Bondsday
Bondsday
Held after the final harvest, Bondsday is an allday festival celebrating the connections between friends and family. The celebration sees families and friends across the land spend daylight hours together eating, sharing stories, and renewing their connections. Households hosting a Bondsday feast garland their buildings with strings of brightly colored flowers and prepare a large array of cold and preserved foods in the days before.
It is considered very bad form to refuse a relative entry to a Bondsday feast, no matter how distant or strained the relationship. In fact, the day is often seen as an opportunity to offer apologies and mend broken ties. Weddings are almost never held on Bondsday, as it is seen as a time for reaffirming existing relationships, not establishing new ones. For similar reasons, it is considered unlucky to propose or enter into any new business dealings on the holiday.
Traditionally, the only food prepared on the day are soft pastries filled with summer fruits and shaped to resemble a buckle. These are consumed at dusk, after which the celebrants exchange simple handmade rings formed of 14 cloth, flowers, straw, and the like. Communities signify different relationships with specific designs or materials in a way unique to each settlement, and more recently political allies have begun trading these as well. Only worn till dusk the following day before they are burnt, these tokens are said to strengthen the bonds between givers.
Game Mechanics
The giving of a Bondsday ring creates a connection between celebrants. For 1d6 + 1 days after Bondsday, if a creature uses the Help action to assist a creature they gave a ring to the target gains an expertise die as well as advantage . A creature can’t benefit from this effect more than once per long rest .
Junkyard Feats
Junkyard Feats
Learning to thrive amidst the scraps and pieces left behind or cast aside by indifferent or lost civilizations takes some particular feats of ingenuity and tenacity.
Item Intuition
Item Intuition
Vermin Supreme
Vermin Supreme
Improvisational Genius
Improvisational Genius
Make Them Laugh
Make Them Laugh
With unmatched enthusiasm you undertake a fantastic bit of comedic gymnastics—flipping off of walls, slipping into cartwheels, landing in splits, and otherwise making a grand fool of yourself to the absolute delight of those able to see your exhausting display.
Instant Allyship
Instant Allyship
The art of battle is driven as much by the minds of combatants as it is their muscles, and you have made it your business to get into a foe’s head, even if only for a brief moment
Really Very Funny
Really Very Funny
A little bit of slipping, an ungainly flip, or a teetering and unlikely turn disorients even the most perceptive of opponents.
Quick, Drink This
Quick, Drink This
No matter how deadly or serious an opponent is, if they can drink, you can splash something down their throat with superlative timing.
Make a Persuasion check opposed by the Insight check of a creature within your reach. On a success, the creature drinks whatever item you are offering to it, whether that is a potion, poison, or otherwise. Any alchemical item (such as an acid flask or alchemist’s fire) deals four times as much damage as normal when a creature drinks it in this way, although any ongoing damage is only dealt twice.
Rolling With The Punches
Rolling With The Punches
Suffering in silence is the worst—pain is far easier to bear when you can laugh it off.
As long as you are able to speak, did not cast a spell with vocalized components on your last turn, and have an ally who can hear and respond to you, once per round you can reduce the damage you take from an attack or spell by an amount equal to your proficiency bonus.