WotC Dragonlance: Everything You Need For Shadow of the Dragon Queen

WotC has shared a video explaining the Dragonlance setting, and what to expect when it is released in December.

World at War: Introduces war as a genre of play to fifth edition Dungeons & Dragons.

Dragonlance: Introduces the Dragonlance setting with a focus on the War of the Lance and an overview of what players and DMs need to run adventures during this world spanning conflict.

Heroes of War: Provides character creation rules highlighting core elements of the Dragonlance setting, including the kender race and new backgrounds for the Knight of Solamnia and Mage of High Sorcery magic-users. Also introduces the Lunar Sorcery sorcerer subclass with new spells that bind your character to Krynn's three mystical moons and imbues you with lunar magic.

Villains: Pits heroes against the infamous death knight Lord Soth and his army of draconians.


Notes --
  • 224 page hardcover adventure
  • D&D's setting for war
  • Set in eastern Solamnia
  • War is represented by context -- it's not goblins attacking the village, but evil forces; refugees, rumours
  • You can play anything from D&D - clerics included, although many classic D&D elements have been forgotten
  • Introductory scenarios bring you up to speed on the world so no prior research needed
 

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Good thing "the gods return" is literally day 0 of this module then.
This. Not sure why people are bringing up divine magic, Schneider said there will be a mini-scenario to introduce a cleric character and we literally know nothing beyond that. Or maybe it was Crawford, I'm not rewatching the video to see who it was. Since they've said it will be discussed, I don't see a reason to hit the panic button just yet.
 

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Cool. I can't play a healing cleric. I'll play a divine soul sorcerer. Or a redemption paladin. Or a Celestial warlock. Or a shepherd druid. Or a mercy monk. Or just a lore bard with a bunch of healing spells. Maybe I'll do an aasimar and take the Magic Initiate feat...

Shall I keep going or are going to ban the whole Player's Handbook?
If the DM makes it clear that healing magic is (temporarily) unavailable in their game, deciding to play a non-cleric magical healer is clearly a bad faith move. If that restriction is too much for you as a player, and can't convince the DM to let you have your way, you should leave the table.
 

If the DM makes it clear that healing magic is (temporarily) unavailable in their game, deciding to play a non-cleric magical healer is clearly a bad faith move. If that restriction is too much for you as a player, and can't convince the DM to let you have your way, you should leave the table.
I'm just interested in seeing how much of the game a DM is willing to nuke to hold to a restriction. Come 5e, there are literally dozens of ways to get access to cure wounds (for example) and they range from divine (cleric, paladin, DS Sorcerer) arcane (bard, artificer) to primal (druid, ranger) to celestial (celestial warlock, aasimar) to draconic (gift of the metallic dragon feat) to ki (monks). Remove those and you have... Fighters, rogues, wizards and barbarian left?

So yeah, any DM willing to trash that much of the game is a DM I would run, not walk away from. But that is the same kind of design that keeps me away from any "low magic" setting or classic Dark Sun.
 

I'm just interested in seeing how much of the game a DM is willing to nuke to hold to a restriction. Come 5e, there are literally dozens of ways to get access to cure wounds (for example) and they range from divine (cleric, paladin, DS Sorcerer) arcane (bard, artificer) to primal (druid, ranger) to celestial (celestial warlock, aasimar) to draconic (gift of the metallic dragon feat) to ki (monks). Remove those and you have... Fighters, rogues, wizards and barbarian left?

So yeah, any DM willing to trash that much of the game is a DM I would run, not walk away from. But that is the same kind of design that keeps me away from any "low magic" setting or classic Dark Sun.
So you don't like it. That's fine. Doesn't mean the books have to follow your wishes any more than they have to follow mine.

The more game elements added, the more you have to choose from, not the more you have to include or you're a bad DM.
 

And my position that setting purists are bad for the game and should not be catered to over the newer community has not changed.
There is no "over the newer community". You're making a purposefully ugly and divisive comment when I and others here are not doing that. But it seems by painting certain fans of settings as bad (for the game) is your ultimate goal otherwise why characterise them as such.
Notice your language and notice mine.
 
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So then continuity is now established only by the original book or box set? Because buddy, you just made every supplement and subsequent setting guide a retcon. And if they are all retcons, then continuity is fluid and there is no reason why adding orcs is any more of a retcon than adding urda or Thanoi or mad gnomes.
No, that's wrong. Is an addition that doesn't run contrary to what came before. A retcon changes something previously established. The races of Eberron, including the "other races." was established in the first book. Dragonborn and Tieflings were not among the "other races."
 

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