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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WotC can tells a lot of things, but in my tabletop I am who chooses what is allowed or not. If I want there are psionic mystic or aasimars in Krynn, and druids and paladins wouldn't need a god or patron, and Huma's son created the bloodline of the spellcales (a dragontouchd race from "Races of Dragons"). Or I would add some new class, a mixture of dragon adept, dracolyte and dragon shaman.
 



Let me change track. What would a curious/collector Kender non magical non thief unless by individual choice, that does not create extra work at the table look like? Also the Feywild is overused these days and doesn't fit DL.
They'd look like a lightfoot halfling. They're brave, nimble, and lucky with could easily explain why kender have survived. They're naturally stealthy and they're charismatic (though less important with the race changes). If you want to throw in slight of hand as a skill, you'd have a great representative of a kender. If you don't want to give them sleight of hand, then I feel like you'd still have a good representation of a kender.
 






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