aerial combat, you can the GM, obscure visibility. You can take the Hide action
attempt to climb on another creature in the same Close normally in an area that is lightly or heavily obscured. If
sphere if it is more than one size larger than you. When you the area is heavily obscured, you have advantage on your
do so, you must make a Strength (Athletics) or Dexterity Dexterity (Stealth) check.
(Acrobatics) check contested by the target’s Dexterity Ready. In aerial combat, readied actions are much more
(Acrobatics) check. If you succeed, you move into the specific than those in normal combat. When you take the
target’s space, climbing on its body. Ready action in aerial combat, you must specify a specific
While in the target’s space, you move with the target and creature that will trigger your reaction. A target riding a
treat the target’s body as difficult terrain. You have advantage flying creature counts as a pair for the purposes of this Ready
on attack rolls against the target. The GM will determine action. So you could say, “When that Fulgen dragon moves
whether the target can attack you, depending on your out of that Close sphere, I’ll attack it with my bow,” or, “If
location on the target’s body. the rider on that Exor dragon flies into this Medium sphere

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CHAPTER 3: DRAGONS OF VALERNA

with me, I’ll move away.” You couldn’t say, “The next time Aerial Combat Example
any flying creature moves into this Medium sphere, I’ll cast
An example is provided here of how the range spheres used
magic missile at it.”
for aerial combat could shift and change throughout the
Search. When you take the Search action trying to focus
course of an encounter. See the accompanying figures for a
your attention on something outside of your current sphere,
visual representation.
you have disadvantage on any ability check required.

Round 1: Riders A and B enter aerial Round 2: On their turns, Riders A and Round 3: Riders A and B battle in their
combat with each other, forming a Long B each move toward each other, forming Close sphere. Rider C moves to Medium
sphere, They use ranged attacks and spells a Medium then a Close sphere. Rider C sphere and uses a ranged attack on Rider
against each other. enters the combat in the Long sphere. A. Rider D enters the Long sphere.

Round 1: Riders A and B continue Round 2: Rider B defeats Rider A, Round 3: Rider D moves to Medium
fighting, Rider C uses a ranged attack on eliminating the Close sphere around them. sphere, provoking opportunity attacks.
Rider A. Rider D moves to Medium range, Rider B moves from their Medium sphere Then Rider D uses the dash action to move
then uses the Dash action to form a new to the Close sphere where Riders C and D to the Long sphere, with the intention of
Close sphere with Rider C. are battling. exiting the battle next round.

123
124
CHAPTER 4:

ITEMS &
EQUIPMENT
A n adventurer is only as good as their equipment! This
chapter provides new weapons, adventuring gear,
ammunition, and special materials that are found in the
world of Dragonbond, both magical and mundane.

Armor & Weapons


Many of the arms and armor found in the world of
Dragonbond are the same as many other fantasy worlds.
However, the mortals of Rhaava have created many
wonderful and unique items; equipment new to this book
can be found here.
Also included in this section are special materials found
only on Rhaava. The rarity of these materials vary, and they
can be used to craft weapons and armor of all types.

Special Materials
Weapons and armor in Valerna made from the following
special materials convey additional properties.
Bakka. Created by the obakkar, bakka is a dense, tawny
material made by refining the lava produced by the flame
djaat. A sacred substance for the obakkar, its use in rituals and
daily life is central to their culture. Bakka amber is fashioned
into weapons, armor, jewelry, and art and is even powdered
for alchemical uses.
Weapons and armor made from bakka weigh 50% more
than the standard versions, and they cost twice as much.
Armor not normally made of metal can’t be made from this
material. Bakka armor contains little to no metal and grants
fire resistance to its wearer.
Deadsteel. Iron ore can be treated with a special
antimagic dust to make deadsteel. The resulting metal is
particularly useful against Fai creatures, able to cut through
their defenses and even disable their powers temporarily.
The process for creating deadsteel was developed by Allarian
wizards, and weapons made with such a metal are typically
only given to Fai hunters and others handpicked by the
scholars of the Allarian courts.
Deadsteel weapons are considered magical for the
purpose of overcoming damage resistances. A Feydh
creature hit with a deadsteel weapon loses all of its innate
resistances until the end of its next turn, including
damage resistances and any advantage on saving throws
against spells or other magical effects. Additionally, when
a Feydh creature must make a Constitution saving throw
to maintain concentration due to taking damage from
a deadsteel weapon, the save is made with disadvantage.
Distribution of deadsteel is carefully controlled, making it
hard to get and causing weapons made from deadsteel to
cost three times as much as the standard versions. 125
Fai Glass. A creation of the Fell Courts, Fai glass is a the aerial lance to be used with one hand, but it requires
Dream-wrought crystal material that is as strong as steel two hands to wield when you aren’t mounted. You have
but far lighter, and armor made from it offers far more disadvantage on attack rolls made with an aerial lance if
maneuverability for the wearer. you are not mounted using an aerial saddle or if you use
Weapons forged from Fai glass deal an additional 1d4 this lance to attack a target within 5 feet of you.
psychic damage and count as magical for the purpose of Atlatl. The atlatl, also known as a spear-thrower, is
overcoming resistances. Medium armor made from this a tool for hurling special darts the size of thin javelins
material allows for a maximum Dexterity modifier of +4 to at a greater distance and with greater force than can be
be applied to AC, and heavy armor made of it allows for a achieved by hand. The atlatl is typically the length of
maximum Dexterity modifier of +2 to be applied to AC. the hunter’s forearm with a cup or spur that anchors the
Fai glass armor does not impose disadvantage on Dexterity ammunition to be thrown into place. The atlatl is the
(Stealth) checks. Weapons and armor made from Fai glass weapon of choice for cúhinn hunters in Nahuac.
weigh half as much (rounded up) and cost three times more
than the standard versions.
Jawahm Crystal. Harvested from gemstone clusters in the
Enkharan Desert by the nwoda clans, this crystalline material
is used by the sky dwarves as the heart of their magical
technology. Jawahm weapons also never need sharpening.
Armor not normally made of metal can’t be made from Blood Blade. Typically
jawahm crystal. Armor made from this material allows its wielded in pairs by Tyverian bloodclaw
wearer to double their jump distance. Jawahm crystal armor troops, this wicked-looking weapon acts as an extension of
and weapons cost 50% more than the standard versions. the wielder’s arm, with long blades on either side forming a
Stormsteel. This bitter-cold metal is forged by the sjóda, talon-like appearance. They are usually made of tyvalite.
the frost dwarves of the Gellanor League.
Weapons crafted from stormsteel deal an additional
1d4 cold damage and count as magical for the purpose
of overcoming resistances. A creature wearing stormsteel
armor gains resistance to cold damage. Weapons and
armor made from stormsteel cost twice as much as the
standard versions.
Tyvalite. A soft red metal from Tyveria, tyvalite is a key Harpoon.
component used in some magic rituals, its high malleability A long pole with
making it easy to shape and scribe. It is also folded into a barbed hook or blade on the end, a harpoon is typically
steel and used in weapon crafting, giving a beautiful striated used by those in the Ysvalian Alliance for fishing, hunting,
appearance to blades and other metal weapons and making it and defense. It can be wielded one-handed or two-handed
easier to layer enchantments into them. Tyvalite can be tinted and thrown short distances.
when shaped, allowing crafters to create metal armor and
weapons of a wide variety of hues.
Tyvalite steel blades can also be honed to a keen edge,
giving the wielder a +1 bonus to slashing damage on attacks
made with such a weapon. Tyvalite items cost twice as much Huntsword. This long, thin
as the standard versions. blade is used primarily by the Fai hunters
of Allaria. Its length makes it ideal for use while
Weapons mounted, and the Fai hunters can wield this massive weapon
with surprising finesse from the backs of their trained qirin.
This section lists the details for the new weapons Made from deadsteel, huntswords are particularly deadly
introduced in this book. Some have extra properties, listed against the Fell and other feydh. A huntsword requires two
in their description and indicated by the “special” property hands to wield when you aren’t mounted.
in the Weapons table.

Aerial Lance.
Designed for aerial battles while
riding on dragonback, these 14-to-16- Macahui. This
foot spears are set with a vamplate, a small circular plate to weapon originates in Nahuac.
protect the hand. Though made from the hardest woods, a A long wooden club embedded with
jawahm crystal core allows this lance to be wielded deftly razor-sharp shards of kaabstone along the sides, a typical
despite its extreme length. Saddles designed for aerial macahui can be wielded with one hand, though the larger
combat are equipped with a mounting rest that allows heavy version requires two hands to wield it effectively.
126
CHAPTER 4: ITEMS & EQUIPMENT

Moonblade. Reaver Scythe. Used


So named because most often by the skorpikon riders
it has a triply curved blade that of Tyveria, this weapon features two
resembles the three moons of Rhaava in their curved, bladed heads made of tyvalite on
crescent state, the moonblade is of a similar style to the either end of a long, twisted shaft. Though
huntsword. Originating in Allaria, it is sometimes made from difficult to learn, once mastered, it can be
deadsteel, though it’s most often made of a mundane metal. wielded with vicious efficiency, particularly
from the back of a mount.

Spiked Chain. This long, heavy chain


is studded with barbed, sharpened spikes.
Typically wielded by the hulking ogerron,
the chain can be used to entangle and
immobilize a target. A spiked chain has a
reach of 20 feet, and you have disadvantage
on attack rolls when you use the chain
against a target within 5 feet of you. When
you hit a Large or smaller target with an
attack with this weapon, you can force it to
make a Dexterity saving throw (DC of 8 +
Repeater Crossbow. An invention of the godao, these your Strength modifier + your proficiency
crossbows are rigged with chains of ammunition and bonus). On a failure, the target is grappled
are able to fire multiple shots without being reloaded. and has disadvantage on Strength checks
However, a result of a 1 on an attack roll made with a and saving throws. Until the grapple ends,
repeater crossbow results in a bolt jam, and the use of the target is restrained and the chain can’t be
tinker’s tools as an action is required to unjam the weapon used against another target.
so it is usable once more.

Weapons
NAME COST DAMAGE WEIGHT PROPERTIES
Simple Melee Weapons

Harpoon 1 gp 1d6 piercing 3 lb. Thrown (20/60), versatile (1d8)

Macahui 8 gp 1d8 slashing 3 lb. —


Macahui, heavy 12 gp 1d10 slashing 7 lb. Heavy, two-handed
Simple Ranged Weapons

Repeater crossbow, light 75 gp 1d8 piercing 3 lb. Ammunition (range 90/240), special, two-handed
Martial Melee Weapons

Blood blade 50 gp 1d6 slashing 3 lb. Finesse, light, tyvalite


Huntsword 150 gp 2d6 slashing 5 lb. Deadsteel, heavy, special
Moonblade 15 gp 1d8 slashing 3 lb. Versatile (1d10)
Reaver scythe 150 gp 2d8 slashing 18 lb. Heavy, reach, two-handed, tyvalite
Spiked chain 50 gp 1d8 slashing 10 lb. Heavy, special, two-handed
Martial Ranged Weapons

Aerial lance 160 gp 1d12 piercing 3 lb Reach, special


Atlatl 5 gp 1d6 piercing 2 lb. Ammunition (range 100/300), light
Repeater crossbow, heavy 150 gp 1d10 piercing 18 lb. Ammunition (range 120/400), heavy, special,
two-handed

127
Adventuring Gear Adventuring Gear
This section describes items that have special rules or ITEM COST WEIGHT
require further explanation. The Adventuring Gear table Ammunition
provides pricing for ammunition and other gear.
Atlatl darts (5) 1 gp 5 lb.
Shev Explosives. The shev of Tyveria are renowned for
their alchemical weapons. Many of these take the form of Repeater crossbow bolts, 1 gp 1 lb.
bombs or other explosives that can quickly turn the tide heavy (chain of 4)
of battle. As an action, you may activate and throw an Repeater crossbow bolts, light 1 gp 1 lb.
explosive up to 30 feet. The radius, DC, and damage of a (chain of 8)
few such explosives are listed below. Shev explosive
Acid Bomb. This bomb explodes upon impact. Each Acid bomb 50 gp 1/2 lb.
creature within a 10-foot radius must make a DC 13
Putrid gas 50 gp 1/2 lb.
Dexterity saving throw, taking 4d8 acid damage on a failed
save, or half as much damage on a successful one. Splatter bomb 150 gp 1 lb.
Putrid Gas. When the bomb lands, it releases a greenish
gas that immediately fills the area within a 10-foot radius
and spreads an additional 10 feet at the beginning of each of
your turns, to a maximum of 30 feet. The gas spreads around Dragon Equipment
corners and remains for 1 minute. Each creature that enters This section describes items worn or used by Dragons.
the area for the first time or starts its turn there must make Dragon Barding. Barding is armor designed to protect
a DC 15 Constitution saving throw against poison. On a a dragon’s head, neck, chest, and body. Any type of armor
failed save, a creature spends its action that turn gagging and can be purchased as barding. The cost and weight varies
retching. Creatures that don’t need to breathe or are immune depending on the size of the dragon it is fitted for. Barding
to poison automatically succeed on this saving throw. A strong for a Large Dragon costs four times the equivalent armor
wind disperses the gas, as long as it has somewhere to go, made for Humanoids, and it weighs twice as much.
ending the effect. Dragonriding Saddle. This saddle is made of sturdy
Splatter Bomb. This bomb explodes upon impact, leather and designed to fit a dragon. It braces the dragon’s
coating the area in a 10-foot radius with a sticky substance. rider, helping you keep your seat during mounted combat.
The area becomes difficult terrain. Each creature in the It is often fitted with straps and belts to hold the rider
area when the bomb explodes must succeed on a DC 17 in place during aerial maneuvers. Using a saddle gives
Dexterity saving throw or become restrained. Additionally, you advantage on any ability check made to remain in
each creature who enters the area or starts their turn mounted. The cost and weight of a dragonriding saddle
there must succeed on the same saving throw or become varies depending on the size of dragon it is fitted for.
restrained. A creature restrained in this way may use
its action to make a DC 20 Strength check, ending the
restrained condition on itself on a success.

128
as smiths
, arm or and othe r such item s take s grea t skill, and forges run hot across all Valerna
The crafting of weapons stry, to battle. So, too,
drou s ores and min eral s into grea t tool s, to be used in everything from farming, to indu and
fashion won als or the bark of the abundant trees are manipulated
ticed , in whi ch the hide of anim
are the ancient crafts still prac Crimson Coast are renowned for their high fash
ion, while in
es, jewe lry and good s. The arti sans of the
fashioned into cloth forged by the Elves of Allaria.
eria , the blac kest iron is shap ed into wea pons of war that can stand against anything
Tyv

Swivel Ballista. Larger than a normal crossbow, this 12 Dexterity saving throw. The creature’s speed is reduced
miniature ballista is designed to mount on a dragonriding to 0 on a failed save, or halved on a successful one, until a
saddle or aerial gondola. It fires heavy steel bolts typically creature uses an action to remove the bola. A creature that
fitted with crystal shard tips. It takes one action to reload is smaller than Large takes the damage but automatically
a swivel ballista and one action to aim and fire it. A swivel succeeds on the saving throw.
ballista has AC 15 and 25 hit points, and it is immune to Tailspike. This metal spike is secured to a dragon’s
poison and psychic damage. This weapon is too large and tail by straps and buckles. A tailspike inflicts the listed
unwieldy to be carried and fired by a Medium-sized creature. damage, depending on the size and type of the weapon, in
Swivel Ballista Bola Bolt. A specialized form of bolt addition to the normal damage of the wearer’s tail attack.
designed to hinder flying creatures. The head of the bola Tailspikes come in various styles including blades, axes,
bolt detaches after being fired, separating into two heavy and greatblades. The cost and weight of a tailspike varies
halves attached by a length of strong chain. A creature depending on the size of dragon it is fitted for.
hit by a bola bolt takes 1d8 bludgeoning damage. In
addition, if the creature is Large or larger, it makes a DC

Dragon Equipment
ITEM DAMAGE/RANGE COST WEIGHT
Dragon barding, Large/Huge/Gargantuan – x4/x8/x20 x2/x4/x10
Dragonriding saddle, Large/Huge/Gargantuan – 150 gp/200 gp/300 gp 40 lb./55 lb./75 lb.

Swivel ballista 2d10 piercing, range 120/480 100 gp 30 lb


Swivel ballista bolts (10) – 5 gp 3 lbs

Swivel ballista bola bolt (1) 1d8 bludgeoning, range 80/320 25 gp 10 lbs
Tailspike

Axe, Huge/Gargantuan 2d8 slashing/2d10 slashing 400 gp/800 gp 40 lb./80 lb.


Blade, Huge/Gargantuan 2d6 slashing/2d8 slashing 300 gp/600 gp 30 lb./60 lb.
Greatblade, Huge/Gargantuan 2d10 slashing/2d12 slashing 500 gp/1000 gp 60 lb./120 lb.

Spike, Huge/Gargantuan 2d4 piercing/2d6 piercing 150 gp/300 gp 10 lb./20 lb.

129
Magic Items Bracelet of the Broods
& Equipment
Wondrous item, legendary
Components: Bone from each brood of dragon represented,
This section contains new magic items and equipment. mythic essence
Components. A new line has been added to the This bracelet has 1d4 magic charms made from carved
magic items listed here: Components. This works in dragon bone. The charms may look like various dragon
conjunction with the optional crafting and enchanting parts or even dragons themselves. The bracelet also has
rules found in appendix A. If you are not using these many nonmagical beads made from precious stones,
optional rules, you can disregard each item’s components. such as amethyst, citrine, coral, jade, pearl, and onyx. If
If a magic item’s description does not contain a a magic charm is removed from the bracelet, that charm
components entry, it means that item cannot be created loses its magic.
through standard crafting or enchanting. Such items Six types of charms exist based on different dragon
include artifacts, like the Heart of Kadmos, or items that broods. The GM decides the type of each charm on
can only be created with specific magic, such as a dose of the bracelet or determines it randomly. A bracelet can
awakened blood or a Kaabstone amulet. have more than one charm of the same type. As a bonus
action, you can activate a charm to use the property
Blood-Draw Dagger stored within. Once a charm is used in this way, it can’t
be used again until the next dawn.
Weapon (dagger), uncommon
Components: Frail essence (Id), pouch of teeth from a blood husk
Found most often in Tyveria, this dagger has a specially
molded runnel and a hollow chamber in the hilt that
can hold a glass vial. When you hit a creature using
this dagger, it deals an extra 1d4 necrotic damage. In
addition, if you have an empty vial in the hilt and deal at
least 1 necrotic damage with the dagger, the vial fills with
blood. Removing and replacing a vial requires an action.

BROOD
d12 EFFECT
CHARM
1–2 Coatl You gain truesight out to a range
of 120 feet for an hour.
3–4 Ehrlya You cast the alter self spell. It
lasts for the duration without
concentration.
5–6 Exor You cast the hunter’s mark spell.
For the duration, you know the
direction and distance to your
marked prey.
7–8 Fulgen You cast the command spell on
up to 12 creatures, using Charisma
as the spellcasting ability.
9–10 Magnifex Your form shimmers, causing
creatures to have disadvantage
on attack rolls against you for the
next hour. If you take damage,

special,
None of this, however, is what makes them
this effect ceases until the start of

of magic
for the act of creation is, in itself, an act
your next turn.

owers
in Valerna, and the channeling of Vaala emp
11–12 Nix Plates of bone cover your skin.
For the next hour, you have a +2

both the creators and the items they create.


bonus to your AC and you are
immune to necrotic damage.
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CHAPTER 4: ITEMS & EQUIPMENT

Dose of Awakened Blood paint, and the dragon must succeed on a DC 15


Charisma saving throw or suffer disadvantage on all its
Potion, rare attack rolls until the end of its next turn.
This blood is a deep red and shimmers slightly in the Pollen. Small wisps of pollen are suspended in this
light. If you’re not a maghyr and you consume this blood, silvery gelatinous oil. If a pollen-coated weapon strikes a
you regain 2d4 + 2 hit points and gain a +2 bonus to Fulgen dragon, it releases a cloud of choking pollen dust,
your Strength and Dexterity scores until you finish a and the dragon must succeed on a DC 15 Constitution
short or long rest. saving throw or be unable to speak or use its Decree until
If you consume more than one dose of awakened blood the end of its next turn.
before finishing a short or long rest, you regain additional Pumice. Small gray flecks of stone are suspended in
hit points and gain an additional +2 bonus to your this greenish gelatinous oil. If a pumice-coated weapon
Strength and Dexterity scores for each dose consumed, strikes a Coatl dragon, it causes some of the dragon’s
but there is a compounding 20 percent chance that you feathers to molt, and the dragon must succeed on a DC
immediately vomit up all of the consumed awakened 15 Wisdom saving throw or be unable to cast spells until
blood, losing all Strength and Dexterity bonuses the end of its next turn.
conferred and suffering disadvantage on all Constitution Resin. This yellow gelatinous oil is layered with floating
saving throws until you finish a short or long rest. nodules of amber, clumped into threads. If a resin-coated
weapon strikes an Exor dragon, a sticky spray erupts from
the impact, and the dragon must succeed on a DC 15
Dragonbane Oil Constitution saving throw or be unable to use its burrow
speed until the end of its next turn.
Wondrous item, rare
Rime. This faintly blue gelatinous oil has ice crystals
Components: Phial of dragon blood from the associated floating in it and is chill to the touch. If a rime-coated
brood, robust essence weapon strikes an Ehrlya dragon, it covers the target with
This tiny vial contains odd particles suspended in a viscous a thin layer of ice, and the dragon must succeed on a
liquid. The oil can coat one slashing or piercing weapon DC 15 Constitution saving throw or be unable to use its
or up to 5 pieces of slashing or piercing ammunition. Dragonfire Breath Weapon until the end of its next turn.
Applying the oil takes an action. For 1 hour, the coated Spore. Flecks of gray-green tufts move slowly through
weapon is magical and has a +2 bonus to attack and this clear gelatinous oil. If a spore-coated weapon strikes
damage rolls against Dragons. a Nix dragon, it spreads living spores across the target’s
Different types of dragonbane oil exist, each with a undead bones, and the dragon must succeed on a DC 15
different secondary effect. The GM chooses the kind of oil Wisdom saving throw or be unable to activate any of its
or determines it randomly. runes until the end of its next turn.
d100 Dragonbane Oil
1–20
21–35
Dye (Magnifex)
Pollen (Fulgen)
Dragon Champion’s Shield
36–50 Pumice (Coatl) Armor (shield), very rare (requires attunement)
51–65 Resin (Exor) Components: Dragon’s breath sac, potent essence
66–90 Rime (Ehrlya) While holding this shield, you have a +1 bonus to your AC.
91–00 Spore (Nix) This bonus is in addition to the shield’s normal bonus to AC.
Dye. Small spheres of colored dye float in this faintly Breath Repulsion. While holding this shield, if you
purple gelatinous oil. If a dye-coated weapon strikes a take damage from a Dragon’s Breath Weapon, you can use
Magnifex dragon, it splashes the target with multicolored your reaction to immediately send a pulse wave back at the
dragon. Make a ranged spell attack using Constitution
as your spellcasting modifier. On a hit, the
dragon takes force damage equal to half the
damage the Breath Weapon dealt to you.
Champion’s Resistance. Once a day, if
you fail a saving throw against a Dragon’s
Breath Weapon, you can choose to
succeed instead. Once you use the shield
in this way, this property cannot be used
again until the next dawn.

131
Godao Palanquin Grounding Arrow
Wondrous item, very rare (requires attunement) Weapon (arrow), rare (requires attunement)
Components: Potent essence (Fai), pouch of scales from a Fai hydra Components: Phial of dragon blood, robust essence
This contraption consists of an elaborate throne-like chair When you hit a Dragon with this arrow, it deals an extra
atop three mechanical insectoid legs. It can fit one Small 2d10 piercing damage. In addition, the dragon must
or Medium creature comfortably. The palanquin is a succeed on a DC 17 Constitution saving throw or have
Medium object with AC 20, 150 hit points, and a speed its speed reduced to 0 until the end of its next turn.
of 40 feet. It is immune to poison and psychic damage. Once a grounding arrow deals its extra damage to a
When you are seated in the palanquin, you can control Dragon, it becomes a nonmagical arrow.
it by issuing one of the following mental commands as a Other types of magic ammunition of this kind exist,
bonus action, which it carries out immediately. such as grounding bolts meant for a crossbow, though
Move. The palanquin moves up to its speed to a spot you arrows are most common.
can see within range, following a path of your choosing.
Attack. The palanquin makes one melee weapon attack
against a target within 5 feet. It has a +4 to hit and deals Harpoon Tether
1d8 + 4 piercing damage on a hit. Wondrous item, rare
Defend. The palanquin defends you. You gain a +3 Components: Robust essence, shimmerworm tusk
bonus to your AC until you issue another command to the
palanquin or you leave the seat. This engraved steel and copper six-inch tube features a
barbed spearhead on either end and is segmented in the
center. Inside the tube, a 120-foot cable of enchanted
tyvalite steel is coiled.
When you use an action to twist the halves of the tube
in separate directions, you can launch one or both magic
spearheads at up to two targets of your choice within 60
feet of you, trailing the attached cable behind them. If
you target two creatures, you must be between them.
Each target must succeed on DC 15 Dexterity saving
throw or take 3d6 piercing damage and be grappled
(escape DC 15) as the harpoon tip impales them. As
a bonus action, you can twist the tube halves in the
opposite direction, causing the cable to retract. Grappled
creatures are pulled 20 feet straight toward the tube each
round until the spearheads socket back into the tube.
A creature escaping from the grapple takes 6d6
slashing damage when the spearhead rips free.

Heart of Kadmos
Wondrous item, artifact (requires attunement)
Many millennia ago, Kadmos, the ancient creator of
dragons, was banished to the Red Moon by the Protogons
and their connection to Vaala was severed. Unbeknownst
to the First Dragon, however, the Protogons could not
fully destroy the bond between Kadmos and Vaala, so
instead they removed it from the dragon and forced it into
a physical form. Although this original creation has been
lost to history, a fragment of it, broken off long ago, still
remains. Appearing in scattered accounts over the eons, the
sages call this remnant the Heart of Kadmos.
The Heart of Kadmos is an oblong sphere, about fifteen
inches in diameter, made from a strange reddish-yellow
gemstone of unknown origin.
Shroud of the Creator. While you are attuned to
the Heart and carry it on your person, Dragons have
disadvantage on saving throws against charm and fear
effects from you. If you hold the attuned Heart in one
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CHAPTER 4: ITEMS & EQUIPMENT

Destroying the Heart. The Heart is impervious to all


damage, including the attacks and Breath Weapons of
Dragons. However, if subjected to the Breath Weapons
of five separate broods in the same round or a critical
hit from a +3 weapon, the Heart vanishes, severing all
attunements. The Heart of Kadmos will reappear elsewhere
in the world within 1d4 weeks.

Jewelry of Vaala Resonance


Wondrous item, rarity varies (requires attunement by a
non-Dragon)
Components: Essence (type varies by rarity), phial of blood
each from a Fai, Id, and K’aab creature
This jewelry stores Vaala for later use by the attuned
hand, you are immune to the Breath Weapons of Dragons wearer. Each type of jewelry can store different amounts
and have advantage on saving throws against any action or of Vaala. The GM decides the type of each jewelry or
ability used by a Dragon. determines it randomly. When found, a piece of jewelry
Spells. The Heart has 5 charges and regains 1d4 + contains 1d4 − 1 Vaala points.
2 expended charges daily at dawn. While you hold the Any creature can use an action to spend up to 3 Vaala
Heart, you can use an action and expend one or more points, channeling them into the jewelry and storing
charges to cast one of the following spells (save DC 18) them. If the jewelry cannot hold the Vaala points, the
from it: beacon of hope (1 charge), fly (1 charge), globe of points are expended without effect.
invulnerability (2 charges), inflict wounds (5th-level version, While wearing the jewelry, you can use an action to
3 charges), and resurrection (5 charges). You can also use an recover Vaala points from the jewelry, up to the number
action to cast spare the dying or command from the Heart stored within it. The Vaala points recovered from the
without using any charges. jewelry are no longer stored within it.
Draconic Domination. While you are attuned to the
Heart and carry it on your person, you sense the presence
of Dragons within 1 mile of your location. Additionally,
you can use an action to send a telepathic call to the
closest Dragon within 50 miles. That dragon must succeed
on a DC 18 Wisdom saving throw or be charmed by
you until you finish a long rest. If you or your allies are
currently fighting the dragon, it has advantage on the
saving throw.
While the dragon is charmed, you have a telepathic
link with it, and you can use this link to issue commands
to the dragon while you are conscious (no action required).
The dragon does its best to obey. You can specify a simple
and general course of action, such as “Attack that creature,”
“Fly to that spot,” or “Grab that object.” If the creature
completes the order and doesn’t receive further directions
from you, it defends and preserves itself (or you) to the
best of its ability.
Each time the dragon takes damage, it repeats the
Wisdom saving throw against the charm effect. If the
saving throw succeeds, the effect ends, but the dragon is
unaware it has been charmed by you.
Once you use this property, you must wait for 1d4 days
before using it again.

d10 TYPE MAXIMUM VAALA POINTS RARITY COMPONENTS


1–4 Ring 3 Uncommon Frail essence
5–7 Bracelet 5 Rare Robust essence

8–9 Armband 6 Very rare Potence essence


10 Diadem 8 Legendary Mythic essence
133
Kaabstone Amulet
Wondrous item, uncommon (tánaid only)
This green stone amulet is infused with Source magic.
While wearing this amulet, when you transform from
your human or hybrid form into your animal form,
everything you are wearing or carrying is magically
transported into the extradimensional space inside the
amulet. The amulet remains on your body while in
animal form—around your neck, on your wrist, etc.
When you revert to your human or hybrid form, your
clothing and equipment return to where they were on
your body when you originally transformed into your
animal form.
You must be wearing the amulet for it to function for
you. If the amulet is removed while you are in animal
form, your belongings remain inside the amulet, even if
you transform back into human or hybrid form. If you
die while your belongings are within the amulet, they
remain in the amulet. If another tánaid uses this amulet
when your belongings are within it, your belongings
remain stored and are inaccessible to them. Only their
clothing and equipment are transferred into and out of
the amulet when they use it. Retrieving items from a
Kaabstone amulet that has been removed from its tánaid
requires the use of powerful Source magic, only known
by the Náhuinn wizards who craft the amulets.

Lightstaff
Weapon (harpoon), rare (requires attunement by a cleric or
paladin)
Components: Foghorn horn, robust essence
Typically wielded by Galadyan priests as a sign of their station
and faith, this harpoon deals an extra 1d8 radiant damage.
When you hit an Aberration or Null creature
with this harpoon, that target takes an extra
2d8 radiant damage instead.
When holding the lightstaff, you can
use a bonus action to cause the staff to
emit bright light in a 15-foot radius and
dim light for an additional 15 feet.
You can dismiss this light at will.

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CHAPTER 4: ITEMS & EQUIPMENT

Shielding Saddle
Wondrous item, rare (requires attunement)
Components: Pouch of feathers from a Coatl dragon,
robust essence
This dragonriding saddle is etched with
arcane runes. The saddle has three charges.
When you are hit with an attack while riding
in this saddle, you may use your reaction to
expend one of the charges. Until the start of
Thundering Maul
your next turn, you have a +5 bonus to your Weapon (maul), rare (requires attunement)
AC, including against the triggering attack, Components: Robust essence (Fai), volatile mote of air
and you take no damage from magic missile. This maul is made of Fai glass and infused with
The saddle regains all expended uses at the next dawn. the magics of the Fell. When you hit a target
with an attack using this maul, you deal an
Skyhook Scepter additional 1d6 thunder damage, and the target
must succeed on a DC 15 Strength saving throw
Wondrous item, rare or be knocked prone.
Components: Jawahm crystal, primordial dust from a gem troll, In addition, the maul has 3 charges. When you
robust essence (Fai) hit a target, you can expend 1 charge to release a
This tapered rod is bent into a half circle at the top like wave of thunderous energy from the maul. Each
a shepherd’s crook. The length of the scepter is fitted with other creature except you within 10 feet of the
bands of crystal and a large ruby in a recessed setting. A target must succeed on a DC 18 Strength saving
looped lanyard of braided mithril threads hangs from throw or be pushed 10 feet directly away from the
the bottom. target. The maul regains all expended charges at the
As an action, you can press the ruby, causing the next dawn.
crook to leap off of the end of the scepter and float
up to 60 feet in the air above you. While holding
the now-headless scepter, you can use your reaction
to press the ruby a second time. This causes you
Tinker’s Pouch
and the scepter to soar into the air, directly to the Wondrous item, uncommon
crook, where the scepter reattaches. You can bring Components: Fadrake hide, frail essence (Fai)
one willing creature of your size or smaller who is This simple leather bag, marked with a faded image of
carrying gear up to its carrying capacity. The willing a box of tools and made from worn leather or cloth,
creature must be within 5 feet of you when you use appears empty. As an action, you can reach into the bag
the scepter. and retrieve a simple, inexpensive, mundane crafting
component, such as a hinge, a handful or screws, or a
Swift Barding needle and thread. Items that come in bunches, such as
marbles, count as a single item for the purposes of this
Wondrous item, very rare (requires attunement by a flying property.
creature) Once you use this item, you can’t use it again for
Components: Fell fox liver, potent essence 24 hours.
This leather and metal set of barding is inscribed
with arcane runes. When placed upon a flying
creature, it magically changes sizes to fit that
creature perfectly. As a bonus action, the wearer
can activate the item or another creature can
instead speak the command word to do so. Upon
activation, the flying speed of the creature wearing
this barding increases by 20 feet for 1 minute.
Additionally, activated swift barding allows a
mount to move to another sphere as a bonus
action during aerial combat (see the “Draconic
Combat” section in Chapter 3: Dragons, page
155 for more details on aerial combat).
This item has 3 charges. Each activation of it
expends 1 charge. The item regains all expended
charges when its wearer finishes a long rest.
135
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CHAPTER 5:

MAGIC
T he world of Dragonbond is filled with magic, the
essence of which is known to those in Valerna as
Vaala. Vaala can be used to produce potent spells but is also
used by many commoners in everyday life. From the wise
woman who twists a bit of K’aab to cleanse a wound, to
the powerful wizard who harnesses vast amounts of Fai to
achieve nigh impossible feats, Vaala is part and parcel to life
in Valerna. This chapter provides additional spells and new
rules for magic in Dragonbond.

Vaala
Vaala is often referred to by its aspects. Most creatures
on Rhaava cannot comprehend the workings of Vaala as
a whole and instead divide it into three distinct parts in
order to access, manipulate, and utilize its power.
Fai. Also known as Dream, Fai is the aspect of
imagination, of the unpredictable and unrealized. It
manifests in budding ideas, unconscious thoughts, and
nightmares. It is the magic of concept, of abstract forces
such as beauty, order, and chaos.
Id. Also known as Will, Id is the aspect of decision,
power, and influence. Of all aspects, it is the closest to
Vaala’s raw, true nature—the ability to affect the universe
through action and assertion. It is the magic of forces
and energy, of cause and effect.
K’aab. Also known as Source, K’aab is the aspect
of growth, creation, and transformation. It manifests
in birth, learning, and development, in life and
reproduction but also in decay and death. It is the magic
of cycles, of processes and experience.

Vaala Pool
On Rhaava, Vaala is the force of life and creation. It exists
within and around all living things, creating a connective
web of growth, possibility, and change.
All creatures of Rhaava are thus connected to Vaala.
Within them all is that same possibility, that same power
and potential. In this way, all creatures hold the ability
to use magic, though not all have the strength to craft
mighty spells.
At character creation, a character has two new items on
their sheet: Vaala points and motes of affinity. A character
gains Vaala points and motes of affinity from their lineage
and class choices, as indicated in the sections below.

137
Using Vaala Points Outside of Dragonbond Motes of Affinity
If you are playing a class or lineage from outside
this book or wish to implement Vaala points in your Motes represent a character’s deepening affinity with one
home game, use the following guidance. or more Vaala aspects, namely Fai, Id, and K’aab. Each
Motes of Affinity. A character gains one mote mote in a Vaala aspect allows a character to more easily
of affinity of their choice from their ancestry at access the powers from that aspect. Motes are gained in
character creation. They gain an additional mote of several ways during character creation and advancement.
affinity in an aspect of their choice when they choose This is explained further below.
their first subclass and another of the same aspect On your Valerna character sheet, this looks similar to
when they reach 14th level in that same class. The the tracks used for death saving throws, with each aspect of
GM and player should work together to determine Vaala accompanied by five empty pips beside them.
which aspect of Vaala makes the most sense for their Fai
ancestry and subclass.
Id
Vaala Points. Along with the pool of points
they receive at character creation (as detailed in the K’aab
“Vaala Points” section), they increase their Vaala When you gain a mote in an aspect, you fill in one of
point maximum by 2 when they choose their first the dots. Each mote you have in a Vaala aspect reduces the
subclass and by 2 more when they reach 14th level. Vaala point cost of activating an ability tied to that aspect
by 1, to a minimum cost of 1 Vaala point. For example,
a character with one mote in Fai who activates a Vaala
Vaala Points augmentation with a Fai aspect and a cost of 2 only has to
pay 1 Vaala point instead of 2.
Your character gains a reservoir of mystical energy
representing your ever deepening connection to Vaala. This
pool of Vaala points can be used to power ancestral, class, Gaining Motes
and spell abilities. Characters begin with a pool of these A character can gain a mote of affinity in different
Vaala points, the maximum size of which is determined by ways. They gain a mote from their ancestry or lineage,
the following: as certain creatures are born with an affinity toward an
Vaala point maximum = your proficiency bonus aspect of Vaala. They gain a mote when they select their
+ your primary ability’s modifier (as determined first subclass and another when they reach 14th level in
by your class) the same class. There are some other, rare methods of
gaining motes, including rituals, magic items, and special
You might also have additional Vaala points from your rewards. Multiclassing does not grant you additional
choice of ancestry or class, increasing your Vaala point motes. Most characters will only ever gain three motes.
maximum accordingly. These points can then be spent to
activate or fuel various features. In addition, each Vaala aspect
has a different set of universal abilities that can be activated Multiclassing and Vaala Points
by spending points from the Vaala pool (see the “Casting If your game is using multiclassing rules, it’s
Spells with Vaala” and “Vaala Abilities and Augmentations” important to note that a character can only ever gain
sections). These can be accessed by any character as long as the Vaala Mote and Increased Vaala Pool class feature
they have enough points in their Vaala pool. twice—once when they choose their first subclass,
and once at 14th level in that class—regardless of
how many classes they take.
Spending Vaala Points
However, if a character gains enough levels in
Vaala abilities and augmentations indicate a particular another class to gain that feature again, they can
Vaala aspect affinity as well as the number of Vaala points choose to replace a mote of affinity previously gained
required to activate it. Low-level features might cost 1 from their class with one from the class they just
point to activate, while high-level features might require 6 gained a level in.
or more points. Spending points from your pool to use a For example, if a rogue character chooses the
Vaala ability does not require an action, bonus action, or Crimson Hawk Spellblade archetype at 3rd level
reaction unless indicated in its description. and gains the mote of affinity in Id and Vaala pool
Increase from that archetype, they do not gain any
Recovering Vaala Points additional motes or points if they decide to later
take a level of Vaala adept with the Dream doctrine.
When you finish a long rest, you can regain spent Vaala
In such a case, the character can leave their Id mote
points, up to a number equal to half your Vaala point
of affinity in place from their rogue archetype or
maximum. For example, if a character’s Vaala point
replace it with the Fai mote of affinity provided by
maximum equals 8, they can regain up to 4 Vaala points
the Vaala adept doctrine.
upon finishing a long rest.
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CHAPTER 5: MAGIC

Casting Spells with Vaala Additionally, you may not cast a spell in this way again for a
number of days equal to 1 + the level of the spell cast.
A character can channel their connection with Vaala to If a non-spellcasting character uses this method to cast a
cast spells. This can be done in one of two ways, as long spell, they can use Charisma, Intelligence, or Wisdom as
as the spell has a Vaala affinity. their spellcasting ability (caster’s choice).

Casting a Spell You Know NPCs, Monsters, and Vaala Points


You can cast a spell you know using Vaala instead of spell The GM may wish to give NPCs or monsters Vaala
slots. To do so, you expend a number of Vaala points points. To do so, assign the creature a number of motes
equal to 3 + the spell’s level. The cost of casting a spell of affinity according to their CR, as listed in the NPC
in this fashion is reduced by 1 point per mote of affinity & Monster Motes of Affinity table, and a number of
you have in the spell’s corresponding Vaala aspect, to a Vaala points equal to their proficiency bonus + the
minimum cost of 1 Vaala point. The spell must be of a ability modifier of your choice. A monster has motes
level you can cast. of affinity that correspond to their assigned Vaala
aspect, as listed in Chapter 7: Bestiary of this book.
Dragons can never have access to Vaala points, as
Casting a Spell You Don’t Know their innate tie to Vaala has been severed by the Curse
You can cast a spell you don’t know using Vaala instead of Kadmos.
of spell slots. To do so, you must expend a number of
Vaala points equal to 3 + twice the spell’s level. The cost
of casting a spell in this fashion is reduced by 1 point per NPC & Monster Motes of Affinity
mote of affinity you have in the spell’s corresponding Vaala CREATURE CR MOTES OF AFFINITY
aspect, to a minimum cost of 1 Vaala point. The spell must 1-5 1
be of a level that a spellcaster of your level could cast.
6-15 2
When you cast a spell you do not know in this way, you
immediately take force damage equal to 1d4 per Vaala point 16 and higher 3
spent to cast the spell as the raw Vaala tears through you.

139
Vaala Abilities Alter Damage
and Augmentations Vaala Augmentation
When you make an attack or cast a spell, you can spend Vaala
All creatures of Rhaava—save for dragons—are connected points to change the damage type dealt by the attack or spell
to Vaala. Many have learned to channel this power to effect. The Vaala aspect associated with this augmentation
achieve effects, great or small, in their everyday life. varies based on the damage type chosen, as indicated in the
Many class features list a Vaala augmentation specific to Alter Damage Cost table.
that feature. However, there are a number of Vaala abilities
and augmentations accessible by anyone, regardless of class Alter Damage Cost
or known features.
A Vaala ability provides a new power to be used, NEW DAMAGE TYPE COST
whereas a Vaala augmentation can be triggered when a acid, necrotic, piercing, poison (Id) 7
specific action, ability, or effect is used. Any character
utilizing Vaala points has access to the Vaala abilities and bludgeoning, cold, fire, lightning, thunder 7
augmentations listed in this section. The cost of each (K’aab)
ability or augmentation is reduced by 1 point per mote of force, psychic, radiant, slashing (Fai) 7
affinity the character has in the corresponding Vaala aspect,
to a minimum cost of 1 Vaala point.
A Vaala ability or augmentation cannot be used in Blinking Blade
conjunction with a feature or ability that provides a similar
effect; for example, the Extend Range Vaala augmentation Vaala Augmentation (Fai)
cannot be used in conjunction with the sorcerer’s Distant For every 5 Vaala points you spend when you make a
Spell Metamagic option. melee weapon attack, you can make an additional attack
with the same weapon against another target within 15 feet
of you, though you can only make one additional attack
against each new target in this way.

Burst of Speed
Vaala Augmentation (Id)
For every 5 Vaala points you spend when you move, your
speed increases by 10 feet until the end of your turn. If you
make a long jump and spend 5 Vaala points, your jump
distance is doubled.

Channel Elements
Vaala Ability (K’aab)
As an action, you can spend 3 Vaala points to cast one of
the following cantrips: produce flame, mold earth, ray of
frost, shape water, or shocking grasp.

Dreamwise
Vaala Ability (Fai)
As an action, you can spend 3 Vaala points to cast one
of the following cantrips: light, mage hand, mending,
prestidigitation, or thaumaturgy.

Elemental Resistance
Vaala Ability (K’aab)
As a bonus action, you can spend 3 Vaala points to gain
resistance to one of the following damage types until the
end of your next turn: cold, fire, lightning, or thunder.
Alternatively, you can spend 7 Vaala points to gain
immunity to the chosen damage type until the end of your
next turn.

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CHAPTER 5: MAGIC

Extend Range Alternatively, you can use your reaction to spend 10


Vaala points to immediately reflect the charm back on
Vaala Augmentation (Fai) its source. If it’s a spell, the spell has no effect on you and
When you make a ranged spell or weapon attack, you can instead targets the caster as if it originated from you, using
increase the range of the attack by 10 feet for every 2 Vaala the slot level, spell save DC, attack bonus, and spellcasting
points you spend. ability of the caster. If it’s not a spell, it still targets the source
with the same effect as though you were using or controlling
Increase Ability it, as long as the source can be affected by the charm.
Vaala Augmentation (Id)
When you make a Strength, Dexterity, or Constitution Other Spells and Vaala Points
ability check, you can spend 4 Vaala points to gain For those who wish to use spells from sources other
advantage on that check. than this book but still use the Vaala points system
presented here, the GM can assign a Vaala affinity to
K’aab Retribution those spells.
Ideally, the aspect should be assigned based on
Vaala Ability (K’aab)
the specifics of the spell and its function. In a pinch,
When a creature you can see within 10 feet of you hits you an aspect can be assigned quickly based on a spell’s
with an attack, you can use your reaction to spend 7 Vaala school, with the following guidance.
points and immediately deal 2d6 cold, fire, lightning, or Abjuration spells are typically Id.
thunder damage (your choice) to the attacker.
Conjuration spells are typically Fai.
Divination spells are typically Fai.
Reflect Charm Enchantment spells are typically Id.
Vaala Ability (Id) Evocation spells are typically K’aab.
If you are the target of a charm effect or spell, you can use Illusion spells are typically Fai.
your reaction to spend 7 Vaala points to shield yourself Necromancy spells are typically K’aab.
and be unaffected by the charm.
Transmutation spells are typically K’aab.

141
New Schools of Magic
Many peoples of Valerna have created their own forms of
magic, influenced by their cultures, their homelands, and
their affinities for one or more aspects of Vaala. This section
details five such schools of magic found within Valerna.
Each spell description, found later in this chapter,
includes both the spell’s Valernian spell school, if any, and its
traditional spell school. In addition, the spell’s corresponding
Vaala aspect, if any, is included in parentheses. Null spells, by
their very nature, do not have a corresponding Vaala aspect.

Dreamshaping
Ellari magic that uses Fai to craft items out of the
filaments of Dream and to walk through the minds of
others, Dreamshaping is the art of imagination and
magic made manifest.
Once nearly lost to the Dreambleed, the craft of
Dreamshaping was kept alive in formal academies that
only admitted allai, while the ellari were forbidden from
practicing their ancestral magic. Now, with Qan Elyse’s
more progressive policies, the ellari have begun practicing
in public once more. Those with a strong tie to Fai may
Blood develop the means to wield Dreamshaping.

Used primarily by the maghyr blood sorcerers of Tyveria,


this school of magic uses blood and Id to control and
damage foes.
Though the maghyri have an innate ability to use
blood magic, any creature with a strong enough tie to the
Will aspect of Vaala can learn it. This is typically achieved
by having their blood awakened within their veins by a
powerful maghyr blood sorcerer, unlocking the potential to
wield blood magic—and possibly turning the target into a
vampyr in the process.
The use of blood magic requires blood. This can be
blood from a fallen enemy, from a willing ally, or the caster’s
own. Often, blood sorcerers will cut themselves in the
heat of battle and pull the blood from their own bodies to
attack their enemies. The blood required for a spell may be
manipulated by the spell itself, or the magic may consume
a drop or more of mundane or awakened blood.
Rune
A sister to the dragon heralds’ use of runes, rune magic
involves sketching symbols that channel Vaala for devastating
effects. Though dragon heralds have mastered the art of
rune magic, others have developed some spells in the same
tradition that are usable by other spellcasters, if they have the
will to learn.
Rune magic in general has no link to any one aspect of
Vaala, though each specific spell may have an innate tether to
Fai, K’aab, or Id.

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CHAPTER 5: MAGIC

For example, if you have 11 total Null corruption


points and you cast a 3rd-level Null spell, you suffer an
additional 4 Null corruption points (1 permanent and
3 temporary), putting you at 15 total points. When this
occurs, you must succeed on the Wisdom saving throw
or be transformed. If you cast another spell or are affected
by something that causes you to suffer additional Null
corruption points while still at 15 total points, you would
repeat the saving throw, transforming on a failure. If you
finish a long rest and reduce your total Null corruption
points below 15 (due to losing temporary points), you
would only make the saving throw once you meet or
exceed 15 total points once again.
Characters that suffer Null corruption often find
themselves growing more and more apathetic to the world
around them. They may try to hide their corruption at first
but eventually embrace the Null, longing for nothing more
than total oblivion.
Null
Dangerous and forbidden, Null magic grants its user The Null and Vaala Points
immense power at the risk of corruption. Vaala and the Null are the antithesis of one another.
Null spells are incredibly rare and hard to find, and Therefore, Null spells cannot be cast using Vaala points, nor
they carry a heavy social stigma attached to them. At best, can they be augmented with Vaala points in any way.
a spellcaster seen using Null magic can expect to be run
out of town, but it’s not unusual for such a person to be
arrested and executed in quick order to avoid the spread of
Null corruption.

Null Corruption
Each use of Null magic infects the practitioner with
Null corruption, which eventually twists their body and
thoughts, leaving them a mindless husk dedicated solely to
the expansion of the Null itself.
If you cast a Null spell, you immediately suffer 1
permanent Null corruption point and an additional
number of temporary Null corruption points equal to
the spell’s level. You can reduce the number of temporary
Null corruption points your character has by 1 each
time you finish a long rest. The use of a spell such as
greater restoration also removes 1 point of temporary Null
corruption. Permanent Null corruption points can never
be removed and persist even after death.
The threshold for potentially suffering ultimate and
Weaving
permanent corruption is 15 total Null corruption points. Originating in Nahuac, makaab weaving uses Source
If at any time you meet or exceed the threshold of 15 total to manipulate the natural world. Weavers can twist and
Null corruption points (a combination of permanent and change the plants, stone, and earth around them, shaping
temporary points), or suffer any additional Null corruption objects, growing walls, or even forming entire buildings
points while already at or above 15 total points, you must without ever wielding a hammer, chisel, or saw.
immediately succeed on a DC 18 Wisdom saving throw Those with a powerful draw toward K’aab may find
or lose yourself to the Null and be transformed into a Null they have a knack for weaving. Patience is key to learning
abomination. This change is permanent and can only be this art, as it often requires the practitioner to coax rather
undone with the use of a wish spell. than command, and those who disregard the patterns of
nature will struggle to master this school of magic.

143
New Spells Dragon 4th Level
This section describes new spells. It begins with spell lists by
school and by spellcasting class. The remainder contains spell
Herald Spells Biting Winds
Black Mold
descriptions, presented alphabetically by spell name. 1st Level Hive Heat
Runemark Stone Footing
Bard Spells Sucking Void Wretched Arcanum

Cantrips (0 Level) 8th Level 2nd Level 5th Level


Psychic Flare Forced Corruption Aura of Apathy Arcane Amplification
Cleansing Rune Witness
1st Level 9th Level Illusory Reinforcements
Acrobatic Stance
6th Level
Dreamstorm
3rd Level Imbue Item
Invoke Elements Rend the Veil
Consumption Mass Dispel Magic
Runemark
Sucking Void
Vaala Infusion
Cleric Spells False Friends
Raise Corpse Cluster
7th Level
Jade Forces
1st Level Panopticon
2nd Level 4th Level
Runemark Roaring Geysers
Aura of Apathy Life Leeching
Sucking Void
Charmed Reverie Wretched Arcanum 8th Level
Tána Whispers
Illusory Reinforcements Vtesh’s Might Forced Corruption
2nd Level 5th Level
3rd Level Aura of Apathy 9th Level
Arcane Amplification Rend the Veil
Consume Vaala Wingward Arcane Protection
Consumption
Fai Jump 3rd Level
Ishtotl’s Intuition
Witness Paladin Spells
False Friends Bolster Will
Kel-Teoti’s Arcane Focalizer Cantrips
Power Word Strike
Consume Vaala
Fai Jump Druid Spells 1st Level
Regenerative Carapace Raise Corpse Cluster 1st Level Runemark
Shape Momentum
Acrobatic Stance Sucking Void
Yahum Lift 4th Level
Invoke Elements
Biting Winds
Reopen Scars 2nd Level
4th Level System Shock Aura of Apathy
Biting Winds Runemark
Wretched Arcanum
Blindspot Sucking Void 3rd Level
Vtesh’s Might
Wretched Arcanum Tána Whispers Consume Vaala
5th Level Vaala Infusion Raise Corpse Cluster
5th Level Arcane Amplification 2nd Level 4th Level
Arcane Amplification Arcane Protection Aura of Apathy System Shock
Arcane Protection Dreamlance Cavitation Wretched Arcanum
Dreamlance Witness Charmed Reverie Vtesh’s Might
Ishtotl’s Intuition
Wind Web
Witness 6th Level Wingward 5th Level
Mass Dispel Magic Witness
6th Level 3rd Level
Imbue Item 7th Level
Mass Dispel Magic Panopticon
Consume Vaala
Fai Jump
Ranger Spells
Summon Feydh Kel-Teoti’s Arcane Focalizer 1st Level
8th Level Raise Corpse Cluster
7th Level Invoke Elements
Forced Corruption Regenerative Carapace
Beckoning Illusion Runemark
Static Charge Sucking Void
Panopticon 9th Level
Weave Vegetation Tána Whispers
Roaring Geysers Rend the Veil
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CHAPTER 5: MAGIC

2nd Level 5th Level 4th Level 3rd Level


Aura of Apathy Arcane Amplification Blindspot Consume Vaala
Wind Web Witness System Shock Consumption
Wingward Wretched Arcanum Kel-Teoti’s Arcane Focalizer
6th Level Power Word Strike
3rd Level Imbue Item 5th Level Raise Corpse Cluster
Consume Vaala Mass Dispel Magic Arcane Amplification Regenerative Carapace
Fai Jump Shattered Ground Witness Shape Momentum
Raise Corpse Cluster Summon Feydh
6th Level Static Charge
Regenerative Carapace
7th Level Imbue Item Weave Vegetation
Yahum Lift
Beckoning Illusion Mass Dispel Magic 4th Level
4th Level Jade Forces Summon Feydh Black Mold
Hive Heat Panopticon
7th Level Blindspot
Wretched Arcanum Roaring Geysers
Beckoning Illusion Biting Winds
5th Level 8th Level Panopticon Hive Heat
Witness Forced Corruption Life Leeching
8th Level Stone Footing
Sorcerer 9th Level
Dark Harvest
Forced Corruption System Shock
Wretched Arcanum
Spells Dreamstorm
9th Level
Rend the Veil
Dreamstorm 5th Level
Cantrips (0 Level) Rend the Veil Arcane Amplification

Warlock
Psychic Flare Arcane Protection
1st Level Wizard Spells Ishtotl’s Intuition
Blood Spike Spells Cantrips (0 Level)
Witness
Dreamwalking Cantrips (0 Level) Blood Whip 6th Level
Reopen Scars Blood Whip Psychic Flare Imbue Item
Runemark Psychic Flare Mass Dispel Magic
Sucking Void 1st Level Shattered Ground
Vaala Infusion 1st Level Acrobatic Stance Summon Feydh
Acrobatic Stance Blood Spike
2nd Level Blood Spike Dreamwalking 7th Level
Aura of Apathy Boil Blood Invoke Elements Beckoning Illusion
Bloodshield Tendrils Dreamwalking Runemark Jade Forces
Charmed Reverie Invoke Elements Sucking Void Panopticon
Illusory Reinforcements Reopen Scars Pneumonic Flood
Sanguine Tether Runemark 2nd Level Roaring Geysers
Sucking Void Aura of Apathy
3rd Level Cavitation 8th Level
Bolster Will 2nd Level Charmed Reverie Cardiac Blockade
Consume Vaala Aura of Apathy Sanguine Tether Forced Corruption
False Friend Charmed Reverie Wind Web
Kel-Teoti’s Arcane Focalizer 9th Level
Illusory Reinforcements Wingward
Raise Corpse Cluster Dreamstorm
Sanguine Tether
Regenerative Carapace Rend the Veil
Yahum Lift 3rd Level
Consume Vaala
4th Level Fai Jump
Black Mold False Friends
Blindspot

Vaala is magic in its purest form. It is


Raise Corpse Cluster
System Shock

a true wonder to behold.


Yahum Lift
Wretched Arcanum

145
Spell Descriptions Aura of Apathy
The spells are presented in alphabetical order. 2nd-level abjuration, Null
Casting Time: 1 action
Acrobatic Stance Range: Self
Components: V, S
1st-level transmutation (Fai) Duration: Concentration, up to 10 minutes
Casting Time: 1 action Class: Bard, cleric, dragon herald, druid, paladin, ranger,
Range: Self sorcerer, warlock, wizard
Components: S The unfeeling energy of the Null radiates from you in
Duration: Concentration, up to 1 minute an aura with a 30-foot radius. Until the spell ends, each
Class: Bard, druid, warlock, wizard hostile creature in the area is vulnerable to all damage types.
You adopt a highly mobile and light stance. For the Additionally, each creature that starts its turn in the aura
duration of the spell, you have advantage on Dexterity must succeed on a Wisdom saving throw or take 1d4 psychic
checks and saving throws, and if you are knocked prone damage and have its movement halved until the start of its
you can use your reaction to return to your feet. next turn.
At Higher Levels. When you cast this spell using a spell At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, you also increase your speed by slot of 3rd level or higher, the damage increases by 1d4 per
5 feet for each level slot above 1st. slot level above 2nd.

Arcane Amplification Beckoning Illusion


5th-level divination, rune (Id) 7th-level illusion, Dreamshaping (ritual, Fai)
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 120 feet
Components: V, S, M (a small Coatl dragon scale worth Components: V
50 gp, which the spell consumes) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute Class: Bard, sorcerer, warlock, wizard
Class: Bard, cleric, dragon herald, druid, sorcerer, You choose one creature you can see within range.
warlock, wizard Creatures that have an Intelligence of 3 or lower are
You touch one creature, tracing a glowing green rune on unaffected by this spell.
its body. For the duration, it has advantage on all spell The target must make a Wisdom saving throw. On a
attack rolls. failure, the target imagines it sees the object of its heart’s
desire at a spot you choose within range. The object looks

Arcane Protection
and feels real to the target and, if it is a creature, moves,
acts, and speaks as it would. On your turn, as a bonus
5th-level abjuration, rune (Id) action, you can move the object up to 30 feet as long as it
stays within 120 feet of you.
Casting Time: 1 reaction
While under the effects of this spell, the target will do
Range: 30 feet everything it can to reach the object of its heart’s desire
Components: S, M (a butterfly wing) (though it won’t move directly into harm, such as over the
Duration: Concentration, up to 1 minute edge of a cliff or into a fire). For the duration, on each of
Class: Bard, cleric, dragon herald, wizard the target’s turns, it must use its full movement to move
When a creature you can see within range is hit with a spell toward the object by the safest route possible.
attack, you sketch a rune that appears on its chest, protecting If the target reaches the object of its heart’s desire, its
it from arcane energy. The target is unaffected by the spell movement speed is halved, and it has disadvantage on
that triggered this reaction, even if it would have hit, and is all attack rolls, saving throws, and ability checks, as it is
immune to that spell for the duration. distracted by the object.
The target can repeat the saving throw at the end of each
of its turns, ending the effect on a success.

In Valerna, Vaala flows through


everything. It is the
essence of life and death, of power
and dreams. It is the
making and unmaking of all thin
gs.
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CHAPTER 5: MAGIC

Biting Winds Blood Pact


4th-level evocation, weaving (K’aab) 2nd-level enchantment, blood (ritual, Id)
Casting Time: 1 action Casting Time: 1 minute
Range: Self Range: 60 feet
Components: V, S Components: V, S, M (a drop of blood from each participant)
Duration: Instantaneous Duration: Until fulfilled
Class: Cleric, druid, wizard Class: Special (maghyr only)
A freezing gale blasts from you in a line 5 feet wide and 120 feet You forge a magical bond between two willing creatures within
long in a direction you chose. Each creature in the area must range who enter into an agreement with one-another, sealing
make a Dexterity saving throw. On a failed save, the creature the pact with blood. The agreement can be simple, such as
takes 4d8 cold damage and 3d6 slashing damage, is pushed agreeing to work together to slay a common foe, or more
30 feet away from you in a direction following the line, and complex, such as detailing the terms for a business agreement.
suffers one level of exhaustion. On a successful save, the creature The terms of the agreement can be written or verbal.
takes half as much damage, isn’t pushed, and doesn’t suffer If a participant breaks the terms of the pact, it becomes
exhaustion. the target of your kadhah, which immediately manifests in an
empty space within 10 feet of the target and attacks them. The

Black Mold kadhah fights until it or its target is destroyed.


At Higher Levels. When you cast this spell using a spell
4th-level conjuration, weaving (ritual, K’aab) slot of 3rd level or higher, you can add one additional
participant to the agreement per spell slot above 2nd.
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of damp wood) Blood Pacts and the Blood Geas
Duration: 10 minutes The realm of Tyveria has perfected the art of the blood
Class: Druid, sorcerer, wizard pact, even going so far as to bind the entire nation
You create a blanket of black mold in a 20-foot radius centered of Ysval with one known as the Blood Geas. Such
on a spot you can see within range. The area is considered complicated pacts are difficult to craft and require many
difficult terrain. When you cast the spell, each creature in the specially trained Tyverian blood priests working in
area must succeed on a Constitution saving throw or become concert together over hours, weeks, or even months.
blinded and poisoned for 1 minute. Characters who wish to form more powerful blood
For the duration, the radius of the mold expands by 5 feet at pacts can do so (at the GM’s discretion) by combining
the beginning of each of your turns (to a maximum of 50 feet). their casting with that of other maghyri. Such complex
A creature that enters the area for the first time or ends its turn rituals may require awakened blood and vast amounts
there must succeed on a Constitution saving throw or suffer the of time and energy, and they have a chance of failing
effects listed above. outright, causing the maghyri’s kadhahs to manifest.
An affected creature can repeat the saving throw at the end Such pacts should only be attempted by the very
of each of its turns, ending the effect on itself on a success. experienced—or the very desperate.
At Higher Levels. When you cast this spell using a spell slot
of 5th level or higher, the maximum radius of the area expands
by 5 feet for each slot level above 4th.
Bloodspike
Blindspot 1st-level evocation, blood (Id)
4th-level enchantment, Dreamshaping (Fai) Casting Time: 1 action
Casting Time: 1 bonus action Range: 20 feet
Range: 60 feet Components: V, S
Components: V, M (black ink) Duration: Instantaneous
Duration: Concentration, up to 1 hour Class: Sorcerer, warlock, wizard
Class: Bard, sorcerer, warlock, wizard A creature within range that has blood must make a
You target one creature you can see within range and force Constitution saving throw. On a failed save, the creature takes
them to make a Charisma saving throw. On a failure, for 1d8 necrotic damage as you pull a solidified shard of blood
the duration, one creature or object of your choice becomes from it and hurl the spike at another target within 60 feet of
invisible to the target only. it. Make a ranged spell attack. On a hit, the target takes 2d6
If the target takes damage from the chosen creature or piercing damage.
object, it can repeat the saving throw, ending the effect on At Higher Levels. When you cast this spell using a spell slot
a success. of 2nd level or higher, the damage increases by 1d8 and 1d6,
At Higher Levels. When you cast this spell using a spell slot respectively, for each slot level above 1st.
of 5th level or higher, you can choose 1 additional target for
each slot level above 4th. 147
Blood Whip Bolster Will
Transmutation, blood cantrip (Id) 3rd-level abjuration (Id)
Casting Time: 1 action Casting Time: 1 reaction
Range: 30 feet Range: 30 feet
Components: S, M (a vial of blood or a dose of awakened Components: V
blood) Duration: Instantaneous
Duration: 1 minute Class: Cleric, sorcerer
Class: Blood sorcerer, warlock, wizard You amplify the Id of a creature you can see within range,
You create a whip-like tendril of blood to attack enemies or bolstering them against death for a moment. When the
grab objects within range. For the duration, you can use an target fails a death saving throw, it can reroll the saving
action to make a ranged spell attack with the blood whip. On throw but must use the new result.
a hit, the target takes 1d6 slashing damage and is grappled
(escape DC equals your spell save DC). If the grappled target is
Large or smaller, you can use a bonus action to pull the target
15 feet closer to you.
This tendril’s damage increases by 1d6 when you reach 5th
level (2d6), 11th level (3d6), and 17th level (4d6).

Bloodshield Tendrils
2nd-level evocation, blood (Id)
Casting Time: 1 reaction
Range: 10 feet
Components: S
Duration: Instantaneous
Class: Sorcerer
When you or a creature you can see within range is hit by
an attack, you cause writhing tendrils of blood to erupt
from the back and sides of the target, dealing 1d4 necrotic
damage. Until the start of your next turn, the tendrils
provide a +5 bonus to the target’s AC and Dexterity
saving throws. In addition, all opportunity attacks made
by the target deal 1d10 extra damage.

Boil Blood
1st-level necromancy, blood (Id)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Class: Blood sorcerer, warlock
You extend your Will to a creature, causing its
blood to boil in its veins. The target must make a
Charisma saving throw, taking 2d6 necrotic damage
on a failed save, or half as much damage on a
successful one.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d6 for
each slot level above 1st.

it
ra w en er gy , to sh ap e it and br ing it forth,
l that rm, can
ho can learn to channe ill to create, or transfo
For the lucky few w se w ith th e sh ee r w mmon
ese nt s a po w er ot he rwise unimagined. T
ho
ca st sp el ls bo th de ad ly or life-giving, to su
re pr ing it to ining.
the physical realm, us rms of their own imag
manifest the Vaala in t mag ic in to sh ap es an d fo
am or beyond, to craf
148
entities from the Dre
CHAPTER 5: MAGIC

Cardiac Blockade Cleansing Rune


8th-level necromancy, blood (Id) 2nd-level transmutation, rune (Fai)
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 10 feet
Components: V, S, M (a dose of awakened blood mixed with Components: V, S, M (a vial of saltwater)
lard, which the spell consumes) Duration: 10 minutes
Duration: Instantaneous Class: Dragon herald
Class: Blood sorcerer, wizard A glowing white rune appears on the ground at a point you
You twist your target’s Id and cause its heart to seize. The target choose within range. A 10-foot-radius area centered on the rune
must make a Constitution saving throw. On a failed save, the becomes a purifying space, gaining the following effects:
target takes 12d8 necrotic damage and is stunned for the next • Broken objects within the area are repaired, as per the
minute; on a successful save, it takes half as much damage. The mending spell.
target can repeat the saving throw at the end of each of its turns, • All nonmagical food and drink within the area is purified
ending the effect on itself on a success. and rendered free of poison and disease, as per the purify
food and drink spell.
Cavitation • Any living creatures with 0 hit points within the area are
stabilized.
2nd-level evocation (K’aab) These effects are applied to items and creatures within the area
Casting Time: 1 action when the spell is cast as well as any that enter the space during
Range: 60 feet the duration.
Components: S
Duration: Instantaneous Consume Vaala
Class: Druid, wizard
3rd-level transmutation, Null
You snap your fingers and make a ranged spell attack against Casting Time: 1 action
a creature you can see within range. On a hit, the target
Range: 30 feet
takes 4d8 thunder damage, and every creature within 10 feet
of the target must succeed on a Constitution saving throw Components: V, S
or take 2d8 thunder damage. If you cast this spell against a Duration: Instantaneous
target that is underwater, the damage increases by 2d8 (to Class: Bard, cleric, druid, paladin, sorcerer, warlock, wizard
6d8 and 4d8, respectively). You target a living creature you can see within range. The
creature must make a Constitution saving throw. On a failure,
Charmed Reverie it takes 1d8 necrotic damage, loses 1d4 Vaala points, and has
its maximum number of Vaala points reduced by the same
2nd-level enchantment, Dreamshaping (Fai) number, and you regain the same number of Vaala points. On
Casting Time: 1 action a success, it takes half as much damage. The reduction to the
Range: 60 feet target’s Vaala point maximum lasts until it finishes a long rest.
Components: S, M (a silk scarf worth 100 gp) At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d8 and
Duration: Instantaneous the Vaala point reduction increases by 1d4 for each slot level
Class: Bard, druid, sorcerer, warlock, wizard above 3rd.
You implant a magical cue within a creature’s mind to
influence its dreams in your favor. A creature you can see
within range must succeed on a Wisdom saving throw or Consumption
be influenced by your dream magic. A creature with an 3rd-level necromancy, rune (Id)
Intelligence of 6 or lower is unaffected by this spell. Casting Time: 1 action
When you cast this spell, you state the goal you want
Range: 30 feet
to achieve by influencing the target’s dream. For example,
your goal might be to access a restricted area, gain a discount Components: V, S, M (powdered root worth 10 gp, which the
from a merchant, or learn secret information. The next time spell consumes)
the target sleeps, it experiences a dream prompted by your Duration: Instantaneous
goal. When it wakes after dreaming, it is charmed by you for Class: Bard, dragon herald, wizard
the next 24 hours. You scribble a rune in the air. One creature of your
While it is charmed by you, the target regards you as a choice that you can see within range must succeed on
friendly acquaintance, and you have advantage on checks a Constitution saving throw or its Constitution score is
made against it in pursuit of your stated goal. The charmed reduced by 2 and you gain temporary hit points equal to
target sees its decisions as logical and reasonable until the 2d8 + your spellcasting ability modifier.
spell ends or until you or your companions do anything The ability score reduction also affects the target’s hit
harmful to it. The next time the target wakes up after the point maximum. The reduction lasts until the target finishes
spell ends, it knows it was charmed by you. a long rest.
149
Dark Harvest Dreamlance
9th-level necromancy, blood (Id) 5th-level enchantment, Dreamshaping (Fai)
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 60 feet
Components: V, S, M (two doses of awakened blood, which Components: V, S
the spell consumes) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute Class: Bard, cleric
Class: Sorcerer You blast a creature you can see within range with psychic
A 60-foot-radius sphere of magical darkness appears centered power. The target must make a Wisdom saving throw, taking
on you. Until the spell ends, the sphere moves with you, 4d6 psychic damage on a failed save, or half as much damage
centered on you. You can see in this darkness as if it were dim on a successful one. On a failed save, a creature’s consciousness
light but cannot discern color, only shades of gray. is also pushed out of its body and banished into Dreamspace.
When you cast the spell, each creature of your choice in While the target’s consciousness remains in this realm,
the area must make a Constitution saving throw as its blood is its body falls into a catatonic state. At the end of each of its
pulled from its body, taking 10d10 necrotic damage on a failed turns, the target makes a Wisdom saving throw, taking 4d6
save, or half as much damage on a successful one. psychic damage on a failed save or ending the spell on a
Each creature that ends its turn within the area must repeat successful one. If the creature’s body takes damage from any
the saving throw, taking an additional 5d10 necrotic damage other source, it can repeat the saving throw, ending the spell
on a failed save. on a success.
Additionally, this spell allows you to draw blood from
the targets to save for later use. You can draw up to 2 vials
of blood if a creature fails the saving throw, or up to 1 vial of Dreamstorm
blood if it succeeds, provided you have the empty containers to 9th-level conjuration, Dreamshaping (Fai)
hold it. Casting Time: 1 action
Range: 1 mile
Components: V, S
Duration: Concentration, up to 1 minute
Class: Bard, sorcerer, warlock, wizard
You conjure a roiling storm of black, pink,
purple, and blue clouds centered on a
point you can see within range. The
storm has a radius of 500 feet.
When you cast this spell, you can
designate any number of creatures
within range. These creatures
are immune to the effects of the
Dreamstorm.
Each creature beneath the storm
when it appears must succeed on a
Wisdom saving throw or take 2d6
psychic damage and be frightened of
you for 1 minute. For the next 7 days,
each creature who failed this saving throw
suffers from nightmares.
Each round you maintain concentration, the storm
produces different effects at the start of your turn.
Round 2. Shimmering, multicolored lightning strikes 6
creatures of your choice in the area. Each target must make
a Dexterity saving throw, taking 5d6 lightning damage
and 5d6 psychic damage on a failed save, or half as much
damage on a successful one.
Rounds 3–4. Nightmarish images appear in the clouds
above. Each creature beneath the storm must succeed on
a Charisma saving throw or take 8d6 psychic damage and
immediately move its full speed in a random direction.
Round 5. A glittering rain pours down. Each creature
beneath the storm must make a Constitution saving throw.
On a failure, the creature takes 5d10 psychic damage and
falls unconscious until the spell ends, until it takes damage,
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CHAPTER 5: MAGIC

or until another creature uses its action to shake it awake. Dropping to 0 Hit Points in the Dream. If you are
On a success, the creature takes half as much damage and reduced to 0 hit points while within a dream, the spell ends,
does not fall unconscious. and you awaken in your body with 1 hit point. If the target
Rounds 6–10. Tendrils of clouds descend from the storm. is reduced to 0 hit points while you are within its dream, the
The area beneath the storm becomes difficult terrain and dream ends, and the target is reduced to 0 hit points.
heavily obscured. Each creature beneath the storm takes 2d6 Ending the Dream. If the dream ends due to the target
psychic damage and must succeed on a Dexterity saving throw waking, dying, dropping to 0 hit points, or succeeding
or be grappled by a tendril (escape DC 25) and pulled 30 feet on its saving throw, you are shoved out of the dream and
into the air. A grappled creature is restrained. must make a DC 15 Wisdom saving throw. You take 4d10
At the start of your turn, each grappled creature is pulled psychic damage on a failed save, or half as much damage on
another 30 feet into the air, to a maximum of 120 feet, a successful one, and you immediately awaken. You can end
and takes an additional 4d6 psychic damage. When the the dream voluntarily at any point, causing you to awaken.
spell ends, the tendrils vanish, and each grappled creature If the dream ends on its own at the end of the spell duration,
immediately falls to the ground. you awaken naturally.
At Higher Levels. When you cast this spell using a spell
Dreamwalking slot of 2nd level or higher, for each slot level above 1st,
the distance increases by 12 miles and you can bring one
1st-level divination, Dreamshaping (ritual, Fai) additional creature within 30 feet of you when you cast the
Casting Time: 1 action spell into the dream.
Range: 3 miles In addition, if you cast this spell while in a dream using
a spell slot of 7th level or higher, you can use it to instead
Components: V immediately step from the target’s dream and into the real
Duration: 8 hours world, teleporting yourself and anything you’re wearing or
Class: College of nightmares bard, sorcerer, warlock, wizard carrying, as well as any number of creatures of your choice
You link your dreams with the dreams of another sleeping that entered the dream with you, into unoccupied spaces
creature, allowing you to step into its dreams to converse within 20 feet of the target.
with, spy on, or even attack them. To do so, you must cast
the spell before a long rest, declaring the target of your spell
at the time of casting. The target must be a creature you are
familiar with or whose dreams you have visited before. The
target must succeed on a Wisdom saving throw or, during
your long rest, you can enter its dreams, interacting with
them as if they were reality. The target can choose to fail this
save. If your target is not asleep while you are sleeping, the
spell fails.
While in the dream, you can move about, interact with
things, and attack and cast spells as if the dream were reality.
Your dream-self has the same statistics and abilities as your
waking self.
If you cast this spell while in a dream, you can target
another creature, at any distance, as long as you have seen it
before. If the new target fails the Wisdom saving throw, you
can immediately move from the previous target’s dream to
the new target’s dream if it is asleep.
When the target creature wakes, it remembers the dream
and any interactions it had with you while in it.
Interacting with the Dream. While within the dream, you
can attempt to alter it to suit your needs, changing elements
such as the environment, people, and overall feel of the dream.
Each time you wish to change something, you must succeed on
a Wisdom (Arcana) check with a DC equal to 8 + the target’s
proficiency bonus + the target’s Wisdom modifier. On a failed
save, the dream does not change, and the target has the chance
to notice something is amiss (see “Getting Caught”).
Getting Caught. An unwilling target may notice you
are intruding into its dream and attempt to force you from
its mind. If you act in a way unexpected by the target in
the context of the dream, if you fail an attempt to alter the
dream, or if you or your allies attack the target, the target
can immediately make a new Wisdom saving throw. On a
success, the dream ends, and you are forced from the dream
(see “Ending the Dream”).
151
Fai Jump
3rd-level conjuration, Dreamshaping (Fai)
Casting Time: 1 action
Range: Self
Components: V, S, M (a wildflower native to Allaria)
Duration: Instantaneous
Class: Bard, cleric, druid, ranger, warlock
You teleport to an unoccupied space you can see
within 60 feet. If you appear within 5 feet of a
creature, you can make one melee weapon attack
against that creature.

False Friends
3rd-level enchantment, rune (Fai)
Casting Time: 1 action
Range: Touch
Components: S, M (a platinum chain link worth 10 gp)
Duration: Until dispelled
Class: Bard, dragon herald, sorcerer, warlock
You touch a creature within range and a pale rune appears on For the duration, at the start of each of its turns, the target
its body in a location of your choice. The target must succeed takes 3d8 fire damage as the bees generate heat by rapidly
on a Charisma saving throw or, until the spell ends, it believes beating their wings. At the end of each of their turns, the target
its allies are secretly plotting its demise, were never its friends can repeat the saving throw, dispersing the bees and ending the
at all, or have otherwise turned against it. An affected creature spell for them on a success.
who takes damage can repeat the saving throw, ending the effect
on a success. Creatures with an Intelligence of 3 or lower or that
are immune to being charmed are unaffected by this spell. Illusory Reinforcements
2nd-level illusion, rune (Fai)
Forced Corruption Casting Time: 1 action
Range: 120 feet
8th-level transmutation, Null Components: V, S, M (a toy soldier)
Casting Time: 1 action Duration: 1 minute
Range: 120 feet Class: Bard, dragon herald, sorcerer, warlock wizard
Components: V, S
Duration: Instantaneous
Class: Bard, druid, sorcerer, warlock, wizard
You target one creature you can see within range and flood its
body and mind with the Null. The target must make a Wisdom
saving throw, taking 12d12 psychic damage and suffering 8
permanent Null corruption points on a failure, or taking half
as much damage and suffering 4 permanent Null corruption
points on a success.

Hive Heat
4th-level conjuration, weaving (K’aab)
Casting Time: 1 action
Range: 30 feet
Components: S, M (a dollop of honey)
Duration: Concentration, up to 1 minute
Class: Druid, ranger, wizard
You summon a swarm of bees that surround
a creature of your choosing within range.
The target must succeed on a Constitution
saving throw or become restrained and deafened for the
duration as the bees envelope them.
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CHAPTER 5: MAGIC

A dim rune appears on the ground at a point of your choice


within range, causing 3 illusory figures of Large size or Invoke Elements
smaller to manifest in unoccupied spaces within 30 feet of 1st-level transmutation, weaving (K’aab)
the rune that you can see. They look, sound, and act real and Casting Time: 1 action
have the appearance of your choice. The illusory figures have Range: 60 feet
an AC of 10.
When you cast the spell, each creature who can see the Components: V, S
illusory figures must succeed on a Wisdom saving throw Duration: Concentration, up to 1 minute
or believe the figures to be real. Closer inspection, such as Class: Bard, druid, ranger, warlock, wizard
touching or hitting one of the figures with an attack, reveals the You cause an effect in a 5-foot-radius, 5-foot-tall cylinder
illusion. centered on a point on the ground you can see within range,
As a bonus action, you can move one or more of the illusory based on an element of your choice: air, earth, fire, or water.
figures up to 30 feet to a space you can see, as long as they Air. You create whirling winds, causing the area to be lightly
remain within 30 feet of the rune. obscured. Ranged attack rolls into or through this area are made
At Higher Levels. When you cast this spell using a spell with disadvantage.
slot of 3rd level or higher, you may create 1 additional illusory Earth. You fill the area with soil. Each creature that starts
figure for each slot level above 2nd. its turn in the area must succeed on a Strength saving throw or
be restrained.
Imbue Item Fire. Flames swirl in the area. Each creature that starts its
turn in the area must make a Dexterity saving throw, taking
6th-level transmutation, Dreamshaping (ritual, Fai) 2d6 fire damage on a failed save, or half as much damage on a
successful one.
Casting Time: 1 hour
Water. Heavy rain falls in the area. The now muddy or
Range: 120 feet slippery ground becomes difficult terrain and natural fires in the
Components: V, S area are extinguished.
Duration: Until dispelled At Higher Levels. When you cast this spell using a spell
Class: Bard, druid, sorcerer, warlock, wizard slot of 2nd level or higher, the radius and the height of the spell
You alter an item you can see within range, imbuing it with both increase by 5 feet for each slot level above 1st.
Fai magic and changing its fundamental essence. Choose an
item of Large or smaller size that you can see within range
that isn’t being worn or carried. You can imbue the item with Ishtotl’s Intuition
one property of your choice: anchored, elemental, floating, 5th-level enchantment, rune (Fai)
fortified, or fragile. The item can only have one property at Casting Time: 1 minute
a time. If this spell has been cast on an item and you cast it
Range: Touch
on the item again, any previous effects on that item from this
spell immediately end. Components: V, S, M (a piece of chalk)
Anchored. The item becomes locked in place and doesn’t Duration: 24 hours
move, even if it is defying gravity. The item can hold up to Class: Bard, dragon herald, wizard
8,000 pounds of weight. More weight causes the item to fall You touch a willing creature, and a rune appears behind its
at a rate of 60 feet per round. A creature can use an action head. When you cast this spell, choose one spell you know of
to make a DC 30 Strength check, moving the item up to 10 3rd level or lower to assign to the rune. For the duration, the
feet on a success. target can cast the assigned spell a number of times equal to
Elemental. You imbue the item with an element of your spellcasting ability modifier, using its Intelligence as the
your choice (cold, fire, or lightning). For the duration, spellcasting ability. When all uses are expended, the spell ends
any creature that touches the item immediately takes 1d4 and the rune disappears.
damage of the chosen type and continues to take damage at
the end of each of its turns if it maintains contact.
Floating. The item floats up to 150 feet above the Jade Forces
ground. The item can support up to 500 lbs. More weight
7th-level conjuration, weaving (ritual, K’aab)
causes the item to fall at a speed of 60 feet per round. You
can use a bonus action to move the item at a speed of 10 Casting Time: 1 action
feet per round, and a creature can use an action to make a Range: 60 feet
DC 18 Strength check, moving the item up to 10 feet on Components: V, S, M (500 gp worth of jade and a piece of
a success. Kaabstone, which the spell consumes)
Fortified. The item becomes more durable. It gains a Duration: 10 minutes
bonus of +5 to its AC, and its hit points are doubled. Class: Druid, sorcerer, wizard
Fragile. The item becomes brittle and easier to break. Three Medium jade statues of soldiers appear within range in
It suffers a penalty of −5 to its AC, and its hit points are spots of your choosing. The statues must be within at least 30
reduced by half. feet of one another. Each statue has an AC of 17 and 25 hit
points and is immune to psychic damage.

153
You and up to 12 of your allies make all attack rolls and
saving throws with advantage when within 10 feet of a statue. Life Leeching
In addition, when you are within 10 feet of a statue, you can 4th-level necromancy, rune (Id)
divert up to 25 points of damage you would take from an Casting Time: 1 action
attack to the statue. When a statue is reduced to 0 hit points,
it crumbles into rubble and offers no more protection. When Range: 60 feet
all the statues are destroyed, the spell ends. Components: V, S, M (a handful of flower buds)
If this spell is cast as a ritual, the statues remain for up to Duration: Instantaneous
24 hours. Class: Bard, dragon herald, wizard
At Higher Levels. When you cast this spell using a 9th- You scribe a rune in the air in front of you, and a beam of sickly
level spell slot, the number of soldier statues increases to five. light shoots toward a creature you can see within range. The
target must succeed on a Constitution saving throw or take 1d8
Kel-Teoti’s Arcane Focalizer necrotic damage and have its hit point maximum reduced by
the same amount, and you gain the same number of temporary
3rd-level enchantment (K’aab) hit points. The reduction to the target’s hit point maximum
Casting Time: 1 action lasts until it finishes a long rest.
At Higher Levels. When you cast this spell using a spell
Range: 30 feet
slot of 5th level or higher, you can increase the damage by 1d8
Components: V, S, M (a Kaabstone figurine of a hedgehog) for each slot level above 4th.
Duration: 1 minute
Class: Bard, druid, sorcerer, wizard
You choose a willing target you can see within range. For the
duration, the target is surrounded by a greenish gold aura
and has advantage on Constitution saving throws made to
maintain concentration.
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CHAPTER 5: MAGIC

Mass Dispel Magic Power Word Strike


6th-level abjuration (Null) 3rd-level enchantment (Id)
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 60 feet
Components: V, S Components: V
Duration: Instantaneous Duration: Instantaneous
Class: Bard, cleric, druid, paladin, sorcerer, warlock, wizard Class: Bard, dragon herald, sorcerer, wizard
A wave of Null energy bursts from you in a 60-foot-radius You speak a word of power that causes one creature you can
sphere. Any magical effect or spell of 6th level or lower on a see within range to lash out at a nearby target. If the creature
creature or object in the area ends. For each spell of 7th level or has 75 hit points or less, it immediately uses its reaction to
higher, make an ability check using your spellcasting ability. The make a melee or ranged attack against the nearest target.
DC equals 10 + the spell’s level. If you succeed on the check,
Otherwise, the spell has no effect on it.
the spell ends.
At Higher Levels. When you cast this spell using a spell
At Higher Levels. When you cast this spell using a spell
slot of 7th level or higher, you automatically end effects of a slot of 4th level or higher, you can target one additional
spell in the area if the spell’s level is equal to or less than the level creature for each slot level above 3rd. The creatures must be
of the spell slot you used. within 30 feet of each other when you target them.

Panopticon Psychic Flare


7th-level divination, Null (ritual) Enchantment, Dreamshaping cantrip (Fai)
Casting Time: 1action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Components: V
Components: V, S
Duration: Instantaneous
Duration: 1 hour
Class: Bard, sorcerer, warlock, wizard
Class: Bard, cleric, druid, sorcerer, warlock, wizard
You hurl a burst of intense emotions into the mind of one
You summon a massive eye of void-like darkness that hovers creature you can see within range. The target must succeed on
up to 20 feet above your head for the duration. When you cast a Wisdom saving throw or take 1d8 psychic damage and have
this spell, you designate up to 6 willing creatures within range. disadvantage on the next attack roll it makes before the end of
For the duration, each creature you designate has advantage your next turn.
on attack rolls, saving throws, and ability checks as long as it is This spell’s damage increases by 1d8 when you reach 5th
within 60 feet of you. level (2d8), 11th level (3d8), and 17th level (4d8).
When the spell ends, each creature that benefited from
this spell suffers 1 level of exhaustion and 1 permanent Null
corruption point. Raise Corpse Cluster
3rd-level necromancy, Null
Pneumonic Flood Casting Time: 1 action
7th-level evocation, blood (Id) Range: 120 feet
Casting Time: 1 action Components: V, S
Range: Touch Duration: 24 hours
Components: V, S, M (a dose of awakened blood, which the Class: Bard, cleric, dragon herald, druid, paladin, ranger,
sorcerer, warlock, wizard
spell consumes)
Three or more corpses you target within range are drawn
Duration: Instantaneous
together to form a corpse cluster under your control in an
Class: Blood sorcerer, wizard unoccupied spot of your choice within range.
You command a target’s blood to fill its lungs. Make a As a bonus action on each of your turns, you can mentally
melee spell attack. On a hit, the target must succeed on a command the corpse cluster if it is within 120 feet of you.
Constitution saving throw or take 5d10 necrotic damage You decide what action the corpse cluster will take and where
and immediately begin suffocating. The target can repeat it will move during its next turn, or you can issue a general
the saving throw at the end of each of its turns, ending the command, such as to attack a creature or guard a corridor.
suffocation effect on a success. If you issue no commands, the corpse cluster only defends
itself against hostile creatures. Once given an order, the corpse
cluster continues to follow it until its task is complete.

155
The corpse cluster is under your control for 24 hours,
after which it stops obeying any command you have given Rend the Veil
it. To maintain control of the corpse cluster for another 24 9th-level conjuration, Null (ritual)
hours, you must cast this spell on it before the current 24- Casting Time: 1 action
hour period ends. This use of the spell reasserts your control
over the corpse cluster you have already animated, rather Range: 500 feet
than creating a new one. Components: V, S
At Higher Levels. When you cast this spell using a spell Duration: Concentration, up to 1 minute
slot of 4th level or higher, you can animate one additional Class: Bard, cleric, druid, sorcerer, warlock, wizard
corpse cluster for each slot level above 3rd, provided you You tear open a void-like portal at a point you can see
have enough corpses. within range, allowing the Null entry into the world.
When you cast the spell, each non-Null creature within 30
Regenerative Carapace feet of the portal must make a Constitution saving throw,
taking 6d6 necrotic damage and suffering 1 permanent
3rd-level transmutation (K’aab) Null corruption point on a failed save, or taking half as
Casting Time: 1 action much damage and not suffering Null corruption on a
Range: 30 feet successful one. Each creature that starts its turn within 30
Components: V, S feet of the portal must repeat the saving throw.
Duration: Concentration, up to 1 minute Each round you maintain concentration, at the start
Class: Bard, druid, ranger, sorcerer, wizard of each of your turns, the radius of the spell increases by
You touch a willing creature within range. Its skin becomes 10 feet, to a maximum of 120 feet. Additionally, hostile
hard, encasing them in a thick carapace. For the duration, the Null creatures begin to pour forth from the portal on each
target has a +5 bonus to its AC, its movement speed is halved, subsequent round.
and it can use its action to heal a number of hit points equal to Rounds 2–4. 1d4 voidworms emerge.
1d4 + your spellcasting modifier. Rounds 5–7. 1d4 voidworms and 1d6 nullborn emerge.
Round 8. 1 nullborn avatar emerges.
Rounds 9–10. 3d6 nullborn emerge.
When the spell ends, the portal closes, but any Null creatures
that emerged remain.

Reopen Scars
1st-level evocation, blood (Id)
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Class: Druid, sorcerer, warlock, wizard
You focus on a creature you can see within
range whose current hit points are less than its
hit point maximum. The target must make a
Constitution saving throw, taking 2d8 necrotic
damage on a failed save, or half as much damage on a
successful one.
Additionally, if the target fails its saving throw, you can
draw a vial of its blood to you, as long as you have an empty
vial to contain it.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d8 for
each slot level above 1st.

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CHAPTER 5: MAGIC

Roaring Geysers
7th-level evocation, weaving (K’aab)
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a loadstone)
Duration: Instantaneous
Class: Bard, druid, sorcerer, wizard
A sulfur and stone geyser erupts from the ground in a 10-foot-
radius, 40-foot-high cylinder centered on a point you choose
within range. The area becomes difficult terrain. Each creature
in the area must make a Dexterity saving throw, taking 6d8
fire damage and 4d6 bludgeoning damage on a failed save, or
half as much damage on a successful one.

Runemark
1st-level divination, rune (ritual, Fai)
Casting Time: 10 minutes
Range: Touch
Components: S, M (alchemical powder and ink worth at
least 100 gp)
Duration: 8 hours, or until dispelled
Class: Bard, cleric, dragon herald, druid, ranger, sorcerer,
wizard
You mark a willing creature with a rune. For the duration,
you can communicate telepathically with the target as long
as it is within sight. Additionally, you can sense which
direction the target is in if it is within 25 miles of you.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, you can mark one additional
creature for every spell slot above 1st.

Sanguine Tether
2nd-level necromancy, blood (Id)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Class: Sorcerer, warlock, wizard
You magically pull a 10-foot-long line of blood from a
creature you can see within range. The target takes 2d6
necrotic damage and must make a Constitution saving
throw. On a failed save, the creature is tethered with one
end of the line of blood locked in its body while the other
end is affixed to a point you choose within 10 feet of the
target.
A tethered creature can’t move more than 10 feet from
the point where the tether is affixed until either the spell
ends or the blood tether is destroyed (AC 10, hp 10). Each
time the blood tether takes damage, the tethered creature
also takes the same damage.

157
Shape Momentum Choose a spot within range. The ground in a 20-foot-radius
sphere erupts and showers the area with white-hot amber.
3rd-level evocation (K’aab) Each creature in the area must make a Dexterity saving
Casting Time: 1 reaction throw, taking 4d10 piercing damage and 4d10 fire damage
Range: 60 feet on a failed save, or half as much damage on a successful one.
For the duration, the area becomes difficult terrain. Each
Components: S, M
creature that begins its turn in the area must succeed on a
Duration: Instantaneous Constitution saving throw or take 3d8 fire damage.
Class: Bard, wizard
When a creature misses with a ranged attack against
a target within range, you can adjust the projectile’s Static Charge
trajectory to help them hit the intended target. Make a 3rd-level transmutation (K’aab)
ranged spell attack against the same target. On a hit, the Casting Time: 1 bonus action
original attack hits.
Range: Touch
Components: V, S, M (a piece of coral)
Duration: 1 minute
Class: Druid, wizard
You touch a melee weapon and imbue it with electricity.
For the duration, the weapon has a reach of 15 feet and
deals an additional 2d6 lightning damage. If this spell is
cast underwater, the additional damage increases to 2d10
lightning damage.

Stone Footing
4th-level transmutation, weaving (K’aab)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (stone trinket in the shape of a
foghorn bull)
Duration: 1 minute
Class: Druid, wizard
Choose a creature you can see within range. For the duration,
the target has tremorsense up to 30 feet and cannot be
knocked prone.

Sucking Void
1st-level conjuration, Null
Casting Time: 1 action
Range: 90 feet
Components: S
Duration: Instantaneous
Class: Bard, cleric, dragon herald, druid, paladin, ranger,
sorcerer, warlock, wizard
Shattered Ground You conjure a 5-foot-diameter sphere of nothingness in an
unoccupied space you can see within range. Each creature
6th-level evocation, weaving (K’aab) within 20 feet of the sphere must make a Strength saving
Casting Time: 1 action throw. On a failed save, the creature is pulled 10 feet directly
Range: 120 feet toward the sphere and takes 1d10 cold damage and 1d10
Components: V, S, M (a sledgehammer and 300 gp worth necrotic damage. On a successful save, it takes half as much
of amber) damage and is not pulled toward the sphere.
Duration: Concentration, up to 1 minute At Higher Levels. When you cast this spell using a spell
Class: Sorcerer, wizard slot of 2nd level or higher, the cold and necrotic damage both
increase by 1d10 for each slot level above 1st.

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CHAPTER 5: MAGIC

System Shock
4th-level necromancy, blood (Id)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a vial of blood)
Duration: Instantaneous
Class: Cleric, paladin, sorcerer, warlock, wizard
You channel disrupting energy into the nervous system of a
target you can see within range. The target must succeed on a
Constitution saving throw or take 10d6 necrotic damage and
be stunned until the end of its next turn.

Tána Whispers
1st-level divination (K’aab)
Casting Time: 1 action
Range: Self
Components: V, S, M (a makaab stone)
Duration: Instantaneous
Class: Cleric, druid, ranger
When you cast this spell, you can ask a question about
the area in your immediate vicinity, gaining the answer by
understanding the signs of nature: the sound of insects,
movements of animals, the creaking of the trees, etc. The
question can be about events in the spell’s area within the

Summon Feydh
6th-level conjuration, Dreamshaping (Fai)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a single hair from a Feydh creature)
Duration: Concentration, up to 1 hour
Class: Bard, sorcerer, warlock, wizard
You summon a Feydh creature from the Dreamspace
with a challenge rating of 6 or lower, which appears in an
unoccupied space you can see within range. The creature
returns to the Dreamspace when it drops to 0 hit points or
when the spell ends.
The Feydh creature is friendly to you and your
companions. Roll initiative for the creature, which has its own
turns. It obeys any verbal commands that you issue to it (no
action required by you). If you don’t issue any commands to
it, it defends itself from hostile creatures but otherwise takes
no actions.
Meddling with the Dreamspace can draw unwanted
attention. When you cast this spell, roll 1d100. On a 1,
instead of whatever creature you were attempting to summon,
a Fell knight appears and is hostile toward you. If you have
already cast this spell in the past 24 hours, the die for this roll
is a d20 instead.

159
past day, about creatures in the area or ones that have passed
Bridge. You form a bridge of twisting vines. The bridge
through it, about the weather, or about other circumstances.
can be up to 60 feet long, 10 feet wide, and 5 feet thick, but
The GM gives you a correct answer as interpreted through the
it must be anchored to a solid surface at both ends. It can
environment around you.
hold up to 1,000 lbs.
At Higher Levels. When you cast this spell using a spell
Trellis. You form a thin, easily climbable trellis of vines,
slot of 2nd level or higher, you can ask one additional question
anchored at a point you can see within range. The trellis can
per slot level above 1st. be up to 120 feet tall, 10 feet wide, and 2 feet thick, but it
must be anchored to a solid surface at both ends. It can hold
Vaala Infusion up to 500 lbs.
At Higher Levels. When you cast this spell using a spell
1st-level transmutation (any aspect) slot of 4th level or higher, you can double the length, width,
Casting Time: 1 action or thickness of any of the above structures for each slot level
Range: Self above 3rd. Doubling the thickness of the bridge or trellis
Components: S triples its weight limit.
Duration: Instantaneous
Class: Bard, dragon herald, sorcerer
By expending arcane power, you can replenish your pool
Wind Web
of Vaala. You regain 2 Vaala points, up to your Vaala point 2nd-level conjuration, weaving (K’aab)
maximum. This spell can’t be cast with Vaala points, though Casting Time: 1 action
you can still use points to augment it. Range: 120 feet
At Higher Levels. When you cast this spell using a spell Components: V, M (a feather and a strand of spider silk)
slot of 2nd level or higher, you regain a number of Vaala points Duration: 1 hour
equal to twice the level of the spell slot used, up to your Vaala Class: Druid, ranger, wizard
point maximum.
You suspend an invisible web of wind in a flat circle with a
20-foot radius at a spot you can see within range. The web
Vtesh’s Might remains in the spot for the duration or until a creature enters
the web’s space. Any projectiles fired at the web are deflected
4th-level transmutation, rune (Fai) upward and automatically miss. Large objects such as boulders
Casting Time: 1 action are unaffected by the web.
Range: Touch
Components: V, S, M (a bit of brimstone)
Duration: 1 minute
Class: Cleric, dragon herald, paladin
You inscribe an amber rune on a weapon. For the duration,
attack rolls made with that weapon score a critical hit on a d20
roll of 19 or 20.

Weave Vegetation
3rd-level conjuration, weaving (ritual, K’aab)
Casting Time: 1 action
Range: 120 feet
Components: S, M (a leaf clipping)
Duration: Until dispelled
Class: Druid, wizard
Vines and saplings grow at a point you can see within range,
twining and weaving into the shape of your choice. When you
cast this spell, you can designate the shape the plants take.
As a bonus action, you can dispel the structure, causing
it to crumble into ash.
Wall. A wall of vegetation grows out of a solid surface.
You choose to make the wall up to 60 feet long, 10 feet
high, and 5 feet thick or form the wall into the perimeter of
a circle that has a diameter of up to 20 feet and is up to 20
feet high and 5 feet thick. The wall blocks line of sight.
A creature can move through the wall slowly. For every 1
foot a creature moves through the wall, it must spend 4 feet
of movement.
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CHAPTER 5: MAGIC

When a Large or smaller creature enters the web’s space for


the first time, it must succeed on a Dexterity saving throw or Yahum Lift
be grappled and restrained as the web wraps around them and 3rd-level transmutation (Fai)
comes free from its spot. A grappled creature can repeat the Casting Time: 1 action
saving throw at the end of each of its turns, escaping the web Range: Touch
on a success. Components: V, S, M (a jawahm crystal shard)
Huge or larger creatures are unaffected by the web. If a
Duration: Concentration, up to 1 hour
creature of this size enters the web’s space, the spell ends.
At Higher Levels. When you cast this spell using a spell Class: Bard, ranger, sorcerer, warlock
slot of 3rd level or higher, the duration extends to 8 hours. You touch an unattached rock or slab of stone of Medium or
smaller size, causing it to float up to 10 feet off the ground.
Witness For the duration, it can hold up to 300 lbs., and it obeys
your mental commands, moving at a fly speed of 40 feet. If
5th-level enchantment, Null the weight on the stone exceeds 300 lbs., the stone descends
at a rate of 60 feet per round until it reaches the ground or
Casting Time: 1 action
the spell ends.
Range: 30 feet At Higher Levels. When you cast this spell using a spell
Components: V, S slot of 4th level or higher, you can make one additional
Duration: 1 minute stone float per slot level above 3rd.
Class: Bard, cleric, dragon herald, druid, paladin, ranger,
sorcerer, warlock, wizard
You choose a creature you can see within range and fill its mind
with terrifying visions of the Null. The target must succeed on
a Wisdom saving throw or suffer one level of exhaustion and
become frightened of all creatures for the duration. An affected
creature can repeat the saving throw at the end of each of its
turns, ending the frightened effect on a success.
If the spell lasts for 1 minute, the target suffers 1
permanent Null corruption point.

Wingward
2nd-level abjuration (K’aab)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Class: Cleric, druid, ranger, wizard
This spell wards a willing creature you
touch. For the duration, the creature can’t
be targeted by spells of 3rd level or lower
that inhibit or reduce its flying speed.

Wretched Arcanum
4th-level transmutation, Null
Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch of ash
from a funeral pyre)
Duration: 1 minute
Class: Bard, cleric, dragon herald, druid,
paladin, ranger, sorcerer, warlock, wizard
You become filled with the roaring might of
the Null. The next time you cast a spell before
the duration ends, it deals twice as much damage,
and this spell ends.

161
APPENDIX A:
HARVESTING & CRAFTING
M any adventurers purchase their gear from shops
as they pass through town or scavenge armor
and weapons from the corpses of those they’ve killed.
dragon has the following components on offer: 2 eyes, a
breath sac, 50 phials of blood, a pouch of teeth, a pouch of
claws, and its hide. Because the dragon is CR 10, the party
However, some adventurers prefer to have a more hands- can also harvest robust essence from it (see later in this chapter
on approach, and may wish to craft their own gear from for more on essence).
the materials they find on their journeys. Others may wish
to own their own shops that they operate in the downtime Dragon Harvest
between adventures, supplementing their endeavors with
a more traditional income. Introduced in this section are COMPONENT DC COMPONENTS
two new optional systems: Harvesting and Crafting. 5 Eye, flesh, phial of blood
Dragon Hunter Harvesting and Crafting. The
Harvesting and Crafting rules presented here work 10 Bone, egg, fat, pouch of claws,
pouch of teeth
separately from those for the Dragon Hunter class features.
The corpse of a creature can only be harvested once, using 15 Horn, liver, pouch of scales
either system; a player cannot harvest skutte for Dragon 20 Heart
Hunter forma and also harvest parts for the crafting system 25 Breath sac
found here from the same corpse.

Heliana’s Guide to Monster Hunting


Step 2 - Harvest List
The crafting section presented here is built to be able to
stand alone or to work in conjunction with the crafting The harvesters then quickly decide what they want to harvest
systems in Heliana’s Guide to Monster Hunting from and in which order. This order is known as the harvest list.
our friends at Loot Tavern. There, you’ll find additional Example. The party chooses to harvest the following
rules like volatile components that can explode, ruining components in the listed order: a pouch of teeth, 2 eyes, the
components with destructive damage types, salvaging breath sac, and then the essence.
old magic items, ritual carving using spellcasting
abilities instead of Dexterity, and finding traders to buy
and sell components.
Step 3 - Harvest DCs
Happy hunting! After the party has created its harvest list, the GM calculates
the Harvest DCs. They list out the chosen components in
the order the party wishes to harvest them and sequentially
add each Component DC to the total of all the previous

Harvesting Rules Component DCs. The Component DC represents how hard


a component is to harvest.
After a creature is slain, its components must be harvested
Example Harvest List
quickly before their magic fades. There are five steps involved
in this process. COMPONENT
COMPONENT HARVEST DC
DC

Step 1 - Description Pouch of teeth 10 10 (10)


Eye (1) 5 15 (10+5)
When a creature dies, the GM consults the harvest table
Eye (2) 5 20 (10+5+5)
corresponding to the creature’s type and determines which of
the listed components are available to be harvested. Breath Sac 25 45 (10+5+5+25)
Example. In the example below, the party wishes to Robust essence 30 75 (10+5+5+25+30)
harvest a young Fulgen dragon they have slain. The GM
consults the Dragon Harvest table and decides that the

162
APPENDIX A

Step 4 - Harvesting check


Creature Size and Harvest Time

CREATURE SIZE HARVEST TIME


The players make a Harvesting check. A Harvesting check is
the combined total of two ability checks: an Assessment check Tiny 5 minutes
and a Carving check; these are described in more detail later Small 10 minutes
in this chapter.
Example. Because the creature being harvested is a Medium 15 minutes
dragon, the skill associated with the Assessment and Carving Large 30 minutes
checks is Survival. The wizard, the assessing harvester, makes Huge 2 hours
an Intelligence (Survival) check with a result of 17. The
Barbarian, the carving harvester, makes a Dexterity (Survival) Gargantuan 12 hours
check with a result of 20. The results of the two checks
combine to equal 37.
Degradation
The adventurers have only a short time, post-mortem, to
Step 5 - Loot harvest components. Spells like gentle repose do not prevent
this. This rule prevents the aftermath of each fight from
Compare the result of the Harvesting check to the harvest list becoming a harvest-fest by limiting the number of creatures
you made in step 3. If the Harvesting check’s result met or that can be harvested.
exceeded the Harvest DC for a component, that component The Rules. For harvesting to yield magical components,
is successfully harvested. a harvester must begin harvesting a corpse within 1 minute
Example. A result of 37 means that everything except the of the creature’s death and, once it has begun harvesting, not
breath sac and essence are acquired. cease harvesting the corpse for the duration of the check.
As the shortest harvest time of any creature is 5 minutes, a
character only has time to harvest one creature after a battle
Components & Difficulty before the other creatures have degraded.

Harvesting terms and concepts are explained below.


Component DC. Some components, like teeth, are very Assessment and Carving
simple to extricate, whilst others, like hide, take a great deal
of skill to extract without ruining them. Each component has The Harvesting check is the summed total of two ability
a Component DC, indicating how hard it is to safely extract checks: Assessment and Carving. A single creature can
before it loses its magical potency. The harvest tables later in choose to make both checks; if it does so, however, it makes
this section describe the different components that varying both of these checks with disadvantage. With all Harvesting
creature types might yield. checks, the skill used for the check depends on the type
Quantity. The GM decides how many of each component of creature the characters are attempting to harvest. For
are available for harvest based on the creature. For example, example, beasts require a Survival check while aberrations
a severely damaged aboleth might only yield 1 eye and 1 require an Arcana check.
tentacle, rather than its usual bounty.
Harvest List. Components can be harvested in any order, Creature Types and Associated Skills
regardless of Component DC. The harvest list details which CREATURE TYPE SKILL
components the harvesters wish to extract and in which order.
The harvesters must agree on the harvest list together or defer Aberration Arcana
to the carving harvester. Beast Survival
Harvest DC. After the harvesters establish their harvest Beastfolk* Medicine
list, calculate the Harvest DCs. This is achieved by adding
the Component DC of each component in the list to Celestial Religion
the DC of the components higher up in the list. These Construct Investigation
cumulative DCs are known as the Harvest DCs; harvesters Dragon Survival
successfully extract each component for which they meet or
Elemental Arcana
exceed its Harvest DC.
Feydh* or Fey Arcana

Duration & Degradation Fiend Religion


Giant Medicine
Harvesting a creature takes a set duration based on the size Humanoid Medicine
of the creature, as listed in the Creature Size and Harvest
Time table. Monstrosity Survival
Ooze Nature
Plant Nature
Undead Medicine
*This creature type is new to this book. 163
Assessment. To correctly assess how best to extract
and store creature components, a character must make
an Intelligence check. The skill applicable to the check Unusual Anatomy
depends on the type of creature, as shown in the Creature
Types and Associated Skills table. A creature attempting this If a creature has some interesting anatomy not on the
Assessment check is known as the assessing harvester. appropriate harvest table, you can grab the component
Carving. Skill with a knife is the proven method of and DC from a different creature type’s harvest table.
harvesting components. A creature attempting to harvest
a corpse makes a Dexterity check. The skill applicable to
the check depends on the type of creature, as shown in
the Creature Types and Associated Skills table. A creature Aberration Harvesting
attempting this Carving check is known as the carving
harvester. COMPONENT DC COMPONENTS
Assessment check = 1d20 + Intelligence modifier +
proficiency bonus (if applicable) 5 AntennaE+*, eyeE+, fleshE, phial of
bloodE+
Carving check = 1d20 + Dexterity modifier + proficiency
bonus (if applicable) 10 BoneE+, eggE, fatE+, pouch of claws,
Harvesting check = Assessment check result + Carving pouch of teeth, tentacle
check result 15 HeartE, phial of mucus, liverE, stinger
Spells and Buffs. For a spell or magical effect to have 20 BrainE+, chitin, hide, main eyeV
any influence on the outcome of harvesting, it must affect a
harvester for the entire duration of the Harvesting check (see *Regarding edible components: antennae can be used as eyes.
Creature Size and Harvest Time table earlier in this chapter).
For this reason, spells with a duration of 1 minute, like bless
Beast Harvesting
or guidance, never confer their bonus to the result of the
check. A spell like enhance ability, however, which lasts for COMPONENT DC COMPONENTS
1 hour, could confer its advantage to a Harvesting check, for
example, so long as the spell begins before the check starts and 5 AntennaE+*, eyeE+, fleshE, hair, phial
does not end until after the check is completed. of bloodE+
10 Antler, beak, boneE+, eggE, fatE+, fin,
Harvest Tables horn, pincer, pouch of claws, pouch
of teeth, talon, tusk
This section presents the components that may be available 15 HeartE+, liverE+, poison gland, pouch
for each creature type. When a player declares their of feathers, pouch of scales, stinger,
intention to harvest a creature, consult the relevant table tentacle
in this section and choose the components that make sense 20 Chitin, pelt
for the creature. For example, an aboleth has tentacles, eyes, *Regarding edible components: antennae can be used as eyes.
mucus, blood, and a hide, but doesn’t have claws, chitin, or
antennae. Boss monsters can have unique components that
aren’t found in these harvest tables. Beastfolk* Harvesting
Superscripts. Some harvestable components have small
superscript letters after their name. These can be ignored COMPONENT DC COMPONENTS
unless you’re using Heliana’s Guide. A ‘v’ indicates the
5 EyeE+, fleshE, hair, phial of bloodE+
component is volatile (an optional rule found in Heliana’s
Guide), an ‘E’ indicates they are edible (but aren’t used to 10 Antler, beak, boneE+, eggE, fatE+, fin,
craft items), while an ‘E+’ indicates they are both edible and horn, pincer, pouch of claws, pouch
of teeth, talon, tusk
used in crafting. Components whose edible category is not
obvious (such as primordial dust being a spice) are indicated 15 HeartE+, liverE, poison gland, pouch
of feathers, pouch of scales, stinger,
with an asterisk and explained below the table.
tentacle
20 Chitin, pelt

*This creature type is new to this book.

164
APPENDIX A

Feydh* or Fey Harvesting


Celestial Harvesting
COMPONENT DC COMPONENTS
COMPONENT DC COMPONENTS
5 AntennaE+**, eyeE+, fleshE, hair, phial
5 EyeE+, fleshE, hair, phial of bloodE+, of bloodE+
pouch of dustE+*
10 Antler, beak, boneE+, eggE, horn,
10 BoneE+, fatE+, horn, pouch of teeth pouch of claws, pouch of teeth,
talon, tusk
15 HeartE+, liverE, pouch of feathers,
pouch of scales 15 HeartE+, fatE+, liverE+, poison gland,
pouch of feathers, pouch of scales,
20 BrainE, skin
tentacle, tongue
25 Soulv
20 BrainE, skin, pelt
*Regarding edible components: a pouch of dust is spice. 25 Psychev

*This creature type is new to this book.


Construct Harvesting
**Regarding edible components: Antennae can be used as eyes.
COMPONENT DC COMPONENTS

5 Phial of bloodE+, phial of oilE+*


Fiend Harvesting
10 FleshE+, plating, stone
COMPONENT DC COMPONENTS
15 BoneE+, heartE, liverE, gears
20 BrainE, instructions 5 EyeE+, fleshE, hair, phial of bloodE+,
pouch of dustE+*
25 Lifesparkv
10 BoneE+, horn, pouch of claws,
*Regarding edible components: phials of oil are fat pouch of teeth
15 HeartE+, fatE+, liverE, poison gland,
Dragon Harvesting pouch of feathers, pouch of scales
20 BrainE, skin
COMPONENT DC COMPONENTS
25 Soulv
5 Eye , flesh , phial of blood
E+ E E+
*Regarding edible components: a pouch of dust is spice.
10 Bone , egg , fat , pouch of claws,
E+ E E+

pouch of teeth Giant Harvesting


15 Horn, liverE, pouch of scales
COMPONENT DC COMPONENTS
20 HeartE+
25 Breath sacv 5 FleshE, nail, phial of bloodE+
10 BoneE+, fatE+, tooth

15 HeartE+, liverE+
Elemental Harvesting 20 Skin

COMPONENT DC COMPONENTS
Humanoid Harvesting
5 EyeE+, primordial dustE+*
10 BoneE+ COMPONENT DC COMPONENTS
15 Volatile mote of air/earth/fire/waterv
5 Eye, phial of bloodE+
25 Core of air/earth/fire/waterv
10 BoneE+, eggE, pouch of teeth
*Regarding edible components: primordial dust is spice.
15 HeartE+, liverE+, pouch of feathers,
pouch of scales
20 BrainE+, skin

165
Monstrosity Harvesting Essence
COMPONENT DC COMPONENTS Essence is required to craft more powerful magic items. It
comes in five forms: frail, robust, potent, mythic, and deific.
5 AntennaE+*, eyeE+, fleshE, hair, phial These essences are required to craft items of uncommon,
of bloodE+ rare, very rare, legendary, and artifact rarity, respectively.
10 Antler, beak, boneE+, eggE, fatE+, fin, Whilst essence can be extracted from all creature types,
horn, pincer, pouch of claws, pouch the essence available depends on the creature’s Challenge
of teeth, talon, tusk Rating (CR). The following Essence Harvesting table can be
15 HeartE+, liverE+, poison gland, pouch appended to all the creature harvest tables in this section.
of feathers, pouch of scales,
stinger, tentacle Monstrosity Harvesting
20 Chitin, pelt
CREATURE COMPONENT ITEM
COMPONENTS
*Regarding edible components: antennae can be used as eyes. CR DC RARITY
3–6 25 Frail essence Uncommon
Ooze Harvesting 7–11 30 Robust essence Rare

12–17 35 Potent essence Very rare


COMPONENT DC COMPONENTS
18–24 40 Mythic essence Legendary
5 Phial of acidE+* 25+ 50 Deific essence Artifact
10 Phial of mucusE+
You can’t harvest a lower-level essence from a higher CR
15 VesicleE+
creature—they have only one essence, the one dictated by its CR!
20 Membrane Appearance. In the world of Dragonbond, essence is
*Regarding edible components: acid is blood, mucus is fat, Vaala, the power of life and potential. When you harvest
and vesicles are livers. essence from a creature you are gathering Vaala and storing
it (temporarily) in specially designed containers for crafting
purposes. Vaala’s appearance typically varies by aspect; Fai
Plant Harvesting
usually looks like wispy pale-blue or silver energy, Id often
COMPONENT DC COMPONENTS
manifests in jagged black or red bolts, and K’aab frequently
occurs as beams of gold or green light.
5 Phial of sapE+*, tuberE+
10 Bundle of rootsE+*, phial of waxE+, Vaala as Essence
pouch of hyphaeE+*, pouch of
leaves
In the Dragonbond setting, the essence harvested from
a creature corresponds to its primary Vaala aspect—Fai,
15 Poison glandE+*, pouch of pollenvE+*, Id, and K’aab—as indicated in its stat block in Chapter
pouch of sporesvE+*
7: Bestiary. Certain items may require essence with
20 BarkE+*, membraneE+* an associated aspect. For instance, the tinker’s pouch
*Regarding edible components: sap is blood, tuber is flesh, requires frail essence (Fai), and so needs frail essence
roots and hyphae are bones, wax is fat, poison glands are harvested from a Fai creature. For creatures outside of
livers, pollen and spores are spice, bark and membranes are this book, the GM can determine the appropriate Vaala
hearts. aspect associated with the creature.

Undead Harvesting
Crafting
COMPONENT DC COMPONENTS The crafting rules below provide what you need to know to
craft each item in this book.
5 Eye , bone , phial of congealed
E+ E+

bloodE+
You can’t enchant a lightstaff without a harpoon. Within
this guide, there are two types of crafting, each associated
10 Marrow, pouch of teeth, rancid fatE
with a type of crafting check.
15 Ethereal ichorE+*, undying fleshE+ Manufacturing is the creation of mundane (non
20 Undying heartvE+
magical) items from raw materials by a creature proficient
with a tool using a Manufacturing check.
*Regarding edible components: ethereal ichor is spice. Enchanting is the magnification of a mundane item by a
spellcaster to give it magical powers using an Enchanting check.
Forging, detailed in Heliana’s Guide, is where both
these processes are combined, allowing a non-spellcasting
craftsperson to work magic into raw materials as the item
takes shape.
166
APPENDIX A

Manufacturing Tool Proficiency. Proficiency with a tool isn’t necessary


to attempt a Crafting check that requires that tool. If a
character does not have the required proficiency, it can still
Despite an adventurer’s best efforts, they’re probably going make the check, albeit with disadvantage. At the GM’s
to end up with one or two pieces of nonmagical gear. discretion, this disadvantage can be avoided if the character
Someone needs to make those items, and the following receives guidance from a book or a creature with the
manufacturing rules put that power in the players’ hands. To requisite proficiency.
manufacture a mundane item, a creature needs three things: Difficulty and Flavour. Mundane items have a
materials, a tool, and time. In some cases, at the GM’s manufacturing DC associated with their item type; the
discretion, a creature might also need auxiliary equipment. more complex the item, the higher the DC. See the
Let’s take a harpoon as an example. Manufacturing DC and Time table later in this chapter for
Materials and Cost. As a rule of thumb, the material the full breakdown.
cost of an item is one-third of its purchase value. Thus a Check. To manufacture an item, a creature must gather
harpoon, for example, is worth 3 gp and requires 1 gp of the required materials, tools, and auxiliary equipment
materials. The GM has great latitude in deciding what these and spend the requisite time crafting the item. This time
mundane materials might be. The Manufacturing DC and need not be continuous. At the end of the crafting time, a
Time table on pages later in this chapter summarizes the creature makes a Manufacturing check using proficiency
material cost of different mundane items. with the appropriate tool. A success on this check results in a
Potion and spell scroll bases are unique in that there is no completed item. A failure results in a non-functioning item
base item to compare the material cost to. In both cases, the or, if you use the quirks optional rule from Heliana’s Guide, a
cost of these magic items’ nonmagical materials is 3 gp. functioning item with one or more flaws.
Abilities and Tools. Manufacturing an item requires a
tool. The tool required depends on the item’s type. The GM
has considerable leeway in deciding if a tool is applicable Example: Manufacturing a Harpoon
or not, and has the final say on the tool required for any Materials: 3 sp steel
item. In addition, different tools require different abilities to
use them. Some tools, like carpenter’s tools, grant a choice Time: 8 hours
of abilities, much like how finesse weapons let you choose Tools: Smith’s tools
Strength or Dexterity when making an attack roll. See the Auxiliary Equipment: Forge & anvil
Tools and Their Products table below for a breakdown of Manufacturing Check: DC 14 Strength or Constitution
tools, abilities, and item types. using smith’s tools

167
Tools and Their Products

TOOL ABILITY ITEM TYPES

Alchemist’s Intelligence Potions; miscellaneous (any salves or lotions)


supplies
Brewer’s supplies Constitution Potions

Calligrapher’s Dexterity Scrolls


supplies
Carpenter’s tools Dexterity or Ammunition (arrows, bolts, and blowgun needles), instruments, rods, staves, wands,
Strength weapons (polearms, blowguns, clubs, darts, greatclubs, javelins, longbows, quarterstaves,
shortbows, tridents); miscellaneous (anything made of wood)
Cartographer’s Dexterity or Maps; miscellaneous (anything involving paper)
tools Intelligence
Cobbler’s tools Dexterity or Miscellaneous (footwear)
Intelligence
Cook’s utensils Constitution Magical meals*
Glassblower’s Constitution Rods, staves, wands; miscellaneous (anything made of glass)
tools or Dexterity
Herbalism kit Intelligence Potions; miscellaneous (any salves or lotions)
Jeweller’s tools Dexterity Miscellaneous (anything involving jewels or precious metals)
Leatherworker’s Dexterity Armor (light or hide), weapons (slings, whips)
tools
Mason’s tools Strength Ammunition (sling bullets), miscellaneous (anything made of stone)
Painter’s supplies Dexterity Scrolls
Poisoner’s kit Dexterity or Poisons
Intelligence
Potter’s tools Dexterity Miscellaneous (anything made of clay)
Smith’s tools Constitution Ammunition (sling bullets, repeater crossbow bolts), armor (heavy or medium except
or Strength hide, shields), rods, staves, wands, weapons (axes, daggers, flails, javelins, maces, mauls,
morningstars, polearms, tridents, swords, warhammers)
Tinker’s tools Dexterity Instruments, rods, staves, wands, weapons (crossbows), wondrous items (anything with a
mechanism)
Weaver’s tools Constitution Armor (padded), weapons (nets, slings); miscellaneous (cloaks, hats, robes, anything made
or Dexterity of cloth)
Woodcarver’s Dexterity or Ammunition (arrows, bolts, and blowgun needles), instruments, rods, staves, wands,
tools Strength weapons (polearms, blowguns, clubs, darts, greatclubs, javelins, longbows, quarterstaves,
shortbows, tridents); miscellaneous (anything made of wood)

Miscellaneous indicates the item could belong to any category. Usually such items specify a material from which they are
made. The category this most often applies to is wondrous items.
*This is a new item category introduced in Heliana’s Guide.

168
APPENDIX A

Tools and Their Products


MATERIAL TOOLS OR ITEM
ITEM TYPE TIME DC
COST SUPPLIES VALUE#
Adventuring gear Varies Varies 2 hours 11 Varies
Arrows (20) 3 sp Carpenter or 1 hour 13 1 gp
woodcarver
Atlatl Dart (5)* 2 sp Carpenter or wood- 1 hour 12 1 gp
carver
Bolts (20) 3 sp Carpenter or wood- 1 hour 13 1 gp
carver
Needles (50) 3 sp Carpenter or wood- 1 hour 13 1 gp
carver
Ammunition
Repeater crossbow bolts, 2 sp Tinker 8 hours 14 1 gp
heavy (4)*
Repeater crossbow bolts, 2 sp Tinker 8 hours 14 1 gp
light (8)*
Sling Bullets (20) 1 cp Mason or Smith 1 hour 13 4 cp
Swivel Ballista Bolt (10)* 2 gp Smith or Tinker 1 hour 13 5 gp
Swivel Ballista Bola Bolt 13 gp Smith or Tinker 4 hours 14 25 gp
(1)*
Armor Shield 3 gp Carpenter, smith, or 8 hours 13 10 gp
woodcarver
Padded 2 gp Leatherworker or 8 hours 13 5 gp
weaver
Light Armor
Leather 3 gp Leatherworker 16 hours 15 10 gp
Studded leather 15 gp Leatherworker 24 hours 17 45 gp
Hide 3 gp Leatherworker 8 hours 13 10 gp
Chain shirt 17 gp Smith 16 hours 15 50 gp
Medium
Scale male 17 gp Smith 24 hours 17 50 gp
Armor
Breastplate 130 gp Smith 40 hours 18 400 gp
Half plate 250 gp Smith 80 hours 19 750 gp
Ring mail 10 gp Smith 16 hours 15 30 gp
Chain mail 25 gp Smith 32 hours 16 75 gp
Heavy Armor
Splint 70 gp Smith 40 hours 18 200 gp
Plate 500 gp Smith 200 hours 20 1,500 gp
Aerial gondola* 400 gp Carpenter 40 hours 20 1,200 gp
Dragonriding saddle, 50 gp/ 70 Leatherworker 36 hours/ 80 18 150 gp/ 200
Large/Huge/Gargantuan* gp/ 100 gp hours/ 150 gp/ 300 gp
hours
Dragon barding, Large/ x4/x8/x20 Varies x3/x6/x15 +2 Varies
Huge/Gargantuan*
Swivel Ballista* 30 gp Smith 26 hours 17 100 gp

Dragon Tailspike
Equipment
Axe, Huge/Gargantuan* 135 gp/260 Smith 54 hours/108 18 400 gp/800
gp hours gp

Blade, Huge/Gargantuan* 100 gp/200 Smith 48 hours/96 18 300 gp/600


gp hours gp
Greatblade, Huge/ 160 gp/330 Smith 72 hours/144 18 500
Gargantuan* gp hours gp/1,000 gp
Spike, Huge/Gargantuan* 50 gp/100 Smith 24 hours/54 18 150 gp/300
gp hours gp

169
Tools and Their Products
MATERIAL TOOLS OR ITEM
ITEM TYPE TIME DC
COST SUPPLIES VALUE#
Instrument 20 gp Carpenter, tinker, 16 hours 15 60 gp
woodcarver
Potion Base 3 gp Alchemist, brewer, 2 hours 15 10 gp
herbalism
Ring Varies** Jeweler 8 hours 15 Varies**
Rod, staff, wand Varies** Varies 8 hours 17 Varies**
Acid bomb 15 gp Alchemist 8 hours 17 50 gp
Shev
Putrid gas 15 gp Alchemist 8 hours 17 50 gp
explosive
Splatter bomb 50 gp Alchemist 8 hours 17 150 gp
Spell scroll base 3 gp Calligrapher, 2 hours 15 10 gp
cartographer, painter
Club 3 cp Carpenter or 0.25 hours 14 1 sp
woodcarver
Dagger 7 sp Smith 1 hour 14 2 gp
Greatclub 7 cp Carpenter 0.5 hours 14 2 sp
Handaxe 2 gp Smith 3 hours 14 5 gp
Harpoon* 3 sp Smith 8 hours 14 1 gp
Heavy Macahui* 6 gp Woodcarver 18 hours 14 12 gp
Javelin 3 sp Carpenter, smith, or 1 hour 14 1 gp
Simple Melee
woodcarver
Weapon
Light hammer 7 sp Mason or smith 1 hour 14 2 gp
Macahui* 3 gp Woodcarver 12 hours 14 8 gp
Mace 2 gp Mason or smith 3 hours 14 5 gp
Quarterstaff 2 gp Carpenter, smith, or 0.5 hours 14 5 sp
woodcarver
Sickle 2 sp Smith 1 hour 14 1 gp
Spear 3 sp Carpenter, smith, or 1 hour 14 1 gp
woodcarver
Crossbow, light 8 gp Tinker 12 hours 14 25 gp
Dart (x20) 3 cp Carpenter or 1 hour 14 1 sp
woodcarver
Simple
Repeater crossbow, light* 25 gp Tinker 30 hours 14 75 gp
Ranged
Weapon Shortbow 8 gp Carpenter or 12 hours 14 25 gp
woodcarver
Sling 3 cp Weaver or 0.25 hours 14 1 sp
leatherworker

170
APPENDIX A

Tools and Their Products


MATERIAL TOOLS OR ITEM
ITEM TYPE TIME DC
COST SUPPLIES VALUE#
Battleaxe 3 gp Smith 6 hours 17 10 gp
Blood blade* 16 gp Smith 24 hours 17 50 gp
Flail 3 gp Smith 6 hours 17 10 gp
Glaive 7 gp Carpenter, smith, or 12 hours 17 20 gp
woodcarver
Greataxe 10 gp Smith 18 hours 17 30 gp
Greatsword 17 gp Smith 24 hours 17 50 gp
Halberd 7 gp Carpenter, smith, or 12 hours 17 20 gp
woodcarver
Huntsword* 50 gp Smith 24 hours 17 150 gp
Lance 3 gp Carpenter, smith, or 6 hours 17 10 gp
woodcarver
Longsword 5 gp Smith 8 hours 17 15 gp
Martial Melee Maul 3 gp Mason or smith 6 hours 17 10 gp
Weapons
Moonblade* 5 gp Smith 24 hours 17 15 gp
Morningstar 3 gp Smith 6 ours 17 10 gp
Pike 3 gp Carpenter, smith, or 6 hours 17 10 gp
woodcarver
Rapier 8 gp Smith 12 hours 17 25 gp
Reaver scythe* 60 gp Smith 24 hours 17 150 gp
Scimitar 3 gp Smith 6 hours 17 10 gp
Shortsword 3 gp Smith 6 hours 17 10 gp
Spiked chain* 15 gp Smith 24 hours 17 50 gp
Trident 2 gp Carpenter or smith 3 hours 17 5 gp
War pick 2 gp Smith 3 hours 17 5 gp
Warhammer 5 gp Mason or smith 8 hours 17 15 gp
Whip 7 sp Leatherworker 1 hour 17 2 gp
Aerial lance* 50 gp Woodcarver 20 hours 17 160 gp
Atlatl* 1 gp Woodcarver 2 hours 17 5 gp
Blowgun 3 gp Carpenter or 6 hours 17 10 gp
woodcarver

Martial Crossbow, hand 25 gp Tinker 40 hours 17 75 gp


Ranged Crossbow, heavy 17 gp Tinker 24 hours 17 50 gp
Weapons
Longbow 17 gp Carpenter or 18 hours 17 50 gp
woodcarver
Net 3 sp Weaver 1 hour 17 1 gp
Repeater crossbow, 50 gp Tinker 40 hours 17 150 gp
heavy*
Wondrous item*** Varies** Varies*** 8 hours 15 Varies**

#Item values in bold are different to the SRD (core 5e rules)


*This is a new item type found in this book.
**These items have a great variety in their constituent materials, from a gnarled tree root with a cost similar to a quarterstaff (2
sp) to gold and jewel-encrusted items fit for royalty. Regarding rods, staves, and wands, you can choose a weapon that is close
in material and appearance to how you picture this item.
***This can include nonmagical instruments like a compass, telescope, or the mundane component of a magical wondrous
item. The required tool and component cost is entirely up to the GM’s discretion.
171
Special Materials being crafted and whether or not it has attunement; the
rarer the item, the more difficult and time consuming it is
In chapter 4, several new types of materials for armor, to craft. This is broken down in the Enchanting Rarity, DC,
weapons, and other items and equipment. Crafting items with and Time table. Enchanting doesn’t have to be done all in
these materials often alters the cost, crafting time, and DC of one go—a typical enchanter might only work for 8 hours
the final crafting checks. The materials and their respective each day.
changes are listed in the Crafting with Special Materials table. Spell Scrolls. Spell scrolls are unique in that the creature
To determine the final cost, crafting time, and crafting DC, crafting the spell scroll also needs to know the spell they are
apply the modification listed to an existing recipe. crafting. For wizards, this means having the spell in their
For example, a standard dagger requires 7 sp of material, spellbook. For bards, rangers, sorcerers, and warlocks, this
1 hour crafting time, and a successful DC 14 Strength or means having the spell in their list of known spells. For
Constitution check with smith’s tools. A dagger made with clerics, druids, and paladins, this means any spell in their
stormsteel would instead require 14 sp worth of material, 2 spell list.
hours of crafting time, and a successful DC 16 Strength or Skills. As with harvesting, the skill associated with
Constitution check with smith’s tools. an enchanting check depends on the type of creature the
component was harvested from. So, if you’re making a
Crafting with Special Materials lightstaff, which requires a foghorn’s horn as its component,
you would make an ability check using Survival. See the
CRAFTING
MATERIAL COST TIME CRAFTING DC Creature Type and Associated Skills table for the full
MODIFICATION MODIFICATION MODIFICATION breakdown.
Bakka am- x2 x2 +3 Unlike harvesting, only creatures with a spellcasting
ber ability can enchant, as the ability used in the Enchanting
Deadsteel x3 x1.5 +2 check must be the creature’s spellcasting ability (typically
Intelligence, Wisdom, or Charisma). A wizard (whose
Fai glass x3 x2 +4 spellcasting ability is Intelligence) enchanting a harpoon into
Jawahm x1.5 x2 +4 a lightstaff would thus make an Intelligence (Survival) check.
crystal
Stormsteel x2 x2 +2
Creature Types and Associated Skills
Tyvalite x2 x1.5 +1
CREATURE TYPE SKILL

Enchanting Aberration Arcana


Beast Survival
Enchanting involves extracting the magical power from
Beastfolk* Medicine
creature components and applying them to mundane items.
In practice, this can take the form of physically grafting the Celestial Religion
components to the item or, for the magically inclined, direct Construct Investigation
transfer of magical power. Dragon Survival
Materials. The required materials for enchanting are: a
mundane item, a magical component, and an essence. The Elemental Arcana
first two are determined by the item’s recipe, while the latter Feydh* or Fey Arcana
is determined by the item’s rarity (see the Enchanting Rarity, Fiend Religion
DC, and Time table). Giant Medicine
Essence. While magic items gain their nuances from the
creature components used in their creation, the amplitude Humanoid Medicine
of an item’s power is derived from a substance known as Monstrosity Survival
essence. The more rare the item, the more powerful it is and Ooze Nature
the more potent the essence required. Plant Nature
If you use a rarer essence than required for a particular
item, the item gains the rarity of the essence used, affecting Undead Medicine
the time and DC required to make it (see the Enchanting *This creature type is new to this book.
Rarity, DC, and Time table). For example, if you make a
helm of telepathy using a robust essence, it would be rare
instead of uncommon, requiring 80 hours instead of 20 Check. To enchant an item, a creature must gather the
hours to craft. At the GM’s discretion, the power of the item required materials and spend the requisite time. This time
can be increased accordingly, perhaps by increasing the DC need not be continuous. At the end of the enchanting
of the saving throws to match the new rarity (from DC 13 time, a creature makes an Enchanting check with its
to 15) or even adding other effects. spellcasting ability using proficiency with the appropriate
Difficulty and Time. The DC and time required for the skill. A success on this check results in a completed
enchanting check depend on the rarity of the magic item enchantment. On a failure, the enchantment fails or,
if you’re using the quirks optional rule from Heliana’s,
172
APPENDIX A

the enchantment can still take hold, but the item gains a
number of flaws based on the difference between the result
of the check and the check’s DC. Success or failure, the
essence and component are consumed.

Example: Enchanting a Lightstaff


Materials: Harpoon, foghorn horn, robust essence
Time: 80 hours
Enchanting Check: DC 18 spellcasting ability (Survival)

Enchanting Rarity, DC, and Time


ENCHANTING TIME (HOURS)
ENCHANTING
ITEM RARITY ESSENCE
CHECK DC CONSUMABLE NON-ATTUNEMENT ATTUNEMENT
Common — 12 0.5 1 2
Uncommon Frail 15 4 10 20

Rare Robust 18 20 40 80
Very Rare Potent 21 80 160 320
Legendary Mythic 25 320 640 1,280
Artifact Deific 30 50,000 100,000 200,000

Crafting Summary

Manufacturing

Raw Mundane Components Manufacturing Checks Mundane Item

Tool Manufacturing Quirk(s)


Tool Ability Tool Ability (See Heliana’s Guide)
Tool Proficiency Tool Proficiency
Time & DC*

*Depends on the mundane item being crafted

Enchanting

Mundane Item Enchanting Check Mundane Item

Spellcasting Enchanting Quirk (s)


Spellcasting Ability Spellcasting Ability (See Heliana’s Guide)
Skill Proficiency
Monster Component Time & DC
Skill Proficiency
Essence
Time & DC

173
APPENDIX B:
DRAGONCRAFTING
A hallmark of the dragon hunters is their signature
magical items crafted by applying dragon bones,
scales, and other components to mundane equipment.
Additional characters working on the same dragon can
shorten the harvest time, but any character harvesting the
slain dragon for skutte must have at least three levels in
The art of making these items, collectively known as dragon hunter or be supervised by a character that has at
dragoncrafting, involves using skutte to apply a forma to a least three levels in dragon hunter. For every additional
nonmagical item. individual aiding the hunter, the time to harvest is
Skutte. Components harvested from dragons for use in reduced by 1 hour (to a minimum of 1 hour).
dragon hunter forma are known collectively as skutte.
Forma. The pattern or instructions for an item Skutte Harvesting
augmentation that grants magical enhancements is known
as a forma. See the “Dragon hunter” section of chapter 2 TIME TO SKUTTE
DRAGON SIZE
for more information on forma. HARVEST AVAILABLE
Tiny 1 hour 1

Skutte Small

Medium
2 hours

4 hours
2

4
Skutte is a catch-all term for parts harvested from a slain Large 6 hours 6
dragon and preserved or prepared with a special technique
Huge 8 hours 8
so they can be used for dragoncrafting. Each unit of skutte
equals one collection of preserved and prepared dragon Gargantuan 16 hours 16
parts. Each forma lists how many units of skutte are
required to apply it to an item.
Dragoncrafting and Complex Crafting
Harvesting Skutte To ease gameplay, rather than detail the minutiae
of listing the specific number and parts that can be
To harvest skutte from a slain dragon, you must spend an made into which items, the dragoncrafting rules use
appropriate amount of time processing the dragon’s corpse, an abstraction called skutte. Skutte and the rules for
as indicated in the Skutte Harvesting table. This includes applying them pertain solely to the dragon hunter class.
the actual harvesting but also the time needed to preserve However, some groups may wish to use more extensive
and prepare the parts. It takes 1 hour to harvest 1 skutte rules for harvesting monster components and crafting
from a slain dragon. At the end of the harvesting time, you items from them outside of the dragon hunter’s forma.
make a DC 10 Wisdom (Survival) check. On a success, For broader and more detailed crafting rules unrelated
you gather the maximum number of skutte available for to the dragon hunter class, see Appendix A: Harvesting
the size of the dragon and the amount of time you spent & Crafting.
harvesting. On a failure, you only gather half the available
skutte (rounded down).
Harvesting a slain dragon must begin within 1 hour of
when the dragon was killed. Any skutte not harvested
within that time period is lost to spoilage.
A dragon hunter does not need to harvest all of the
available skutte from a dragon. You may choose, for
instance, to only spend 2 hours harvesting a Large dragon
instead of 6. However, in that case, if you are successful
on your Survival check, you would only obtain 2 skutte
instead of 6.

174
INDEX

INDEX
Blood Sorcery (sorcerer), 96 cost (weapons), 127 Dragonbonding, 107-110

A (maghyr), 16
Vaala Mote, 96
increased Vaala pool, 96
(adventuring gear), 128
(dragon equipment), 129
Covenant Shield. See Forms of the Covenant
forming, 108–109
triggering, 108
attempt, 108
Ability Score Improvement, 7
See also specific ancestry entries origin spells, 96 (monk) effects, 109–110
See also specific class entries Blood Thrall (sorcerer), 97 crafting, 167–174 See also Dragonbond
Absorb Vitality (sorcerer), 97 Bloodlust. See under Weakness (maghyr) summary, 173 Dragonstone (dragon herald), 47
Absorption Rune (Nix Brood). See under Bloodspear Rune (dragon herald), 57 Create Dreampshere (Vaala adept), 66 Dream Doctrine. See under Vaala adept aspect
Draconic Transformation dragon herald options bonded dragon, 107 Create Xibac Undead (wizard). See Xibac Rite doctrines
action (aerial combat), 122-123 See also types of mount (wizard) Dream Mote, 65
rules, 121–123 Bondshape, 79 Crimson Hawk Spellblade (rogue), 71, 92–93 increased Vaala pool, 65
example, 123 Bonus Proficencies (cleric), 76 Vaala Mote, 92 doctrine spells, 65
involving creatures of different speeds, 121 Bonus Spells (warlock), 98 increased Vaala pool, 92 Dreambleed, 20
Adaptive Aegis. See ShapeVaala Branch (monk). See Way of the Eight Paths(monk) archetype spells, 93 Dreamcrafting (Vaala adept). See under Shape
Adrael, 113 Brilliant Excoriation (paladin), 87 Crystalline Breath (dragon herald), 55 Vaala
Advanced Studies (Vaala adept), 65 Bronze Scale Stance. See Forms of the Dragon Crystalline Field (dragon herald), 55 Dreamless Treatment, 9, 21
aerial combat, 120–123 (monk) Cúbinn Canid–Kin. See tánaid dreamshaping magic, 142
age (ancestry). See specfic ancestry entries Bronze Wings (Ehrlya Brood). See under See also elf
age category, 107 Draconic Transformation dragon herald options See also Dreamspy (rogue)

D
Allai, 8–9 Brood Rune (dragon herald),46 Dreamsharing (Elf ), 19
names, 9 Burning Claws (Ehrlya Brood). See under Dreamspy (rogue), 94
traits, 9 Draconic Transformation dragon herald options Vaala Mote, 94
allarian. See human Burning Scales (Ehrlya Brood). See under Damage Malediction (dragon hunter), 37 increased Vaala pool, 94
names, 9 Draconic Transformation dragon herald options Darkvision. See specific ancestry entry Dreamstep (rogue). See Arcane Espionage
traits, 9 Burrowing Strike (dragon herald), 52 Dash (aerial combat). See action (aerial Tricks (rogue)
Allied Bastion. See Channel Divinity (paladin) combat) Dreamstrike (Vaala adept). See under Shape
Alter elements (wizard), 101 Deadly Accuracy (rogue), 93 Vaala

C
ancestry, 7–25 deadsteel, 88, 125, 172 dwarf, 18–19
Arcane Espionage Tricks (rogue), 94–95 death (Dragonbonding), 148 names, 19
Arena Training (fighter),81 Deny Dream (ranger), 90 traits, 19
Ascending Stance (rogue). See Arcane Call Undead Thralls (dragon herald), 57 Deny Foe (dragon herald), 54
Espionage Tricks (rogue) cantrips. See spellcasting (dragon herald) Desert Wyrm Dash. See Forms of the Dragon

E
aspect abiltiies (Dragonbonding),109 See also spellcasting (Vaala adept) (monk)
aspect affinity. See specific ancestry entries See also spellcasting (rogue) Detonate Crystal (dragon herald), 56
Aspect Doctrine (Vaala adept). See under carfting cost (forma), 39 Devitalizing Stare (rogue), 95
Vaala adept aspect docrtines Cartwright (halfling), 17 Devour Spell (warlock). See Mantle of the Echostep Strike (dragon hunter),37
aspect spells (Vaala adept), 63 carving (harvesting), 167–168 ravenous Oubilette Ehrlya Brood. See under dragon herald
Aura of Superiority (dragon herald), 54 check, 24 Disciple’s Discovery (monk), 85 venerated Broods
Avatar of Light (paladin), 87 Castigation of Light (Paladin). See Channel Disengage (aerial combat). See action (aerial Vaala Mote, 50
Awaken Blood (maghyr), 15–16 Divinity (paladin) combat) increased Vaala pool, 50
Awakened Inner Eye (Vaala adept), 66 casting. See spellcasting disengage (aerial combat). See range spheres Brood spells, 50
Channel Divinity (cleric), 77 dismounting. See mounting and dismounting Eightfold Master (monk) 85
(paladin), 87 Disruption Breath (dragon herald), 48 Eirándi, 115
Chaotic Bond (druid), 79 Divert the River (monk), 83 Elder Form (dragon herald), 47

B character, 7
creation, 7
charge (aerial combat), 122
Dodge (aerial combat). See action (aerial
combat)
Draconic Awareness (dragon hunter), 33
Eldritch Dreams (bard), 75
Eldritch Masquerade (rogue). See Arcane
Espionage Tricks (rogue)
Bakka Amber, 11, 125
Baleful Weaving. See Invasive Mind (warlock) Chosen Prey (dragon hunter), 33 Draconic Insight (monk), 82 Elemental Form (Vaala adept). See under
Bastion Lodge. See dragon hunter hunting lodges Circle of Change (druid), 71, 78–79 Draconic Transformation dragon herald Shape Vaala
Bastioned (dragon hunter), 37 Vaala Mote, 78 options, 48–56 Elemental Redirection (dragon herald), 49
Vaala Mote, 36 increased Vaala pool, 78 Coatl Brood, 48–49 elf, 20–21
increased Vaala pool, 36 Circle Spells,79 Ehrlya Brood, 50–51 names, 21
Battle Domain (cleric), 71, 76–77 class, 31–69 Exor Brood, 52–53 traits, 21
Vaala Mote, 76 Claw (monk). See Way of the Eight Paths Fulgen Brood, 53–54 Eliadu, 8
increased Vaala pool, 76 (monk) Magnifex Brood, 55 Ellari. See elf
Domain Spells, 76 Cleaving Barrier (dragon hunter), 36 Nix Brood, 56–57 Elyse, 112
Battle Trance. See Channel Divinity (cleric), 77 climb larger creature. See scaling larger Dragobonding stages, 109 Embellished Strikes (fighter), 81
Beguiling Forms. See Forms of the Dragon creature dragon equipment, 128 Emboldened Performace (fighter), 81
(monk) Close range sphere. See range spheres dragon harvest, 174 Empowered by Amber (Orc), 11
Beguiling Presence (Vaala Adept), 69 Coatl Brood. See under dragon herald dragon herald venerated Broods, 48–57 enchanting, 172
Beguiling Vision (rogue). See Arcane Espionage venerated Broods Coatl Brood, 48–49 check, 172
Tricks (rogue) Vaala Mote, 48 Ehrlya Brood, 49–51 Enhance Alacrity. See valerninan martial
Bindings (orc), 11 increased Vaala pool, 48 Exor Brood, 51–53 tradition feat
birthstone, 19 Brood spells, 48 Fulgen Brood, 53–54 Entropic Healing (wizard), 102
Bladespike Climb. See valernian martial College of Nightmares (bard), 71, 74–75 Magnifex Brood, 54–56 Entropic Puppetry (wizard). See Xibac Rite
tradition feat Vaala Mote, 75 Nix Brood, 56–57 (wizard)
Blinding Censure (paladin), 87 increased Vaala pool, 75 dragon herald, 31, 44–61 Entwining Tail (Coatl Brood). See under
Blinding Strike. See valernian martial combat, 117–123 venerated Brood. See dragon herald Draconic Transformation dragon herald options
tradition feat Commanding Presence (dragon herald), 54 venerated Brood Equalizing Transformation (dragon hunter), 38
Blood Draw (sorcerer), 97 (Fulgen Brood). See under Draconic dragon hunter 31, 32–43 essence (harvesting), 166
Blood for Blood (rogue), 93 Transformation dragon herald options hunting lodges. See dragon hunter Exor Brood. See under dragon herald
Blood Magic (socerer), 96 Compel Veractiy (rogue). See Arcane hunting lodges venerated Broods
blood magic, 142 Espionage Tricks (rogue) dragon hunter hunting lodges, 36–39 Vaala Mote, 51
See also Blood Sorcery (sorcerer) Compelled Sorcery. See under Weakness Bastion Lodge, 36–37 increased Vaala pool, 51
See also maghyr (maghyr) Reaver Lodge, 37–38 Brood spells, 52
Conflagrant Presence (dragon herald), 51 Shadow Lodge, 38–39 Expert Weaver (wizard), 101
controlling a mount, 117 Dragon Senses (dragon herald), 46
Cook and Craft (Halfling), 17 Dragonbane (dragon hunter), 35
Dragonbonded strikes, 160

175
Extra Attack (dragon hunter), 34 Help (aerial combat). See action (aerial combat) maneuver. See valernian martial tradition feat
Eye of Nightmare (warlock). See Inscrutable
Mask (warlock)
Eyes of the Jaguar (ranger), 91
Hide (aerial combat). See action (aerial combat)
human 24–25
names, 24–25
Mantle of the ravenous Oubilette (warlock), 99
save DC, 156
manufacturing (crafting), 167
Q
Qirin Mount (ranger), 89
traits, 24–26 Martial Rally (fighter), 81
Hunter’s Evasion (dragon hunter), 35 Master of the Cycle (wizard), 103

F R
Hunter’s Lure (dragon hunter), 34 Medium range sphere. See range spheres
Hunter’s Presence (dragon hunter), 37 Mental Fortress (Vaala adept), 68
Hunting Lodge (dragon hunter). See under Mental Reflection (dragon herald),49
fai glass, 126, 172 dragon hunter hunting lodges Mesmerising Gaze (rogue). See Arcane Radiant Eyes of Aureus. See Forms of the
Fai Hunter (ranger), 71, 88–89 Espionage Tricks (rogue) Dragon (monk)
Vaala Mote, 88 Mesmerizing Claws (Magnifex Brood). See Rakzor, 114

I
increased Vaala pool, 88 under Draconic Transformation dragon herald range spheres, 120–121
conclave spells, 89 options Rapid Pace (rogue). See Arcane Espionage
Faithful Servitors (Fulgen Brood). See under Mirror Dream (ranger), 89 Tricks (rogue)
Draconic Transformation dragon herald options Imbue Attack. See valernian martial
Moon (monk). See Way of the Eight Paths Rapid Restorative (rogue). See Arcane
falling (mount), 121 tradition feat
(monk) Espionage Tricks (rogue)
(aerial combat), 121 Impelling Speech (dragon herald), 46
Mote, 138 Reactive Control (Vaala adept). See under
See also grappling (aerial combat) Improved Qirin Mount (ranger), 89
mounted combat, 117–123 Shape Vaala
Feather (monk). See Way of the Eight Paths Increased Vaala Pool. See under specific subclass
mounting and dismounting, 117 Reactive Shove. See valernian martial tradition
(monk) individual Dragonbonding effects, 109
multiclassing, 138 feat
Feathered Wings (Coatl Brood). See under Initiate’s Insight (monk), 85
Mun Kisuut Bat-Kin. See tánaid Ready (aerial combat). See action (aerial
Draconic Transformation dragon herald options Inscrutable Mask (warlock), 99
Mystifying Presence (dragon herald), 49 combat)
feats, 27–29, 117–118 Insidious Whispers (bard), 75
Reaver Lodge. See under dragon hunter
Cultural Feats 27–28 Insight of the Feathered Crown. See Forms of
hunting lodges
the Dragon (monk)

N
Dragonbonded Feats 29–30 Vaala Mote, 37
Ferellon, 112 Insulating Scales (Coatl Brood). See under
increased Vaala points, 37
Fervent Focus (Allai), 9 Draconic Transformation dragon herald options
recovering Vaala, 138
Fleet foot (ranger), 91 intelligent mount. See types of mount Nagasha, 113 Reganna, 111
Flyby Springing Strike. See valernian martial Invasive Mind (warlock), 99 náhuinn. See human Replenish (Vaala adept), 64
tradition feat Invasive Words (bard), 75 See also Nahuac Resolute (dragon hunter), 33
Food and Travel (Halfling), 17 items & equipment, 125-136 Natural Flight (dwarf ), 19 resurrecting (Dragonbonding), 110
Force of Will (sorcerer), 97 Itza, 111 Necromantic Transference (wizard), 102–103 Retribution Riposte (cleric), 76
Forced Order (Allai), 9 Necrotic Claws (Nix Brood). See under Ritual Artist (barbarian), 72
forma (dragon hunter), 34, 39–43 Draconic Transformation dragon herald options ritual casting (Vaala adept), 64
forma save DC, 34
forming a Dragonbond. See below
Dragonbonding
J Nightmare Maw (warlock), 99
Nix Brood. See under dragon herald venerated
Broods
rune magic, 142
See also runecasting
See also Dragon Herald
jawahm, 126, 172
Forms of the Covenant (monk), 83 Vaala Mote, 56 Rune of Death (dragon herald), 57
Forms of the Dragon (monk), 71, 82–83 increased Vaala pool, 56 rune slots, 45
Friends of the Hearth (Halfling), 17 Brood spells, 56 Runecasting (dragon herald), 45
Frightful Presence (dragon herald), 52
Fulgen Brood. See under dragon herald
venerated Broods
K Null corruption, 143
Null, 143
Nwoda. See dwarf
save DC, 45
runes, 57–61
See also runecasting
K’aab Aegis (Vaala adept), 67
Vaala Mote, 53 Rupturing Claws (Coatl Brood). See under
K’aab Power (Tánaid), 13
increased Vaala pool, 53 Draconic Transformation dragon herald options
Kadhah Manifestation (Maghyr), 16

O
Brood spells, 53
Ki Smite (monk), 85
Full-Body Slam. See valernian martial

S
tradition feat
Oath of Radiance (paladin) 71, 86–87

L Vaala Mote, 87

G
increased Vaala pool, 87 Sabulous Breath (dragon herald), 52
Oath of Radiance Tenets, 86 Sacrifical Strike. See valernian martial
landing on a larger creature, 122
oath spells, 87 tradition feat
gaining motes, 138 language, 7, 26
Obakkar. See orc Scaled Form (dragon herald), 51
Galadyan Knight. See Oath of Radiance Leaf (monk). See Way of the Eight Paths (monk)
Obliviation Shroud (rogue), 95 Scaling Stride (Magnifex Brood). See under
See also Ysval Lesser Repudiate Legend (dragon hunter), 35
Ocelinn Jaguar-Kin. See tánaid Draconic Transformation dragon herald options
Ghost Stride (dragon hunter), 38 Lightning (monk). See Way of the Eight Paths
orc, 10–11 Scars (barbarian), 73
Gift (Tánaid), 13 (monk)
names, 11 School of Entropy (wizard), 102
Gladiator (Fighter), 71, 80–81 Living Scar (barbarian), 73
traits, 11 Vaala Mote, 102
Vaala Mote, 81 Lodge Benefits Bastion Lodge 36
Oryan, 114 increased Vaala pool. 102
increased Vaala pool, 81 Reaver Lodge, 37
Shadow Lodge, 38 schools of magic,142–143
gnome, 22–23
Long range sphere. See range spheres Scintillating Aura (dragon herald), 55
traits, 22–23

P
Lords of Death. See Nahuac Scorching Scales (Magnifex Brood). See under
names, 23
Draconic Transformation dragon herald options
Godao, See gnome
Search (aerial combat). See action (aerial
Golden Wings (Fulgen Brood). See under Pack Tactics (ranger), 91 combat)

M
Draconic Transformation dragon herald options party Dragonbonding effects, 110 Searing Companion (dragon herald), 50–51
Goldfire Breath (dragon herald), 53 Path of Scars (barbarian), 71, 72–73 Selective Resistance (dragon hunter), 36
Grand Guild, 23 Vaala Mote, 72
Makaab Weaving (wizard), 100 Shadow Leap (rogue). See Arcane Espionage
grappling (aerial combat),122 increased Vaala pool, 72
Vaala Mote, 100 Tricks (rogue)
Greater Repudiate Legend (dragon hunter), 35 PB. See proficiency bonus
increased Vaala pool, 100 Shadow Lodge. See under dragon hunter
Guerrilla Warrior (ranger), 91 Pillars of Carnage (cleric), 77
expanded spell list, 100 hunting lodges
Poisoner’s Constitution (rogue), 93 Vaala Mote, 38
Maame Deer-Kin. See tánaid
Portent of Death (rogue), 93 increased Vaala points, 38
maghyr, 14–16

H
Preemptive Dodge. See valernian martial Shadowed (dragon hunter), 38
names, 15
tradition feat Shadowform (dragon hunter), 39
traits, 15
preparing spells (Vaala adept), 64 Shadowstalker (ranger), 71, 90–91
halfling, 17 magic items, 130–135
proficiency bonus. See specific class entries Vaala Mote, 91
names, 17 Magic, 136–143
Protective Ward (Vaala adept). See under increased Vaala pool, 91
traits, 17 Magma Tail (Ehrlya Brood). See under
Shape Vaala Shape Vaala (Vaala adept), 64
harvesting, 162–166 Draconic Transformation dragon herald options
Psyichic Intuition (rogue). See Arcane Dreamcrafrting (Dream Doctrine), 65
check,163 Magnifex Brood. See under dragon herald
Espionage Tricks (rogue) Dreamstrike (Dream Doctrine), 66
DC, 163, 164 venerated Broods
Púka. See halfling Vitality Transference (Source Doctrine), 67
list, 163 Vaala Mote, 54
Purging Flame (Orc), 11 Elemental Form (Source Doctrine), 67
tables, 165–167 increased Vaala pool, 54
Brood spells, 54 Protective Ward (Will Doctrine), 68
Reactive Control (Will Domain), 69

176
INDEX
Shelter of the Bond. See Forms of the Way of the Eight Paths (monk), 71, 84–85
Covenant (monk)
Shroud of Sand (dragon herald), 53
Sideral Step (dragon hunter), 39
U Vaala Mote, 85
increased Vaala pool, 85
Tenets of the Eight Paths, 84
X
Undead Nature (Nix Brood). See under Xibac Rite (wizard), 103
skutte, 174 Draconic Transformation dragon herald options Weakness (maghyr), 16 Xibac, 102
Sky Traveler (Dwarf ), 19 unintelligent mount. See types of mount Bloodlust, 16
Slashing Claws (Fulgen Brood). See under Unseen Mind (rogue), 95 Compelled Sorcery, 16
Draconic Transformation dragon herald options weapons, 126–127

Y
unusual anatomy, 164
Slayer’s Focus (ranger), 89 Weaving (wizard), 101
Social Adroitness (rogue), 95 weaving magic, 143
Source Doctrine. See under Vaala adept aspect Westerlands. See Allaria

V
Ysvalian. See human
doctrines Whispered Lure (rogue). See Arcane See also Ysval
Source Mote, 66 Espionage Tricks (rogue)
increased Vaala pool, 66 Vaala abilty, 140–141 Will Doctrine. See under Vaala adept aspect
doctrine spells, 67 Vaala adept 31, 62–69 doctrines
special materials, 125, 172 Vaala adept aspect docrtines, 65–69 Will Mote, 68
Spectral Touch of Transference. See Forms of Dream Doctrine, 65–66 increased Vaala pool, 68
the Dragon (monk) Source Doctrine, 67–68 doctrine spells, 68
spell attack modifier (Vaala adept), 64 Will Doctrine, 68–69 Wind (monk). See Way of the Eight Paths
(rogue), 93, 94 Vaala augmentations, 140 (monk)
spell list, 144-145 Vaala Master (Vaala adept), 65 Wind Shroud (Exor Brood). See under
spell save DC (Vaala adept), 64 Vaala Mote. See gaining Motes Draconic Transformation dragon herald options
(rogue), 93, 94 See also under specific subclass Winged Special. See valernian martial
Spell Storing (wiard), 101 Vaala points, 138 tradition feat
spellcasting (dragon herald), 46 Vaala pool, 137 Wingover. See valernian martial tradition feat
(Vaala adept), 63 Vaala Strike (cleric), 77 Wings of Sand (Exor Brood). See under
(rogue), 92 Vaala, 137–143 Draconic Transformation dragon herald options
spellcasting focus (Vaala adept), 64 valernian martial tradition feat, 117–119 Wings of Shadow (Nix Brood). See under
spellcasting, 46 Venerated Broods (dragon herald). See under Draconic Transformation dragon herald options
Spellmatch (druid), 79 dragon herald venerated Broods Wyrm Fury Strike (monk), 83
spells, 146–161 Vengeful Strike (dragon hunter), 36
Spellweave (Vaala adept), 65 Versatile Proficency (Allai), 9
spending Vaala, 138 Victorious Exhilaration (fighter), 81
sphere. See range spheres Vitality Transference (Vaala adept). See under
Stillness Abounds (rogue). See Arcane Shape Vaala
Espionage Tricks (rogue)
Stone (monk). See Way of the Eight Paths

W
(monk)
stormsteel, 126, 172
subclass, 31–103
New 70–103 Waking Dream (bard), 75
Supreme Bulwark (dragon hunter), 36–37 Warmaster Techniques (cleric), 77
Supress Scar (barbarian), 73 Way of the Covenant (monk), 82
Swallowstep Strike (dragon hunter), 38 Vaala Mote, 82
Swift Runes (dragon herald), 47 increased Vaala pool, 82

T
Tána Spirit (Tánaid), 13
tánaid, 12–13
names, 12
tratis, 13
Tetzcoatl, 153
The Fell Crown (warlock), 98
Vaala Mote, 98
increased Vaala pool, 98
patron spells, 98
tools and products (crafting), 168–171
Touch of Agony (rogue). See Arcane Espionage
Tricks (rogue)
Transcribe Scar (barbarian), 73
Tremor Dive. See valernian martial tradition feat
Triggering a Dragonbond. See below
Dragonbonding
Tumbling Advance. See valernian martial
tradition feat
Tunneler (Exor Brood). See under Draconic
Transformation dragon herald options
Twinned Aegis (Vaala adept), 68
types of mount, 155
tyvalite, 126, 172
tyverian. See human
See also Tyveria

177
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