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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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Levistus's_Leviathan

5e Freelancer
Does anyone else want to play an eladrin lunar sorcerer and roll to see what season and lunar phase you are each day?
Along with the Blessing of Corellon (which lets you change your biological sex every day) to have even more combinations that you get to change every day (3 phases x 2 sexes x 4 seasons = 24 different possible combinations that you get to choose from every day).
 


Micah Sweet

Level Up & OSR Enthusiast
Oh yeah, I mean, Planescape was built on a lot of wonky assumptions about how the outer planes work (magical weapons losing effectiveness across planes) and planar traits that don't exist now. Plus, another conceit, that "Primes", ie, characters not native to the planes would be clueless berks now has a serious problem when genasi, tieflings, aasimar, and gith are player options.

Spelljammer requires a huge conceit, that ALL CAMPAIGN SETTINGS (except for weirdos like Athas) are contained in crystal spheres and that there is a "deep space" region filled with an ignitable gaseous medium called the phlogiston, and you can sail a spacefaring ship from the Realms to Oerth to Krynn to some other bizarre world.

And some lore will have to be retconned, because WotC does not want to acknowledge the Forgotten Realm's contact with Spelljamming civilizations (as it's abandoned canon). Like the Elven Space Navy having a base at Evermeet, the Shou having their own Spelljammers, and merchants selling wheel lock pistol technology in Waterdeep.
WotC: make decent rules for your settings, put the settings on the Guild, and I will just ignore the rest.
 


see

Pedantic Grognard
And some lore will have to be retconned, because WotC does not want to acknowledge the Forgotten Realm's contact with Spelljamming civilizations (as it's abandoned canon). Like the Elven Space Navy having a base at Evermeet, the Shou having their own Spelljammers, and merchants selling wheel lock pistol technology in Waterdeep.
Nah, you don't need any retcons for any of that, because all the FR canon about spelljammers is from 120 years and two major global transformations (the Spellplague and Second Sundering) ago.

Evermeet, for example, was moved into the Feywild, which would have quite effectively cut any connection with the space navy. The Shou space program easily could have been ended simply because of retrenchment after the Tuigan Horde's successful conquest of Shou Lung, never mind any later events; it's been decades in real-world time since anything solid has has been published about Kara-Tur. If smokepowder (which is magical; 5e even establishes it can be destroyed by dispel magic) didn't work between Mystra's death and return after the Second Sundering, any pistols would have been useless curios for the longest time. And so on.
 




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