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
 

log in or register to remove this ad

That seems less a resource on all of the settings monsters and more a quick reference sheet with stats and everything for a bunch of monsters used in the setting.

Cat and Wolves for example are appearntly not a thing in Dragonlance going by that chart.
Maybe they aren't a thing in Dragonlance. Why would cats and wolves be on every world in existence?
 

log in or register to remove this ad


I do think it is a perfectly cromulent point that a lot of healing magic in 5e isn’t divine in origin, such as bardic magic, ranger magic and druid magic.
Until 5.5 comes out, druids and rangers are divine casters per RAW. PHB page 205, "The spells of clerics, druids, paladins, and rangers are called divine magic."

Bards are the exception in 5e, but since healing magic was unknown on Krynn from the time the gods left and the time that they returned, they surely kept it out of the hands of bards somehow. :)
 

Says the guy who says banning orcs is outdated, including them is part of making Dragonlance for a modern audience and is only ok with banning orcs when it supports a political message you like.
I've never seen anyone say anything remotely close to that. The unbolded part? Sure and that's a fair topic of debate. The bolded part? It seems like you're reading between the lines for a message that was never actually there. Maybe I've missed something in previous 89 pages.
 

Until 5.5 comes out, druids and rangers are divine casters per RAW. PHB page 205, "The spells of clerics, druids, paladins, and rangers are called divine magic."

Bards are the exception in 5e, but since healing magic was unknown on Krynn from the time the gods left and the time that they returned, they surely kept it out of the hands of bards somehow. :)
Pretty easy to explain if you want to not allow bards to use healing magic imo.

Edit: I feel like if bardic healing worked normally, we'd just end up with a larger church choir or something.
 

Ultimately, 5E D&D design philosophy makes those conversions pretty easy (relatively speaking) because they just need to ensure mechanically everything in Theros could be used in the Realms, Dragonlance, or Ravenloft without a ton of extra work on the DM's part to shoehorn them in. There is no 1E/2E Dragonlance moon phase system to create and implement for example. They're not forcing spellcasters to track a mana resource system even though it would be more faithful to the source material. That's the 5E design philosophy.
It really wouldn't have been hard to just have the moon phase thing tied to Krynn no matter where in the universe they go. Krynn wizards get their magic from the moon gods and that magic could find it's way to the White Robed PC who is on some word without a moon at all, allowing the Solinari moon phases to apply. <POOF> Moon phases apply mechanically in all worlds and all the DM has to track are the Krynn moons which would be on an easy chart written in the setting book.
 

I never brought up political messages and Orcs in this thread, that's all you. And I think the propsed reasons why Dragonlance doesn't have Orcs are either outdated (because Draconians) or nonsensical (because Goblinoids).
To be fair, all of the proposed reasons for and against their exclusion have been pure assumption. As I pointed out in another post, there could have been a very valid reason that Weis and Hickman created that for whatever reason was excluded from the book. Lots of good stuff gets chopped out of lots of books because the word count is too high.
 


I've never seen anyone say anything remotely close to that. The unbolded part? Sure and that's a fair topic of debate. The bolded part? It seems like you're reading between the lines for a message that was never actually there. Maybe I've missed something in previous 89 pages.
Then you have to scroll back and read his posts. He is completely fine banning orcs in Dark Sun because there not having them is a political statement. But removing them from Dragonlance? No.

 

You're going to buy a $50 book for one subclass? Wouldn't it be better to just buy that subclass on D&D Beyond?
Well, having kender, the bonus feats and backgrounds, monsters and scenarios I can lift for other games all add value to the book as a whole. My point was if the subclass wasn't portable, I'd have had zero use for the book at all.
 

Remove ads

Remove ads

Top