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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Yeah but they designed Strixhaven so you could drop it into any setting. And Owlin are related to the Feywild as well. Is there any race not from the Feywild anymore LMFAO?
As much as I love fey--at least the more folkloric versions (less so the happyfun aspects--and as much as I like the idea of goblinoids being from the Feywild originally, I find myself wishing they'd tie more races to the Shadowfell. The owlin would have been perfect for such a dark, gloomy place.
 

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There is no way, other than with handwaveium, that steel is worth more than gold....
It's briefly explained in the original sourcebooks that after the Cataclysm, the gold-based economy collapsed and the ability to wage war and craft weapons became paramount, so carrying the option to make weapons in your pouch became a preferred option. However, I would assume the coins are cut with something; otherwise the phrase "worth its weight in gold" becomes true for swords.

Pre-Cataclysm, the gold coin was just like any other D&D setting, so I can't say we should abandon it.
 

Full review of this UA.

Kender​

You know what? I have only ever read a few Dragonlance books (the original trilogy as well as a few sequels and prequels), and I've never run or DMed for a table in the Dragonlance setting, so I've never experienced the full extent of the awfulness of this race in play, but from what I've heard and read from the books, it got pretty bad. And I absolutely support this change to the race. Getting rid of their Magical-Curse that mandates their kleptomania and replacing it with a Feywild-Magic that spontaneously generates random objects in their pockets a few times a day is 100% a change that I can get behind. And some of the items could be pretty useful in an adventuring day, and you get multiple uses every day. I really like the image of the party trying to scale a cliff or tie down a prisoner and having the party's Kender rifle through their pockets and pouches to check for a rope, especially having to use multiple uses before finally/possibly getting the right item, and then just standing there with a few extra random items that they just chuck over their shoulders or put back in their pockets.

That would be cool (but also would probably only be funny the first few times they do it, it could definitely get old really quickly). Maybe they should add a "Kender's Luck" racial feat that they can take later on that lets them choose the item that they want to pull out of their pockets once a day or something like that? I could definitely see different Kender characters of multiple different classes being interesting, like a Kender Bard that uses Vicious Mockery and Taunt on the same turn on different enemies in battle, or a Kender Genie Warlock that fills their extradimensional bottle home with random junk that they collect from their travels, or Kender Fey Wanderer Ranger that collects trophies from creatures that they hunt from both the Feywild and Material Plane.

I don't see any mechanical problems with this race and think that most of their thematic issues from previous editions have been basically solved through this UA. There definitely will be some older players that will complain about this change because there are always people that hate change for the sake of hating change (even if the change is objectively good), but I don't think that they will end up being a problem. WotC is well aware of the problems with the Kender in Dragonlance, and seem to be making the steps to fix them.


Lunar Magic Sorcerer​

I love this subclass. It's awesome. I would love to play in a campaign with a Stars Druid, Twilight Cleric, Sun Soul Monk, and Lunar Magic Sorcerer all in the same adventuring party. It would be great theming and would work pretty well together mechanically. Now, onto the mechanics.

Moon Fire - This is fine. Most of it is pretty bland, besides the ability to target two creatures that are next to each other with it instead of just the usual one. It's cool, it's useful, and it's pretty balanced. Not much to say.

Lunar Embodiment - A bit different from the other Innate Sorcerer Spell Lists from Tasha's, but cool in its execution and theming. I think all of the spells work well for the different sub-subclasses, love the ability to swap your sub-subclass during a long rest, and the free castings of the spells every day is just the cherry on top of this ability. I really, really like this ability.

This could make for some funny "It's not a Phase, Mom! It's who I am!" moments for characters the New Moon Phase.

(Also, imagine an Eladrin character of this subclass. You get to choose both your Phase and your Season every long rest, allowing you to have 12 different combinations every day that you get to choose from. Winter-New-Moon for the extra-gloomy days, or Sun-Full-Moon for the happiest/angriest ones, for example.)

Lunar Boons - Awesome ability, will probably take up a bit more table-time than usual due to having to check the PHB every turn to see if the spell that you're using is of one of the two schools that you're attuned to at the moment of casting it. Getting free Careful or Transmuted Spell on Evard's Black Tentacles while in your New Moon Phase, or Distant/Extended/Subtle Spell on basically any spell in any Phase is just amazing.

Waxing and Waning - This is just a nice ability. I don't really have much to say about it.

Lunar Empowerment - This is really powerful; the Crescent Moon ability is probably the weakest, with Full Moon probably being the strongest (New Moon is still good, but more situational).

Lunar Phenomenon - Great capstone ability, especially love the synergy with Waxing and Waning (I love that this sort of "use the same bonus action to do two things" ability that started with the College of Creation Bard subclass is being included, I hope more abilities like this continue in future class/subclass features). I think that the New Moon feature is probably the strongest, with the invisibility, necrotic damage, and speed reduction all being combined into one bonus action, but the others are good, too.

Overall, I love this subclass. I want to see more like it in the future, and definitely want to see this one officially published.


Onto the Backgrounds! I'm not going to cover both of them, because they're not that interesting (being backgrounds, after all). However, them granting a free feat at level 1 is really nice, I hope that this continues into the Core Rulebooks that are getting republished in 2024. Also, the "Knight of Solamnia" background that grants proficiency in weapon and armor is definitely something that I want to see more of in future printings of the rules. It would be an easy and effective way of moving the cultural proficiencies from race (Pre-Tasha's) to background.


Finally, the Feats!

Feat trees are back. Yay, I guess. They did kind-of exist in Strixhaven, but this is a bit more in-depth than the Strixhaven feats were, which were just testing the water for this kind of development. I hope to see more of this in the future, I think that this sort of Backgrounds-granting-feats-that-build-into-Feat-Trees could work really well for the Planescape Factions.

It's also interesting to see that these Spellcasting Initiate feats just grant a single cantrip, instead of the usual 2 granted by these types of spellcasting feats. I love seeing more usages for Hit Dice in the game. It's kind of like a mini-Bardic Inspiration that can be used in a Warlord-esque fashion in combat. Oh, and more "don't expend this resource unless is succeeds" mechanics is always appreciated (5e is finally taking more notes from 4e, thankfully). I especially love the Life Channel mechanic from Adept of the Black Robes feat, which is really strong. You could increase the damage of your spells a ton, which, while powerful, is really costly if you need to regain hit points during a short rest.


Overall, I really like this UA. I'm not the biggest fan of the Dragonlance setting or novels, but I can appreciate this translation to 5e's rules and the lore changes made to update towards a more modern viewpoint/culture. If/When this gets officially published, I hope that they get rid of Gully Dwarves. I don't think that they can be salvaged/rescued in any way, they're way too ableist. I can't wait to see what they do with Tinker Gnomes, too.
 

Some thoughts...

I don't care enough about Kender to really be critical about this, but get used to this sort of thing going forward, anything in a racial write-up will have to pass a litmus test of whether it can be explained by physiology or magic.

The Lunar Sorcerer seems fine.

I suspect that feats bundled into backgrounds will be standard in the Anniversary Edition.

Don't like the remix of schools associated with the various Robes. Abjuration/Divination, Illusion/Transmutation, and Enchantment/Necromancy were much more flavorful.

Don't like the idea of a squire skipping strait to Knight of the Rose, the orders should build on each other. Maybe designate them as fighter bonus feats, to give the Fighter an edge in acquiring them.
 



Don't like the idea of a squire skipping strait to Knight of the Rose, the orders should build on each other. Maybe designate them as fighter bonus feats, to give the Fighter an edge in acquiring them.
They actually changed this way back in 3rd edition, or at least they revised it so that you didn't have to move through the orders via the prestige classes since the initial KoS order prestige classes were quite messy to qualify for.

I may not be quite understanding your comment about making them fighter bonus feats, fighters would already have an edge in getting them if they had to pick them up in order, they'd be qualified rose knights by 8th level while others would have to wait until 12th.
 

Anyway.

Race Preface - Continues to be bland and unnecessary. (ASI, Language, Size/Hight/Weight)
Kender Theft Change - Nonsensical. Just leave it up to DM/Player choice, easy.
Kender Taunt - Fine.
Lunar Sorcerer - I like it.
Backgrounds + Feat - Seems good, more Feats, and stop with the idea they are optional, leads to more choices in build paths.
Feat Chains - Great.
Feats with Alignment Requirement! :love: Maybe the game has not fully lost its way after all.
 

They actually changed this way back in 3rd edition, or at least they revised it so that you didn't have to move through the orders via the prestige classes since the initial KoS order prestige classes were quite messy to qualify for.

I may not be quite understanding your comment about making them fighter bonus feats, fighters would already have an edge in getting them if they had to pick them up in order, they'd be qualified rose knights by 8th level while others would have to wait until 12th.
Mathematically the capstone for the prestige class for knight of the rose couldn’t be reached without hitting level 21!
 

Reading over this thread (and Facebook and Twitter) how so many people have "heard" about bad players playing a bad kender in some game they weren't apart of and immediately take it as gospel.

"Well Ive heard Kender are bad so im glad for the change".

I can tell you Ive dealt with far more crappy Drow characters than i have Kender in my 2 decades of playing.
 

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