Sat, May 10th 2025 04:19   Edited on Fri, May 23rd 2025 04:03

Draventhyr Campaign Setting Book Recommendations

Please provide any recommendations here for this book. As always, make sure they include a page number and a full recommendation at the minimum.
Mon, May 12th 2025 10:14

Draventhyr Campaign Setting Book Notes.   Page 11: Original Feats for Wings of War: I see two problems with the feats. First is just a wording problem. With 2024 rules you need to note if is an origin feat or not. This is done by saying requires lvl 4 to take. As written, all these feats could be taken as origin feats at lvl 1 and I do not think that is what you intended. Also in 2024 rules, all non origin feats have a +1 to a stat. You can either do this as you pick which stat, or one of a few stats, or any stat. You do not have to do this but it would make it look more closer to 2024 rules and make the new feats more appealing to people that have to pick between a feat that will also increase a stat and give a bonus.   Warder’s Legacy: Was it intended to use the player’s spell slots to case the alarm and detect magic spells? It does not say either way just says without components. Also that would mean you can cast without verbal or sematic components using that wording. If you want to just remove material components just say “without material components.”   Signet Specialist: You say it can be used twice per round if it is a reaction-based effect. I think it working here needs some help. I think I understand what you mean but it could be left to interpretation and taken wrong. You might want to say you gain a second reaction each turn that can only be use for your signet ability if you had already used your reaction that round on your signet ability.   Feathertail endurance: Was it intended to say when the player takes damage you can reduce the damage your dragon takes until the end of the next turn or was it intended that when the dragon takes damage you can reduce the damage the dragon takes? This also does not require any actions to do it right now. So realistically, there is no reason to not use it very time it can be triggered. Might want to make it a reaction to activate.   Page 12: New Subclasses & Mechanics. You say Signet Strike is not a cantrip but is it a spell? Can it be counter spelled? Improved Signet Power: You might want to state if that they must be separate targets or not. I know there is some debate out there if the old twin spell could get the same target twice. You might want to add some wording to it to say one way or another. Also you have the wording “equal to your proficiency bonus/short rest” that “/” might want to be changed to “per” to match wording used in other parts of the PDF and in normal dnd books.   Page 14: Fighter Subclass: Dragon Rider Archetype: Improved Signet Power: So you intend for this to let the fighter use basic signet strike more than once per round? Wings Unleashed: Does this require any actions to activate?   Rogue Subclass: Dragon Rider Archetype: Ghost in the skies: I still personally say that prone is too powerful here because prone will make a flying creature fall until it has hover. Rogues at this level will be getting almost an easy kill stop every round during flying combats. Unless I am missing something, they are the only one that will be able to do this at this level.   Page 15: Wizard Subclass: Dragon Rider Tradition: Basic Signet Power. I think they should get one or the other power. Giving them both makes them almost always take ¼ damage from spells which might be a little too much if you ask me.   Arcane Convergence. You might want to lower the lvl of the spell that can be regained. Game balance you only get a second 6th lvl spell slot at 19th lvl and I do not know any abilities that let you get back anything higher than a 5th lvl spell slot in the game.   Paladin Subclass: Oath of Dragon Bond: Improved Signet Power. You might want to note what lvl of bless spell you are casting for free and the duration.   Page 16: Ranger Sublass: Dragonbound Conclave Basic Signet Power. Does this require any actions to activate and any limit on uses?   Druid Subclass: Circle of the Skybound Soul: Basic Signet Power and Improved Signet Power. Is this for forms for wild shape? Page 17: Monk Subclass: Way of the Winged Spirit: Basic Signet Power. Remember monks unarmed strike damage goes up to 1d12. So at higher lvls a monk’s signet power will be doing 5d12 and they will be able to use it more then once per turn like most classes. They do get up to 5 unarmed strikes at high lvl so could get 25d12 damage, at range, unlimited number of times, if I am reading this the way I am thinking.   Page 18: Cleric Subclass: Dragonbound Domain: Domain Spells: This is the only subclass that get bonus spell list that does not get father fall.   I noticed that Cleric does not get a 4th power like most classes. I understand that this is because clerics do not have as many lvls that they get features at but you might want to give them a second feature at lvl 17th. Barbarian Subclass: Path of the Dragonbound: Improved Signet Power. Does this require an action? Maybe make it in response to taking damage.   Page 19 Bard Subclass: College of the Dragon Voice. Same thing as the cleric that they do not get as many features as other classes.   Warlock Subclass: Pact of the Empyrean: Improved Signet Power. You said it reset on a short rest. You need to add in on either a short or long rest. Is the lvl 14 feature called Soulfire Ascension or Will of the Council?   Page 21: Burnout Mechanics: Burnout Results. I understand what you meant about exhaustion lvls but you might want to change the wording on 2nd fail. What if someone already has 2 lvls of exhaustion and fail a second time. some people might argue that it says you get to total not that it goes up. Might just say you gain a lvl of exhaustion like the other two parts say. Also in 2024 rules, at the 6th lvl of exhaustion you die not the 7th like 2014. You might want to change it so that 3rd fail only adds 2 lvls of exhaustion.   Dragon Feedback. How do you have disadvantage on a breath weapon. Might want to just say deals half damage on next breath weapon.   Page 22: Signet Power Library: Acid – Corrode. How long is the temporary AC drop? Also is it intended to effect both the armor and the shield at the same time if they have both?   Page 23: Might want to put at the top, “Signet Power Library Continues.”   Necrotic – Gravebite. Might want to change wording from below half hit points to Bloodied.   Poison – Venomcoil. Of the targets next turn or the caster’s next turn?   Also I do not see a page number on 23.   Page 24: Chapter 4: Dragons and Tails: Green Dragon. This is the only one that you put a list of classes that is it likely to bond with.   Page 26: Section 11: Dragon Tails: 2. Dagger tail. Might want to change to wording from below half HP to Bloodied.   3. Club tail. Might want to lower that save DC because prone in fight = death most of the time. 4. feather tail. The dragon does not roll initiative because you said earlier in the PDF that they go on the rider’s turn after them. Page 29: D&D Mechanic: Signet Usage and Burnout. You talk about backgrounds in chapter 2 but I did not see any backgrounds listed in chapter 2 yet. Burnout: Exceeding the Limit: Burnout Check. This gives different rules for failing then were listed earlier in the book.   Page 30: Section 3: Lesser Magic: What lesser magic can do. Might want to change wording from, “into the human” to, “into the rider.”   Page 31: D&D Mechanic Integration: Lesser Magic Ability Table. Kinetic Push and Object Draw might need to say cannot push anything being worn or carried. Else someone will start pulling swords out of people’s hands. Balance Shift needs a duration.   Page 32: Magic though companions. You might want to say “most creatures” and not humans. As that might make people think that like Orcs are exempt from the rule of not being able to access magic on their own. Also a note on formatting. “Magical Expression:” at the bottom of the page could be moved up to the top of the second column.   Page 36: Forging a Permanent Alloy Item. Might want to put in something for casters to use along side the +1 weapon and armors. Something like the rod of the pact keeper or bloodwell vial.   Page 37: Rune of Embertrace. Was it mean to be “Can be reused after a long rest IF recharged by a dragon’s flame.” Or “OR”   Page 45: Threshing: The Bonding Trail. You did not put in any game mechnices for how a person is to bond with a dragon; what rolls will be needed, what trails will be done.
Thu, May 15th 2025 03:27

Below is the list I created from your list, and the "actions" I took.   1. This is a good observation as a whole. I will take a look at my next run through and if origin feats vs not origin feats, or level 4 feat. Changed the format and they are all “General Feats”.   2. I will also look at ability score bonus options for feats that’s another good point. I thought about it but forgot to add that. Added this.   3. Warder’s Legacy: Use player’s spell slots? “Without material components”? Fixed wording.   4. Signet Specialist: Wording? “You gain a second reaction each turn specifically for your signet ability if you already used your reaction that round for the signet ability”?   5. Feathertail Endurance: Make this a reaction to trigger? Double check wording. Rider/dragon or dragon/dragon. Removed.   6. Signet Strike is not a spell? Can it be countered? Adjusted Wording.   6a. Improved Signet: Add wording that it has to strike separate targets. Added.   6b. Change “/“ to “per”. Changed.   7. Fighter: Improved Signet; Use basic more than once per round? Yes.   7a. Wings Unleashed: requires action to activate? Yes, fixed.   8. Rogue: double check the fact that Prone might be OP? Removed.   9. Wizard: one or other power? Causes to always take ¼ damage? I stole that from the Abjurer subclass.   9a. Arcane Convergence: double check spell slot that can be regained? Changed.   10. Paladin: Level of bless spell and duration? Fixed.   11. Ranger: requires action to activate? Limit uses? Fixed.   12. Druid: basic and improved forms for wildshape? Yes.   13. Monk: relook at monks basic power concerning 1d12 damage and unlimited uses? Adjusted   14. Cleric: check class spells for feather fall? Fixed.   14a. Give cleric a second power at level 17? Compare to other cleric subs? Done.   15. Barbarian: improved; requires an action? Reaction to damage? Fixed.   16. Bard: same as cleric. Fixed.   17. Warlock: Improved resets or type of rest? Fixed.   17a. Double check name of lvl 14 power. Fixed.   18. Review exhaustion vs burnout. 2 levels of exhaustion per fail? Revised.   19. Dragon Feedback. Half damage instead of disadvantage? Revised.   20. Signet library Acid: duration and affects shield too? Revised.   21. Page 23. Add library continues statement. Revised.   22. Necrotic: change wording to bloodied. Revised.   23. Poison: check wording, target or caster’s next turn. Revised.   24. Check page 23’s page number. Revised.   25. Green Dragon: remove class list. Revised.   26. Change wording to bloodied. Revised.   27. Club tail: lower dc? No Change.   28. Dragon does not roll Initiative. Revised.   29. Page 29 references backgrounds in chapter 2. Fixed.   30. Burnout page 29. Rules are different? Removed.   31. Page 30. Change human to rider. Fixed.   32. Kinetic push/object draw should say cannot affect objects worn or carried. Fixed.   32a. Balance shift needs a duration. Fixed.   33. Change word “humans” Fixed.   34. Forging permanent alloy item: add something for casters? Revised   35. Page 37, Embertrace, “if” or “or”? If   36. Threshing. Add in mechanics. I will summarize the mechanics in the adventure I am designing and put them here in this section.
Mon, May 19th 2025 12:00

under the class spell lists you have a few errors. Fly is listed in the wrong row for Sorcerer, Druid, and Artificer.
Fri, May 23rd 2025 04:03

bonus spell lists have been revised