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.

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

I dunno what the original modules said,
Standard: "play these pregens". Optional: "You can't play a cleric. There are no druids in Krynn". Paladins and Rangers got a trivial amount of healing so didn't matter.
ALL god-granted powers for wizards, druids, clerics, and paladins are non-functional
3e made a distinction between divine and arcane magic. 5e makes no such distinction. I can rule that my druid's powers have nothing whatsover to do with the gods if I choose. And artificer alchemists are decent enough healers and can easily sub for a cleric.
But of course whether this matters at all all depends on how intent WotC are on sticking to the old storyline (if indeed they're even doing a module/campaign book at all).
True. But if they aren't republishing the modules there is no reason not to make it "hundreds of years later. Stuff has changed".
 

log in or register to remove this ad

Standard: "play these pregens". Optional: "You can't play a cleric. There are no druids in Krynn". Paladins and Rangers got a trivial amount of healing so didn't matter.

3e made a distinction between divine and arcane magic. 5e makes no such distinction. I can rule that my druid's powers have nothing whatsover to do with the gods if I choose. And artificer alchemists are decent enough healers and can easily sub for a cleric.

True. But if they aren't republishing the modules there is no reason not to make it "hundreds of years later. Stuff has changed".
You could say that Artificers aren't appropriate for Krynn, and that Bardic Magic, Celestial Patron Warlocks' magic and Divine Soul Sorcerers' magic are Divine in Origin (alongside Clerics, Druids, Paladins, and Rangers). Boom. There you go.
 


You could say that Artificers aren't appropriate for Krynn,
Have you met Krynn's gnomes?
and that Bardic Magic, Celestial Patron Warlocks' magic and Divine Soul Sorcerers' magic are Divine in Origin (alongside Clerics, Druids, Paladins, and Rangers). Boom. There you go.
One thing I'm sure WotC won't do is produce a long complicated list of banned/nerfed subclasses.
 


I tis unlikely that they would do that, yes. Like I said, I'd expect a chapter or even a sidebar with suggestions for how to run a classic game if they paid lip service to the idea at all. Restrictions for a campaign setting, even if they make sense, is not something they've been about for some time.

Even in the 4e era, public play allowed for Shifters and Kalashtars in the Forgotten Realms, alongside massive retcons to add Dragonborn (the retcons were retconned, but the Dragonborn stayed). Even completely new races, like Shadar-Kai or Shardminds were kosher.
 





Remove ads

Remove ads

Top