D&D 5E New Unearthed Arcana: Heroes of Krynn Revisited

WotC's Jeremy Crawford has announced a new Unearthed Arcana article today with redesigns from the prior Heroes of Krynn UA based on feedback, and in the following video he discusses that feedback and what's in the article:
  • New iteration of Kender based on feedback survey, due to mixed response. This time is a back to basics, aiming to capture 1E AD&D fearlessness, curiosity and taunting skills. Delve into their origins from Gnomes in deep history.
  • Kender are no longer fey creatures who grab objects from the Feywild
  • Tweaked Feats from prior article
  • Tweaked Backgrounds from prior article
  • Brand new rule giving a list of free Feats for ANY Background
  • Free Feat rule for Level 4 for all characters that doesn't take the ASI away, based on a curated list
  • Reveals that in the Adventure, healing magic is already back.
 

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Draconians are just a dragonborn variant and likely don't need testing since they are a sidebar in Fizban's
Where is that at? Is it not on DnDBeyond?

Alignment restricted robes were, to my admittedly limited knowledge, literally the dumbest thing about the Dragonlance setting. The mistake was ever having them at all.
This might be a situation where knowledge of the lore really is important.

The magic of the world is ruled by three gods of magic—one Good, one Neutral, one Evil. Those gods don‘t have clerics. Instead, the orders of wizardry are sponsored by them and with their ideals. Wizards of Krynn basically have a bit of priest in their lore.
 

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I suspect that on a sober analysis the Wizards of High Sorcery should never have had wizards in it classed as "Good" even under 1E definitions of "Good" in any significant numbers, let alone an entire order of them. Hunting down and killing people for not joining your gang is, by itself, outside the bounds of Good, as is killing people for casting too many of the "wrong" spells
yeah, I am wondering about that.

Imagine I made a guild/coven/alliance that was 'good' and they insist that anyone that used the same power source but didn't swear loyalty to them was
'bad/wrong' I am pretty sure that I would be told they are NOT good.
 

Hunting down and killing people for not joining your gang is, by itself, outside the bounds of Good, as is killing people for casting too many of the "wrong" spells.
Something something monopoly of force/violence, something something regulatory body, something something police.

I don't find it beyond the realm of possibility to see an organization (that encompasses all alignments) having good members who keep rogue individuals who are potentially living breathing cannons able to raise the dead...in check and under control.
 

That's where I have it, too. And it's optional - not all campaigns use it, and not all characters.

For those times we do use it, I encourage the player to put a short statement of what the stated alignment means to that individual character - with the note that the way that character defines "good" may not match any other definition ever given...
I do the same. On the character sheet, the alignment has space for two or so sentences to describe a typical action that character does to express the alignment. Players can choose which parts of the Personality section to focus on for Inspiration rewards.
 

Oh wait, that's right: Knights of Solamnia can progress through their orders starting from Squire and all the way up to Knights of the Rose (Lore wise), correct?
Not just in lore. This is from the UA.

"MEMBERSHIP IN MULTIPLE KNIGHTLY ORDERS

Knights of Solamnia are only ever members of one of their organization’s orders. In the course of their training, most knights begin as members of the Knights of the Crown and then move on to join other orders. Whether a character follows this path or another, they retain what they learned as a member of an order even if they join another. Characters can change what knightly order they’re a part of, but they always have access to any Knight of Solamnia feats they’ve acquired."

That says to me that you can spend feats you acquire to proceed from one order to the next and you keep it all.
 


Not just in lore. This is from the UA.

"MEMBERSHIP IN MULTIPLE KNIGHTLY ORDERS

Knights of Solamnia are only ever members of one of their organization’s orders. In the course of their training, most knights begin as members of the Knights of the Crown and then move on to join other orders. Whether a character follows this path or another, they retain what they learned as a member of an order even if they join another. Characters can change what knightly order they’re a part of, but they always have access to any Knight of Solamnia feats they’ve acquired."

That says to me that you can spend feats you acquire to proceed from one order to the next and you keep it all.
So that means that Battle Masters can get up to 20 Superiority Die after adding in all possible factors.

Marry me Heroes of Krynn Revisted UA!
 

Something something monopoly of force/violence, something something regulatory body, something something police.

I don't find it beyond the realm of possibility to see an organization (that encompasses all alignments) having good members who keep rogue individuals who are potentially living breathing cannons able to raise the dead...in check and under control.
Very few regulatory bodies, especially those maintaining a forced monopoly on power by violence, meet D&D's standards for "Good" with a capital-G. Lawful almost certainly.

I do agree that I think the WoHS could have some Good members. I don't agree than an entire 1/3rd of the order could be "Good" and go along with three different kinds of murder/ritualized killing of people who haven't actually necessarily done anything wrong besides being born with magical powers. I think it's pretty clearly a case of failure to adequately consider the moral implications of things whilst trying to paint a dramatic picture. Hardly be the first time.
 

I don't find it beyond the realm of possibility to see an organization (that encompasses all alignments) having good members who keep rogue individuals who are potentially living breathing cannons able to raise the dead...in check and under control.
I have a player who never played pre 4e. She only knows some very basics on DL and the playtest stuff. I asked her about such an organization... her answer was "great Mutant/superhuman Registration act... lots of characters came out looking good from that"
 


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