DragonsBond Playtest

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ENDLESS SAGAS

PLAYTEST PACKAGE 1
Welcome to the Dragonbond: Endless Sagas playtest!
We are so delighted to have your help and support as we develop this product.

This is the first of the playtest packs to be released since we have added Brian Suskind and
Sarah Madsen to the team. We are so excited to see what you think to the new developments.

Hopefully everything in this pack will be self explanatory. But if you have any questions then
post them in our Facebook group or Discord channel, links below.
● Facebook
● Discord

Once you have finished the playtest we look forward to hearing your feedback, good and bad on
this link.

In case you are new to Dragonbond: Endless Sagas, this is what it's all about!

What is Dragonbond: Endless Sagas?


● Dragonbond: Endless Sagas is a collection of role-playing books exploring the vast and exciting
Dragonbond fantasy setting. Here are just some of the reasons we are so excited about it.
● You can adventure with a fully realized dragon in your party. One that grows with your character
with our new Dragonbonding rules.
● Enhance your 5e spells with the complimentary wonders of the Vaala magic system.
● Discover enhanced character creation, compatible with new and upcoming 5e rules, with 10 new
ancestries, 40 new subclasses and 2 new classes.
● Add culture and organizations to your character creation, making your character’s story an
ongoing part of your game.
● Challenge over 300 new 5e monsters from flying axolotls to colossal ice titans!
● Explore the massive world of Valerna, a rich non-Eurocentric fantasy world full of stories,
mysteries and the intrigue of fascinating realms, where conflict and change create cultures like
nothing you’ve seen before. A world with no gods, whose mythology is only just beginning, a
world whose story your own sagas will shape.

Thanks again and have fun!


Dragonbond Playtest 1: Classes
Vaala Affinity, Points and Pools
Playtest Note: This is one of the biggest changes that Dragonbond brings to the core 5e
ruleset. The basic design idea here is that the vaala pool gives players a consumable
resource that they can use to augment their class features.

As a character in Dragonbond, you gain a reservoir of mystical energy representing your ever
deepening connection to vaala. This is called your Vaala Pool, and contains a number of Vaala
Points equal to your Proficiency Bonus plus your Primary Attribute modifier.

The points from your vaala pool can be spent to activate or augment class or subclass features
(see individual classes). Low level features might cost 1 point to activate, while higher level
features might require 6 or more points. Spending points from your pool does not require a
specific action unless indicated in the description of specific features.

You regain vaala points in the following ways:

● After finishing a short rest, you can recover points equal to your Proficiency Bonus. Once
you use this feature, you must finish a Long Rest before you can use it again.
● After finishing a Long Rest, you recover all spent vaala points.

In addition, your character gains Motes which reflect a natural or acquired affinity to one of the
aspects of vaala, and allows you to reduce the amount of vaala points needed to activate a
feature.

Each mote, when applied to one of the three aspects, reduces the cost of activating a vaala
powered feature by 1 (to a minimum of 1 point). You can have multiple motes in a single aspect,
though an aspect can usually only have a maximum of three motes.

Playtesting the Classes with Races


Races in Dragonbond will all get a Mote during the character creation process. For the purposes
of playtesting the classes, if you are not using one of the updated races, each PC race should
have 1 mote in a vaala aspect (Source, Dream, or Will).

Dragonbond Class Design Notes


How each class connects to vaala is what separates one class from another. All channel vaala,
but their methods vary. The basic base classes are identical to 5e core classes, with the addition
of some regional feats, but the subclasses are all new. The regional feats are not prepared yet,
so can be ignored by playtesters for the moment.
Vaala Adept
***Playtest Note: The Vaala Adept is a cross between Wizard and Cleric, representing a
character who both worships and studies vaala.***

Vaala Adepts are focused spellcasters who 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 all vaala offers.

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 simple melee weapon or (b) a quarterstaff
● (a) a component pouch or (b) a spellcasting focus
● (a) a scholar’s pack or (b) an explorer’s pack
● (a) a spellbook or (b) a historical tome

Table: Vaala Adept


Level Class Features Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Known

1st Spellcasting, Aspect Doctrine, Replenish 4 2 - - - - - - - -

2nd Shape Vaala (1/day), Aspect Feature 4 3 - - - - - - - -

3rd – 4 4 2 - - - - - - -

4th Ability Score Improvement 5 4 3 - - - - - - -


5th Advanced Studies, Bonus Feat 5 4 3 2 - - - - - -

6th Shape Vaala (2/day), Aspect Feature 5 4 3 3 - - - - - -

7th – 5 4 3 3 1 - - - - -

8th Ability Score Improvement 5 4 3 3 2 - - - - -

9th Aspect Feature 5 4 3 3 3 1 - - - -

10th Spellweave 6 4 3 3 3 2 - - - -

11th – 6 4 3 3 3 2 1 - - -

12th Ability Score Improvement 6 4 3 3 3 2 1 - - -

13th Advanced Studies 6 4 3 3 3 2 1 1 - -

14th Aspect Feature 6 4 3 3 3 2 1 1 - -

15th Bonus Feat 6 4 3 3 3 2 1 1 1 -

16th Ability Score Improvement 6 4 3 3 3 2 1 1 1 -

17th — 6 4 3 3 3 2 1 1 1 1

18th Shape Vaala (3/day) 6 4 3 3 3 3 1 1 1 1

19th Ability Score Improvement 6 4 3 3 3 3 2 1 1 1

20th Vaala Master 6 4 3 3 3 3 2 1 1 1

Spellcasting
As a conduit for vaala, you can cast vaala adept spells. See Spell Rules for the general rules of
spellcasting and the Spells Listing for the vaala adept spell list.

Cantrips
At 1st level, you know three cantrips of your choice from the vaala adept spell list. You learn
additional vaala adept cantrips of your choice at higher levels, as shown in the Cantrips Known
column of the Vaala Adept table.

Preparing and Casting Spells


The Vaala Adept table shows how many spell slots you have to cast your vaala adept spells of
1st level and higher. To cast one of these spells, you must expend a slot of the 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 available for you to cast, choosing from the
vaala adept spell list. When you do so, choose a number of vaala adept spells equal to the
Ability Score modifier appropriate to the Aspect Doctrine you selected (see below) + your vaala
adept level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level vaala adept who selected the Will Aspect, you have four
1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can
include six spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it
from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of
vaala adept spells requires time spent meditating on the nature of vaala: at least 1 minute per
spell level for each spell on your list.

Spellcasting Ability
The spellcasting ability for your vaala adept spells is determined by which vaala aspect you
choose to focus on, as determined in the Aspect Doctrine feature.

● Dream (Charisma)
● Source (Intelligence)
● Will (Wisdom)

The power of your spells comes from your intense study and meditations on your chosen aspect
of vaala. You use the attribute indicated by your chosen aspect whenever a vaala adept spell
refers to your spellcasting ability. In addition, you use your spellcasting attribute modifier when
setting the saving throw DC for a vaala adept spell you cast and when making an attack roll with
one.

Spell save DC = 8 + your proficiency bonus + your spellcasting attribute modifier


Spell attack modifier = your proficiency bonus + your spellcasting attribute modifier

Ritual Casting
You can cast a vaala adept spell as a ritual if that spell has the ritual tag and you have the spell
prepared.

Spellcasting Focus
You can use a holy symbol (see the Equipment section) as a spellcasting focus for your cleric
spells.

Vaala Affinity, Points and Pools


As a vaala adept, you can use your Vaala points to activate abilities as described in the various
features below.

Aspect Doctrine
At 1st level, you choose one vaala aspect as your focus: Dream, Source, Will. Your choice
grants you aspect spells and other features when you choose it at 1st level. It also grants you
additional ways to use Shape Vaala when you gain that feature at 2nd level, and additional
benefits at 6th, 9th, 14th and 17th levels.

Aspect Spells
Each aspect doctrine has a list of spells - its aspect spells - that you gain at the vaala adept
levels noted in the doctrine description. Once you gain an aspect spell, you always have it
prepared and it doesn’t count against the number of spells you can prepare each day.

If you have an aspect spell that doesn’t appear on the vaala adept spell list, the spell is
nonetheless a vaala adept spell for you.

Bonus Vaala Affinity Mote


When you select an aspect doctrine, you gain a mote for that affinity. Charisma for Dream,
Intelligence for Source, and Wisdom for Will. See the Spellcasting Rules for further details on
vaala affinity and motes.

Replenish
Starting at 1st level, you have learned to tap into the flow of vaala to restore your pool of Vaala
points. As a bonus action, you perform a quick meditation and can recover vaala points equal to
your Proficiency Bonus. Once you use this feature, you can’t use it again until you finish a short
or long rest.

Beginning at 10th level you can use your Replenish twice between rests. When you finish a
short or long rest, you regain your expended uses.

Shape Vaala
At 2nd level, you gain the ability to harness vaala for a short time, shaping that energy to
produce magical effects. You start with two such effects: Adaptive Aegis and an effect
determined by your Aspect Doctrine feature. Some aspect doctrines grant you additional effects
as you advance in level, as noted in the aspect feature description.

When you use Shape Vaala, you choose which effect to create. You must then finish a short or
long rest to use your Shape Vaala again.

Some Shape Vaala effects require saving throws. When you use such an effect from this class,
the DC equals your vaala adept spell save DC.

Beginning at 6th level, you can use your Shape Vaala twice between rests, and beginning at
18th level, you can use it three times between rests. When you finish a short or long rest, you
regain your expended uses.
Shape Vaala: Adaptive Aegis
When you take acid, cold, fire, lightning, poison or thunder damage, from a spell or effect, you
can use your Shape Vaala as a reaction to immediately gain resistance to the triggering damage
until the beginning of your next turn.

Vaala Pool Augmentation. When you activate this feature, if you spend 2 points in your Source
Affinity your next weapon attack gains 1d6 extra damage of the type reduced by your Adaptive
Aegis.

Ability Score Improvement


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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice
instead.

Bonus Feat
When you reach 5th level, and again at 15th, you can choose one Cultural or Dragonbond Feat
(see Chapter XXX). You must meet all prerequisites for the bonus feat.

Advanced Studies
When you reach 5th level, you have expanded your connection to Vaala to such an extent that
you dabble in other disciplines. Choose one 1st or 2nd level feature from the Aspect Doctrine
you did not choose at 1st level. You gain that feature.

At 10th level, you gain one feature of your choice of 9th level or lower from an Aspect Doctrine
you did not choose.

Spellweave
When you reach 10th level, your ever-growing ability to harness vaala allows you to manipulate
multiple weaves of magic simultaneously. As part of the same spellcasting action, you can cast
one spell using any spell slot you have access to, as well as a second spell that is 1st level or
lower. You must expend spell slots for both spells. This feature doesn’t allow you to concentrate
on more than one spell at a time.

When you reach 12th level, and again at 14th, 16th, 18th, and 20th level, the level of the second
spell increases by one, to a maximum of 6th level.

Once you use this feature, you must finish a long rest before using it again.
Vaala Master
At 20th level, 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 DM chooses the nature of the result; the effect of any 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 and
Dream - to the exclusion of the others. 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,
things come out of nothing.

Dream Doctrine Spells


Vaala Adept Level Spells
1st silent image, sleep
3rd detect thoughts, misty step
5th hypnotic pattern, major image,
7th arcane eye, phantasmal killer,
9th dream, telepathic bond

Dream Mote and Increased Vaala Pool


When the vaala adept chooses this doctrine at 1st level, he or she gains a mote in Dream
Affinity. Moreover, the vaala adept can add 2 points to his or her vaala pool.

Shape Vaala: Dreamcrafting


Starting at 2nd level, you can use your Shape Vaala to make your imaginations real. You can
meditate for 1 minute, picturing a nonmagical, inanimate object that can fit entirely within a cube
that is 10-feet on each side. The object you picture must be one that you have seen before, and
have a value of less than 1000gp. Once you use this feature, you must finish a short or long rest
before you can use it again.

The object appears on the ground in an unoccupied space you choose within 30 feet of you. It is
visibly crude, though perfectly functional, and obviously a creation of magic (shining with a dim
glow or similarly marked). The object vanishes after 1 hour, if you use this feature again, or if
you move more than 60 feet away from it.
When you reach 17th level, the objects created by your Dreamcrafting are permanent.

Vaala Pool Augmentation. When you activate this feature, if you spend 2 vaala points in your
Dream Affinity you can use this feature as an action. If you spend 4 vaala points in your Dream
Affinity, the duration increases to a number of hours equal to your proficiency bonus (minimum
of 1)

Awakened Inner Eye


Starting at 6th level, you can spend 1 point in your Dream Affinity to give yourself the ability to
see invisible creatures and objects (as the spell see invisibility) for 1 hour. Once you use this
feature, you must finish a short or long rest before you can use it again.

Moreover, when you reach 11th level, your awakened inner eye gives you the ability to see
things as they actually are (as per the true seeing spell).

Vaala Pool Augmentation. When you activate this feature, if you expend 2 vaala points in your
Dream Affinity you can grant another creature you touch the same benefits of your Awakened
Inner Eye.

Shape Vaala: Dreamstrike


Starting at 9th level, you can use your Shape Vaala to bring forth nightmares into the minds of
your foes. As an action, you focus upon a creature you can see within 60 feet and force it to
make a Charisma saving throw. On a failed save, a creature takes 22 (5d8) psychic damage, or
half as much damage on a successful one. This feature has no effect on mindless undead or
constructs.

Vaala Pool Augmentation. When you activate this feature, for every 2 points you spend in your
Dream Affinity, you can affect another creature within 30 feet of the initial target. A creature can
only be targeted once for each use of this feature.

Vaala Revelation
Starting at 14th level, your continued studies into your chosen Aspect has opened your eyes to
a deeper understanding of vaala. You gain another mote in Dream Affinity and 2 additional
points to your vaala pool.

Create Dreamsphere
Starting at 17th level, you can spend 6 points in your Dream Affinity to impose a dreamlike
environment on others in the real world. As an action, a sphere of dream emates from you. The
sphere is centered on you, has a 60 foot radius, and moves with you. Your dreamsphere lasts
for 1 minute but requires concentration to maintain.

All creatures within the sphere, or who enter it on their turn, must make a Charisma saving
throw. On a failed save, you determine the dream the creature sees within their minds, creating
dream terrain and threats. Creatures with truesight, or who do not dream, are immune to your
dreamsphere.

You can choose what sort of dream a creature experiences, and how it affects it, from the
following options:

Pleasant Dream
● You grant it temporary hit points equal to 2d10 plus your vaala adept level.
● You end one effect on it causing it to be charmed or frightened
● You grant it half cover from attacks originating outside the sphere.

Nightmare
● It takes 24 (7d6) psychic damage.
● It is frightened of you.
● It is restrained.

Creatures who enter the sphere, or who begin their turn there, must repeat the Charisma saving
throw, suffering the effects on a failed save. A creature that succeeds on the saving throw is
immune to this feature for 24 hours.

Source Doctrine
The aspect of raw materials, of elements and nature, and also of life and death. Through
Source, life evolves and seasons pass.

Source Doctrine Spells


Vaala Adept Level Spells
1st burning hands, cure wounds
3rd acid arrow, ray of enfeeblement
5th lightning bolt, revivify
7th blight, ice storm
9th mass cure wounds, wall of stone

Source Mote and Increased Vaala Pool


When you choose this doctrine at 1st level, you gain a mote in Source Affinity. Moreover, you
can add 2 points to your vaala pool.

Shape Vaala: Vitality Transference


Starting at 2nd level, you can use your Shape Vaala to manipulate the life energy of a dying foe.
When a creature within 30 feet of you dies from an attack made by you or your companions, you
can use your Shape Vaala as a reaction to restore hit points to another creature. The target to
be healed must be a creature you can see within 30 feet. You restore a number of hit points
equal to 1d6 plus the CR of the dying creature.
Vaala Pool Augmentation. When you activate this feature, for every 2 points you spend in your
Source Affinity you can add 1d6 to the amount of hit points restored.

Source Aegis
Starting at 6th level, you can spend 1 point in your Source Affinity to give yourself resistance to
a single damage type (cold, fire, force, lightning, necrotic, radiant, or thunder). This effect lasts
until you finish a short or long rest.

Vaala Pool Augmentation. When you activate this feature, if you expend 2 points in your
Source Affinity you can grant another creature you touch the same benefits of your Source
Aegis.

Shape Vaala: Elemental Form


Starting at 9th level, you can use your Shape Vaala to assume the form of an elemental. As a
bonus action, you magically transform into an elemental whose challenge rating is equal or less
than your level. You can remain in your new form for a number of rounds equal to half of your
proficiency bonus, or until you use a bonus action to return to your normal form.

Your statistics, including mental ability scores, are replaced by the statistics of the chosen
elemental. Your gear melds with your new form and you can’t activate, use, wield, or otherwise
benefit from any of your equipment.

You assume the hit points of your new form. When 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 excess damage carries over to your normal form. As long as the excess
damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.

Vaala Pool Augmentation. When you activate this feature, if you spend 6 points in your Source
Affinity, you can remain in elemental form for 1 minute.

Vaala Revelation
Starting at 14th level, your continued studies into your chosen Aspect has opened your eyes to
a deeper understanding of vaala. You gain another mote in Source Affinity and 2 additional
points to your vaala pool.

Twinned Source Immunity


Starting at 17th level, your connection to the Source gives you protection. Choose a pair of
affiliated damage types from the following list. Until you finish a long rest, you are immune to
both damage types.
● Radiant and Necrotic
● Cold and Fire
● Lightning and Thunder
● Acid and Poison
Vaala Pool Augmentation. When you activate this feature, for every 4 points you spend in your
Source Affinity, you can give another creature within 30 feet immunity to one of the damage
types of the pair you selected.

Will Doctrine
The aspect of raw power, of plans and politics, by which individuals change the world through
their thoughts or feelings.

Will Doctrine Spells


Vaala Adept Level Spells
1st command, shield
3rd hold person, suggestion
5th counterspell, nondetection
7th compulsion, polymorph
9th dominate person, greater restoration

Will Mote and Increased Vaala Pool


When the vaala adept chooses this doctrine at 1st level, he or she gains a mote in Will Affinity.
Moreover, the vaala adept can add 2 points to his or her vaala pool.

Shape Vaala: Protective Ward


Starting at 2nd level, 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 Armor Class equal to half of
your proficiency bonus. This effect lasts for 1 minute. Once you use this feature, you must finish
a short or long rest before you can use it again.

Vaala Pool Augmentation. When you activate this feature, if you spend 2 points in your Will
Affinity you can also give the next weapon or spell attack against you disadvantage. If you
spend 4 points in your Will Affinity, you can give the effects of your Protective Ward to up to
three additional creatures.

Mental Fortress
Starting at 6th level, you can spend 3 points in your Will Affinity to render yourself immune to
magic that allows other creatures to read your thoughts, determine whether you are lying, or spy
upon you. This effect lasts until you finish a short or long rest.

Vaala Pool Augmentation. When you activate this feature, if you spend an additional 3 points
in your Will Affinity you can grant another creature you touch the same benefits of your Mental
Fortress.
Shape Vaala: Retributive Control
Starting at 9th level, when an attacker you can see within 60 feet of you targets you with a
weapon or spell attack, you can use your Shape Vaala as a reaction to force the attacker to
make a Wisdom saving throw against your Spell Save DC. On a failed save, the attacker
instead makes its attack against a target of your choice within range, dealing damage as normal
on a successful attack. If no other target is within range, the attacker targets the ground or
wastes their attack in some other fashion.

Vaala Pool Augmentation. When you activate this feature, if you spend 3 vaala points in your
Will Affinity, you can use this reaction on an attack made against an ally you can see within 60
feet.

Vaala Revelation
Starting at 14th level, your continued studies into your chosen Aspect has opened your eyes to
a deeper understanding of vaala. You gain another mote in Will Affinity and 2 additional points to
your vaala pool.

Beguiling Presence
Starting at 17th level, your connection to Will grants you vast power to charm or fear others. As
an action, you project a beguiling aura in a 100 foot sphere centered on you. Each creature of
your choice that is in the sphere must succeed on a Wisdom saving throw against your Spell
Save DC. On a failed save, a creature is charmed or frightened by you (your choice). At the end
of each of its turns, the creature can make another Wisdom saving throw. On a success, the
effect ends on the target.

Vaala Pool Augmentation. When you activate this feature, if you spend 6 vaala points in your
Will Affinity, you can choose one of the creatures affected by your Beguiling Presence and
dominate it (as the dominate person spell).

Vaala Adept Spells


***Playtest Note: For the purposes of playtesting, use the following spell school lists for
the three Aspect Doctrines. Vaala adepts can use spells of any class as long as the
school falls under their Aspect Doctrine.***

Dream
● Conjuration (Summoning, Creation, Teleportation)
● Divination (Revealing/Granting Knowledge, Secrets, Seeing the Unseen)
● Illusion (Creating Images, Altering senses)

Source
***Playtest Note: This list may be too limited. If needed, Transmutation spells can also be
added to the Source Doctrine.***
● Evocation (Elemental, Destruction, Life Energies)
● Necromancy (Death Energies, Life and Death, Debuffing)

Will
● Abjuration (Buffing, Protection, Shielding)
● Enchantment (Manipulating the Mind, Controlling Others, Buffing)
● Transmutation (Altering Physical People/Objects)
Barbarian
***Playtest Note: Barbarians in Dragonbond connect to vaala through their rage***

Valernian barbarians see their rage as a form of magical inspiration, fueled not only by their
primal strength, but also by their personality, dreams and memory.

Class Features
As a barbarian, you gain the following class features:

Hit Points
Hit Dice: 1d12 per barbarian level
Hit Points as 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 6 (1d12) + your Constitution modifier per barbarian level after 1st

Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, Martial weapons
Tools: None
Saving throws: Strength, Constitution
Choose two skills from Animal Handling, Athletics, Intimidation, Nature, Perception, and
Survival.

Equipment
You start with the following equipment, in addition to the equipment granted by your
Background:
● (a) a greataxe or (b) any martial weapon
● (a) two handaxes or (b) any simple weapon
● An explorer’s pack and four javelins

Table: The Barbarian


Level Class Features Rages Rage
Damage

1st Rage, Unarmored Defense 2 +2

2nd Reckless Attack, Danger Sense 2 +2

3rd Primal Path 3 +2

4th Ability Score Improvement 3 +2

5th Extra Attack, Fast Movement, Bonus Feat 3 +2


6th Path Feature 4 +2

7th Feral Instinct 4 +2

8th Ability Score Improvement 4 +2

9th Brutal Critical (1 die) 4 +3

10th Path Feature 4 +3

11th Relentless Rage 4 +3

12th Ability Score Improvement 5 +3

13th Brutal Critical (2 die) 5 +3

14th Path Feature 5 +3

15th , Persistent Rage, Bonus Feat 5 +3

16th Ability Score Improvement 5 +4

17th Brutal Critical (3 die) 6 +4

18th Indomitable Might 6 +4

19th Ability Score Improvement 6 +4

20th Primal Champion Unlimited +4

Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
● You have advantage on Strength checks and Strength saving throws.
● When you make a melee weapon attack using Strength, you gain a bonus to the
damage roll that increases as you gain levels as a barbarian, as shown in the Rage
Damage column of the Barbarian table.
● You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends
and you haven’t attacked a hostile creature since your last turn or taken damage since then.
You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column
of the Barbarian table, you must finish a long rest before you can rage again.

Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier +
your Constitution modifier. You can use a shield and still gain this benefit.
Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce
desperation. When you make your first attack on your turn, you can decide to attack recklessly.
Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but
attack rolls against you have advantage until your next turn.

Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving
you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps
and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Primal Path
At 3rd level, you choose a path that shapes the nature of your rage. Moreover, when you select
your primal path, you gain a mote in an affinity attuned to that path. See the Spellcasting Rules
for further details on vaala affinity and motes.

Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Ability Score Improvement


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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice
instead.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack
action on your turn.

Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

Bonus Feat
When you reach 5th level, and again at 15th, you can choose one Cultural or Dragonbond Feat
(see Chapter XXX). You must meet all prerequisites for the bonus feat.
Feral Instinct
By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can
act normally on your first turn, but only if you enter your rage before doing anything else on that
turn.

Brutal Critical
Beginning at 9th level, you can roll one additional weapon damage die when determining the
extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Relentless Rage
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0
hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving
throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or
long rest, the DC resets to 10.

Brutal Critical
At 13th level, you can roll two additional weapon damage dice when determining the extra
damage for a critical hit with a melee attack.

This increases to three additional dice at 17th level.

Persistent Rage
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if
you choose to end it.

Brutal Critical
At 17th level, you can roll three additional weapon damage dice when determining the extra
damage for a critical hit with a melee attack.

Indomitable Might
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you
can use that score in place of the total.
Primal Champion
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores
increase by 4. Your maximum for those scores is now 24.

Primal Paths
TBD

Path of Omens (Dream)


Path of Change (Source)
Path of Scars (Will)

Path of Change (Source)


Where some barbarians use ritual scarring or prophetic omens to instinctively Shape Vaala in
the midst of their rage, those who follow the Path of Change look to nature and the seasons as
their focus. These barbarians embrace change, not the random allure of chaos, but the clear
stages of the changing seasons. For a barbarian on the path of change, their powers, rage and
even their moods depends on the season they choose to focus on.

Source Mote and Increased Vaala Pool


When you adopt this path at 3rd level, you gain a mote in Source Affinity and you can add 2
points to your vaala pool.

Seasonal Focus
At 3rd level, when you adopt this path, you can choose a season and gain its features. When
you complete a long rest, you may change your Seasonal Focus. Additionally, each season
alters your mood and viewpoint as indicated below. These roleplaying changes can be as much
or as little as you wish.

Spring
You focus on the spring, resonating with the quickening winds of growth, and become cheerful,
childishly hopeful, and manically energetic. While you are raging, a whirling aura of air
surrounds you, and other creatures have disadvantage on ranged weapon attacks against you.

Summer
You focus on the summer, embodying the endless energy of the sun, and become brash,
passionately loud, and boldly confident. While you are raging, whenever a creature within 5 feet
of you hits you with a melee attack, the attacker takes fire damage equal to your rage damage.

Autumn
You focus on the autumn, reaching out to the promise of the bountiful harvest, and become
harmonious, eagerly compassionate, and companionly cooperative. While you are raging, you
regain 5 hit points at the start of your turn. If you take any damage, this trait doesn’t function at
the start of your next turn.

Winter
You focus on the winter, evoking the hard lessons of the world in its icy slumber, and become
quiet, pessimistically pragmatic, and melancholically contemplative. While you are raging, a thin
but strong sheen of ice covers your skin increasing your AC by 2.

Vaala Pool Augmentation. If you spend 2 points in your Source Affinity you can change your
Seasonal Focus after you finish a short rest.

Perennial Resistance
Beginning at 6th level, you gain a magical resistance based on the season you chose for your
Seasonal Focus feature. This resistance is active until you finish a long rest and choose the
same or another season as your seasonal focus..

Season Damage Type


Spring Lightning
Summer Fire
Autumn Thunder
Winter Cold

Vaala Pool Augmentation. If you spend 3 points in your Source Affinity when you make an
attack, the next creature you hit on your turn with a weapon attack takes 1d6 extra damage of
the type you selected.

Elemental Restoration
At 10th level, when you are hit by an attack that deals damage of the type you selected with
your Perennial Resistance, you can use a reaction to regain a number of vaala points equal to
your proficiency bonus as you transmute some of the energy.

Vaala Pool Augmentation. As part of the reaction, you can spend 2 points in your Source
Affinity to redirect the recovered points to a creature of your choice up to 5 feet away. For every
2 additional points you spend in this way, you can increase the range of this augmentation by 10
feet.

Vaala Revelation
Starting at 14th level, your continued focus on your chosen path has opened your eyes to a
deeper understanding of vaala. You gain another mote in Source Affinity and 2 additional points
to your vaala pool.
Seasonal Avatar
At 14th level, your bond to the season you selected with your Seasonal Focus grows even
stronger, granting you additional magical benefits.

Spring
Your skin takes on a shade of green and tiny vines weave through your hair. While you are
raging, after you make a successful weapon attack, you can force the target to make a Dexterity
saving throw (DC equal to 8 + your Constitution modifier + you proficiency bonus) or be
restrained by vines that erupt from the wound. A restrained target can repeat the saving throw at
the end of its turn, ending the effect on a success. You can use this feature a number of times
equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Summer
Your skin and hair become golden and fiery, and your eyes shine with a faint light. While you are
raging, when you hit a creature with a weapon attack, you can cause the attack to deal an extra
5d8 fire damage to the target. You can use this feature a number of times equal to your
proficiency bonus, regaining all expended uses when you finish a long rest.

Autumn
Your skin becomes slightly barklike and your hair color turns to a mottled red and orange like
autumn leaves. When you are raging, when you successfully hit a creature with a weapon
attack you can force the target to make a Constitution saving throw (DC equal to 8 + your
Constitution modifier + you proficiency bonus). On a failed save, the target takes 2d12 necrotic
damage and its movement speed is halved for 1 minute. On a successful save, the target’s
speed is not halved. You can use this feature a number of times equal to your proficiency bonus,
regaining all expended uses when you finish a long rest.

Winter
Your skin pales and your hair becomes blue or icy white. While you are raging, when you hit a
target with a weapon attack you can force the target to make a Constitution saving throw (DC
equal to 8 + your Constitution modifier + you proficiency bonus) or be petrified into solid ice. The
target can repeat the saving throw at the end of each of its turns, ending the effect on a
success. Once you use this feature, you must finish a short or long rest before you can use it
again.

Vaala Pool Augmentation. If you spend 6 points in your Source Affinity you can use one of
these features an additional time.

Path of Scars (Will)


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 pure force of pain to
Shape Vaala into 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 Primalian tribes,
but has since spread to the Altanesi Ascendancy and beyond.

Will Mote and Increased Vaala Pool


When you adopt this path at 3rd level, you gain a mote in Will Affinity and you can add 2 points
to your vaala pool.

Ritual Artist
Yours is a path that merges art with the physical. At 3rd level when you adopt this path, 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.

Scars
Beginning at 3rd level when you adopt this path, you can inscribe a magical mark into your flesh
called a Scar, chosen from the list below. Your scar can either be a mark carved into the skin or
a symbol tattooed with rare inks. Either way, your scar is a permanent sign of your strength and
endurance.

You gain an additional scar at 6th, 10th, and 14th level. Each choice, unless the description
notes otherwise, can be taken only once.

Blade. This scar flaunts your combat ability. You can’t suffer disadvantage on melee
attack rolls while raging.

Dragon. This scar tells the story of your massive strength and power. You gain an
additional +1 bonus to your rage damage. If you have more than one of these scars, the
bonuses stack.

Fire. As fire means life to many, this scar is a reminder of your stubborn refusal to die.
While you are raging, if you drop to zero hit points you immediately stabilize. If you have
more than one of these scars, when you drop to zero hit points you instead heal 1d6 for
each fire scar you have beyond the first.

Gemstone: This scar is the mark of magical secrets. Choose one cantrip from the
wizard or cleric spell list. You now know that cantrip and can cast it using your Barbarian
level as your spellcasting level and your Constitution as your spellcasting ability modifier.

Hammer and Anvil. This scar represents your overall toughness. While you are raging,
you gain an additional +1 AC bonus to your Unarmored Defense. If you have more than
one of these scars, the bonuses stack.
Mountain. This scar is a mark of fortitude. When you are raging, after you take damage
of a type other than bludgeoning, piercing or slashing, you gain resistance to that
damage type until the rage ends. You can only have one resistance at a time. If you take
damage from a new type, your resistance shifts to the most recent damage type.

Open Eye. This scar reflects the opening of your inner eye. While you are raging, you
have advantage on checks to spot invisible or magically concealed creatures.

Web. This scar reflects your talent and skills. You gain proficiency in a skill of your
choice, or, if you already have proficiency in a particular skill, you double the proficiency
bonus for that skill while you are raging.

World Tree. This scar shows you have endured and survived. When you enter a rage,
you gain temporary hit points equal to your proficiency bonus plus your Constitution
modifier. If you have more than one of these scars, you can add 2 additional temporary
hit points for each mark of pain beyond the first.

Transcribe Scar
Starting at 6th level, you can use special inks to give a companion a temporary copy of one of
your scars. When you finish a long rest, you can select one of your scars and take 10 minutes to
inscribe a tattooed copy onto a willing creature. The creature can activate this temporary
magical mark as a bonus action and the benefits are identical to the scar you chose to copy, but
creatures do not need to be raging to use it. The temporary mark lasts a number of rounds
equal to half of your proficiency bonus. Once this duration ends, or the creature finishes a long
rest, the temporary mark vanishes.

Once you use this feature, you must finish a long rest before using it again.

Vaala Pool Augmentation. For every 3 points you spend in your Will Affinity, you can give a
temporary mark to an additional willing creature.

Suppress Scar
Beginning at 10th level, you gain the ability to temporarily stem the scars on your body,
sacrificing its features to heal yourself. As a reaction, you can suppress one or more of your
scars to gain one of the following benefits:

● Recover 1d6 hit points (plus 1d6 hit points for each suppressed scar after the first)
● Remove a condition
● Reroll a failed ability check or saving throw (you must accept the new result).

You lose all benefits from a suppressed scar until you finish a short or long rest.
Vaala Revelation
Starting at 14th level, your continued focus on your chosen path has opened your eyes to a
deeper understanding of vaala. You gain another mote in Will Affinity and 2 additional points to
your vaala pool.

Living Scar
Beginning at 14th level, you can magically animate your scars as if they had a life of their own.
When you enter a rage, one scar of your choice leaps from your body, the tissue or ink forming
into the shape of any beast that has a challenge rating of 1 or lower for 1 minute. During this
time, you do not receive the benefits of the scar you selected.

The beast obeys your commands as best as it can and takes its turn on your initiative. On your
turn, you can telepathically command the beast where to move and to take the Attack, Dash,
Disengage or Help action (no action required by you).

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and
itself. If the beast drops to 0 hit points, it disappears, leaving behind no physical form. Once you
use this feature, you must finish a short or long rest before you can use it again.

ADD SIDEBAR

Using Divination in Combat


Due to the mechanical, turn-based nature of RPGs, divination spells or abilities in combat don't
really stand up to the theme of predicting or foretelling your foe’s actions. Unless the players
convince their GM to tell them what the foes are going to do! Fortunately, by making use of the
Reaction rules of 5e, players can get close to the feeling of battle precognition.

When using divination in combat, players should view their character’s reaction as acting before
a foe due to their foreknowledge of coming events, rather than just reacting to things already
happening.

END SIDEBAR

Path of Omens (Dream)


Though some barbarians look to their ancestors or nature spirits for guidance, you follow your
mystical connection to the ebb and flow of fate. Prophecies, divinations, omens and signs guide
you in combat, allowing you to anticipate and even shape the actions of others. When a
barbarian who follows this path rages, the barbarian’s actions are influenced and guided by
skein and web of fate.

Barbarians who follow this path constantly look out for omens, and use various divination
practices to help them make decisions. Though some scholars hypothesize that these divination
warriors are simply sensitive to subtle vibrations in vaala, the path of omen barbarians know fate
is on their side.

Dream Mote and Increased Vaala Pool


When you adopt this path at 3rd level, you gain a mote in Dream Affinity and you can add 2
points to your vaala pool.

Soothsaying
When you choose this path at 3rd level, you gain the ability to cast augury spell, but only as a
ritual. When you reach 7th level, you also gain the ability to cast the divination spell as a ritual,
and at 9th level, you can cast the commune spell as a ritual. Once you use this feature, you
must finish a long rest before you can use it again.

Vaala Pool Augmentation. If you spend 1 point in your Dream Affinity you can use this feature
again.

Anticipatory Dodge
Starting at 3rd level, you gain flashes of precognitive insight that warns you of danger. When a
creature hits you with an attack, you can use your reaction to move to an unoccupied space
behind another creature or object within 5 feet of you. The spot must be an unoccupied space
within 5 feet of the creature or object, and the object must be your size or larger. The chosen
creature or object becomes the target of the attack instead.

Vaala Pool Augmentation. For every 1 point you spend in your Dream Affinity, you can
increase the distance you move by 5 feet. If this moves you out of range of the attack, the attack
misses. If you spend 4 points in your Dream Affinity, you gain advantage on a saving throw
against an area effect spell or ability.

Fortell Vulnerability
Starting at 6th level, your foresight allows you to glimpse a few moments into the future where
your foe momentarily lowers its defenses. As a bonus action, you have advantage on attack
rolls until the end of your turn. Once you use this feature, you must finish a long rest before you
can use it again.

Vaala Pool Augmentation. For every 2 points you spend in your Dream Affinity, you can use
this feature another time before you finish a long rest. If you spend 4 points in your Dream
Affinity as a reaction you can give an ally within 30 feet of you advantage on their next attack
roll.

Intuitive Bulwark
Starting at 10th level, while you are raging and you are the target of a spell or effect that does
cold, fire, force, lightning, necrotic, poison, psychic, radiant or thunder damage, you can use a
reaction to gain resistance against that attack’s damage until the beginning of your next turn.
Vaala Pool Augmentation. If you spend 4 points in your Dream Affinity, you can activate this
feature again as a second reaction on your turn, gaining resistance from both uses of Intuitive
Bulwark.

Vaala Revelation
Starting at 14th level, your continued focus on your chosen path has opened your eyes to a
deeper understanding of vaala. You gain another mote in Dream Affinity and 2 additional points
to your vaala pool.

Insight Surge
Starting at 14th level, you can use an action to momentarily witness two divergent possible
outcomes and decide which to pursue. Choose two different actions. For the purpose of this
feature, different actions include attacking two different targets, or attacking with a melee
weapon versus attacking with a ranged weapon.

The two actions take effect simultaneously and all results of the actions must be tracked
separately. Once you’ve seen how each action resolves, you can choose which reality actually
occurred. The other action’s results are ignored, including any costs, slots, or expendables
used.

Once you use this feature, you must finish a long rest before using it again.

Vaala Pool Augmentation. If you spend 4 points in your Dream Affinity


Bard
***Playtest Notes: Bards in Dragonbond connect to vaala through their music***

Bards in Valerna run the gamut from storytellers to lorekeepers, from fearsome psychic
manipulators to tomb raiders and explorers. They use their audience’s imagination as the
channel to manifest their power, turning rapt attention and thrilled gasps into frightful magic
effects.

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

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

Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three

Equipment
You start with the following equipment, in addition to the equipment granted by your
background:
● (a) a rapier, (b) a longsword, or (c) any simple weapon
● (a) a diplomat’s pack or (b) an entertainer’s pack
● (a) a lute or (b) any other musical instrument
● Leather armor and a dagger

Table: Bard Table


Level Class Features Cantrips Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Known Known

1st Spellcasting, Bardic 2 4 2 – – – – – – – –


Inspiration (d6)

2nd Jack of All Trades, Song of 2 5 3 – – – – – – – –


Rest (d6)

3rd Bard College, Expertise 2 6 4 2 – – – – – – –


4th Ability Score Improvement 3 7 4 3 – – – – – – –

5th Bardic Inspiration (d8), Font 3 8 4 3 2 – – – – – –


of Inspiration, Bonus Feat

6th Countercharm, Bard College 3 9 4 3 3 – – – – – –


Feature

7th – 3 10 4 3 3 1 – – – – –

8th Ability Score Improvement 3 11 4 3 3 2 – – – – –

9th Song of Rest (d8) 3 12 4 3 3 3 1 – – – –

10th Bardic Inspiration (d10), 4 14 4 3 3 3 2 – – – –


Expertise, Magical Secrets

11th – 4 15 4 3 3 3 3 1 – – –

12th Ability Score Improvement 4 15 4 3 3 3 3 1 – – –

13th Song of Rest (d10) 4 16 4 3 3 3 3 1 1 – –

14th Magical Secrets, Bard 4 18 4 3 3 3 3 1 1 – –


College Feature

15th Bardic Inspiration (d12), 4 19 4 3 3 3 3 1 1 1 –


Bonus Feat

16th Ability Score Improvement 4 19 4 3 3 3 3 1 1 1 –

17th Song of Rest (d12) 4 20 4 3 3 3 3 1 1 1 1

18th Magical Secrets 4 22 4 3 3 3 3 1 1 1 1

19th Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1

20th Superior Inspiration 4 22 4 3 3 3 3 2 2 1 1

Spellcasting
You have learned to untangle and reshape the fabric of reality in harmony with your wishes and
music. Your spells are part of your vast repertoire, magic that you can tune to different
situations.

Cantrips
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips
of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.

Spell Slots
The Bard table shows how many spell slots you have to cast your spells of 1st level and higher.
To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all
expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level
spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the bard spell list.
The Spells Known column of the Bard table shows when you learn more bard spells of your
choice. Each of these spells must be of a level for which you have spell slots, as shown on the
table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or
2nd level.

Additionally, when you gain a level in this class, you can choose one of the bard spells you know
and replace it with another spell from the bard spell list, which also must be of a level for which
you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and
soul you pour into the performance of your music or oration. You use your Charisma whenever a
spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting
the saving throw DC for a bard spell you cast 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

Ritual Casting
You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus
You can use a musical instrument as a spellcasting focus for your bard spells.

Bardic Inspiration
You can inspire others through stirring words or music. To do so, you use a bonus action on
your turn to choose one creature other than yourself within 60 feet of you who can hear you.
That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one
ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the
d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says
whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature
can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of
once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die
becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability
check you make that doesn’t already include your proficiency bonus.

Song of Rest
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded
allies during a short rest. If you or any friendly creatures who can hear your performance regain
hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures
regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to
1d10 at 13th level, and to 1d12 at 17th level.

Bard College
At 3rd level, you delve into the advanced techniques of a bard college of your choice, detailed at
the end of the class description. Moreover, when you select your primal path, you gain a mote in
an affinity attuned to that path. See the Spellcasting Rules for further details on vaala affinity
and motes.

Your choice grants you features at 3rd level and again at 6th and 14th level.

Expertise
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any
ability check you make that uses either of the chosen proficiencies. At 10th level, you can
choose another two skill proficiencies to gain this benefit.

Ability Score Improvement


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.

Font of Inspiration
Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration
when you finish a short or long rest.

Bonus Feat
When you reach 5th level, and again at 15th, you can choose one Cultural or Dragonbond Feat
(see Chapter XXX). You must meet all prerequisites for the bonus feat.
Countercharm
At 6th level, you gain the ability to use musical notes or words of power to disrupt
mind-influencing effects. As an action, you can start a performance that lasts until the end of
your next turn. During that time, you and any friendly creatures within 30 feet of you have
advantage on saving throws against being frightened or charmed. A creature must be able to
hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or
if you voluntarily end it (no action required).

Magical Secrets
By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines.
Choose two spells from any class, including this one. A spell you choose must be of a level you
can cast, as shown on the Bard table, or a cantrip.

The chosen spells count as bard spells for you and are included in the number in the Spells
Known column of the Bard table.

You learn two additional spells from any class at 14th level and again at 18th level.

Superior Inspiration
At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one
use.

Bard Colleges
TBD

College of Influence (Will)


More often than not, how you say something is much more important than what you actually
say. Adherents of the College of Influence embrace this philosophy using charm, personality
and emotion to take hold of the hearts and minds of their audience. Some of these bards are
innocent talespinners or romancers, using their powers to enhance their performances. Others,
however, from shady peddlers to corrupt nobles, use the lessons of the College of Influence to
beguile and control.

Will Mote and Increased Vaala Pool


When you join this college at 3rd level, you gain a mote in Will Affinity and you can add 2 points
to your vaala pool.
Spontaneous Charm
Starting at 3rd level, you have an instinctive ability to sway people. You can add the charm
person spell to your list of known spells, and it doesn’t count against the number of bard spells
you know.

Weakening Words
Starting at 3rd level when you choose this college, you know how to use your influence to
weaken a target’s will. When you cast a spell that allows an Intelligence, Wisdom or Charisma
saving throw, you may expend one use of bardic inspiration to reduce the result of your target’s
saving throw by the number rolled on the bardic inspiration die. You must choose to do so
before the target rolls their saving throw.

Vaala Pool Augmentation. If you spend 2 points in your Will Affinity, you can reroll the result of
your Bardic Inspiration die. You must use the new result.

Cutting Taunt
Starting at 6th level, you become especially good at harming others with a well-crafted insult or
minor spell. You add your Charisma modifier to the damage you deal with any bard cantrip. At
12th level, you also add this damage bonus to any 1st level bard spell.

Vaala Pool Augmentation. If you spend 3 points in your Will Affinity, you can add a free Bardic
Inspiration dice to the damage from your Cutting Taunt.

Vaala Revelation
Starting at 14th level, your continued focus on your chosen path has opened your eyes to a
deeper understanding of vaala. You gain another mote in Will Affinity and 2 additional points to
your vaala pool.

Mass Influence
Starting at 14th level,you expand your influence on the minds of others to impact groups of
people. As an action, you can choose a number of creatures equal to your Proficiency bonus
that are within 120 feet and can hear you. Each creature must succeed on a Wisdom saving
throw (DC is 8 + your Proficiency bonus + you Charisma modifier) or be charmed by you. All
charmed creatures must immediately use their reactions to obey a single order chosen by you
from the following list:
● Attack. The creature makes a weapon attack, or casts an offensive spell, against a target
within range. This attack can’t be against you or your allies unless you allow it.
● Move. The creature makes a Dash action in a direction of your choice.
● Fall. The creature falls down and becomes prone.
● Drop. The creature drops whatever it is currently holding in its hands.
Once you use this feature, you must finish a long rest before you can use it again.
Vaala Pool Augmentation. For every 6 points you spend in your Will Affinity, you can choose
one of the charmed creatures and make it obey a different order than the others.

College of the Gallivant (Source)


There are some bards who prefer to live the stories and songs of epic adventures that others
only sing about. Bards from the College of the Gallivant believe adventure can only truly be
known by experiencing it.

You are a seeker, an explorer using the knowledge of the past to guide your ongoing
expeditions and adventures. You are not above getting your hands dirty digging for lost lore in
forgotten places, delving into ruins and old secrets, and risking it all in the most dangerous
corners of Valerna. Though lost relics and ancestral secrets are the goal, the adventure to
recover them is the true reward.

Source Mote and Increased Vaala Pool


When you join this college at 3rd level, you gain a mote in Will Affinity and you can add 2 points
to your vaala pool.

Lore Exploitation
Starting at 3rd level, you gain the ability to apply the lore you’ve studied about a creature in
order to bolster the abilities of your allies. As a bonus action, you can select one creature within
60 feet that you can see, and expend one use of your Bardic Inspiration die to use one of the
following Lore Exploitations of your choice. You can only have one Lore Exploitation active at a
time.

● Precise Aim. You grant all allies that can hear you a +1 bonus to their attack rolls
against all creatures of the same race for a number of rounds equal to half the number
you roll on the Bardic Inspiration die (minimum of 1).

● Vital Target. You grant all allies that can hear you a 1d6 bonus to their weapon damage
rolls against all creatures of the same race for a number of rounds equal to half the
number you roll on the Bardic Inspiration die (minimum of 1).

● Bulwark. You grant all allies that can hear you a +1 bonus to their saving throws against
the abilities of all creatures of the same race for a number of rounds equal to half the
number you roll on the Bardic Inspiration die (minimum of 1).

Vaala Pool Augmentation. For every 4 points you spend in Source Affinity, you can increase
the numerical bonus on Precise Aim or Bulwark by +1 (maximum of +4), or the damage from
Vital Target by one die type (maximum of d12).

Extra Attack
Starting at 6th level, you can attack twice instead of once, whenever you take the attack action.
Vaala Revelation
Starting at 14th level, your continued focus on your chosen path has opened your eyes to a
deeper understanding of vaala. You gain another mote in Will Affinity and 2 additional points to
your vaala pool.

Luck of Experience
At 14th level, you translate your knowledge of adventures derived from epic tales and your own
expertise into luck for yourself or your companions. You can use a bardic inspiration to give a
creature (or yourself) a +2 bonus to armor class and saving throws for a number of hours equal
to your Proficiency Bonus. While the target has Luck, they can dismiss it to reroll any roll they
just made, but must accept the new result.

Vaala Pool Augmentation. If you spend 6 points in Source Affinity when you dismiss Luck used
on yourself, you can force an ally within 60 feet to reroll a roll they just made. The ally must use
the new result.

College of Nightmares (Dream)


The first College of Nightmares was born in the deep and hidden Courts of the Fell Wood where
bards learned to use Dream to insidiously sap the will of their targets as they slept, and even
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.

Source Mote and Increased Vaala Pool


When you join this college at 3rd level, you gain a mote in Dream Affinity and you can add 2
points to your vaala pool.

Invasive Words
Starting at 3rd level, your words carry extra weight. You can choose to have advantage on a
Persuasion or Intimidation check. Once you use this feature, you must finish a short or long rest
before using it again.

Vaala Pool Augmentation. If you spend 2 points in Dream Affinity you can reroll your check if
you fail, but you have disadvantage on the new check.

Known Spells
Starting at 3rd level, you know the sleep spell if you didn’t know it already. You also learn the
spells from the following list as you advance in level. These spells don’t count towards your limit
of known spells, and always count as Bard spells for you.
Bard
Level Known Spell
3rd calm emotions, suggestion
5th fear, sending
7th compulsion, confusion
9th dream, phantasmal killer

Insidious Whispers
Starting at 6th level, as a bonus action, when a creature makes a saving throw against an
enchantment or illusion spell cast by you, you may expend one of your uses of Bardic
Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s
saving throw result. You can choose to use this feature after the creature makes its roll, but
before the GM determines whether the saving throw succeeds or fails. The creature is immune if
it can’t hear you or if it's immune to being charmed.

Vaala Pool Augmentation. If you spend 4 point in Dream Affinity

Vaala Revelation
Starting at 14th level, your continued focus on your chosen path has opened your eyes to a
deeper understanding of vaala. You gain another mote in Will Affinity and 2 additional points to
your vaala pool.

Waking Dream
Starting at 14th level, you can choose a living creature that you can see within 60 feet and pull
their minds into a quasi-dream state. The target is stunned while their mind enters a dream
world pulled from their dreams or nightmares. The target remains stunned for 1 minute or until it
escapes the dream state. Each round, the target can use its action to attempt to escape. When
it does so, it makes a DC 20 Wisdom check. If it succeeds, it escapes and the effect ends. The
target has advantage on the check if it takes damage from anyone other than you. Once you
use this feature, you must finish a short or long rest before you can use it again.

Vaala Pool Augmentation. If you spend 6 points in Dream Affinity when you use this feature
you can effect a second target within 30 feet of the first target.
Druid
***Playtest Notes: Druids in Dragonbond access vaala through their veneration or
connection to the natural world***

Nature in Valerna is a constantly changing environment, shaped by Vaala through storms,


seasonal changes and natural cataclysms. Valernian druids understand this, and worship nature
not as a passive ideal, but as a volatile force in constant motion. As a druid, you have attuned
your vaala to understand and encourage natural forces.

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

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

Proficiencies
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of
metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings,
spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception,
Religion, and Survival

Equipment
You start with the following equipment, in addition to the equipment granted by your
background:
● (a) a wooden shield or (b) any simple weapon
● (a) a scimitar or (b) any simple melee weapon
● Leather armor, an explorer's pack, and a druidic focus

The Druid Table


Level Class Features Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Known

1st Druidic, Spellcasting 2 2 – – – – – – – –

2nd Wild Shape, Druid Circle 2 3 – – – – – – – –

3rd – 2 4 2 – – – – – – –
4th Wild Shape Improvement, 3 4 3 – – – – – – –
Ability Score Improvement

5th Bonus Feat 3 4 3 2 – – – – – –

6th Druid Circle Feature 3 4 3 3 – – – – – –

7th – 3 4 3 3 1 – – – – –

8th Wild Shape Improvement, 3 4 3 3 2 – – – – –


Ability Score Improvement

9th – 3 4 3 3 3 1 – – – –

10th Druid Circle Feature 4 4 3 3 3 2 – – – –

11th – 4 4 3 3 3 3 1 – – –

12th Ability Score Improvement 4 4 3 3 3 3 1 – – –

13th – 4 4 3 3 3 3 1 1 – –

14th Druid Circle Feature 4 4 3 3 3 3 1 1 – –

15th Bonus Feat 4 4 3 3 3 3 1 1 1 –

16th Ability Score Improvement 4 4 3 3 3 3 1 1 1 –

17th – 4 4 3 3 3 3 1 1 1 1

18th Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1

19th Ability Score Improvement 4 4 3 3 3 3 2 1 1 1

20th Archdruid 4 4 3 3 3 3 2 2 1 1

Druidic
You know Druidic, the secret language of druids. You can speak the language and use it to
leave hidden messages. You and others who know this language automatically spot such a
message. Others spot the message's presence with a successful DC 15 Wisdom (Perception)
check but can't decipher it without magic.

Spellcasting
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to
your will.

Cantrips
At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional
druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the
Druid table.
Preparing and Casting Spells
The Druid table shows how many spell slots you have to cast your spells of 1st level and higher.
To cast one of these druid spells, you must expend a slot of the spell's level or higher. You
regain all expended spell slots when you finish a long rest.

You prepare the list of druid spells that are available for you to cast, choosing from the druid
spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier +
your druid level (minimum of one spell). The spells must be of a level for which you have spell
slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots.
With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any
combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or
2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new
list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level
for each spell on your list.

Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your
devotion and attunement to nature. You use your Wisdom whenever a spell refers to your
spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw
DC for a druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell
prepared.

Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your druid spells.

Wild Shape
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you
have seen before. You can use this feature twice. You regain expended uses when you finish a
short or long rest.
Your druid level determines the beasts you can transform into, as shown in the Beast Shapes
table. At 2nd level, for example, you can transform into any beast that has a challenge rating of
1/4 or lower that doesn't have a flying or swimming speed.

Beast Shapes
Level Max. CR Limitations Example

2nd 1/4 No flying or swimming speed Wolf

4th 1/2 No flying speed Crocodile

8th 1 - Giant Eagle


You can stay in a beast shape for a number of hours equal to half your druid level (rounded
down). You then revert to your normal form unless you expend another use of this feature. You
can revert to your normal form earlier by using a bonus action on your turn. You automatically
revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:


● Your game statistics are replaced by the statistics of the beast, but you retain your
alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain
all of your skill and saving throw proficiencies, in addition to gaining those of the
creature. If the creature has the same proficiency as you and the bonus in its stat block
is higher than yours, use the creature's bonus instead of yours. If the creature has any
legendary or lair actions, you can't use them.
● When you transform, you assume the beast's hit points and Hit Dice. When you revert to
your normal form, you return to the number of hit points you had before you transformed.
However, if you revert as a result of dropping to 0 hit points, any excess damage carries
over to your normal form. For example, if you take 10 damage in animal form and have
only 1 hit point left, you revert and take 9 damage. As long as the excess damage
doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
● You can't cast spells, and your ability to speak or take any action that requires hands is
limited to the capabilities of your beast form. Transforming doesn't break your
concentration on a spell you've already cast, however, or prevent you from taking actions
that are part of a spell, such as call lightning, that you've already cast.
● You retain the benefit of any features from your class, race, or other source and can use
them if the new form is physically capable of doing so. However, you can't use any of
your special senses, such as darkvision, unless your new form also has that sense.
● You choose whether your equipment falls to the ground in your space, merges into your
new form, or is worn by it. Worn equipment functions as normal, but the GM decides
whether it is practical for the new form to wear a piece of equipment, based on the
creature's shape and size. Your equipment doesn't change size or shape to match the
new form, and any equipment that the new form can't wear must either fall to the ground
or merge with it. Equipment that merges with the form has no effect until you leave the
form.
Druid Circle
At 2nd level, you choose to identify with a circle of druids: the Circle of Blood, Circle of Reverie
or the Circle of Weaving, all detailed at the end of the class description. Your choice grants you
features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement


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.

Bonus Feat
When you reach 5th level, and again at 15th, you can choose one Cultural or Dragonbond Feat
(see Chapter XXX). You must meet all prerequisites for the bonus feat.

Timeless Body
Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every
10 years that pass, your body ages only 1 year.

Beast Spells
Beginning at 18th level, you can cast many of your druid spells in any shape you assume using
Wild Shape. You can perform the somatic and verbal components of a druid spell while in a
beast shape, but you aren't able to provide material components.

Archdruid
At 20th level, you can use your Wild Shape an unlimited number of times.

Additionally, you can ignore the verbal and somatic components of your druid spells, as well as
any material components that lack a cost and aren't consumed by a spell. You gain this benefit
in both your normal shape and your beast shape from Wild Shape.

Druid Circles
Though outsiders may see little difference between them, druids are part of a diverse society
spanning Valerna. Largely ignoring such petty concerns as political borders, all druids form a
druidic society linked through their shared connection with the world. Some druids never
encounter another of their sect, while others commune with high-ranking members and
participate in druidic gatherings.
Druids are organized into circles, local groups that share the same perspective on nature and
balance. There are dozens of druid circles in Valerna, each protecting or venerating nature in
their own way.

Circle of Blood (Will)


Blood is an integral part of nature. It provides life, and its absence means death for most
creatures. Some druidic circles, such as the shamans of the ogerron tribes and maghyr druids,
know the power of blood, and use it to strengthen their bond with nature.

As a druid of the Blood Circle, you have learned to use your own blood to shape and enhance
your magic.

Source Mote and Increased Vaala Pool


When you join this circle at 2nd level, you gain a mote in Will Affinity and you can add 2 points
to your vaala pool.

Circle Spells
As you advance in level, you gain access to additional spells granted by your blood knowledge,
as indicated by the Blood 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.

Blood Circle Spells


Druid
Level Spells
2nd inflict wounds, longstrider
3rd enhance ability, lesser restoration
5th fear, vampiric touch
7th freedom of movement, death ward
9th hold monster, contagion

Bloodcasting
Starting at 2nd level, you may use your own blood as a spellcasting focus. Moreover, you may
spill your own blood to cast a spell you know but do not have prepared. When you cast the
spell, you sacrifice 2 hit points per level of the spell. This does not change your list of prepared
spells and you must still expend the appropriate level spell slot for the spell you cast.

Vaala Pool Augmentation. If you spend 2 points in your Will Affinity, you can select one
creature within 30 feet and force it to make a Constitution saving throw. If it fails, the creature
pays the cost of this use of your Bloodcasting feature instead of you.
Vital Replenishment
Starting at 6th level, you gain the ability to refuel your spellcasting with your own life essence.
During a short rest, you may spend a number of hit dice up to your maximum spell level. Instead
of regaining hit points, you regain a spell slot of a level equal to the number of hit dice spent.
Once you use this feature you must finish a long rest before you can use it again.

Vaala Pool Augmentation. If you spend 3 points in your Will Affinity, you can use your Vital
Replenishment feature as a Bonus Action. This is an additional use of the feature that doesn’t
count toward the number of times you can use it before you need to finish a long rest.

Wellspring Malediction
Starting at 10th level, when one of your spells deals damage, you can expend a number of hit
dice up to your proficiency bonus, and add the result as bonus damage to your spell. In
exchange, you lose a number of hit points equal to the hit dice result.

Vaala Pool Augmentation. If you spend 3 points in your Will Affinity, you can ignore the highest
dice result when calculating how many hit points you lose when using your Blood Malediction
feature. For every 3 points you spend beyond the first three, you can ignore the next highest die
result.

Vaala Revelation
Starting at 14th level, your continued focus on your chosen path has opened your eyes to a
deeper understanding of vaala. You gain another mote in Will Affinity and 2 additional points to
your vaala pool.

Blood Restoration
Starting at 14th level, your ability to manipulate your own blood protects you from adverse
conditions and other harmful effects. As a reaction, you can reduce your exhaustion level by
one, or end one of the following effects on you:
● Any reduction to one of your ability scores
● One disease
● One condition
● One curse
● One effect reducing your hit point maximum

You can use this feature twice. You regain expended uses when you finish a short or long rest.

Vaala Pool Augmentation. If you spend 6 points in your Will Affinity, you can touch a willing
creature and expend one use of this feature as a bonus action to apply its benefits to the target
creature.
Circle of Reverie (Dream)
Druids of the Circle of Reverie believe the natural world extends beyond the corporeal, and
reaches into the realm of dream. They see little difference between the waking world of the
physical and the ethereal world of dreams. Some of these druids guard the border between the
two states of existence, others act more as tricksters, reveling in exploring both aspects of
nature. Their magic allows them to cross between realities, generate illusions, and even
provides glimpses of the future.

Source Mote and Increased Vaala Pool


When you join this circle at 2nd level, you gain a mote in Dream Affinity and you can add 2
points to your vaala pool.

Circle Spells
As you advance in level, you gain access to additional spells granted by your dream knowledge,
as indicated by the Reverie 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.

Reverie Circle Spells


Druid
Level Spells
2nd color spray, silent image
3rd blur, misty step
5th hypnotic pattern, major image
7th dimension door, phantasmal killer
9th dream, tree stride

Dream Duplicate
Starting at 2nd level, you can expend one use of your Wild Shape feature to manifest a version
of yourself, pulled from the collective dreaming mind of the world. The duplicate is a creature,
partially real and partially shaped from Dream Vaala, and it can take actions and otherwise be
affected as a normal creature. It appears to be mostly the same as the original, but with a single
obvious difference. For example, it could be of a different race or gender, or possess a different
physical characteristic.

The duplicate has half of your hit point maximum, and wears versions of your clothing and
equipment. The duplicate can’t be healed by magic or natural healing since it is only partially
real. Otherwise, the duplicate uses all of your statistics, except it is a construct. Its gear
vanishes if it leaves the duplicate’s possession.

The duplicate is friendly to you and creatures you designate. It obeys your spoken commands,
moving and acting in accordance with your wishes and acting on your turn in combat. The
duplicate remains for a number of rounds equal to your proficiency bonus, until it drops to 0 hit
points, or it is dispelled.

Vaala Pool Augmentation. If you use a bonus action or reaction to spend 2 or more points in
your Dream Affinity, your duplicate regains 2d8 + your Charisma modifier hit points, plus 1d8 for
every point you spend beyond the first two.

Prophetic Vision
Starting at 6th level, you can reach into the realm of dreams to gain a glimpse of the future. As
an action, you can cast the augury spell without expending a spell slot or needing any
components. If you use this feature in combat, you gain advantage on a single attack roll,
saving throw, or ability check (your choice) in the round after you use your Prophetic Vision.
Once you use this feature, you must finish a long rest before using it again.

Vaala Pool Augmentation. If you spend 4 points in your Dream Affinity, you can cast the
divination spell instead of augury, or if you spend 6 points you can cast the commune spell.

Dreamstep
Starting at 10th level, you can step sideways into the dreaming. As a bonus action on your turn,
you can cast the etherealness spell without spending a spell slot. You can remain ethereal for
one round. Moreover, while you are ethereal, you can use an action to enter the Dream, the
realm occupied by the Fai. Once you use this feature, you must finish a long rest before you can
use it again.

Vaala Pool Augmentation. If you spend 4 points in Dream Affinity you can increase the
duration of this feature to a number of rounds equal to half of your proficiency bonus.

Vaala Revelation
Starting at 14th level, your continued focus on your chosen path has opened your eyes to a
deeper understanding of vaala. You gain another mote in Dream Affinity and 2 additional points
to your vaala pool.

Army of One
Starting at 14th level, when you use your Dream Duplicate feature, you can choose to summon
a number of duplicates equal to half your proficiency bonus. No two duplicates are exactly the
same, but all are reflections of you. All of the duplicates share a pool of hit points equal to half of
your maximum hit points. When this pool reaches 0, all of the duplicates vanish at once.

Vaala Pool Augmentation. If you use a bonus action or reaction to spend 6 or more points in
Dream Affinity, your army of duplicates hit point pool regains 4d8 + your Charisma modifier hit
points, plus 1d8 for every point you spend beyond the first six.
Circle of the Weave (Source)
Many druids believe nature is a patterned weave where every thread of creation touches,
sustains and shapes every other strand. They draw inspiration from the webs of spiders and the
nests of birds, learning to manipulate one strand by tugging on a different one, or how to
connect diverse elements into a patterned whole. In Valerna, the Makaab circles of Nahuac
follow this path. As a druid of the weave, you believe in the inherent order of nature, in species
cooperation and the power of the collective.

Source Mote and Increased Vaala Pool


When you join this circle at 2nd level, you gain a mote in Source Affinity and you can add 2
points to your vaala pool.

Circle Spells
As you advance in level, you gain access to additional spells granted by your source
knowledge, as indicated by the Weave 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.

Weave Circle Spells


Druid
Level Spells
2nd command, entangle
3rd warding bond, web
5th bestow curse, counterspell
7th black tentacles, locate creature
9th commune with nature, dominate person

Dynamic Weave
Starting at 2nd level, you can create a magical bond between a group of allies. To do so, as a
bonus action, choose a number of friendly creatures within 60 feet of you and that can hear you
equal to 1 + your proficiency bonus. Until the weave ends, the targets are magically linked to
you while within 60 feet of you.

The weave contains Weave Points equal to your proficiency bonus. When you or a linked
creature rolls an ability check or attack roll, it can expend one or more Weave Points to increase
the result by the number of Weave Points expended. The weave lasts for 1 hour, or until all
Weave Points have been expended.

You can use this feature twice. You regain any expended uses when you finish a long rest.

Vaala Pool Augmentation. For every 3 points you spend in your Source Affinity, you can add 1
point to the weave pool.
Tangled Essence
Starting at 6th level, you can weave the lifeforce of your foes together. Choose two creatures
within 60 feet of you that can hear you. Each creature must succeed on a Wisdom saving throw
against your spell save DC or be forcibly linked for 1 minute. When one of the linked creatures
takes damage, the other creature takes damage equal to half the original damage. A linked
creature can repeat the saving throw at the end of each of its turns, ending the effect on a
success.

Once you use this feature you must finish a short or long rest before you can use it again.

Vaala Pool Augmentation. If you spend 4 points in your Source Affinity, you can choose three
creatures instead of only two. Or if you spend 6 points in your Source Affinity, you can choose
four creatures instead of only two.

Spellmatch
Starting at 10th level, you learn to hear the reverberations in the natural world caused by
spellcasting to replicate certain effects. When you see a creature casting a spell within 120 feet
of you, you can use a reaction to roll an ability check using your spellcasting ability. The DC
equals 10 + the spell’s level. On a success, you cast a copy of the spell using the same attack
modifiers, saving throw DCs, and similar statistics of the original spell. You can use a different
target or the original target for your copy of the spell.

Once you use this feature, you must finish a long rest before you can use it again.

Vaala Pool Augmentation. If you spend 4 points in your Source Affinity, you can impose
disadvantage on targets making saving throws against your replicated spell.

Vaala Revelation
Starting at 14th level, your continued focus on your chosen path has opened your eyes to a
deeper understanding of vaala. You gain another mote in Dream Affinity and 2 additional points
to your vaala pool.

Shape Weave
Starting at 14th level, you can share your wild shape ability with members of your weave. When
you wild shape, the linked creatures connected by your Dynamic Weave feature can also
assume the same beast form. This shape change follows the same rules as your Wild Shape
feature. You and the linked creatures can stay in beast shape for a number of minutes equal to
half your druid level (rounded down). Once you use this feature, you must finish a long rest
before using it again.

Vaala Pool Augmentation. For every 4 points you spend in your Source Affinity, you can add
+1 to the maximum Challenge Rating when determining which beast form you can choose.
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