Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
[Let's Read] Tasslehoff's Pouches of Everything Revised
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Libertad" data-source="post: 9188166" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/AMidGdN.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p> <p style="text-align: center"><strong>Chapter 3: Background & Feats</strong></p><p></p><p>We’re halfway through the book, and most of the following chapters are significantly shorter. To start off with, Backgrounds and Feats are self-explanatory, rounding out the character-building chapters. First up, the Backgrounds.</p><p></p><p><strong>Ambassador</strong> means that you’re a dignitary representing the interests of your home kingdom or region while in foreign lands. They’re proficient in Insight, Persuasion, one gaming set, one language, and have noble-like starting equipment. Their Feature makes them intimately familiar with the culture and history of the area in which they have an embassy, and said embassy can serve as a safe haven for them and their allies.</p><p></p><p><strong>Guild Thief</strong> represents a criminal of the more organized variety. They are proficient in their choice of two skills from Acrobatics, Deception, Sleight of Hand, or Stealth, and are also proficient in thieves’ tools and Thieves’ Cant. Their bonus equipment is similar to that of the Criminal background but more useful in including a set of thieves’ tools. They have the Criminal Contact feature of the Criminal background.</p><p></p><p><strong>Handler</strong> represents those who grew up in kender society, being someone who collects various interesting items on their travels while absentmindedly forgetting where they first obtained most of them. They are proficient in Sleight of Hand, Stealth, thieves’ tools, one language, and their bonus equipment is a mixture of traveler and rogue style stuff. They have a d10 Handler Specialty representing one occupation in which kender hold in high regard (explorer, actor, freedom fighter, etc) and their other Feature lets them treat local jails as places they can safely rest up at when arrested.</p><p></p><p><strong>Outcast</strong> represents people who have been cast out from their home culture, having to learn to live on their own. They’re proficient in Deception Survival, one set of tools, one language, and their bonus equipment is traveler-related stuff such as a hunting trap and tent. Their feature makes them look obviously like an outsider in civilized settlements, which can provoke curiosity and hospitality in others by leveraging stories and tales of “far-off lands.”</p><p></p><p><strong>Sikk’et Hul Operative</strong> represents skilled agents sent out into the wider world to advance the interests of the goblinoid nation. Such things can include safeguarding trade routes, liberating oppressed peoples, and recovering ancient artifacts. They are proficient in two skills of their choice from Athletics, Perception, Stealth, or Survival, are proficient in one set of tools, the Goblin language or one bonus language if they already know it, and their equipment hews close to the dungeon-delver side with things such as caltrops and a grappling hook. Their feature lets them know where to find safe houses in nearly every part of Ansalon to provide shelter, food, and drink for themselves and their allies.</p><p></p><p><em>Thoughts:</em> Quite a bit of these backgrounds feel quite similar to existing ones in the official rules, albeit with a skill, feature, and/or piece of equipment swapped out. The Ambassador is like the Noble but with Insight instead of History and swaps out the “commoners treat you well” feature with having a kind of safe house. Outcast is a pretty social “wilderness explorer” background, whose Feature is more suited towards civilization than wilderness survival. The Handler and Sikk’et Hul Operative are distinct enough to be their own features, being just different enough to be worthwhile choices on their own.</p><p></p><p>The Guild Thief stands out to me: its addition of Thieves’ Cant is interesting, as like Druidic it’s a class-specific language. While it does break with convention for a background, as it’s more feasible in fantasy to be a criminal but of a non-Rogue class than a druid with a non-druid class, I can understand the reasoning. Personally I’m fine with it, as this can give the party a secret language to speak among each other without them all being Rogues, but I can see other gaming groups differing on this.</p><p></p><p>Now we cover the feats.</p><p></p><p><strong>Caramon’s Fist</strong> is named after Caramon Majere’s mighty strength even when he’s unarmed. Your unarmed attacks threaten a critical on 19-20, and when you score a critical hit (not just with unarmed attacks) the target is knocked prone and has disadvantage on their next attack if they fail a Constitution save and aren’t more than one size category larger than the feat-user. On a successful save they’re still knocked prone.</p><p></p><p><em>Thoughts:</em> Given that this doesn’t increase unarmed damage like Tavern Brawler does, the increased critical threat range is only really useful for Monks and others who have good unarmed damage dice. Making it so that crits have a chance at inflicting 1-2 debuffs is pretty good when taken in a vacuum, but as this only occurs 5 to 10% per roll it will rarely see use in play. This makes the feat rather lackluster.</p><p></p><p><strong>Dark Heart</strong> makes one very good at concealing their true intentions. It grants +1 Charisma and Insight checks made against the feat-taker have disadvantage.</p><p></p><p><em>Thoughts:</em> This is a very situational feat, only being of use for a character who not only talks a lot, but defaults to trickery in social situations. Disadvantage on Insight checks amounts to an effective -5 penalty. There aren’t a lot of non-combat feats out there so it’s hard to do comparative analysis, but given the large amount of magical lie-detectors in 5e this feat isn’t very good. Now if it could fool things such as Zone of Truth, that may be worthwhile for social-heavy campaigns, but it would still be lackluster.</p><p></p><p><strong>Gambler</strong> makes one able to hedge their bets on any risky behavior. It grants +1 to a mental ability score of choice, proficiency in one gaming set, and prior to rolling an attack, ability check, or saving throw can roll an unmodified d20. On a 10 or higher they get advantage on the upcoming roll, but 9 or lower they get disadvantage.</p><p></p><p><em>Thoughts:</em> Getting advantage through this feat is a 55% chance, so the odds are slightly in the feat-taker’s favor. Although it isn’t limited in use, I do feel that the Lucky feat is better: someone with Gambler is likely to use it for rolls that really matter, and Lucky is limited in use but has no risk of downsides when using.</p><p></p><p><strong>Kit’s Grin</strong> represents those who fall back on their natural charm to get out of bad situations. It grants +1 Charisma and advantage on saving throws vs the charmed and frightened conditions.</p><p></p><p><em>Thoughts:</em> Gaining advantage on two very common condition types may seem worthwhile, but as we demonstrated earlier in this book there’s already quite a bit of ways to get advantage on one or both types. Not to mention that Heroism, a 1st-level spell, outright grants immunity to frightened. It’s honestly hard to recommend this with all the other ways to get such benefits in 5th Edition.</p><p></p><p><strong>Soth’s Darkness</strong> infuses the character with the same dark energies that consumed Lord Soth, and unlike other feats has a prerequisite of Intelligence or Wisdom of 13 or greater. It grants the feat-taker knowledge of a 1st level spell that inflicts necrotic damage that they can cast once per long rest or fuel via spell slots. They can also see normally in magical and non-magical darkness up to 30 feet.</p><p></p><p><em>Thoughts:</em> There’s a Warlock invocation, Devil’s Sight, that grants the same effect as this feat’s latter ability but goes up to 120 feet. There’s a feat called Eldritch Adept that grants you knowledge of one Warlock invocation, but has a prerequisite where you must have the Spellcasting or Pact Magic feature. As most people who would take this kind of feat are likely going to be spellcasters of some kind, 120 foot super-darkvision feels like a better deal than having a quarter of that but with one bonus damaging necromancy spell.</p><p></p><p><strong>Tanis’ Wise Words</strong> represents someone who seems to always have the right thing to say to put others at ease. The feat grants +1 Charisma, the feat-taker can gain advantage on a Charisma check that targets one specific creature once per long rest, and they gain permanent immunity to the Charmed condition.</p><p></p><p><em>Thoughts:</em> Well now, this is actually a good social feat! Immunity to a common condition, and the ability to get a one-time advantage on a Charisma check is pretty nifty. Whilst Friends cantrip is unlimited use, that only works on non-hostile targets and comes with a downside of making them hostile later. Tanis’ Wise Words works for Charisma checks in general, so you can also use it for something like Intimidating an enemy.</p><p></p><p><strong>Rope Trickster</strong> grants one amazing expertise with whips, ropes, and lassos. It grants proficiency with whips, whips wielded by the feat-taker have the light property, they can grapple someone up to 10 feet away with said items as an action, they can also disarm or trip a target up to 10 feet away if the target fails a Strength or Dexterity save (their choice), and using the equipment mentioned halves the difficult terrain penalty while climbing (2 feet rather than 4 feet per foot).</p><p></p><p><em>Thoughts:</em> The whip is one of the consistently least-used weapons in 5th Edition if online polling is accurate. Granting the ability to disarm, grapple, and trip with whips as a reach weapon can make them pretty useful for certain builds. The downside is that the grapple specifies an action, and the disarm and trip don’t mention if they too cost an entire action or if they’re special attacks like grappling and shoving are in the default rules. Some clarification is necessary on this point, for if it’s ruled as the latter they can substitute one of their attacks with the Attack action this way.</p><p></p><p><strong>Sturdy</strong> represents someone who is sure-footed and hard to move. As long as they’re not incapacitated they can’t be involuntarily moved by any creature up to one size category larger, have advantage on saves against being knocked prone, and can spend a reaction when knocked prone to stand up. I’m unsure whether this last effect costs any movement, as that’s not specified.</p><p></p><p><em>Thoughts:</em> While I presume that the immunity to involuntary movement is meant to be in regards to physical exertion, a liberal reading of the rules can see one apply it to magical forced movement such as Gust of Wind or Telekinesis. It’s a rather situational ability, as there aren’t a lot of monsters inclined to shove or trip as a primary tactic, and overall the prone condition is easy to recover from by default.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/8yGRksO.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p> <p style="text-align: center"><strong>Chapter 4: Cultural Weapons & Equipment</strong></p><p></p><p>This chapter provides us with 40 new weapons and 5 new arrow ammunition types. The chapter’s title is a bit of a misnomer, as the only contents within are weapons and nothing else. The weapons are still grouped into simple and martial categories, but each is associated with a certain race or culture on Ansalon which if you belong to you have automatic proficiency with said weapons. Due to reasons of space I won’t go over them all, but will cover a few of the more interesting or involved ones:</p><p></p><p><img src="https://i.imgur.com/IMyTeeb.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><img src="https://i.imgur.com/XgFRFh6.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>The Pick is really good: it does slightly-than-better average damage than a longsword but can switch between two damage types, which is a nifty way of getting around some resistances and immunities. The Crook Blade is basically a longsword you can two-weapon fight with, and the Lajang is basically a polearm you can wield in one hand so you don’t have to choose between superior reach or a shield; its thrown property requires a 16 Strength or higher and is treated as a spear when used this way, so it’s of better use in melee. Unless you count unarmed strikes by monks, the Weighted Sash is the only finesseable bludgeoning weapon in a game that allows this book and the official rules. The garrote, predictably, requires one to grapple the target but starts to automatically suffocate the wearer if the grapple is successful. Sadly it’s not finesseable so a Rogue can’t combo it with Sneak Attack, but when used on low-Constitution creatures the suffocation can be a great way to bypass hit points in order to knock them out or kill them. A lasso already grapples a target as part of its attack, making that aspect of the Ropemaster feat referencing it for grapples rather superfluous.</p><p></p><p>The Belcher is basically a gnomish container designed to spray things out in a nozzle. It has an impressive 11 different types of ammunition each with their own special effects and in some cases damage types. You have your typical “flamethrower” with Cinder ammunition, gas which can knock people unconscious on a failed Constitution save, foam that can restrain targets and put out fires, pepper that can incapacitate, and so on. The only downside is that the tank explodes on an attack roll of a natural 1, but it can be fixed by a gnome with tinker’s tools during a short rest. The Blunderbuss firearms are our other gnometech weapons, which like so many other DnD designers have misfire properties on a natural 1. When this occurs, a d10 table of mishaps is rolled, from the ammo being wasted to getting stunned and damaged by the kickback. As for the five new elven arrow types, we have a good variety, such as blunt arrows (deal bludgeoning damage, x2 damage to objects), leaf (increase damage die of the bow they’re shot from by one step), and singing (produce a screech that can be heard up to 1 mile away, or filled with oil and deals +1d6 fire damage). The sabre’s basically a finessable longsword, while throwing blades are basically finesseable handaxes.</p><p></p><p><em>Thoughts:</em> When it comes to new weapons the kender get the lion’s share with 9 new types, with dwarves and minotaurs tied in second place with 4 each. Gnomes have 3, and elves the least with 2. When it comes to human cultures, the mariners, Khalkist, and Khurish groups are tied at 4 each, with Ice Folk at 3 and Abanasinian at 2. The dwarven bonus weapons are types that also double as tools, such as Pry Bars that basically double as crowbars and Gappers which are iron bars that can connect to others of their type to form makeshift bridges. The gnome items pack a punch but are risky to use and impractical, while the minotaur weapons often have double features or built-in contingencies. Such as the forpann being a reach trident with a net connected to the end, or the Mandoll being a gauntleted dagger that is impossible to disarm. The kender are similar in that many of their weapons are meant to be two-in-one, like a poppak which is a haft with a detachable serrated shortsword, or a sithak which is a shortbow with two miniature scythes on the end to allow it to be used in both melee and ranged. I like how all of the racial weapons are tightly themed to reflect their cultural fighting styles and practicalities.</p><p></p><p>That being said, these new weapons vary widely in overall usefulness and balance. The Death’s Tooth Kala is basically a dagger without the thrown or finesse properties and is pretty much inferior, the belaying pin is a reflavored club, gnomish firearms are too unreliable, short-range, and expensive to edge out over bows and crossbows, and there’s little reason to use a pellet bow over a shortbow unless the enemy you’re fighting is resistant or immune to piercing damage. You’re much better off using Elven arrows with the Blunt property.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/FGrqgDl.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p> <p style="text-align: center"><strong>Chapter 5: Pantheon of Krynn</strong></p><p></p><p>This chapter details the divine powers who watch over the Dragonlance cosmos. Unlike Shadow of the Dragon Queen, Tasslehoff’s Pouches uses the traditional alignments for the gods as written in prior Editions. Each deity where appropriate is given an alignment, provinces reflecting their areas of influence, domains, symbols, aspects representing the mortal forms they take when visiting other planes, and their holy days. Barring a few exceptions, most deities have 2 domains, some 3, and only a few highly-specialized ones grant only one domain. The three moon gods, the High God, and Chaos are the only deities who don’t grant divine spellcasting to clerics. In the moon gods’ case their worshipers are the Wizards of High Sorcery, who don’t need to worship the moons to get their spells but choosing to honor them by joining one of the Orders ties their power to the phases of their patron moon.</p><p></p><p>The Gods of Light represent various values associated with positive emotions and actions, and are overall more united in working with each other than the Gods of Darkness. They include Paladine (Bahamut equivalent, patron of metallic dragons, is all about redemption and inspiring others), Branchala (uplifting others through the power of joy and music), Habakkuk (phoenix-like deity representing the natural cycle who is associated with the sea), Kiri-Jolith (unity and brotherhood, honorable warrior type), Majere (ascetic self-improvement, most popular among monks), Mishakal (mercy and healing, caretaker of the weak and suffering), and Solinari (moon god leader of the Order of White Robes). Most of them have at least one worthwhile domain, with only Paladine (Peace) and Mishakal (Twilight) having domains that are considered outright overpowered by many gamers. Kiri-Jolith is the only one who has only one domain, which is War.</p><p></p><p>The Gods of Balance encapsulate forces that are more cosmic in nature than the other pantheons, representing universal concepts more than moral stances or ideological goals. They include Gilean (encourages knowledge in all its forms), Chislev (nature deity in tune with all life and lands on Krynn), Reorx (god of creation who is popularly worshiped as a forge-deity), Shinare (holds sway over industry, commerce, contracts, and favors fairness and impartiality in all dealings), Sirrion (multi-faceted deity of transformation, represents various concepts from alchemy to fire to passion), Zivilyn (deity of wisdom and insight, serves as a “common sense” buddy to Gilean’s book-learning and serves as counsel to other deities), and Lunitari (moon goddess leader of the Order of Red Robes). In terms of domains, a good amount of them overlap in having Knowledge (Gilean, Shinari, and Zivilyn), but otherwise the rest of the domains are unique to particular deities. Many of their domains make sense, such as Chislev having Nature, Reorx having Forge, and Sirrion having Freedom and Light. Only Zivilyn has one domain, Knowledge, and since two others in his own pantheon have that this makes him rather lackluster in giving anything truly unique to Cleric PCs. Once again, the pantheon’s leader Gilean has the overpowered Peace domain, and Chislev has the also-overpowered Twilight.</p><p></p><p>The Gods of Darkness are selfish, cruel deities who are only united in the desire to attain more power by bringing others down or to their subservience. Where they differ is based on what tactics they use to make the world a bad enough place that people would become desperate enough to even think of worshiping them. They include Takhisis (Tiamat equivalent, patron of evil dragons and favors tyranny and oppression in all its forms), Chemosh (Reaper-like god of murder, death, and the undead), Hiddukel (patron of greed, lies, and theft), Morgion (evil nature god of disease, famine, poison, vermin, and decay in general), Sargonnas (revenge, war, wrath and conquest), Zeboim (evil sea goddess of storms, jealousy, and spite), and Nuitari (moon god leader of the Order of Black Robes). When it comes to their domains, Takhisis is the proud holder of the Adjudication domain but also Order and Trickery, making her a rather socially-inclined goddess. Chemosh has the Death and Grave domains as befits his mantle, and Sargonnas is like Kiri-Jolith in only having the War domain. The evil pantheon is rather heavily loaded up on single-domain deities in general: Hiddukel has Trickery, and Morgion has Grave. Since Chemosh also has Grave and Takhisis has Trickery, Hiddukel and Morgion both suffer in being upshone by the more versatile deities. Zeboim has both the Freedom and Tempest domains.</p><p></p><p>The three divine powers who exist outside these pantheons include Chaos (embodiment of nonexistence and seeks to undo the world), the High God (distant god who created existence out of Chaos and tasked the other Gods with managing this new reality) and Mina (the only mortal ascended to godhood in Krynn’s history, a former warlord of Takhisis during the War of Souls of the Fifth Age who forsook her goddess and ascended to become a patron of the hopeless and those who lost everything). Mina is the only one who grants a domain, Twilight to be precise, and her alignment is listed as “Neutral Good or Neutral Evil.” For someone who embodies loss, it sounds like she got a rather good deal in both godhood and an overpowered domain!</p><p></p><p><em>Thoughts:</em> A lot of the details covered here are nothing new to those who read prior Editions, but I am glad to see them consolidated in one book. Granting them domains is a big set-up from Shadow of the Dragon Queen which didn’t even bother, and I do like how they included Mina even if she’s a new addition from a rather contentious plotline. I do wish that the evil gods got more diversity in domain types. As they stand, only Takhisis and Zeboim have any real slew of choices to make them feel different. I’m aware that Death and Grave are distinct, but they still fill the same conceptual elements.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/yIh2rBq.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p> <p style="text-align: center"><strong>Chapter 6: Ambient Magic of Krynn</strong></p><p></p><p>This very short chapter talks about the new forms of magic that came into Krynn during the Fifth Age: primal sorcery and mysticism. Primal Sorcery is the ambient arcane magic of the world, whereas High Sorcery is a more refined version channeled through the three Moons. Primal Sorcery rapidly spread throughout Krynn upon the accidental breaking of the Graygem of Gargath, unleashing Chaos into the world along with the sudden empowerment of countless newfound sorcerers. Although primal sorcery is less scholarly than High Sorcery (or wizardry), an Academy of Sorcery was set up that managed to separate Primal Sorcery into distinct disciplines. Said disciplines are akin to schools of magic, but are primarily concerned with different elemental types (Cryomancy, Electromancy, Hydromancy, etc) along with some non-elemental fields such as Divination and Summoning.</p><p></p><p>As for mysticism, it is the magic of life itself, shaped and strengthened by an individual’s heart and soul. It is a form of divine magic, where the power doesn’t come from faith in the divinities but faith in oneself. Mystics typically awaken to their powers in a personal state of self-awareness brought on through intense introspection known as the Spark of Life. An academy studying mysticism, the Citadel of Light, was set up on the Isle of Schallsea. Like the Academy of Sorcery, the Power of the Heart is classified into related spheres of influence such as Alteration, Healing, Mentalism (telepathy and mind-affecting magic), Necromancy, and the like.</p><p></p><p>When Takhisis stole the world after the Chaos War, traditional forms of magic such as clericism and wizardry ceased to function, making her the only deity who could grant spells. But the rising of primal sorcery and mysticism quickly put a stop to this monopoly, allowing others to challenge her power. Although the rest of the pantheon has returned, the fact that mortals can now access magic without the aid of the gods has dubbed this new era of Krynn the Age of Mortals.</p><p></p><p>For the purposes of game mechanics, the book doesn’t present any new house rules or the like: a lot of what already exists in 5th Edition can already be used to represent primal sorcery and mysticism. Bards and Sorcerers are natural shoe-ins for primal sorcerers, and Clerics, Druids, Paladins, and Rangers can become mystics untied to a patron deity. Certain subclasses that are technically nonmagical but have obvious supernatural influences, such as the Ancestral Guardian Barbarian or Way of Shadow Monk, can be similarly reflavored to be drawing upon some kind of primal sorcery, mysticism, or that of a patron deity. Cach official subclass has its own suggested spheres/gods. Artificer is the odd class out, as it’s described as being closer to science replicating magical effects and is appropriate for tinker gnomes.</p><p></p><p><em>Thoughts:</em> One part of me feels that this chapter is superfluous, in that when it first came out during the 2nd Edition/SAGA Edition era the primal sorcery and mysticism were radical changes to Dragonlance’s magic system. Now they easily fit into 5th Edition like a glove. But with that said, I do like how the book expands on it a bit for campaigns set during the Age of Mortals, explaining that not only are there Bards, Sorcerers, and the like on Krynn, it gives them explanations of how they can fit into the world and suggestions for how even non-Vancian supernatural archetypes can be wielding a form of magic. Overall, a good read.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/sGDD45c.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p> <p style="text-align: center"><strong>Chapter 7: Magic Items</strong></p><p></p><p>This short chapter provides 12 new magic items, 4 of which are types of Dragonlances, and all of which are iconic items from earlier adventures and sourcebooks. We have the Blue Crystal Staff (holy artifact of Mishakal, can spend charges to cast a variety of spells but especially healing ones, once per day can grant immunity to a specific elemental energy type plus poison to those within a 30 foot radius), the Brightblade (Sturm’s ancestral sword forged in the Age of Dreams, is a +2 longsword that grants advantage on Persuasion checks, +1d6 radiant damage on successful hits, can cast Protection From Evil and Good once per day, and will shatter if used in the hands of a creature with evil or dishonorable intent), Dagger of Magius (+2 dagger that can’t be detected by mundane or magical searches on the attuned wielder’s person), Frostreaver (+1 greataxe that becomes +2 in cold environments), Glasses of the Arcanist (allow the wearer to read any written words they can see), Medallion of Faith (universal spellcasting focus for people who receive spells from their gods, can be used to create other medallions for different gods, trying to forcibly remove it from the wearer deals 2d6 damage to the would-be remover), Rabbitslayer (+2 dagger that returns to its attuned wielder within 1d20 hours if it’s ever lost), Solamnic Plate Armor (matching set of +1 plate mail and +1 shield, designed to be wielded by a specific Knight of Solamnia who attin the rank of Lord, only requires Strength 13 to wear the armor and anyone else who wears them suffers penalties as though they aren’t proficient with it), and the Staff of Magius (+2 quarterstaff that also grants the bonus to AC, saves, and spell attack rolls, is more powerful in the hands of someone who passed a Test of High Sorcery, whenever it’s used by a wizard of 6th level or higher can generate a randomly-determined spell which can be “mastered” to be used purposefully from then on out via an Arcana check).</p><p></p><p>The four Dragonlances are split between Footman and Aerial versions, and Lesser (+2 weapon) and Greater (+3 weapon) versions between those. All of them are artifacts in rarity, and their base weapon damage ranges from 2d12 (Lesser Footman’s) to 3d10 (Greater Aerial). Dragonlances must be forged with one of two artifacts: the Hammer of Kharas or the Silver Arm of Ergoth, neither of which are detailed in this book but that’s fine for they are more or less MacGuffins primarily used by NPCs. If one artifact is used, only Lesser Dragonlances can be created, but if both are used then Greater versions can be made. What all Dragonlances share in common is that they are magical lances that have the Dragonbane property, where they grant advantage on attacks made against evil dragons along with doubling the enhancement bonus of the weapon against that same type of enemy. Successful hits deal bonus radiant damage which is double the damage die of the base weapon, and critical hits cause the dragon to suffer disadvantage on all attack rolls against the wielder for 1 minute but they can make a new Wisdom save each round to end the effect early.</p><p></p><p>In contrast to the Dragonlance properties in Shadow of the Dragon Queen, these ones deal a lot more damage but aren’t really designed for “team players.” The official adventure had Dragonlances allow any Dragon of the wielder’s choice within 30 feet (typically the one upon which they’re riding) to spend its reaction to make a melee attack. By contrast, the Dragonlances of this book go even further on damaging and debuffing enemy dragons. It’s hard to say which one I’d prefer using; right now I’m leading towards the SotDQ one.</p><p></p><p><em>Thoughts:</em> The magic items are all faithful conversions of their counterparts from prior Editions. There’s a heavy focus on weapons, with only 3 out of 12 being non-staves or non-weapons. Most of them have neat features that aren’t too unbalancing, and as a few are tied into the world’s history or are intended to be given during a moment of character development, they serve as nice quest rewards. The Dragonlances are quite powerful and can really wear down evil dragons, particularly when used by a martial character with additional attacks. A smiting Paladin or action surging Fighter can really weaken even adult dragons with these weapons. But as that’s more or less their purpose in the campaign (in 3rd Edition they dealt Constitution damage or drain) I can’t really complain about them being too powerful in this regard: getting into melee with dragons is a risk all its own!</p><p></p><p>The only one which can cause big balance problems is the Blue Crystal Staff. That Staff can cast up to 7th level Cleric spells, most notably Resurrection, and really increases the healing capabilities of a party that has it. But in the original Dragonlance adventures it was given to the party Cleric who couldn’t case spells yet, as it was more or less meant to solve the metaplot function of “we want the return of the true gods to be caused by completing a quest, but our party still needs a healer” dilemma.</p><p></p><p><strong>Thoughts So Far:</strong> While individually brief, I like what each of these chapters gives us. I do think that the weapons could use some reworking for balance purposes, the feats were vague in a few places, and some deities need either more or unique domains to make them stand out, but those are the bulk of my criticisms. I’m really happy to see the magic items from prior adventures making a comeback.</p><p></p><p><strong>Join us next time as we finish up this book with a bestiary, timeline, and atlas of Ansalon!</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 9188166, member: 6750502"] [CENTER][IMG]https://i.imgur.com/AMidGdN.png[/IMG] [B]Chapter 3: Background & Feats[/B][/CENTER] We’re halfway through the book, and most of the following chapters are significantly shorter. To start off with, Backgrounds and Feats are self-explanatory, rounding out the character-building chapters. First up, the Backgrounds. [B]Ambassador[/B] means that you’re a dignitary representing the interests of your home kingdom or region while in foreign lands. They’re proficient in Insight, Persuasion, one gaming set, one language, and have noble-like starting equipment. Their Feature makes them intimately familiar with the culture and history of the area in which they have an embassy, and said embassy can serve as a safe haven for them and their allies. [B]Guild Thief[/B] represents a criminal of the more organized variety. They are proficient in their choice of two skills from Acrobatics, Deception, Sleight of Hand, or Stealth, and are also proficient in thieves’ tools and Thieves’ Cant. Their bonus equipment is similar to that of the Criminal background but more useful in including a set of thieves’ tools. They have the Criminal Contact feature of the Criminal background. [B]Handler[/B] represents those who grew up in kender society, being someone who collects various interesting items on their travels while absentmindedly forgetting where they first obtained most of them. They are proficient in Sleight of Hand, Stealth, thieves’ tools, one language, and their bonus equipment is a mixture of traveler and rogue style stuff. They have a d10 Handler Specialty representing one occupation in which kender hold in high regard (explorer, actor, freedom fighter, etc) and their other Feature lets them treat local jails as places they can safely rest up at when arrested. [B]Outcast[/B] represents people who have been cast out from their home culture, having to learn to live on their own. They’re proficient in Deception Survival, one set of tools, one language, and their bonus equipment is traveler-related stuff such as a hunting trap and tent. Their feature makes them look obviously like an outsider in civilized settlements, which can provoke curiosity and hospitality in others by leveraging stories and tales of “far-off lands.” [B]Sikk’et Hul Operative[/B] represents skilled agents sent out into the wider world to advance the interests of the goblinoid nation. Such things can include safeguarding trade routes, liberating oppressed peoples, and recovering ancient artifacts. They are proficient in two skills of their choice from Athletics, Perception, Stealth, or Survival, are proficient in one set of tools, the Goblin language or one bonus language if they already know it, and their equipment hews close to the dungeon-delver side with things such as caltrops and a grappling hook. Their feature lets them know where to find safe houses in nearly every part of Ansalon to provide shelter, food, and drink for themselves and their allies. [I]Thoughts:[/I] Quite a bit of these backgrounds feel quite similar to existing ones in the official rules, albeit with a skill, feature, and/or piece of equipment swapped out. The Ambassador is like the Noble but with Insight instead of History and swaps out the “commoners treat you well” feature with having a kind of safe house. Outcast is a pretty social “wilderness explorer” background, whose Feature is more suited towards civilization than wilderness survival. The Handler and Sikk’et Hul Operative are distinct enough to be their own features, being just different enough to be worthwhile choices on their own. The Guild Thief stands out to me: its addition of Thieves’ Cant is interesting, as like Druidic it’s a class-specific language. While it does break with convention for a background, as it’s more feasible in fantasy to be a criminal but of a non-Rogue class than a druid with a non-druid class, I can understand the reasoning. Personally I’m fine with it, as this can give the party a secret language to speak among each other without them all being Rogues, but I can see other gaming groups differing on this. Now we cover the feats. [B]Caramon’s Fist[/B] is named after Caramon Majere’s mighty strength even when he’s unarmed. Your unarmed attacks threaten a critical on 19-20, and when you score a critical hit (not just with unarmed attacks) the target is knocked prone and has disadvantage on their next attack if they fail a Constitution save and aren’t more than one size category larger than the feat-user. On a successful save they’re still knocked prone. [I]Thoughts:[/I] Given that this doesn’t increase unarmed damage like Tavern Brawler does, the increased critical threat range is only really useful for Monks and others who have good unarmed damage dice. Making it so that crits have a chance at inflicting 1-2 debuffs is pretty good when taken in a vacuum, but as this only occurs 5 to 10% per roll it will rarely see use in play. This makes the feat rather lackluster. [B]Dark Heart[/B] makes one very good at concealing their true intentions. It grants +1 Charisma and Insight checks made against the feat-taker have disadvantage. [I]Thoughts:[/I] This is a very situational feat, only being of use for a character who not only talks a lot, but defaults to trickery in social situations. Disadvantage on Insight checks amounts to an effective -5 penalty. There aren’t a lot of non-combat feats out there so it’s hard to do comparative analysis, but given the large amount of magical lie-detectors in 5e this feat isn’t very good. Now if it could fool things such as Zone of Truth, that may be worthwhile for social-heavy campaigns, but it would still be lackluster. [B]Gambler[/B] makes one able to hedge their bets on any risky behavior. It grants +1 to a mental ability score of choice, proficiency in one gaming set, and prior to rolling an attack, ability check, or saving throw can roll an unmodified d20. On a 10 or higher they get advantage on the upcoming roll, but 9 or lower they get disadvantage. [I]Thoughts:[/I] Getting advantage through this feat is a 55% chance, so the odds are slightly in the feat-taker’s favor. Although it isn’t limited in use, I do feel that the Lucky feat is better: someone with Gambler is likely to use it for rolls that really matter, and Lucky is limited in use but has no risk of downsides when using. [B]Kit’s Grin[/B] represents those who fall back on their natural charm to get out of bad situations. It grants +1 Charisma and advantage on saving throws vs the charmed and frightened conditions. [I]Thoughts:[/I] Gaining advantage on two very common condition types may seem worthwhile, but as we demonstrated earlier in this book there’s already quite a bit of ways to get advantage on one or both types. Not to mention that Heroism, a 1st-level spell, outright grants immunity to frightened. It’s honestly hard to recommend this with all the other ways to get such benefits in 5th Edition. [B]Soth’s Darkness[/B] infuses the character with the same dark energies that consumed Lord Soth, and unlike other feats has a prerequisite of Intelligence or Wisdom of 13 or greater. It grants the feat-taker knowledge of a 1st level spell that inflicts necrotic damage that they can cast once per long rest or fuel via spell slots. They can also see normally in magical and non-magical darkness up to 30 feet. [I]Thoughts:[/I] There’s a Warlock invocation, Devil’s Sight, that grants the same effect as this feat’s latter ability but goes up to 120 feet. There’s a feat called Eldritch Adept that grants you knowledge of one Warlock invocation, but has a prerequisite where you must have the Spellcasting or Pact Magic feature. As most people who would take this kind of feat are likely going to be spellcasters of some kind, 120 foot super-darkvision feels like a better deal than having a quarter of that but with one bonus damaging necromancy spell. [B]Tanis’ Wise Words[/B] represents someone who seems to always have the right thing to say to put others at ease. The feat grants +1 Charisma, the feat-taker can gain advantage on a Charisma check that targets one specific creature once per long rest, and they gain permanent immunity to the Charmed condition. [I]Thoughts:[/I] Well now, this is actually a good social feat! Immunity to a common condition, and the ability to get a one-time advantage on a Charisma check is pretty nifty. Whilst Friends cantrip is unlimited use, that only works on non-hostile targets and comes with a downside of making them hostile later. Tanis’ Wise Words works for Charisma checks in general, so you can also use it for something like Intimidating an enemy. [B]Rope Trickster[/B] grants one amazing expertise with whips, ropes, and lassos. It grants proficiency with whips, whips wielded by the feat-taker have the light property, they can grapple someone up to 10 feet away with said items as an action, they can also disarm or trip a target up to 10 feet away if the target fails a Strength or Dexterity save (their choice), and using the equipment mentioned halves the difficult terrain penalty while climbing (2 feet rather than 4 feet per foot). [I]Thoughts:[/I] The whip is one of the consistently least-used weapons in 5th Edition if online polling is accurate. Granting the ability to disarm, grapple, and trip with whips as a reach weapon can make them pretty useful for certain builds. The downside is that the grapple specifies an action, and the disarm and trip don’t mention if they too cost an entire action or if they’re special attacks like grappling and shoving are in the default rules. Some clarification is necessary on this point, for if it’s ruled as the latter they can substitute one of their attacks with the Attack action this way. [B]Sturdy[/B] represents someone who is sure-footed and hard to move. As long as they’re not incapacitated they can’t be involuntarily moved by any creature up to one size category larger, have advantage on saves against being knocked prone, and can spend a reaction when knocked prone to stand up. I’m unsure whether this last effect costs any movement, as that’s not specified. [I]Thoughts:[/I] While I presume that the immunity to involuntary movement is meant to be in regards to physical exertion, a liberal reading of the rules can see one apply it to magical forced movement such as Gust of Wind or Telekinesis. It’s a rather situational ability, as there aren’t a lot of monsters inclined to shove or trip as a primary tactic, and overall the prone condition is easy to recover from by default. [CENTER][IMG]https://i.imgur.com/8yGRksO.png[/IMG] [B]Chapter 4: Cultural Weapons & Equipment[/B][/CENTER] This chapter provides us with 40 new weapons and 5 new arrow ammunition types. The chapter’s title is a bit of a misnomer, as the only contents within are weapons and nothing else. The weapons are still grouped into simple and martial categories, but each is associated with a certain race or culture on Ansalon which if you belong to you have automatic proficiency with said weapons. Due to reasons of space I won’t go over them all, but will cover a few of the more interesting or involved ones: [IMG]https://i.imgur.com/IMyTeeb.png[/IMG] [IMG]https://i.imgur.com/XgFRFh6.png[/IMG] The Pick is really good: it does slightly-than-better average damage than a longsword but can switch between two damage types, which is a nifty way of getting around some resistances and immunities. The Crook Blade is basically a longsword you can two-weapon fight with, and the Lajang is basically a polearm you can wield in one hand so you don’t have to choose between superior reach or a shield; its thrown property requires a 16 Strength or higher and is treated as a spear when used this way, so it’s of better use in melee. Unless you count unarmed strikes by monks, the Weighted Sash is the only finesseable bludgeoning weapon in a game that allows this book and the official rules. The garrote, predictably, requires one to grapple the target but starts to automatically suffocate the wearer if the grapple is successful. Sadly it’s not finesseable so a Rogue can’t combo it with Sneak Attack, but when used on low-Constitution creatures the suffocation can be a great way to bypass hit points in order to knock them out or kill them. A lasso already grapples a target as part of its attack, making that aspect of the Ropemaster feat referencing it for grapples rather superfluous. The Belcher is basically a gnomish container designed to spray things out in a nozzle. It has an impressive 11 different types of ammunition each with their own special effects and in some cases damage types. You have your typical “flamethrower” with Cinder ammunition, gas which can knock people unconscious on a failed Constitution save, foam that can restrain targets and put out fires, pepper that can incapacitate, and so on. The only downside is that the tank explodes on an attack roll of a natural 1, but it can be fixed by a gnome with tinker’s tools during a short rest. The Blunderbuss firearms are our other gnometech weapons, which like so many other DnD designers have misfire properties on a natural 1. When this occurs, a d10 table of mishaps is rolled, from the ammo being wasted to getting stunned and damaged by the kickback. As for the five new elven arrow types, we have a good variety, such as blunt arrows (deal bludgeoning damage, x2 damage to objects), leaf (increase damage die of the bow they’re shot from by one step), and singing (produce a screech that can be heard up to 1 mile away, or filled with oil and deals +1d6 fire damage). The sabre’s basically a finessable longsword, while throwing blades are basically finesseable handaxes. [I]Thoughts:[/I] When it comes to new weapons the kender get the lion’s share with 9 new types, with dwarves and minotaurs tied in second place with 4 each. Gnomes have 3, and elves the least with 2. When it comes to human cultures, the mariners, Khalkist, and Khurish groups are tied at 4 each, with Ice Folk at 3 and Abanasinian at 2. The dwarven bonus weapons are types that also double as tools, such as Pry Bars that basically double as crowbars and Gappers which are iron bars that can connect to others of their type to form makeshift bridges. The gnome items pack a punch but are risky to use and impractical, while the minotaur weapons often have double features or built-in contingencies. Such as the forpann being a reach trident with a net connected to the end, or the Mandoll being a gauntleted dagger that is impossible to disarm. The kender are similar in that many of their weapons are meant to be two-in-one, like a poppak which is a haft with a detachable serrated shortsword, or a sithak which is a shortbow with two miniature scythes on the end to allow it to be used in both melee and ranged. I like how all of the racial weapons are tightly themed to reflect their cultural fighting styles and practicalities. That being said, these new weapons vary widely in overall usefulness and balance. The Death’s Tooth Kala is basically a dagger without the thrown or finesse properties and is pretty much inferior, the belaying pin is a reflavored club, gnomish firearms are too unreliable, short-range, and expensive to edge out over bows and crossbows, and there’s little reason to use a pellet bow over a shortbow unless the enemy you’re fighting is resistant or immune to piercing damage. You’re much better off using Elven arrows with the Blunt property. [CENTER][IMG]https://i.imgur.com/FGrqgDl.png[/IMG] [B]Chapter 5: Pantheon of Krynn[/B][/CENTER] This chapter details the divine powers who watch over the Dragonlance cosmos. Unlike Shadow of the Dragon Queen, Tasslehoff’s Pouches uses the traditional alignments for the gods as written in prior Editions. Each deity where appropriate is given an alignment, provinces reflecting their areas of influence, domains, symbols, aspects representing the mortal forms they take when visiting other planes, and their holy days. Barring a few exceptions, most deities have 2 domains, some 3, and only a few highly-specialized ones grant only one domain. The three moon gods, the High God, and Chaos are the only deities who don’t grant divine spellcasting to clerics. In the moon gods’ case their worshipers are the Wizards of High Sorcery, who don’t need to worship the moons to get their spells but choosing to honor them by joining one of the Orders ties their power to the phases of their patron moon. The Gods of Light represent various values associated with positive emotions and actions, and are overall more united in working with each other than the Gods of Darkness. They include Paladine (Bahamut equivalent, patron of metallic dragons, is all about redemption and inspiring others), Branchala (uplifting others through the power of joy and music), Habakkuk (phoenix-like deity representing the natural cycle who is associated with the sea), Kiri-Jolith (unity and brotherhood, honorable warrior type), Majere (ascetic self-improvement, most popular among monks), Mishakal (mercy and healing, caretaker of the weak and suffering), and Solinari (moon god leader of the Order of White Robes). Most of them have at least one worthwhile domain, with only Paladine (Peace) and Mishakal (Twilight) having domains that are considered outright overpowered by many gamers. Kiri-Jolith is the only one who has only one domain, which is War. The Gods of Balance encapsulate forces that are more cosmic in nature than the other pantheons, representing universal concepts more than moral stances or ideological goals. They include Gilean (encourages knowledge in all its forms), Chislev (nature deity in tune with all life and lands on Krynn), Reorx (god of creation who is popularly worshiped as a forge-deity), Shinare (holds sway over industry, commerce, contracts, and favors fairness and impartiality in all dealings), Sirrion (multi-faceted deity of transformation, represents various concepts from alchemy to fire to passion), Zivilyn (deity of wisdom and insight, serves as a “common sense” buddy to Gilean’s book-learning and serves as counsel to other deities), and Lunitari (moon goddess leader of the Order of Red Robes). In terms of domains, a good amount of them overlap in having Knowledge (Gilean, Shinari, and Zivilyn), but otherwise the rest of the domains are unique to particular deities. Many of their domains make sense, such as Chislev having Nature, Reorx having Forge, and Sirrion having Freedom and Light. Only Zivilyn has one domain, Knowledge, and since two others in his own pantheon have that this makes him rather lackluster in giving anything truly unique to Cleric PCs. Once again, the pantheon’s leader Gilean has the overpowered Peace domain, and Chislev has the also-overpowered Twilight. The Gods of Darkness are selfish, cruel deities who are only united in the desire to attain more power by bringing others down or to their subservience. Where they differ is based on what tactics they use to make the world a bad enough place that people would become desperate enough to even think of worshiping them. They include Takhisis (Tiamat equivalent, patron of evil dragons and favors tyranny and oppression in all its forms), Chemosh (Reaper-like god of murder, death, and the undead), Hiddukel (patron of greed, lies, and theft), Morgion (evil nature god of disease, famine, poison, vermin, and decay in general), Sargonnas (revenge, war, wrath and conquest), Zeboim (evil sea goddess of storms, jealousy, and spite), and Nuitari (moon god leader of the Order of Black Robes). When it comes to their domains, Takhisis is the proud holder of the Adjudication domain but also Order and Trickery, making her a rather socially-inclined goddess. Chemosh has the Death and Grave domains as befits his mantle, and Sargonnas is like Kiri-Jolith in only having the War domain. The evil pantheon is rather heavily loaded up on single-domain deities in general: Hiddukel has Trickery, and Morgion has Grave. Since Chemosh also has Grave and Takhisis has Trickery, Hiddukel and Morgion both suffer in being upshone by the more versatile deities. Zeboim has both the Freedom and Tempest domains. The three divine powers who exist outside these pantheons include Chaos (embodiment of nonexistence and seeks to undo the world), the High God (distant god who created existence out of Chaos and tasked the other Gods with managing this new reality) and Mina (the only mortal ascended to godhood in Krynn’s history, a former warlord of Takhisis during the War of Souls of the Fifth Age who forsook her goddess and ascended to become a patron of the hopeless and those who lost everything). Mina is the only one who grants a domain, Twilight to be precise, and her alignment is listed as “Neutral Good or Neutral Evil.” For someone who embodies loss, it sounds like she got a rather good deal in both godhood and an overpowered domain! [I]Thoughts:[/I] A lot of the details covered here are nothing new to those who read prior Editions, but I am glad to see them consolidated in one book. Granting them domains is a big set-up from Shadow of the Dragon Queen which didn’t even bother, and I do like how they included Mina even if she’s a new addition from a rather contentious plotline. I do wish that the evil gods got more diversity in domain types. As they stand, only Takhisis and Zeboim have any real slew of choices to make them feel different. I’m aware that Death and Grave are distinct, but they still fill the same conceptual elements. [CENTER][IMG]https://i.imgur.com/yIh2rBq.png[/IMG] [B]Chapter 6: Ambient Magic of Krynn[/B][/CENTER] This very short chapter talks about the new forms of magic that came into Krynn during the Fifth Age: primal sorcery and mysticism. Primal Sorcery is the ambient arcane magic of the world, whereas High Sorcery is a more refined version channeled through the three Moons. Primal Sorcery rapidly spread throughout Krynn upon the accidental breaking of the Graygem of Gargath, unleashing Chaos into the world along with the sudden empowerment of countless newfound sorcerers. Although primal sorcery is less scholarly than High Sorcery (or wizardry), an Academy of Sorcery was set up that managed to separate Primal Sorcery into distinct disciplines. Said disciplines are akin to schools of magic, but are primarily concerned with different elemental types (Cryomancy, Electromancy, Hydromancy, etc) along with some non-elemental fields such as Divination and Summoning. As for mysticism, it is the magic of life itself, shaped and strengthened by an individual’s heart and soul. It is a form of divine magic, where the power doesn’t come from faith in the divinities but faith in oneself. Mystics typically awaken to their powers in a personal state of self-awareness brought on through intense introspection known as the Spark of Life. An academy studying mysticism, the Citadel of Light, was set up on the Isle of Schallsea. Like the Academy of Sorcery, the Power of the Heart is classified into related spheres of influence such as Alteration, Healing, Mentalism (telepathy and mind-affecting magic), Necromancy, and the like. When Takhisis stole the world after the Chaos War, traditional forms of magic such as clericism and wizardry ceased to function, making her the only deity who could grant spells. But the rising of primal sorcery and mysticism quickly put a stop to this monopoly, allowing others to challenge her power. Although the rest of the pantheon has returned, the fact that mortals can now access magic without the aid of the gods has dubbed this new era of Krynn the Age of Mortals. For the purposes of game mechanics, the book doesn’t present any new house rules or the like: a lot of what already exists in 5th Edition can already be used to represent primal sorcery and mysticism. Bards and Sorcerers are natural shoe-ins for primal sorcerers, and Clerics, Druids, Paladins, and Rangers can become mystics untied to a patron deity. Certain subclasses that are technically nonmagical but have obvious supernatural influences, such as the Ancestral Guardian Barbarian or Way of Shadow Monk, can be similarly reflavored to be drawing upon some kind of primal sorcery, mysticism, or that of a patron deity. Cach official subclass has its own suggested spheres/gods. Artificer is the odd class out, as it’s described as being closer to science replicating magical effects and is appropriate for tinker gnomes. [I]Thoughts:[/I] One part of me feels that this chapter is superfluous, in that when it first came out during the 2nd Edition/SAGA Edition era the primal sorcery and mysticism were radical changes to Dragonlance’s magic system. Now they easily fit into 5th Edition like a glove. But with that said, I do like how the book expands on it a bit for campaigns set during the Age of Mortals, explaining that not only are there Bards, Sorcerers, and the like on Krynn, it gives them explanations of how they can fit into the world and suggestions for how even non-Vancian supernatural archetypes can be wielding a form of magic. Overall, a good read. [CENTER][IMG]https://i.imgur.com/sGDD45c.png[/IMG] [B]Chapter 7: Magic Items[/B][/CENTER] This short chapter provides 12 new magic items, 4 of which are types of Dragonlances, and all of which are iconic items from earlier adventures and sourcebooks. We have the Blue Crystal Staff (holy artifact of Mishakal, can spend charges to cast a variety of spells but especially healing ones, once per day can grant immunity to a specific elemental energy type plus poison to those within a 30 foot radius), the Brightblade (Sturm’s ancestral sword forged in the Age of Dreams, is a +2 longsword that grants advantage on Persuasion checks, +1d6 radiant damage on successful hits, can cast Protection From Evil and Good once per day, and will shatter if used in the hands of a creature with evil or dishonorable intent), Dagger of Magius (+2 dagger that can’t be detected by mundane or magical searches on the attuned wielder’s person), Frostreaver (+1 greataxe that becomes +2 in cold environments), Glasses of the Arcanist (allow the wearer to read any written words they can see), Medallion of Faith (universal spellcasting focus for people who receive spells from their gods, can be used to create other medallions for different gods, trying to forcibly remove it from the wearer deals 2d6 damage to the would-be remover), Rabbitslayer (+2 dagger that returns to its attuned wielder within 1d20 hours if it’s ever lost), Solamnic Plate Armor (matching set of +1 plate mail and +1 shield, designed to be wielded by a specific Knight of Solamnia who attin the rank of Lord, only requires Strength 13 to wear the armor and anyone else who wears them suffers penalties as though they aren’t proficient with it), and the Staff of Magius (+2 quarterstaff that also grants the bonus to AC, saves, and spell attack rolls, is more powerful in the hands of someone who passed a Test of High Sorcery, whenever it’s used by a wizard of 6th level or higher can generate a randomly-determined spell which can be “mastered” to be used purposefully from then on out via an Arcana check). The four Dragonlances are split between Footman and Aerial versions, and Lesser (+2 weapon) and Greater (+3 weapon) versions between those. All of them are artifacts in rarity, and their base weapon damage ranges from 2d12 (Lesser Footman’s) to 3d10 (Greater Aerial). Dragonlances must be forged with one of two artifacts: the Hammer of Kharas or the Silver Arm of Ergoth, neither of which are detailed in this book but that’s fine for they are more or less MacGuffins primarily used by NPCs. If one artifact is used, only Lesser Dragonlances can be created, but if both are used then Greater versions can be made. What all Dragonlances share in common is that they are magical lances that have the Dragonbane property, where they grant advantage on attacks made against evil dragons along with doubling the enhancement bonus of the weapon against that same type of enemy. Successful hits deal bonus radiant damage which is double the damage die of the base weapon, and critical hits cause the dragon to suffer disadvantage on all attack rolls against the wielder for 1 minute but they can make a new Wisdom save each round to end the effect early. In contrast to the Dragonlance properties in Shadow of the Dragon Queen, these ones deal a lot more damage but aren’t really designed for “team players.” The official adventure had Dragonlances allow any Dragon of the wielder’s choice within 30 feet (typically the one upon which they’re riding) to spend its reaction to make a melee attack. By contrast, the Dragonlances of this book go even further on damaging and debuffing enemy dragons. It’s hard to say which one I’d prefer using; right now I’m leading towards the SotDQ one. [I]Thoughts:[/I] The magic items are all faithful conversions of their counterparts from prior Editions. There’s a heavy focus on weapons, with only 3 out of 12 being non-staves or non-weapons. Most of them have neat features that aren’t too unbalancing, and as a few are tied into the world’s history or are intended to be given during a moment of character development, they serve as nice quest rewards. The Dragonlances are quite powerful and can really wear down evil dragons, particularly when used by a martial character with additional attacks. A smiting Paladin or action surging Fighter can really weaken even adult dragons with these weapons. But as that’s more or less their purpose in the campaign (in 3rd Edition they dealt Constitution damage or drain) I can’t really complain about them being too powerful in this regard: getting into melee with dragons is a risk all its own! The only one which can cause big balance problems is the Blue Crystal Staff. That Staff can cast up to 7th level Cleric spells, most notably Resurrection, and really increases the healing capabilities of a party that has it. But in the original Dragonlance adventures it was given to the party Cleric who couldn’t case spells yet, as it was more or less meant to solve the metaplot function of “we want the return of the true gods to be caused by completing a quest, but our party still needs a healer” dilemma. [B]Thoughts So Far:[/B] While individually brief, I like what each of these chapters gives us. I do think that the weapons could use some reworking for balance purposes, the feats were vague in a few places, and some deities need either more or unique domains to make them stand out, but those are the bulk of my criticisms. I’m really happy to see the magic items from prior adventures making a comeback. [B]Join us next time as we finish up this book with a bestiary, timeline, and atlas of Ansalon![/B] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[Let's Read] Tasslehoff's Pouches of Everything Revised
Top