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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SO I wonder... tracking the moon phases is a pretty complex idea, do you think it could survive a public playtest?
You misread the subclass. It doesn't depend on tracking the moon's phases. You just choose one when you finish a long rest and get the benefits of that phase, independent of the actual current state of the world's moon(s).
 

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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.
I mean does it matter if it is magic or non magic... it's making devices that work useing the D&D mechanics
 



@Parmandur Oh the Kender was a moon sorcerer and when he changed phases he was a different person with no memory of the other. That's how he played it anyway.
Hilarious.

Weirdly, one of the most effective characters I have had in 5E was a Wild Mage: the rolls kept being contextually useful, which they really ought not to have done. The game really moves well with Shenanigans.
 


By this logic, you would have to be assuming that the people posting about kender being an issue are liars. You only addressed half the question. You claimed one side was the exception rather than the rule. How can you think you know this to be true? What data do you have?
So it seems like you haven't been following the conversation, so I'll lay it out for you.

1) A false claim was made that 100% of everyone who plays Kender is forced to play in a way that is detrimental to the party.
2) I pointed out that I saw a Kender played to the T who was not played in a way that was detrimental to the party.
3) The claim was made that I was some sort of exception(I'm not).
4) I pointed out that a lot of people here also have experienced Kender that were not detrimental, so it wasn't an exception to play one in a non-detrimental way.
5) You stepped in and asked how I knew.
6) I said that I'm not assuming that these people are liars.
7) You twisted the logic to an incredible degree and somehow ended up with me assuming that people who have an issue with Kender are liars. And here we are.

My logic doesn't mean that at all by the way. A lot of people can have an issue with Kender(really their problem is with jerks using Kender as an excuse) AND a lot of people can have no issue without anyone being a liar. Imagine that! I also never claimed that any side was an exception. No idea where you got that gem. All I said was there it wasn't an exception to be able to play Kender in a non-detrimental manner.
 


Tinker gnomes specifically didn't make things that work. Like, if something they made functioned properly, then the gnome who made it was clearly insane.

They're another one of the "funny" races that need to be fixed. Fortunately, it's a much easier fix for them.
While I agree that needs to be fixed, it actually kind of also makes the idea of a Tinker Gnome Artificer adventurer an interesting one. They actually created something that worked (with the help of some innate magic they may have been unaware of possibly) but were ridiculed as insane by their fellow peers and were forced to leave their home and discover the bigger world, where they can hone their craft away from their old, judgmental peers.
 

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