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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The DM can rule what they like, but WotC have to make something that works with core rules.
Oh is that what you're talking about. It sounded like you were saying something like "I'm the player and I can do what I like!" which seems to be a thing these days. You're right that WotC has to make something that works with the core rules but that also doesn't rule out a text box going over the requirement for certain classes to need gods. That's probably the best that we would get with the current edition.
 

but WotC have to make something that works with core rules.
They don't really. Not to that extent. The source of power thing is all fluff, so changing it doesn't change the game mechanically at all. Granted, they almost certainly will cleave to the core rules even to the detriment of the setting, but that's just because WotC has very much been going in the "add every ingredient so that all stews taste the same" direction for a while now.
 


Dragonlance was explicitly predicated on the rules and culture of D&D as they existed at the time. Because of that, no modern re-imahining of the setting is ever going to look right. They would be better off opening the setting to the Guild to great fanfare and leaving the past alone.
I don't agree. I think it's great bringing it to a new audience while all the older material is still available while concurrently opening it up to the DMSGuild.

In fact I think it's probably the only viable way for the company to do it or justify it.

There are many more people clamoring and commenting that they should bring it back, imho.
 


Dragonlance was explicitly predicated on the rules and culture of D&D as they existed at the time. Because of that, no modern re-imahining of the setting is ever going to look right. They would be better off opening the setting to the Guild to great fanfare and leaving the past alone.
I concur. It didn’t even work quite right in 2nd Edition. That’s one reason that I am seriously considering taking the plunge, getting the 1st Edition rule books, and running it for my friends and family.
 

I think it is the most tinker gnome class ever.
It's probably the closest we'll get in 5e, though tinker gnomes don't work with magic which is what the artificer is all about. A better tinker class would be an updated tinker class from the WoW RPG with all of their technological gadgets, though that'd have to be homebrewed.
 


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