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Dragonlance DRAGONLANCE LIVES! Unearthed Arcana Explores Heroes of Krynn!

The latest Unearthed Arcana has arrived and the 6-page document contains rules for kender, lunar magic, Knights of Solamnia, and Mages of High Sorcery. In today’s Unearthed Arcana, we explore character options from the Dragonlance setting. This playtest document presents the kender race, the Lunar Magic sorcerer subclass, the Knight of Solamnia and Mage of High Sorcery backgrounds, and a...

The latest Unearthed Arcana has arrived and the 6-page document contains rules for kender, lunar magic, Knights of Solamnia, and Mages of High Sorcery.

Dragonlance.jpg


In today’s Unearthed Arcana, we explore character options from the Dragonlance setting. This playtest document presents the kender race, the Lunar Magic sorcerer subclass, the Knight of Solamnia and Mage of High Sorcery backgrounds, and a collection of new feats, all for use in Dungeons & Dragons.


Kender have a (surprisingly magical) ability to pull things out of a bag, and a supernatural taunt feature. This magical ability appears to replace the older 'kleptomania' description -- "Unknown to most mortals, a magical phenomenon surrounds a kender. Spurred by their curiosity and love for trinkets, curios, and keepsakes, a kender’s pouches or pockets will be magically filled with these objects. No one knows where these objects come from, not even the kender. This has led many kender to be mislabeled as thieves when they fish these items out of their pockets."

Lunar Magic is a sorcerer subclass which draws power from the moon(s); there are notes for using it in Eberron.

Also included are feats such as Adepts of the Black, White, and Red Robes, and Knights of the Sword, Rose, and Crown.

 

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ko6ux

Adventurer
I'm not sure that the Kender Pockets trait needs to have a baked-in explanation. How different characters wind up with these items could be handled differently. Maybe the Kender in question is really a kleptomaniac. Maybe they are just lucky enough to always have what they need on hand. Or maybe there is a pseudo magical explanation. The key point of contention in past versions was that Kender got these items by "stealing" them from the folks they encountered. I think as long as they remove that problem and associated stigma around it, it should be fine.

In my own current homebrewed version of the Kender I left the provenance of the items open ended.

Kender Pockets
You have a pack full of items that you have acquired in your journeys. As a bonus action, you can produce any non-magical, common piece of equipment from your pack. The value of this item must be equal to 5 gp times your character level, or less. You can use this ability a number of times equal to your proficiency bonus. When you finish a long rest, you regain your expended uses. How you acquired these objects is up to you and the DM.
 

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