5E Magic Items: Dragonlance

Related image

Magical items on Krynn are often rare and usually supported by a particular story. According to the original Dragonlance adventure modules, many 5th level characters would have +1 magical weapons and armor, but this may have had a lot to do with conventions for AD&D modules at the time. (+1 magical items might have been the equivalent of masterwork in 3E) There are certainly some items that are more memorable in themselves, that loom large in the Age of Despair, like the Dragonlance itself, or the Staff of Magius.

Axe of Brotherhood and the Sword of Friendship

A dwarven battle axe and a longsword in the style of the humans of Abanasinia – each weapon is a +2 magical weapon, and when wielded within 30′ of each other they function as +3 magic weapons. They were originally created in tandem to represent  friendship between the dwarves of Thorbardin and the humans of Abanasinia.

Bloodstone of Fistandantilus

The Bloodstone enables it’s wielder to attempt to replace the soul of a victim with their own soul, taking over their body permanently. When it is time to try to seize a body, the wielder of the Bloodstone must be within 30′ of their intended victim. The victim must make a Charisma saving throw against the spellcasting DC of the Bloodstone’s wielder. If they succeed on the roll, they are merely frightened, but are also immune to the Bloodstone’s power for a year and a day. The victim must be a humanoid with at least three levels as an arcane spellcaster.

If the save fails, the wielder of the Bloodstone drives out the victim’s soul and replaces it with their own. They take over the victim’s body, taking on their Strength, Dexterity, and Constitution scores. The wielder of the Bloodstone carries their own Wisdom, Intelligence, and Charisma scores with them.

There is a window of time during which the wielder’s soul might be driven out of the new body – it takes 30 full days to take root in the new body, at which point the old soul becomes a ghost cursed to wander the material plane until it dissipates.

Blue Crystal Staff

The Blue Crystal Staff is, among other things, a Plot Device. It lets you do things like teleport characters out of danger, or into it. It is described as dealing damage to any evil creature that tries to touch it, and also as possessing powerful healing capabilities.

During the Age of Despair, the Blue Crystal Staff should provide the healing abilities of about a 5th level cleric: cure wounds, healing word, prayer of healing, and mass healing word, as well as perhaps remove curse and restoration.

If any creature of evil alignment tries to touch the staff, they must make a DC 15 Dexterity save against 3d6 lightning damage, taking half damage with a successful save. If used as a weapon, the Blue Crystal Staff deals 1d6 bludgeoning damage plus 1d6 lightning damage against enemies with an evil alignment.

Dagger of Magius

There is more than one Dagger of Magius out in the world, as it is a name that any magical dagger carried by arcane spellcasters might have. The original Dagger of Magius, however, is a +3 magical dagger.

Dragon Armor

Magical scale armor worn by dragon highlords and other powerful dragon-riders in Takhisis’s army during the War of the Lance. It gives a +2 AC bonus and counts as cold weather gear. The armor also gives resistance to an element based on its color: fire for red dragonscale, electricity for blue dragonscale, poison for green dragonscale, acid for black dragonscale, and cold for white dragonscale.

Flute of Wind Dancing

Granted by undersea peoples as gifts, these flutes grant magical abilities to those who play them. A character can cast the following spells once per long rest: fog cloud, gust of wind, wind wall, and control weather.

Footman’s (Lesser) Dragonlance

Similar to an Oathbow, the Footman’s Dragonlance is a +1 lance that deals 2d12 damage against all creatures of the dragon type and 1d12 damage otherwise, with a 10′ reach. This is a basic Dragonlance of the type that would be manufactured by Theoros Ironfeld for use against the Dark Queen’s dragons. It can be forged using the Hammer of Kharas, without the Silver Arm of Ergoth.

Mounted (Greater) Dragonlance

The mounted, or greater Dragonlance is a +3 lance that deals 1d12 damage plus 3d6 damage against all creatures of the dragon type, with an additional 1d12 damage if it comes at the end of an aerial charge. It has a reach equal to the dragon’s bite attack, as each Dragonlance is built for a particular dragon. These Dragonlances can only be forged by a smith using a combination of the Hammer of Kharas and the Silver Arm of Ergoth.

Glasses of the Arcanist

These magical glasses enable the wearer to understand any written text. Using the Glasses of the Arcanist, a character can cast comprehend languages once per short rest.

Glasses of True Seeing

A more powerful version of the Glasses of the Arcanist, the Glasses of True Seeing grant the following magical spells once per long rest: darkvision, comprehend languages, and true sight.

Hammer of Kharas

Using the Hammer of Kharas, a character who is proficient with blacksmithing tools can forge a lesser, or footman’s Dragonlance. Used as a melee weapon, the Hammer counts as a +2 warhammer. When wielded by a dwarf, the hammer also grants the effect of a belt of stone giant strength.

Medallion of Faith

Holy symbols for members of the Holy Orders of the Stars are self-replicating. When a new cleric devotes themselves to the service of one of the gods, another cleric of that god is able to use their medallion of faith to create a new one to give to the new cleric. A medallion of faith can be used to create a medallion corresponding to similar gods, as per the DM’s discretion. (i.e. a medallion of faith in Mishakal probably cannot create a medallion of Zeboim).

Nightbringer

A huge black iron mace given to Dragon Highlord Verminaard by Takhisis herself, Nightbringer is a +2 heavy mace. Three times per long rest, upon striking an opponent, the wielder can say the word “midnight” and temporarily blind their foe. They are blinded until their next turn, at which point they can make a Constitution save against a DC of 17 to restore their sight, continuing to make saves each turn until their sight is restored. If they are still within 30′ of the wielder of Nighbringer, they make these saves at a disadvantage.

Nightjewel

A magical amulet given by the Master of the Tower of High Sorcery at Palanthas, enabling them to attempt to pass through the Shoikan Grove. When in the Grove, it sheds dim light for 10′, and no undead of the Grove can enter that circle of light. If the person using the Nightjewell makes a weapon or spell attack, the effect is immediately cancelled.

Plate of Solamnus

Created before the founding of the Knights of Solamnia, these suits of magical plate armor were thought to only have been worn by Knights of the Rose until Huma wore one during the Third Dragon War. When worn by a Knight of Solamnia, the Plate of Solamnus functions as +3 full plate armor. When worn by a non-Knight, it functions as +1 full plate armor. When a creature of evil alignment attempts to don the plate, they must make a Constitution saving throw against a DC of 15, taking 3d10 radiant damage on a failed save and half damage with a successful save.

Silver Arm of Ergoth

A magical silver arm that must be used to replace a humanoid’s lost arm. When in place, it functions exactly as a normal arm, but also enables the wearer to attempt to forge a Dragonlance. While wearing the arm, a humanoid regenerates 1 hit point on each of its turns, or about 10 hit points per minute, and will regenerate lost limbs and organs as per the regenerate spell.

Staff of Magius

A magical staff before Magius, who fought alongside Huma, came to possess it, the Staff of Magius passed in time to Raistlin, and later to Palin Majere.

Once per short rest, the staff enables it’s wielder to cast light centered on the crystal at the top of the staff. Once per long rest, the wielder of the staff can also cast feather fall. If someone who is not its possessor touches the Staff, they must make a DC 18 Wisdom saving throw to resist being under the effects of a confusion spell. The staff counts as a +2 weapon when used in melee combat.

The Staff is also a magical artifact and Plot Device which grows in power over time as its wielder grows in power .

Warbringer

A +3 greatsword, once wielded by Steeltoe the ogre bandit, and then by Caramon Majere when he slew Steeltoe. Warbringer would become an heirloom of the Majere family.

Wyrmsbane

Forged during the Second Dragon War to defend the realm of Silvanesti. It is a +2 longsword with a falcon-shaped crossguard. The wielder is granted advantage on saving throws against breath weapons. Once per long rest, Wyrmsbane enables its wielder to cast locate object.

Wyrmslayer

Sister to Wyrmsbane, with an eagle-shaped crossguard. It vibrates in the hand when within 30′ of a chromatic dragon, and dragons are sensitive to the sound of humming that comes from it. It is a +2 longsword that deals an extra 3d6 damage to creatures of the dragon type, and it grants advantage on saving throws against draconian death effects.

Arcane Traditions: Wizards of High Sorcery

Image result for tower of high sorcery

During the Age of Despair, wizards are either ‘renegade mages’ or are members of one of the Orders of High Sorcery: the White, Red or Black Robes. At 2nd level, when a wizard character chooses an arcane tradition, they do so as normal, keeping these specializations in mind:

  • White Robes: abjuration, divination and enchantment
  • Red Robes: conjuration, illusion and transmutation
  • Black Robes: enchantment,  evocation and necromancy

As normal, wizards learn new spells when they reach 2nd and 3rd level. At 3rd level, they become eligible to take the Test of High Sorcery. Until they complete the Test, they will not learn new spells when they level, and will only be able to learn spells they find in other ways – as treasure, scrolls, etc.

White Robes and Black Robes share an interest in enchantment, for different reasons. White Robes focus on the use of enchantment magic to resolve conflicts without bloodshed. Black Robes enjoy the power of taking away another’s will.

Test of High Sorcery

At 3rd level, a wizard can take the Test of High Sorcery. If they survive, they become a member of one of three Orders: the White Robes, Red Robes, or Black Robes. When they gain a new level as a Wizard of High Sorcery, they can learn two spells from any of their three associated schools.

Order of High Sorcery

At 6th level, the wizard chooses a new Arcane Tradition option from any of the Arcane Tradition options associated with their Order.

Bound to the Moon

At 10th level, a Wizard of High Sorcery becomes bound to one of the three moons of Krynn. Each of the Orders of High Sorcery is bound to one of the three moons of Krynn; the White Robes to Lunitari, the Red Robes to Solinari, and the Black Robes to Nuitari, which only they can see. When the moon is in high sanction, your spells are empowered, and when it is in low sanction, your spells are impeded. Nuitari swiftly waxes and wanes; Lunitari’s cycle is much longer, and Solinari’s lies somewhere between the two. The advantage is that a Wizard of High Sorcery can plan for this cycle.

When a wizard’s moon is in high sanction, they receive a +1 to spell save DCs and spell attack rolls. When it is in low sanction, they take a -1 penalty to both.

Master of High Sorcery

At 14th level, a Wizard of High Sorcery is known as a Master, and is eligible to serve on the Conclave on behalf of his Order. The wizard can either choose a 14th level benefit from a school associated with their Order, or choose a 10th level benefit from any school of magic learned from one of her colleagues.

More Arcane Casters

Bards in Krynn

Bards in Krynn are likely to be devotees of Branchala, or possibly Gilean (lore) or Shinare (travel and trade). Maybe Sargonnas? The ability of bards to cast healing spells would make them sought-after miracle-workers during the Age of Despair in particular, and as they grow in power they would surely garner the attention of the Wizards of High Sorcery. It might even be necessary for a powerful bard to pass the Test of High Sorcery in order to avoid being labeled “renegade mages.” That would be an interesting way of handling the Wizards of High Sorcery, since they came about when the setting only had one arcane spellcaster, the magic-user. The become a kind of Mafia charging protection, or a questionable Union that everyone has to join or else face consequences.

Sorcerers in Krynn

The term “sorcerer” comes to mean something else in the Age of Mortals, but I prefer the Age of Despair for DnD and so am only really addressing that time period. Sorcerers would be the very definition of “renegade mages”, able to replicate many wizard abilities but without the training and discipline required of a wizard. Wild magic sorcers could be Chaos-touched, and dragon-blooded sorcerers would presumably be common among draconians. Since all dragons on Krynn can shapeshift to humanoid forms, there could theoretically be a lot of dragon-blooded mortals out there in the world.

Warlocks in Krynn

5th Edition adds another core class of arcane spellcasters into the mix, and they are not a great fit with Krynn, in the Age of Despair or later settings. Pre-Catyclism, maybe. But fiends and fey, and certainly Old Ones, do not play a big part in the story of Krynn. Of course, they could.

The Forestmaster is a possible fey or celestial patron, for example, and any number of fiends might be in the world serving Takhisis. The god Chaos could take the place of the Old Ones, since that chaos has a sinister overtone and is presented as being in contention with the High God of the setting.

Eldritch Knights and Arcane Tricksters

Neither of these archetypes, nor similar ones, are likely to be a bit deal during any age of Krynn. They don’t become so powerful as to come to the notice of the Wizards of High Sorcery necessarily, and will both be so extraordinary as to be singular (like Gilthanas Kanan or possibly Ariakas).

Keep Casters Extraordinary

In any age of Krynn, it is not a setting replete with magical items and spellcasters. The vast majority of people on Krynn have little or no experience of magic, and many mistrust it, especially in the aftermath of the Cataclysm. A PC wizard will often be the first wizard many people have seen. Same for a PC bard or sorcerer, certainly for a PC warlock. It’s actually easier if you treat these casters as extraordinary in the setting, because there is less explaining to do. Why aren’t bards tested at a Tower of High Sorcery? Because no one has heard these magical songs before. What even are they? And so on.

What have you done in your Dragonlance games to accommodate the variety of casters in DnD 5E?

5E Martial Archetype: Knight of Solamnia

Martial Archetype: Knight of Solamnia

Related image

Knight of the Crown

At 3rd level you become a Knight of the Crown and no longer a Squire. You receive a suit of Solamnic Plate, and fall under the Oath and the Measure. You are expected to exemplify the virtues of Loyalty and Obedience.

Solamnic Plate

Solamnic Plate armor is passed down within a family. It is either a suit of half plate or plate armor, and functions as +1 magical armor when worn by a Knight of Solamnia.

Knight of the Sword

At 7th level, you are eligible to be raised to the rank of Knight of the Sword. The Oath and the Measure now demands Courage, Heroism, and Faith.

Spellcasting

At 7th level,  you are able to cast spells from the Cleric spell list, as below. Your spellcasting ability is your Wisdom, and the DC for saves against your spells is equal to 8 + your proficiency modifier + your Wisdom modifier.

Level 1st 2nd 3rd
7th 2
8th 3
9th 3
10th 3
11th 4 2
12th 4 2
13th 4 2
14th 4 3
15th 4 3
16th 4 3
17th 4 3 2
18th 4 3 2
19th 4 3 3
20th 4 3 3

Knight of the Rose

At 10th level, you are eligible to be raised to a Knight of the Rose. The Oath and the Measure calls upon you to exemplify Justice and Wisdom.

Inspiring Command

At 10th level, a Knight of Solamnia can choose an ally within 60’ and issue an inspiring command as a bonus action. The ally can then spend a d8 either as bonus damage on their next attack or gain d8 temporary hit points. The Knight of Solamnia is able to issue this command once per point of Charisma modifier, with a minimum of once. This ability recharges after a long rest.

Turn the Tide

At 15th level, a Knight of Solamnia can use a bonus action to inspire all allies within 30’ who can hear her. These allies each gain d10 temporary hit points. The Knight can use this ability once per Charisma bonus, with a minimum of once. This ability recharges after a long rest.

Unshakable

At 18th level, a Knight of Solamnia is immune to the frightened and stunned conditions.

 

5E Dragonlance: Finale

A few months ago, we ended my Dragonlance campaign. We had to end nowhere near the ending of the Age of Despair storyline (the original module storyline from the early 90s and the Chronicles trilogy) because of life stuff, but I’m finally getting around to writing a bit about the ending and the experience overall.

Timing: Exactly as Advertised for DL1-DL4

I ran a flexible version of the first four modules from the original Dragonlance series published by TSR back in the 90s: DL1 through DL4. Once thing I noticed, which was interesting, is that the number of sessions it took to get through those modules, even though at times I changed them, skipped parts, or added to them based on the players’ in put, was exactly what they predicted: 24 sessions. I just thought it was interesting that the estimate was so close, even going from AD&D to 5th Edition.

No Kender, Gully Dwarves or Gnomes

Krynn is famously ridiculous for the number of comic-relief races they have in the setting: kender, gully dwarves and gnomes all serve as different kinds of comic relief in the setting and stories, and all three of those races have some profoundly annoying features. Kender basically beg players to steal from each other, behave randomly and completely sabotage any attempts at gravity in the story. Gully dwarves are offensively stupid, and an excuse for all other races to have a race that they treat with contempt at every turn. Gnomes are supposed to talk so fast that their words string together into huge run-ons without pauses, and while this can be funny a couple of times in a book it is beyond annoying to have at the actual table in play. Additionally, they are zany inventors who are steampunk when everything around them is pseudo-medieval fantasy. None of their inventions work, but they are obsessed with them anyway, and so on.

This campaign had no kender, no gully dwarves, and no gnomes, and no one missed them. The few gully dwarves who come up in the original modules I altered to make into goblins, who were not necessarily stupid but spoke in simple sentences because they didn’t have a strong grasp of Common most of the time. They were even sometimes empathetic characters because they were either living on their own in tribes or were beaten and intimidated into service by the Dragon Highlords. It worked fine, and you still had your Sestun and your Bupu and so on.

Epilogues

Because we had to end early, we ended with an epilogue for each of the characters. This was probably more than our two players who were kids could really manage – they were upset that we had to end the game because of Grownup Stuff, and didn’t really get the idea of an epilogue (one was 9 and one was 13 at the end of the campaign, having started at 8 and 12). Still, it was the best I could do. I feel like if you have to end early, the least you can do is try to provide some closure. Not easy at the end of the 4th out of 14 D&D modules, but there you have it.

 

Dragonlance: Draconians!

I finally finished a rough conversion of the draconians of Krynn to 5th Edition. The easy way would have been to just make them dragonborn, but I wanted to retain that AD&D flavor, ridiculous death effects (I’m looking at you, Auraks), and general feel. Comments are welcome, as always. I was a little hesitant to post these, as I don’t want to spoil the surprises in store for my players, but then I remembered: very few people read this blog, and I doubt that list includes my players.

I added a few things based on the color text in the Dragonlance Campaign Setting book put out for AD&D, like specific rules for the sivak’s tail sweep, and also removed some things like the aurak’s breath weapon, because…they’re already pretty ridiculous. I also took a shot at defining a challenge rating for each of them, but the aurak in particular was kind of hard, and really I just eyeballed them. Season to taste.

Baaz

baaz draconian old school

Baaz, lawful evil draconian
AC 16 (chainmail, shield, natural)
HP 12 (2d8 + 4)
Move 30’ or 40’ if on all fours with wings; can glide downward only
Str +2, Dex +1, Con +2, Int -1, Wis +1, Cha +0
Magic resistant; resistant to fire
Inspired by dragons: d4 when in the presence of dragons, similar to bard ability
Claw/claw +4 1d4 +2 (4) and AC 14 without shield, OR
Sword +4 1d8 +2 (6) with shield
Death effect: on death, they turn to stone, and if killed by a piercing or slashing weapon, the wielder must pass a DC 12 Dexterity save or have their weapon stuck for the 1d4 rounds it takes for the baaz body to crumble.
Challenge 1/2 or so?

Kapaks

kapak old school

Kapak, lawful evil medium draconian
AC 18 (leather, shield, natural)
HP 16 (3d8 +3)
Str +1, Dex +4, Con +1, Int +1, Wis +0, Cha -1
Magic resistant, resistant to acid, and immune to poison
Common, Draconic
Death effect: at death, a kapak immediately dissolves into a 10’ wide pool of acid that deals 1d8 damage per round. The acid evaporates after one round per HD the kapak had.
Kapak poison: kapaks have venomous saliva, and lick their weapons before battle. If they deal damage, their victim must make a DC 12 Con save or take 3d6 (10) additional poison damage. If they fail the save by 5 or more, they are paralyzed. Once poison damage is dealt, the victim is immune to further damage from kapak venom for 24 hours.
Shortsword +6 1d6 +4 (7) plus poison
Shortbow +6 1d6 +4 (7)
CR 1/2

Bozaks

bozak draconian old school

Bozak, neutral evil draconian
AC 15 (scale, natural)
HP 24 (4d8 +8)
Move 30’, 40’ on all fours; glide laterally with 10’ loss per round
Str +1, Dex +0, Con +2, Int +1, Wis -1, Cha +2
Magic resistant; resistant to lightning
Darkvision 60’
Inspired by dragons: d4, similar to bard ability
Claw/claw +3 1d4 +1 (3) OR
Sword +3 1d8 +1 (5)
Spell attack +4, spell save DC 12
1st: charm person, magic missile, shield
2nd: invisibility, mirror image
At death, bozaks’ bones explode in a 10’ radius dealing 1d10 damage, no saving throw
CR 1

Sivaks

sivak draconina

Sivak, neutral evil large draconian
AC 18 (splint, natural)
HP 45 (6d10 +12)
Str +3, Dex +1, Con +2, Int +2, Wis +1, Cha +0
Common, Draconic, Goblin
Magic resistance; resistant to cold
Death effect: A sivak can polymorph into the form of any humanoid it kills, and when killed, the sivak assumes the form of whomever killed it for 3 days, after which it decomposes into black soot. A sivak killed by something larger than itself bursts into flames, dealing 2d4 fire damage to everything in 10 feet for a round.
Multiattack x2
Two-handed sword +6 2d8 +3 (12)
1/short rest: tail sweep 1d8 +3 (7) and DC 13 Strength save or fall prone
CR 2

Auraks

aurak draconian

Aurak, medium draconian lawful evil
AC 16 (scale)
HP 44 (8d8 +8)
Str +1, Dex +1, Con +1, Int +3, Wis +2, Cha +2
Darkvision 60’, see invisible 10’, passive DC 15
Magic resistance, resistant to fire, immune to illusions
Multiattack x2
Energy blast +6 1d8 +3 (7)
Death effects: at 0 hit points, the aurak does not die but rather bursts into flames, dealing 1d6 fire damage to anyone who hits them in melee. At -20 hp it turns into a ball of lightning, dealing 2d6 lightning damage on a hit for 3 rounds, after which it explodes, dealing 3d6 fire damage to all within 10 feet and stunning them if they fail a DC 14 Con save.
Innate spells, DC 14 and +6 attack
3/day each: dimension door, polymorph self, invisibility, change self, suggestion
1/day: dominate
Auraks can cast 2 spells per day as a wizard from the following list:
enlarge, shocking grasp, detect thoughts, stinking cloud, blink, lightning bolt, fire shield, wall of fire.
CR 4

 

Dragonlance, Gully Dwarves, and Race

Reading any RPG where, during character creation, a player selects her “race” is going to be fraught as a (white) American. There’s just no way around it. I like to think that this is a benign part of how we play pretend, a relic like hit points and initiative, but a lot of our RPGs do represent a kind of racial essentialism that has been the bedrock of horrifying ideologies in the real world. The idea that your race gives you a bonus to some attributes, a penalty to others, particular abilities that others lack and so on is, and should be, culturally anathema.

This coming Friday I’ll run the next session of my Dragonlance campaign, Age of Despair. It is a re-hash of the classic DL series of Dragonlance modules from back in the day, with changes of course, but basically hewing to the same storyline. As I’ve written before, I have trouble with some aspects of Krynn as a setting, apart from the geographic issues. The biggest problem I see is that there are at least three whole races who are there for comic relief, and at least two races that are described as worse off than other humanoids in every way. The three comic relief races are the kender, gully dwarves, and tinker gnomes. The two races that are worse off in every way are the gully dwarves and the goblins.

The main characters don’t interact with goblins very much in the original Chronicles storylines, but they do have a lot of interaction with gully dwarves. Goblins are sword-fodder, as they are in most fantasy settings, which is regrettable. Even in Middle-Earth, the grandfather setting for goblins as sword-fodder, we get insights into their culture and personality. We get multiple songs in The Hobbit from goblins, who are cruel and petty but at least kind of interesting. At the eaves of Fangorn or in the tower of Cirith Ungol we get some insight into how goblins and orcs interact with each other. These glimpses give us an image of a ‘race’ that serves as bad guys, but is still based on Tolkien’s experiences during the First World War. He said the he met many ‘orcs’ on both sides of that conflict. This doesn’t excuse the creation of a race that exists just to be killed by heroes, but there is more nuance there than in most derivative fantasy that followed.

Running the DL modules and following the broad Chronicles storyline, gully dwarves actually play a significant role. Goblins disappear almost immediately after the first little combat encounter on the road to Solace, but gully dwarves show up in Xak Tsaroth, and in the slave caravan to Pax Tharkas, and in the Hammer of Kharas storyline and so on. They are a prominent feature of Krynn, and as a whole have a bigger part to play than kender and tinker gnomes combined.

And gully dwarves are just awful. They are a whole race that is, to an individual, stupid, shallow, filthy, and utterly lacking in ambition. It is the case that they are beaten down by other races, but they are in and of themselves entirely lacking any redeeming qualities. They aren’t merely simple, they’re awful in every way. And not only are they sword-fodder, they are just kind of thrown away, as in Xak Tsaroth for example. No-one even notices that they plummet to their deaths when the lard-pot chain mechanism collapses.

What it comes down to is that I just don’t want to portray gully dwarves at all. I tried reworking them, so that they are oppressed like house elves, but it would be too distracting because the obvious recourse would be for the PCs to ally with them and foment revolution. Which would be cool, but a detour brought on by a dumb aspect of the setting.

Right now I’ve switched them out for goblins. In Solace, this means just switching out Setsun the gully dwarf with Sestun the goblin. In Krynn, goblins are already established as put-upon, no only by bigger goblins but by pretty much everyone else too. But at least they aren’t portrayed as intrinsically filthy and stupid. We can at least imagine a clever goblin, or a successful goblin, or a dangerous goblin, etc. I also like that, if I keep this switcheroo, the PCs will be forced to join forces with goblins at a couple points in the story, which is mildly subversive.

As for the gully dwarves – I’ve always found Krynn’s mountain dwarves to be some cold hearted bastards, so maybe a gully dwarf is a dwarf whose clan identity is stripped away and who is forced to do all of the menial work of Thorbardin. I’m also reading David Graeber’s Debt, so they could be debt peons perhaps. Or maybe they won’t exist at all. I haven’t mentioned them or established them yet, and it might be preferable to just excise them from the setting. I still haven’t thought of anything positive they contribute.

Happy MLK Day.

5E D&D Dragonlance: Reorx’s Forge!

reorx

I recently got a comment from another D&D player asking how I would run Reorx in the Dragonlance setting. As far as 5E is concerned, Reorx is a neutral deity with the Knowledge domain – the problem is that Knowledge isn’t a good fit for an artisan deity. There isn’t a better fit among the PHB’s few domans, so I got to thinking about how I would hack Knowledge to represent something more like Artifice, Craft or Creation. Here are my thoughts so far.

Knowledge (Artifice) Domain

Knowledge Domain Spells

1st command, identify, shield of faith

3rd augury, suggestion find traps, knock

5th meld into stone, nondetection, speak with dead

7th arcane eye, confusion fabricate, Mordenkainen’s (Reorx’s) private sanctum

9th legend lore, scrying wall of stone

Blessing of Knowledge (Artifice)

At 1st level, you are proficient with two additional tools in addition to two of the following skills: Arcana, History, Nature or Religion. Your proficiency bonus is doubled for any ability check using the two selected tools.

Channel Divinity

Knowledge of the Ages (unchanged)

Channel Divinity: Read Thoughts Locate Object

At 2nd level, you can use your Channel Divinity ability to locate an object, as per the Locate Object spell. In addition, after you have found the object, for 10 minutes per cleric level, you are proficient with it.

Potent Spellcasting (unchanged)

Visions of the Past (unchanged)

Or, alternately,

Mansion of the Gods

At 17th level, after 10 minutes of prayer and supplication, you are able to conjure a vast dwelling like one you would find in your deity’s home plane. This ability is essentially Mordenkainen’s Magnificent Mansion.