• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

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.

 

log in or register to remove this ad

wizard71

Explorer
Interesting ways of getting second level spells now through a feat, though it's a feat chain.
Its only a feat chain if you do not take the background. I like that certain feats cannot be taken at first level. I would throw the overpowered sharp shooter and great weapon master into this restriction also. Not as much of an issue at high level but very overpowered when taken at first level through the human or Tasha's racial homebrew
 

log in or register to remove this ad

wizard71

Explorer
I've three basic opinions on this:
  • I like the new sorcerer subclass
  • The new Kender are vastly improved. And no longer something that tells players to behave antisocially. Old Kender were some of the few things I outright banned. I'm not sure what to think of the new version - but not sure is a vast improvement on Kill It With Fire.
  • Raistlin was always a warlock. He tired out and ran out of spells easily but recovered them by resting - and had an explicit Undead patron. 5e rules allow him to be much closer to the book version than the edition he was designed for did.
That is an interesting take on Raistlin but I cannot believe a mere warlock could ever defeat Takhisis. Perhaps Raistlin was a multiclass wizard or sorcerer/warlock. This would explain him accepting the bargain and passing the Test of High Sorcery by cheating
 

Maxperson

Morkus from Orkus
That is an interesting take on Raistlin but I cannot believe a mere warlock could ever defeat Takhisis. Perhaps Raistlin was a multiclass wizard or sorcerer/warlock. This would explain him accepting the bargain and passing the Test of High Sorcery by cheating
I don't think Raistlin can or should be looked at through the lense of 5e classes like the Warlock. He was a wizard who studied from a book. He was also possessed and gained power from a bargain with Fistandantilus. Those abilities were outside of class abilities. It would be the same as when though gameplay a PC makes a bargain with an archdevil for some specific power at a specific cost.
 

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
Raistlin was always a warlock. He tired out and ran out of spells easily but recovered them by resting - and had an explicit Undead patron. 5e rules allow him to be much closer to the book version than the edition he was designed for did.
Agreed.

Some years back, I designed a Mage class for DL based on the Warlock, having a ''Pact'' with one of the 3 moons and one Pact with Divine powers to replace the Cleric class (based on the Celestial warlock and the Divine sorcerer) to make Goldmoon-like characters.

Also, Fistandantilus is named as a possible patron from the (honestly terrible) Undying patron. But I dont see him using CHA as his spellcasting stat. (which is also a problem I have with the UA Lunar Sorcerer)
 

toucanbuzz

No rule is inviolate
"There was nothing magical about them" and "they had magical origins" are contradictory statements. Also, getting rid of the main thing that made many DMs and players hate the race (genetically-enforced kleptomania) is overall a beneficial thing to the setting and game overall.
They aren't any more magic than dwarves, who were also created by the Greygem's chaos, which also was responsible for thanoi, kobolds, bugbears, ALL beast-like creatures such as griffons, sea elves, shadow people, sirens, hobgoblins, trolls, and giants. Their origin isn't magic. It was Chaos. This all goes to the notion that if you strip away pieces of Dragonlance and its lore, it ceases to be Dragonlance.

How races came to be on Krynn, including every humanoid beyond the core of Ogre, Elf, and Human, is special. As an author, I'd be pissed if someone came in and said "that's neat, but let's do this instead and call it the same thing." It's not the same thing, not anymore. But, I should come to expect it. Hollywood butchers books all the time.

As to folks who hate kender in parties (and for those who are speaking from experience, not theory), was it because the gamer used the justification "I'm just playing my character" to be an ass to the rest of the party? I had a couple great gamers who enriched our sessions playing kender over the years.

I've seen the same excuse for "I'm just playing my alignment," and I consider playing a disruptive character to be a player issue, not a setting issue. Team players don't steal from their party, and that's not what Kender have ever been about.

1. Kender, as written, were absolutely loathed as a race. Probably the most banned race in the history of the game. Yes, I'm not saying it was universal and obviously some people liked them, but, as written, kender were a huge problem at the table.
Some support comes from the supplement Mists of Krynn, which suggested kender should be an NPC race given the difficulty people had understanding playing them. As I noted, my gamers didn't aim to be asses to the group in the name of "roleplay." Again, I consider disruptive play at the table under the umbrella of "just playing my character" a copout for poor gamesmanship. But, I get the argument. It was enough of a deal for other tables that someone recommended shelving them in official product.

2. WotC wants to bring back the race because, unlike at the table, in the fiction kender are very popular and also one of the cornerstones of the setting.
You cite them as the most loathed race and banned from tables, but then a very popular one that WOTC considers so popular they need to come back. If they were so loathed, could there be argument to simply remove them from the game?

Greygem of Gargath cursing the lawful races to make kender - a not so nice analogy to Romani
Kender weren't cursed to be wandering gypsies that stole from people. Various AD&D and 3E supplements supplied quite a bit of complexity and lore to them in that they are eternally curious, have towns and (loose) laws, marriage rituals, and complexity that generally isn't seen by other races who stereotype them. Dragonlance's novels and the post-Cataclysm setting dealt with the ease of stereotyping and sticking with your own. The Companions were unique in that they defied that trend.

But if someone wanted to play kender that way, it could be done. See my above comments about disruptive gamers and stereotype gaming.
Feywild to Dragonlance - not a bad idea in a setting where elves play a HUGE role.
Elves aren't feywild in Dragonlance and have an origin story disconnected from any Feywild. This unique origin story gets trampled if it gets diluted into "every other generic D&D" setting. Fey didn't exist when Krynn was created, at least not until some animals were morphed into magical creatures, and some humans were morphed into Sirens. This goes back to a beef with 4E Dark Sun which did its damndest to fit everything but the kitchen sink into a Dark Sun reboot because it didn't want to split the market like TSR. They needed most everything in the PHB to fit and that's been WOTC's model.

But, in doing so, I circle back to "how far do you go until it isn't Dragonlance, or Dark Sun, anymore," but simply a world with dragons that you call Dragonlance?

Can anyone come up with a reason for not making Kender Fey that isn't based on nostalgia or appeals to lore? How would keeping things the same be better?
Yes, there's no rationale for them to be Feywild. It isn't needed because the setting has no connection to Fey. It's not an integral part of the world and never has been. The argument would be the same if I proposed that we make Dwarves into Fey because they too were created by the Greygem. There's no value or logic to it.

As to keeping things the same, mechanically I'm in the process of a 5E Dragonlance conversion, and kender are part of that project. I did the same for Dark Sun. I'm of the opinion the Kender Taunt should be an opposed skill check that reduces attack efficiency against anyone but that kender, that pockets should be eliminated as a mechanic and instead simply a roleplay feature to enrich, not agitate, storylines (finding a colored rock in the shape of a bull's head and wondering at how it got created), and that they shouldn't be able to pull crowbars out of pouches like some type of magician pulling rabbits out of hats.
 

overgeeked

B/X Known World
Two approaches for Dark Sun defiling:

Universal temptation. Any time an arcane spell uses the highest slot, it destroys water and plantlife within a certain range.

Free setting feat. Where other feats are psionic talents, the defiler and the preserver instead choose their own respective feats. The preserver learns how to use the highest spell slot safely, and even to create water and plantlife. The defiler learns to intentionally destroy nearby water and plantlife, if available, to heighen spells.
From yesterday...and 23 pages ago...

I always thought defiling would work best as a free one-level up cast. You toss a fireball but want a boost, defile...now you use a 3rd-level slot but cast it as if it were a 4th-level slot. That's temptation. Need a fireball but don't have any 3rd-level slots, defile...now you can burn a 2nd-level slot but it counts as a 3rd-level slot. That's a temptation.

And yeah. A free psionic feat for everyone. Has to be explained as something related to psionic powers.
 

Yaarel

He Mage
From yesterday...and 23 pages ago...
Heh!

I always thought defiling would work best as a free one-level up cast. You toss a fireball but want a boost, defile...now you use a 3rd-level slot but cast it as if it were a 4th-level slot.
That flat power boost, messes with gaming balance.

That's temptation. Need a fireball but don't have any 3rd-level slots, defile...now you can burn a 2nd-level slot but it counts as a 3rd-level slot. That's a temptation.
But dont use your highest level slot - that HURTS. Thats real temptation.

And yeah. A free psionic feat for everyone. Has to be explained as something related to psionic powers.
The defiler feat and preserver feat do relate to the psionic talent feats. That defiler and preserver dont have psionics. Heh, thats why theyre Wizards!
 


overgeeked

B/X Known World
That flat power boost, messes with gaming balance.
So a temptation? That's good.
But dont use your highest level slot - that HURTS. Thats real temptation.
Exactly.
The defiler feat and preserver feat do relate to the psionic talent feats.
The trouble is that the defilers in the fiction didn't match up with the defilers in the mechanics. In the mechanics, they were separate classes. In the fiction, they were all just magic-users...when they didn't care, they defiled. When they needed a quick spell, they defiled. So making them distinct mechanically undermines the fiction. I'd rather preserve the fiction and make the rules match the fiction. Rather than ignore the fiction and preserve the 2E mechanical distinction.
That defiler and preserver dont have psionics. Heh, thats why theyre Wizards!
Everyone has psionics on Athas. Everyone and everything has psionics. Even the plants and animals.
 


Remove ads

Remove ads

Top