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.

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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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You know, just a week or so back I pontificated in the New Dragonlance Novel thread about how just because a novel was coming under the 'Dragonlance Classic' banner didn't mean that 5e DL was on the agenda any time soon, when clearly WotC was showing more interest in Spelljammer and Planescape.

And this time last year I was lecturing people about how 5e Ravenloft had already been done in CoS and how there's NO WAY WotC would revisit it in a campaign setting so soon and that surely a planar/Planescape setting would be next.

Given that predictive record on my part, there is clearly one thing that needs to be said urgently.

THERE IS ABSOLUTELY NO WAY THAT 5E DARK SUN IS COMING, NO WAY AT ALL, DO YOU HEAR ME WOTC???!?

As for the actual UA ... I actually suggested re-inventing kender as trickster-fey on these boards a long time ago. If you're reinventing the setting (and clearly with VRGtR WotC have demonstrated that they intend to re-invent legacy settings from the ground up rather than simply update them) then it makes a bit of thematic sense. There IS a lot of, for instance, Peter Pan about kender. While I personally am fed up to the back teeth with the feywild relentlessly being shoved everydamnwhere it doesn't belong (hobgoblins ffs...), but this is one case I can grudgingly accept that as a concept, it might work. However, it's not really how kender have ever worked in the books. Tasselhof doesn't accidentally find a handful of gp or a piece of string or whatever in his belt pouch - he finds a plot-critical important item belonging to someone else. I'd prefer some sort of narrative-control way of making this happen. Perhaps in addition to the rule as presented, the player of a kender PC can spend an inspiration point to declare retroactively that they 'borrowed' thing X from character Y? Making it so that it's not something kender can use CONTINUALLY and disruptively, but making it a bit more reflective of the lore (and it's quite a fey-ish mechanic, too). WotC have historically been very shy of using 'hero points' of any kind to give players any degree of narrative control like many other systems do, rather than just dice bonuses or re-rolls, but this is a case where it could work and be warranted i think, so i reckon it'd be worth dabbling a toe in that water.

I'm not thrilled about Taunt as a racial ability, though if you lean hard into a new kender-are-fey interpretation then it could fit. If you're not going all-out on that front though, it should be a feat, not a racial ability. Personality traits (even, and perhaps especially 'very annoying'!) should not be tied to race.

Moon sorcerer looks interesting, and I'm glad that WotC have finally decided that an expanded spells known list should be a feature of every sorcerer subclass. However, I'm kinda against letting PCs simply CHOOSE their preferred phase of the moon? It takes a bit more effort and record-keeping and decreases the flexibility of the subclass, but I just much prefer the phase of the actual moon to determine what they can do, rather than having people channelling the dark moon under the full moon, and the like.

If background feats mean we're heading towards a model where every PC gets a feat at first level, I'm all for it. 5e has too few choice points when it comes to character customisation. While it's not ideal to add our new frontloading choice point at level 1 where all the choices already are being made, it's better than nothing.

Feat chains in general aren't wonderful given how few feats 5e PCs get. If you want to progress up a feat chain, you have to design your whole PC around that. But on the other hand, the ones presented here are no worse than, say, Heavy Armour Mastery. Like that feat, there's a reasonable way to get the prerequisite feat at level 1, and the chains never go on longer than 2 feats. So it's not quite at the sort of nightmare level that 3e got to.

A problem i see with the Robe Adept feats however, is that there's no way to wind them back. Mages changing their robe colours (after suitable character-building revelations and experiences...) is a BIG part of being a Dragonlance arcane caster and of the whole Towers of High Sorcery thing. But here, once you're at 1st level, you're committed permanently. I hope the book has a sidebar or something talking about how to mechanically represent switching allegiances, even if it's as simple as a feat swap. Similarly, it might be warranted to include a note saying that just because you took the Knight of the Rose feat, doesn't automatically make you a Knight of the Rose. It gives your PC abilities that the Knights of the Rose traditionally value and look for, but you still have to earn your knighthood, get knighted etc in play.

Grammar is unclear in the Divine Communications feat. Can you cast augury and commune once each per 1d4 long rests, or one of those spells once per 1d4 long rests? And jeez, commune even a couple of times a week can be a real mystery-plot-killer at low levels especially.
 

I don't believe Ravenloft was supported in 4e, aside from a single article in Dragon #416.

I can't seem to lay my hand on it just now, but I remember seeing something written by one of the Wizards people who worked on the nuts and bolts of acquiring TSR - they said something along the lines of, "We hear you. No more Ravenloft". I kind of suspect that the relative success of it in 5e came as a surprise to them.

Edit: Found it: Aquiring TSR
"We listened when customers told us that they didn't want the confusing, jargon filled world of Planescape. We listened when people told us that the Ravenloft concept was overshadowed by the products of a competitor."
Domains of Dread were a reccurring feature in Dragon magazine; there were at least a half dozen of them over the 4 year run, and they were some of the most well-received articles to boot. These Domains happened to be NEW Domains that hadn't previously appeared in Ravenloft but were instead tied into the backstory narratives of the assumed 4e setting - Nerath, Arkhosia, Bael Turath, etc. Domains of Dread were also discussed in the 4e Manual of the Planes and 4e Essentials box set Gloomwrought.

Barovia itself was converted relatively late in 4e's run but existed, along with stats for Strahd von Zarovich.

Ravenloft as an independently-branded campaign setting was non-existent in 4e. Ravenloft's setting itself was all over 4e.

The principal difference between 4e and 5e Ravenloft is the explicit branding as such. It's still exactly as it was in 4e - rolled into the Deep Shadowfell.
 
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Unless someone comes out and says so, there's no cause to assume that someone who complains about the general trend of Wizards' changes is fundamentally opposed to any change Wizards makes, or hates Wizards. All you can assume is that they dislike the specific changes they complained about.
Nah, the main people complaining about the change to Kender in this thread are the exact same people who have posted more toxic/extreme stuff about Wizards in other threads. I could get examples if asked, but I'm pretty sure it would be breaking site rules.
You also seem to be missing the folks - in this thread and others - who agree that there's an objectively good reason for changes, but disagree that a given solution is the only logical or valid choice.
I haven't seen many of those in this thread. Care to share a few examples?
Also...

Why is anyone obliged to justify their reasons for disliking a change to you, or anyone else?
Like Umbran said, this is a discussion forum. If someone lists their opinion and make a big fuss about a minor change . . . I don't think it's out of question to ask them to justify their opinion on the change. Especially for something like changing the single most hated race in the history of D&D to get rid of the traits that make people hate it. That to me logically says that they just hate change for the sake of hating change. Especially when there are other posts from different threads backing up that mindset.
 


I mean...they are Gypsy Hobbits. Taking part in anti-Romabi stereotypes from the start.
And combine that with the fact that Dragonlance was made by the same people that made Ravenloft and its Vistani (every anti-Romani stereotype and caricature solidified into a single race/people), and it doesn't shine well on the original Kender or its creators.

I definitely wouldn't go so far as some have earlier in this thread . . . but I definitely think that it's not a stretch to say that the origins of the Kender race when they were creating it may have been less than favorable.
 




And combine that with the fact that Dragonlance was made by the same people that made Ravenloft and its Vistani (every anti-Romani stereotype and caricature solidified into a single race/people), and it doesn't shine well on the original Kender or its creators.

I definitely wouldn't go so far as some have earlier in this thread . . . but I definitely think that it's not a stretch to say that the origins of the Kender race when they were creating it may have been less than favorable.
Well, I don't think that the Hickmans were animated by a deeply personal animus against the Romani people: I rather suspect they had never encountered any explicitly Romani people in Utah growing up. They were engaged in common cultural tropes that I think a lot of Americans had forgotten were even racialized, which is lazy and unfortunate, but understandable coming from that time and place.

Wizards of the Coast in 2022 knows more about this sort of thing, and is responsible for acting on thst increased knowledge.

My understanding about Kender specifically is that Hickman made a Halfling Thief, but was opposed to playing an immoral character, so came up with the innocent, curious kleptomanoac shtick to justify Thief actions, and they thought it was hilarious and went Too Far.
 
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