Players Guide to Krynn
As the Dragon Queen’s forces march across Krynn, heroic souls
rise to defy her. Forged in the crucible of war, these remarkable
few are all that stand between the peace-loving peoples of Krynn
and an age of oppression.
This chapter presents player-facing details of peoples and groups
in Krynn, as well as character options supplementing the rules in
the Player’s Handbook:
Intro. Info regarding allowed races and changes to how classes
are handled.
Peoples of Krynn. Learn about the peoples of Krynn and how
they might inspire your next character. You might play as a
kender, a character race known for bravery and curiosity.
Knights of Solamnia/Mages of High Sorcery. Discover two of
Krynn’s most influential groups.
Backgrounds. Learn how war shapes your character, and choose
from two new backgrounds: the Knight of Solamnia and Mage of
High Sorcery.
Feats. Draw on the power of magic, honor, or the gods with this
selection of feats.
Subclass Option. Tie your magic to Krynn’s three mystical
moons with the Lunar Sorcery sorcerer subclass.
Intro
The world of Krynn differs from the Forgotten Realms, and thus
not all races are available, and classes are divided a bit
differently.
Races
The allowed races are:
-Human
-Half-elf (High, Wood)
-Elf (High, Wood)
-Dwarf (Mountain, Hill)
-Kender
-Gnome (Tinker, Forest)
There are other races on Krynn, but they are monstrous in
nature, or rare enough that they are not included here. Should
you wish to play a race or a subrace outside of the ones outlied
here, talk to your DM. These races include hobgoblins, goblins,
sea elves, minotaurs, half-ogres and thanoi.
Of these races, humans are by far most numerous. Dwarfs and
kender are a common sight to travelers, and elves sometimes
venture out of their forests. Gnomes have Mount Nevermind,
from which adventurous members sometimes venture into the
world.
Classes
Since magic on Krynn is very restricted, and the Gods abandoned
the people to their fates over 300 years ago, the familiar classes
work in different ways. All classes can be lore-wise boiled down to
either Fighter, Wizard, Cleric, Druid. They differ only
mechanically. Here is a rough division regarding the classes, but
keep in mind that certain subclasses may alter the classes
perception by the people:
Martial: Fighters, Rogues, Monks, Barbarians. These classes do
not use magic, and instead focus on their own abilities. People
treat you as normal, although monks may find themselves to be
unknown to all but few. Subclasses such as Eldritch Knight
and Monk of the Four Elements may change your designation
to a caster treatment.
Regarding magic in general: Arcane, Divine and Primal magic all
come from the gods, making casters essentially clerics of their
chosen deity. The main difference between each practice, is the
view of the common folk regarding it. Only human, half-elven
and elven characters may be arcane casters. Of these, the
elves rarely dedicate themselves to magic entirely, instead
choosing to be warriors wielding some magic. Elven casters also
rarely tie themselves down to the Mages of High Sorcery, unless
they have something to gain from doing so.
Arcane: Wizards, Sorcerers, Warlocks, Bards. These classes wield
magic, granted to them by the three deities of magic, visible on
the sky as moons. All human arcane casters fall under one of two
categories: The Mages of High Sorcery, or the Renegades hiding
their magic. These Renegades are hunted down and either
placed under watch for the rest of their lives or outright
killed. Mages of High Sorcery are an organization of mages, who
guide and watch over the responsible use of magic. They once
had five towers, of which now only the Tower of Wayreth stands.
Since magic is viewed with distain and fear, strict laws are in
place regarding mages. A mage may only carry and use a
simple weapon. Even this was only made possible after the
legendary knight Huma lost his dear friend Magius due to him
being ambushed when he was out of spell slots. Huma then
allowed all mages to carry a single dagger to defend their life in
extreme circumstances.
Divine: Clerics, Paladins. After the gods abandoned Krynn over
300 years ago, no true cleric has been seen. Only now, just as
the adventure takes place, the first cleric of the true gods has
appeared; Goldmoon, a cleric of Mishakal, and the bearer of the
Blue Crystal Staff. As a divine class, you are among the very first
and few of your kind in this age. Should you reveal your gifts,
people might look on in awe or distrust, since charlatans and
fakes have fooled them before. Magical healing is the true mark
of this source of magic. Only the Gods of Good grant this
miracle to their followers, and it has not been seen since the
Cataclysm.
Primal: Druids, Rangers. Only a handful of these classes exist,
and have continued to exist during this age. Servants of the Gods
of nature, they have always manifested mysterious magic that
has now became stronger. People know you only in rumors.
Artificer. Gnomes only. These mysterious tinkerers conjure
wondrous machines from Gods-know-where.
Peoples of Krynn
The Dragon Armies threaten all the peoples of Krynn. This
section presents information about the inhabitants of the
continent of Ansalon and contextualizes the races from the
Player’s Handbook within the world of Krynn.
Dwarves
While known for their great subterranean nations, dwarves have
long traded and traveled among the peoples of Krynn’s surface.
The Cataclysm devastated many dwarven lands and destroyed
some of their greatest underground kingdoms. Others, like the
nation of Kayolin, were isolated from their allies as the New Sea
flooded the land. And some, like the great dwarven realm of
Thorbardin, turned inward and have yet to rejoin the world.
Thorbardin and the Dwarfgate War
The kingdom of Thorbardin has
endured beneath the Kharolis
Mountains of southwest
Ansalon for thousands of years,
but the centuries since the
Cataclysm have created new
divisions within it.
The dwarves of Thorbardin
divide themselves into ancient
clans. Many generations before
the Cataclysm, dwarves who
dwelled on the surface
established the Neidar clan,
known for working the land and
trading with other surface folk.
In the wake of the Cataclysm,
with food scarce and the future
uncertain, the High King of
Thorbardin sealed the gates of the kingdom to all outsiders,
including the Neidar. Betrayed and hungry, these surface
dwarves allied with other desperate refugees and unsuccessfully
attempted to take Thorbardin by force. The conflict that came to
be called the Dwarfgate War caused deep enmity between the
dwarven communities of the surface and those that live below.
Led by the aristocratic Hylar clan, mountain dwarves are the
unquestioned rulers of Thorbardin. Many great fighters,
engineers, and artisans call these magnificent halls home. Proud
and reserved, most Thorbardin clans want nothing to do with
outsiders—dwarves or otherwise. However, some dwarves grow
tired of life within their ancient tunnels and wonder about
rejoining the world above.
As a mountain dwarf, you might come from a dwarven nation like
Kayolin or Thorbardin. You could be part of an expedition of
traders or explorers, sent by your people to live on the surface for
years before reporting back. Or you might have ventured forth on
your own, eager to see what the wider world holds.
Hill Dwarves
The dwarves barred from Thorbardin experienced the years
following the Cataclysm on the surface. Now known as hill
dwarves, they lived among the lands and peoples of the surface
for centuries. Few still call themselves by their old name, the
Neidar, preferring to forget their ties to their mountain dwarf
cousins.
Some hill dwarves live as traveling traders, while others make
their homes among the communities of Ansalon’s other peoples.
Still other groups eke out lives in ruins or harsh lands as
reclusive survivalists.
As a hill dwarf, you might come from lands near the great
mountain dwarf nations or from a diverse town far away. Or
perhaps you come from everywhere, having been raised in a
traveling community that’s seen most corners of Ansalon.
Elves
Several distinct elven cultures inhabit Ansalon, including the
Qualinesti and Silvanesti high elves, the Kagonesti wood elves,
and the Dargonesti and Dimernesti sea elves.
Over two thousand years ago, the Kinslayer War divided the high
elves of Ansalon into two groups, Silvanesti in the east and
Qualinesti in the west. Through the intervening millennia, neither
group has sought reconciliation. In the even more distant past,
both high elf nations separated from their Kagonesti kin, while
the waves themselves isolate Dargonesti and Dimernesti from
their surface-dwelling cousins.
As the elves of Ansalon largely keep to themselves, half-elves are
few and are rarely seen outside the elven nations.
Silvanesti High Elves
Silvanesti, the original elven kingdom, lies in southern Ansalon.
For untold generations, the aloof Silvanesti elves lived in a
stratified society closed to outsiders. They don’t hate their
cousins in Qualinesti, but they consider their ways misguided.
In recent years,
war has come to
Silvanesti. When
the Dragon Armies
besieged the
realm, the leader
Lorac Caladon,
Speaker of the
Stars, ordered his
people to evacuate.
Lorac then
attempted to
defend the kingdom with an orb of dragonkind—but the artifact’s
magic unexpectedly warped Silvanesti into a nightmarish land.
The surviving elves of Silvanesti now find themselves a people
without a homeland. Most journeyed together across the sea to
Southern Ergoth, seeking refuge with the Kagonesti, while others
refused to give up Silvanesti and sought to reclaim their ancestral
home.
As a Silvanesti high elf, you know what few in Ansalon do: the
home of the elves has fallen. During the Dragon Armies’ invasion
of Silvanesti, you might have been separated from your people or
even taken captive before escaping the Dragon Armies in
unfamiliar lands. You could have fled Silvanesti with your people
but now seek a way to restore your homeland. Or perhaps you’ve
spent your life exploring the world, cultivating relationships with
people other than your kin.
Qualinesti High Elves
Long ago, a group of high elves left Silvanesti, desiring a more
egalitarian society. They traveled far to the west and founded a
new forested homeland called Qualinesti. Less hierarchical than
their progenitors and more willing to deal with outsiders,
Qualinesti elves even enjoyed good relations with the dwarves of
Thorbardin. Since the Cataclysm, however, they’ve withdrawn
from the world, and few outsiders dare approach their well-
guarded borders.
As a Qualinesti high elf, you might have been raised in seclusion
in the forests of Qualinesti. You could have been sent forth to
learn the state of the wider world or to pursue rumors of
Silvanesti’s fate. Or perhaps your family left Qualinesti long ago,
and you have connections with folk from other lands.
Kagonesti Wood Elves
Kagonesti are the descendants of elves who never settled in the
forest cities of Silvanesti, instead living a nomadic way of life and
seeking harmony with nature. Most of these wood elves live in
small tribes in the forests of Southern Ergoth. Although few
outsiders intrude on the Kagonesti’s ancient forested lands,
thousands of Silvanesti refugees have begun seeking their aid.
While the Kagonesti welcome their cousins and seek to support
them, they refuse to be overwhelmed by the Silvanesti’s numbers
and distinct ways.
As a Kagonesti wood elf, you likely spent a great deal of your life
in the forest and know much about the natural world. You might
have left years ago to explore the world, or perhaps you’ve just
begun your travels, seeking to prevent the threats that befell the
Silvanesti from reaching your people’s home.
Gnomes
Mount Nevermind—a hollow, dormant volcano on the island of
Sancrist—is a hub of wonders and catastrophes. Here, energetic
gnome inventors endlessly create and test stupendous devices—
and learn from equally stupendous failures.
Forest gnomes are less populous in Ansalon. Their few
communities lie deep in the forests of Sancrist and Kendermore,
where they embrace harmony with nature over the pursuit of
invention.
As a gnome, you might be a tinker
pursuing some niche scientific
endeavor, coaxed from Mount
Nevermind to conduct research or to
seek inspiration beyond the mountain.
Alternatively, you might be a forest
gnome, exploring the wonders of the
world or seeking to heal the lands of the
Cataclysm’s scars.
The tinker gnomes of Mount Nevermind
are the best-known gnome community
on Krynn. Despite living in a world
steeped in magical forces, many of these rock gnomes indulge in
specialized scientific pursuits and create complicated inventions.
Humans
Humans are ubiquitous on Ansalon. They ruled the continent’s
largest empires before the Cataclysm, then were scattered during
the devastation that followed. Many humans never resettled after
the Cataclysm, joining itinerant and nomadic cultures. Human
cities are few and usually small, developed around natural
structures that sheltered communities following the Cataclysm.
As a human, you might hail from any corner of Krynn. Below are
just a few of the distinct human nations of Ansalon. You might be
a member of any of these societies, or you can choose another
home to define as you please.
Abanasinia
Several peaceful communities dot the Abanasinia region,
including Solace, a village built among the branches of towering
Vallenwood trees. In recent years, the theocratic Seekers have
risen to power in the region. This power-hungry religion controls
the city of Haven and surrounding settlements in the name of
vague, fickle deities who condemn the use of magic.
The broad plains of the northern Abanasinian peninsula are
home to nomadic humans known as Plainsfolk. Divided into
several tribes with territories across the region, Plainsfolk are
skilled warriors, traders, and collectors of stories that predate the
Cataclysm.
Northern and Southern Ergoth
The Cataclysm split the land of Ergoth in two, dividing the
remnants of the human empire that once ruled there. On
Northern Ergoth, scattered communities claim to be inheritors of
the fallen Empire of Ergoth and dwell among the remnants of its
cities and fortresses. These Ergothians enjoy a prosperous peace
with the kender enclave of Hylo and the goblins of the arid
southern lands, with whom they share their island. Fewer
humans make their home on Southern Ergoth, living primarily
along the coast and avoiding dangerous groups of ogres and
giants.
Solamnia
Once a mighty empire, Solamnia has fallen from the glory it
knew. Though Solamnia remains one of the largest and most
prosperous nations on the continent, its provinces are self-
concerned and prone to squabbling. The land’s once-legendary
defenders, the Knights of Solamnia, are much diminished in
numbers. Nevertheless, the knights still stand as defenders of the
innocent and paragons of honor.
Tarsis
After the Cataclysm, the verdant plains of southern Ansalon
wasted away, becoming the Plains of Dust. Coastlines shifted,
and the city of Tarsis found itself a seaport without a sea. In the
dry harbor, decrepit remnants of the city’s famed ships list on
waves of sand. The rest of the city clings to life as a trade hub for
small communities and itinerant bands across the plains. Those
who dwell here have adapted their ancestors’ seafaring ways to
their current arid environment, becoming hunters, scavengers,
and traders.
Other Lands
Other parts of Ansalon are home to distinctive tribes of nomads
and small, diverse settlements.
Estwilde. The fiercely independent human tribes of Estwilde
travel the steppes of Qlettaar from the Turbidus Ocean to New
Sea. These nomads brook no trespassing on their lands, whether
by Solamnics or hobgoblin raiders from the east.
Goodlund. While Goodlund is predominantly inhabited by kender,
scattered human tribes wander the Dairly Plains and coasts
bordering the Blood Sea of Istar. Many inhabit ancient Istarian
ruins, occasionally forced to grapple with half-understood
technology and magic from the ancient past.
Icereach. The humans of Icereach live in the frozen south, where
they compete with groups of thanoi (walrus-folk) for hunting
grounds.
Khur. The nomadic human tribes of Khur inhabit a harsh, rocky
land. These groups have been forcibly united under the local
leader Salah-Khan, who allied his people with the Dragon Armies.
A robust resistance, centered at the trade hub of Khuri-Khan,
opposes the invaders.
Nordmaar. Most humans of Nordmaar live either in rugged
coastal communities to the north or among the nomadic tribes of
the south. Both proud groups have strong ties with the people of
Solamnia.
Kender
During the mythical origins of Krynn, Reorx, god of craft,
indulged in an age of unfettered creation. Many peoples sprang
from his divine forge, but not all among them remained as the
god created them. Altered by unbridled magic, a group of gnomes
were transformed and given almost supernatural curiosity and
fearlessness. These were the first kender.
Originating on the world of Krynn, kender are diminutive
Humanoids who look like humans with pointed ears and diverse
appearances. Kender have a supernatural curiosity that drives
them to adventure.
Kender sometimes amass impressive collections of curiosities.
Some might collect mundane knickknacks or relics from magical
sites, while others might become professional thieves. People of
Krynn view the kender with justified suspicion; they have no
sense of property, and often end up with more than their share of
knickknacks (that they ‘’found’’ lying on the ground). This often
gives them the reputation as thieves, they do not think of it as
stealing. ‘’If it ended up in my hand, it fits nicely into my pocket!’’
When two kender meet, they often leave the exchange wearing
each others clothing, and a new set of knickknacks. While they
too can appreciate jewellery and magical artifacts, a kender is
more likely to be drawn to an oddly carved wooden spoon, or a
fine pair of dotted briefs.
The Kender have invented a weapon called ‘’Hoopak’’, that
combines a slingshot with a quarterstaff. They are very proud of
this obvious improvement.
Hoopak
Martial Melee Weapon
Cost: 1 gp
Damage: 1d6 piercing (melee) or 1d4 bludgeoning (ranged)
Weight: 2 lb.
Properties: Ammunition (range 40/160), finesse, special, two-handed
A hoopak is a sturdy stick with a sling at one end and a pointed tip at the other.
Special. When you make a melee attack with this weapon, you ignore
its ammunition property. You can use the hoopak as a martial ranged weapon. If you
do, it uses the ammunition property, uses sling bullets, and deals 1d4 bludgeoning
damage on a hit.
Kender
Kender Traits
As a kender, you have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Small.
Speed. Your walking speed is 30 feet.
Fearless. You have advantage on saving throws you make to
avoid or end the frightened condition on yourself. When you fail a
saving throw to avoid or end the frightened condition on yourself,
you can choose to succeed instead. Once you succeed on a
saving throw in this way, you can’t do so again until you finish a
long rest.
Kender Aptitude. Thanks to the mystical origin of your people,
you gain proficiency with one of the following skills of your
choice: Insight, Investigation, Sleight of Hand, Stealth, or
Survival.
Taunt. You have an extraordinary ability to fluster creatures. As
a bonus action, you can unleash a string of provoking words at a
creature within 60 feet of yourself that can hear and understand
you. The target must succeed on a Wisdom saving throw, or it
has disadvantage on attack rolls against targets other than you
until the start of your next turn. The DC equals 8 + your
proficiency bonus + your Intelligence, Wisdom, or Charisma
modifier (choose when you select this race).
You can use this bonus action a number of times equal to your
proficiency bonus, and you regain all expended uses when you
finish a long rest.
Knights of Solamnia
Many celebrated heroes have risen from the Knights of Solamnia,
the most storied knighthood on Ansalon. The knighthood began
over a thousand years ago, during the reign of the Ergothian
Empire in western Ansalon. Vinas Solamnus, head of the
Ergothian imperial guard, was sent to eastern Ergoth to put
down a massive rebellion. However, Solamnus learned of the
rebels’ grievances and, won over to their cause, he and the rebels
marched on the Ergothian capital of Daltigoth. The capital fell,
and Vinas Solamnus was crowned king of a new independent
nation on the eastern plains, called Solamnia in his honor.
King Solamnus sought above all to rule this new society justly.
On the Isle of Sancrist, at a black granite stone in a secluded
glade, he prayed to the gods for guidance. Three of the gods of
good appeared to him: Paladine, god of justice and order; Kiri-
Jolith, god of just warfare; and Habbakuk, god of nature, loyalty,
and the elements. The three gods inspired three orders of knights
that would guard the realm together as the Knights of Solamnia.
Tarnished Pride
Before the Cataclysm, Solamnia was a beacon of peace and
prosperity. The knights established great cities and castles across
the Plains of Solamnia, including Solanthus, Castle Brightblade,
and Dargaard Keep. They ruled in accordance with the ideals of
Vinas Solamnus, and they forged an alliance with Istar that
spread those ideals across the world. The people of Solamnia
attributed their prosperity to the wise and just rulership of the
knights.
In the wake of the Cataclysm, faith in the knighthood soured to
suspicion. Rumors spread that the knighthood had possessed the
power to avert the Cataclysm and either failed to or chose not
to—perhaps to dispense with Istar and solidify the knights’
power.
Most knights still tried to defend the
realm as their duty demanded, but they
found themselves beset on all sides,
dying to protect people who rejected and
persecuted them.
Their power waning, the knights today
are locked in a bitter internal feud: Is it
better to maintain their strict codes even
in the face of obsolescence, secure in the
knowledge they were true to themselves?
Or should they embrace a changing
world and fight to defend it, even if the
knights must change with it?
The Oath and the Measure
The Knights of Solamnia follow a
chivalric code with two parts: the Oath
and the Measure, both inspired by the
writings of Vinas Solamnus. The Oath is
simple and aspirational—a star to
navigate by—while the Measure lays out
specific rules for the organization and
conduct of the knighthood.
The Oath. The Oath of the Knights of
Solamnia has been the same since Vinas
Solamnus founded the knighthood: “Est
Sularus oth Mithas,” or “My Honor Is My
Life.” This principle—to sacrifice all for
the sake of honor—guides the actions of
every knight, at least in theory.
The Measure. In contrast to the Oath,
the Measure is a staggeringly
complicated, excruciatingly specific
guide to knightly life. Originally put forth
by Vinas Solamnus as an organizational
scheme and code of conduct for the
knightly orders, the Measure grew over the years to encompass
thirty-seven volumes, covering everything from courtly etiquette
to the proper saddling of mounts. According to the Measure, the
knights no longer have sufficient numbers to elect a new Grand
Master, the highest office in the knighthood, leaving them
without an authority who could overrule or update the Measure.
Despite this, a growing minority of knights push for a reform of
the Measure, believing that it’s unwieldy and outdated and that it
no longer serves the ideals laid down by their founder.
Knightly Orders
Each Solamnic knight belongs to one of three orders. Each order,
led by a High Knight elected from among its number, has its own
hierarchy and rules for admission.
Knights of the Crown. Most knights begin their journey as squires
in the Knights of the Crown, who honor the god Habbakuk as
their patron. The order emphasizes ideals of loyalty and
obedience that serve as a bedrock whether a knight chooses to
remain within the order or move beyond it. Knights of the Crown
are expected to aid any knight who requires assistance and any
kingdom on the List of Loyalty, the official roll of the Knights’
allies.
Knights of the Sword. Dedicated to heroic honor, courage, and
reverence for the true gods, this order upholds the virtues of Kiri-
Jolith, the god of just war. Members dedicate themselves to
courageous sacrifice, pledging to defend the defenseless without
regard for the knights’ personal suffering. Knights who join this
order often undertake a heroic quest to prove their worth.
Knights of the Rose. Guided by the god Paladine, the Knights of
the Rose exemplify honor tempered by wisdom and justice. Before
joining their ranks, most knights rise within the Knights of the
Sword after serving with the Knights of the Crown. Those who
prove both their loyalty and courage are fit to join this order,
which upholds the knighthood’s highest ideals.
Mages of High Sorcery
Many magic-users on Krynn are members of an ancient
organization known as the Mages of High Sorcery. Predominantly
composed of wizards—with a lesser number of sorcerers,
warlocks, and other spellcasters—members are divided into three
orders. Each order dedicates itself to virtues extolled by a god of
magic and honors the moon its deity is associated with. The three
orders cooperate as part of a single organization, overseen by a
council of experienced members known as the Conclave.
Equally devoted to the study of magic and united in defending
their knowledge and traditions, the three orders differ in their
fundamental reasons for using magic.
Order of the White Robes
Dedicated to the good god Solinari, the White Robes accept the
solemn responsibility of using magic only to make the world a
better place. The path they walk is a narrow one, and almost
daily, a mage of the White Robes faces the agonizing decision of
whether to intervene in the affairs of others for the greater good.
Order of the Red Robes
Inspired by the neutral god Lunitari, the Red Robes help others
when it suits them and use their gifts for their own enrichment
as they desire. Mages of the Red Robes are expected to wield their
power responsibly, represent their order faithfully, and uphold
the balance between good and evil in their own actions and the
world at large.
Order of the Black Robes
Often reviled and feared in equal measure, the Black Robes follow
the example of the evil god Nuitari, the black moon of Krynn. A
mage of the Black Robes is expected to first further their own
ambitions, then pursue the goals of their order, and then support
the continued well-being of the Conclave.
Towers of High Sorcery
Thousands of years ago, the Mages of High Sorcery cooperated to
build five Towers of High Sorcery, centers of learning to advance
the craft of magic and the interests of the orders. Three of the
towers were destroyed during the Cataclysm, and a fourth—the
once unsurpassed Tower of Palanthas—lies cursed and empty.
The only tower remaining in operation, the Tower of Wayreth,
now serves as headquarters of the Mages of High Sorcery and
repository of their greatest secrets.
The Test of High Sorcery
An apprentice mage who seeks to join one of the three orders
must first pass a trial known as the Test of High Sorcery. Every
mage’s test is different, tailored to both the order they wish to
join and their own personal challenges and aspirations.
Nonetheless, a few elements are always present.
Lethal Failure. The primary purpose of the test is to weed out
those who would misuse magic. Every test is designed so failure
means death. There is no judge, no score, and little chance of
surviving a failed test.
Magical Acumen. A mage must wield magic with competence,
creativity, and control. Every test requires a mage to use the
most advanced magic they’ve learned—and, sometimes, to push
beyond it.
Test of Character. The mages of the Conclave need to know the
apprentice will honor the laws of their order, no matter the
circumstance. To this end, the test confronts an apprentice with
bitter moral and emotional choices as well as magical challenges.
Illusion and Reality. Friends, enemies, and loved ones might
appear in the test, along with all manner of hazards and puzzles.
The applicant has no way of knowing which challenges are
illusory and which are real. In some cases, the test has lasting
consequences for an applicant’s life beyond the order.
Renegade Mages
If a spellcaster leaves or is thrown out of the Mages of High
Sorcery, or they fail the Test of High Sorcery and survive, the
organization’s leaders forbid them from continuing to practice
magic. Mages who practice magic in defiance of the Conclave are
deemed renegades. Members of the robed orders are duty-bound
to report and oppose such renegades. Some order members hunt
renegades, seeking to punish or slay those who’ve defied the
Mages of High Sorcery.
Backgrounds and Feats
When you make a character for a Dragonlance campaign, choose
one of the backgrounds in this section or select a background
from the Player’s Handbook or another source.
This section presents two new backgrounds for characters from
the world of Krynn: the Knight of Solamnia and the Mage of High
Sorcery.
Bonus Feats
Whatever background you choose for a character in a
Dragonlance campaign, you gain bonus feats, as detailed below.
Characters involved in the War of the Lance or other conflicts on
Krynn are changed by the dramatic experiences they face.
1st-Level Bonus Feat
If you select the Knight of Solamnia or the Mage of High Sorcery
background, you gain the feat specified in that background. If the
background you choose doesn’t provide a feat, you gain a bonus
feat of your choice from the following list (a parenthesis tells you
where to find the feat):
Skilled (Player’s Handbook)
Tough (Player’s Handbook)
4th-Level Bonus Feat
At 4th level, you gain another bonus feat of your choice from
either the 1st-level list above or the following list (a parenthesis
tells you where to find the feat):
Adept of the Black Robes (this chapter)
Adept of the Red Robes (this chapter)
Adept of the White Robes (this chapter)
Alert (Player’s Handbook)
Divinely Favored (this chapter)
Knight of the Crown (this chapter)
Knight of the Rose (this chapter)
Knight of the Sword (this chapter)
Mobile (Player’s Handbook)
Sentinel (Player’s Handbook)
War Caster (Player’s Handbook)
You gain this bonus feat at 4th level regardless of your
background—even if you have the Knight of Solamnia or Mage of
High Sorcery background. You must meet all prerequisites if the
feat you choose has any.
Knight of Solamnia
Prerequisite: Dragonlance Campaign
You have trained to be a valorous warrior known as a Knight of
Solamnia. Strict rules guide your every action, and you work to
uphold them as you strive to defend
the weak and oppose evil. Your
honor is as important to you as your
life.
Skill Proficiencies: Athletics,
Survival
Languages: Two of your choice
Equipment: An insignia of rank, a
deck of cards, a set of common
clothes, and a pouch containing 10
gp
Feature: Squire of Solamnia
You gain the Squire of Solamnia feat
(presented later in this chapter).
In addition, the Knights of Solamnia provide you free, modest
lodging and food at any of their fortresses or encampments.
Building a Knight of Solamnia Character
Any class that has martial prowess can be a good fit in the
Knights of Solamnia. Fighters and paladins make up the bulk of
the knighthood’s forces. Clerics (often with the War domain) can
also be found among the knights’ ranks.
For a more unusual take on a Knight of Solamnia character,
consider playing a bard of the College of Valor (or the College of
Swords from Xanathar’s Guide to Everything) or a barbarian
devoted to the ideals of the nature god Habbakuk (perhaps
adopting the Path of the Zealot from Xanathar’s Guide to
Everything).
Knight of Solamnia Trinkets. When you make your character, roll
once on the Knight of Solamnia Trinkets table instead of on the
Trinkets table in the Player’s Handbook for your starting trinket.
Knight of Solamnia Trinkets
d6 Trinket
1 A flat silver disk you record your heroics upon
2 A piece of a fallen knight’s armor
3 A pendant featuring a crown, a rose, or a sword
4 The pommel of your mentor’s sword
5 A meaningful favor from someone you defended—perhaps a
handkerchief or glove
6 A locket with a sketch of a silver dragon inside
Mage of High Sorcery
Prerequisite: Dragonlance Campaign
Your talent for magic came to the attention of the Mages of High
Sorcery, an organization of spellcasters that studies magic and
prevents its misuse. You’ve trained among the Mages, but
whether you’ll face the dangerous test required to become a full
member of the group remains to be determined. Your passion for
studying magic has likely already predisposed you toward one of
the organization’s three orders: the benevolent Order of the White
Robes, the balance-pursuing Order of the Red Robes, or the
ruthless Order of the Black Robes.
In the world of Krynn, many refer to the Mages of High Sorcery as
the Wizards of High Sorcery. The organization accepts more than
wizards, though, with sorcerers, warlocks, and other spellcasters
included among their ranks.
Skill Proficiencies: Arcana, History
Languages: Two of your choice
Equipment: A bottle of colored ink, an ink pen, a set of common
clothes, and a pouch containing 10 gp
Feature: Initiate of High Sorcery
You gain the Initiate of High Sorcery feat (presented later in this
chapter).
In addition, the Mages of High Sorcery provide you with free,
modest lodging and food indefinitely at any occupied Tower of
High Sorcery and for one night at the home of an organization
member.
Building a Mage of High Sorcery Character
Mages of High Sorcery are typically sorcerers, warlocks, or
wizards and might have any subclass. Spellcasters who gain their
magic through devotion are less likely to be welcomed among the
traditionalist mages. Nevertheless, the Mages of High Sorcery are
shrewd, and they rarely let unique opportunities or individuals
pass them by. Even members of martial classes who train in
magic might find a rare place among the group’s three orders.
Mage of High Sorcery Trinkets. When you make your character,
roll once on the Mage of High Sorcery Trinkets table instead of on
the Trinkets table in the Player’s Handbook for your starting
trinket.
Mage of High Sorcery Trinkets
d6 Trinket
1 An unopened letter from your first teacher
2 A broken wand made of black, red, or white wood
3 A scroll bearing an incomprehensible formula
4 A purposeless device covered in colored stones that can fold
into various enigmatic shapes
5 A pouch or spellbook emblazoned with the triple moon
symbol of the Mages of High Sorcery
6 A lens through which you can see Krynn’s invisible black
moon, Nuitari
Feats
This section introduces feats related to the Knights of Solamnia
and the Mages of High Sorcery, along with a general feat available
to characters seeking a special divine connection. These feats are
available to you whenever you normally choose a feat, and they
follow the feat rules in the Player’s Handbook.
Divinely Favored
Prerequisite: 4th Level, Dragonlance Campaign
A god chose you to carry a spark of their power.
You learn one cantrip of your choice from the cleric spell list and
one 1st-level spell based on the alignment of your character, as
specified in the Alignment Spells table below. You also learn the
augury spell.
Alignment Spells
Evil Choose one 1st-level warlock spell
Good Choose one 1st-level cleric spell
Neutral Choose one 1st-level druid spell
You can cast the chosen 1st-level spell and the augury spell
without a spell slot, and you must finish a long rest before you
can cast either of these spells in this way again. You can also
cast these spells using spell slots you have of the appropriate
level.
Your spellcasting ability for this feat’s spells is Intelligence,
Wisdom, or Charisma (choose when you select this feat).
In addition, you can use a holy symbol as a spellcasting focus for
any spell you cast that uses the spellcasting ability you choose
when you select this feat.
Initiate of High Sorcery
Prerequisite: Dragonlance Campaign, Sorcerer or Wizard Class or
Mage of High Sorcery Background
You’ve received training from magic-users affiliated with the
Mages of High Sorcery.
Choose one of the three moons of Krynn to influence your magic:
the black moon, Nuitari; the red moon, Lunitari; or the white
moon, Solinari. You learn one cantrip of your choice from the
wizard spell list and two 1st-level spells based on the moon you
choose, as specified in the Lunar Spells table.
Lunar Spells
Moon 1st-Level Spell
Nuitari Choose two from dissonant whispers, false life, hex,
and ray of sickness
Lunitari Choose two from color spray, disguise self, feather fall,
and longstrider
Solinari Choose two from comprehend languages, detect evil
and good, protection from evil and good, and shield
You can cast each of the chosen 1st-level spells without a spell
slot, and you must finish a long rest before you can cast them in
this way again. You can also cast the spells using any spell slots
you have.
Your spellcasting ability for this feat’s spells is Intelligence,
Wisdom, or Charisma (choose when you select this feat).
Adept of the Black Robes
Prerequisite: 4th Level, Initiate of High Sorcery (Nuitari) Feat
You chose the moon Nuitari to influence your magic, and your
ambition and loyalty to the Order of the Black Robes have been
recognized, granting you these benefits:
Ambitious Magic. You learn one 2nd-level spell of your choice. The
2nd-level spell must be from the enchantment or necromancy
school of magic. You can cast this feat’s 2nd-level spell without a
spell slot, and you must finish a long rest before you can cast it
in this way again. You can also cast this spell using spell slots
you have of the appropriate level. The spell’s spellcasting ability
is the one chosen when you gained the Initiate of High Sorcery
feat.
Life Channel. You can channel your life force into the power of
your magic. When a creature you can see within 60 feet of you
fails a saving throw against a spell that deals damage that you
cast, you can expend a number of Hit Dice equal to the level of
the spell. Roll the expended Hit Dice and add them together. The
damage that the creature takes increases by an amount equal to
that total.
Adept of the Red Robes
Prerequisite: 4th Level, Initiate of High Sorcery (Lunitari) Feat
You chose the moon Lunitari to influence your magic, and your
dedication to maintaining the balance between all things has
been recognized by the Order of the Red Robes, granting you
these benefits:
Insightful Magic. You learn one 2nd-level spell of your choice. The
2nd-level spell must be from the illusion or transmutation school
of magic. You can cast this feat’s 2nd-level spell without a spell
slot, and you must finish a long rest before you can cast it in this
way again. You can also cast this spell using spell slots you have
of the appropriate level. The spell’s spellcasting ability is the one
chosen when you gained the Initiate of High Sorcery feat.
Magical Balance. When you make an attack roll or an ability
check and roll a 9 or lower on the d20, you can balance fate and
treat the roll as a 10. You can balance fate in this way a number
of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.
Adept of the White Robes
Prerequisite: 4th Level, Initiate of High Sorcery (Solinari) Feat
You chose the moon Solinari to influence your magic, and your
oath to use magic to make the world a better place has been
recognized by the Order of the White Robes, granting you these
benefits:
Protective Magic. You learn one 2nd-level spell of your choice. The
2nd-level spell must be from the abjuration or divination school
of magic. You can cast this feat’s 2nd-level spell without a spell
slot, and you must finish a long rest before you can cast it in this
way again. You can also cast this spell using spell slots you have
of the appropriate level. The spell’s spellcasting ability is the one
chosen when you gained the Initiate of High Sorcery feat.
Protective Ward. When you or a creature you can see within 30
feet of you takes damage, you can use your reaction to expend a
spell slot and weave protective magic around the target. Roll a
number of d6s equal to the level of the spell slot expended and
reduce the damage the target takes by the total rolled on those
dice + your spellcasting ability modifier.
Squire of Solamnia
Prerequisite: Dragonlance Campaign, Fighter or Paladin Class or
Knight of Solamnia Background
Your training in the ways of the Knights of Solamnia grants you
these benefits:
Mount Up. Mounting or dismounting costs you only 5 feet of
movement.
Precise Strike. Once per turn, when you make a weapon attack
roll against a creature, you can cause the attack roll to have
advantage. If the attack hits, you roll a d8 and add the number
rolled as a bonus to the attack’s damage roll. You can use this
benefit a number of times equal to your proficiency bonus, but a
use is expended only if the attack hits. You regain all expended
uses when you finish a long rest.
MEMBERSHIP IN 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.
Knight of the Crown
Prerequisite: 4th Level, Squire of Solamnia Feat
You are a Knight of Solamnia aligned with the Order of the
Crown, a group that extols the virtues of cooperation, loyalty, and
obedience. You excel in group combat and gain these benefits:
Ability Score Increase. Increase your Strength, Dexterity, or
Constitution score by 1, to a maximum of 20.
Commanding Rally. As a bonus action, you can command one
ally within 30 feet of yourself to attack. If that ally can see or
hear you, they can immediately make one weapon attack as a
reaction. If the attack hits, the ally can roll a d8 and add the
number rolled as a bonus to the attack’s damage roll. You can
use this bonus action a number of times equal to your
proficiency bonus, and you regain all expended uses when you
finish a long rest.
Knight of the Rose
Prerequisite: 4th Level, Squire of Solamnia Feat
You are a Knight of Solamnia aligned with the Order of the Rose,
a group known for leadership, justice, and wisdom. Your resolve
grants you these benefits:
Ability Score Increase. Increase your Constitution, Wisdom, or
Charisma score by 1, to a maximum of 20.
Bolstering Rally. As a bonus action, you can encourage one
creature you can see within 30 feet of yourself (you can choose
yourself). If the target can see or hear you, the target gains
temporary hit points equal to 1d8 + your proficiency bonus + the
ability modifier of the ability score increased by this feat. You can
use this bonus action a number of times equal to your
proficiency bonus, and you regain all expended uses when you
finish a long rest.
Knight of the Sword
Prerequisite: 4th Level, Squire of Solamnia Feat
You are a Knight of Solamnia aligned with the Order of the
Sword, a group devoted to heroism and courage. Bravery steels
your spirit, granting you these benefits:
Ability Score Increase. Increase your Intelligence, Wisdom, or
Charisma score by 1, to a maximum of 20.
Demoralizing Strike. Once per turn, when you hit a creature with
a weapon attack roll, you can attempt to frighten that target. The
target must make a Wisdom saving throw (DC equals 8 + your
proficiency bonus + the ability modifier of the score increased by
this feat). On a failed save, the target is frightened of you until
the end of your next turn. On a successful save, the target has
disadvantage on the next attack roll it makes before the end of its
next turn. You can use this benefit a number of times equal to
your proficiency bonus, and you regain all expended uses when
you finish a long rest.
Lunar Sorcerer
A sorcerer has the Sorcerous Origin feature, which offers you the
choice of a subclass. The following option is available when
making that choice: Lunar Sorcery.
Lunar Sorcery
On many worlds, the moon is a revered celestial body with
magical properties. On Krynn, the gods of magic are associated
with the world’s three moons. On the world of Toril, the god
Selûne uses the light of the moon to battle darkness. On
Eberron, scholars of the Draconic Prophecy decipher ancient
secrets from the waxing and waning of that world’s twelve moons.
You or someone from your lineage has been exposed to the
concentrated magic of the moon (or moons) of your world,
imbuing you with lunar magic. Perhaps your ancestor was
involved in a druidic ritual involving an eclipse, or maybe a
mystical fragment of a moon crashed near you. However you
came to have your magic, your connection to the moon is obvious
when you cast sorcerer spells—perhaps making your pupils glow
with the color of a moon from your world, causing spectral
manifestations of lunar phases to orbit you, or some other effect.
Lunar Embodiment
1st-Level Lunar Sorcery Feature
You learn additional spells when you reach certain levels in this
class, as shown on the Lunar Spells table. Each of these spells
counts as a sorcerer spell for you, but it doesn’t count against
the number of sorcerer spells you know.
Lunar Spells
Sorcerer Full Moon Spell New Moon Spell Crescent
Level Moon Spell
1st Shield Ray of sickness Color spray
3rd Lesser Blindness/Deafness Alter self
restoration
5th Dispel magic Vampiric touch Phantom
steed
7th Death ward Confusion Hallucinatory
terrain
9th Rary’s Hold Monster Mislead
telepathic bond
Whenever you finish a long rest, you can choose what lunar
phase manifests its power through your magic: Full Moon, New
Moon, or Crescent Moon. While in the chosen phase, you can
cast one 1st-level spell of the associated phase in the Lunar
Spells table once without expending a spell slot. Once you cast a
spell in this way, you can’t do so again until you finish a long
rest.
Moon Fire
1st-Level Lunar Sorcery Feature
You can call down the radiant light of the moon on command.
You learn the sacred flame spell, which doesn’t count against the
number of sorcerer cantrips you know. When you cast the spell,
you can target one creature as normal or target two creatures
within range that are within 5 feet of each other.
Lunar Boons
6th-Level Lunar Sorcery Feature
The current phase of your Lunar Embodiment can affect your
Metamagic feature. Each Lunar Embodiment phase is associated
with certain schools of magic, as shown here:
Full Moon. Abjuration and divination spells
New Moon. Enchantment and necromancy spells
Crescent Moon. Illusion and transmutation spells
Whenever you use Metamagic on a spell of a school of magic
associated with your current Lunar Embodiment phase, you can
reduce the sorcery points spent by 1 (minimum 0). You can
reduce the sorcery points spent for your Metamagic a number of
times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.
Waxing and Waning
6th-Level Lunar Sorcery Feature
You gain greater control over the phases of your lunar magic. As
a bonus action, you can spend 1 sorcery point to change your
current Lunar Embodiment phase to a different one.
You can now cast one 1st-level spell from each lunar phase of the
Lunar Spells table once without expending a spell slot, provided
your current phase is the same as the lunar phase spell. Once
you cast a lunar phase spell in this way, you can’t do so again
until you finish a long rest.
Lunar Empowerment
14th-Level Lunar Sorcery Feature
The power of a lunar phase saturates your being. While you are
in a Lunar Embodiment phase, you also gain the following benefit
associated with that phase:
Full Moon. You can use a bonus action to shed bright light in a
10-foot radius and dim light for an additional 10 feet or to douse
the light. In addition, you and creatures of your choice have
advantage on Intelligence (Investigation) and Wisdom (Perception)
checks while within the bright light you shed.
New Moon. You have advantage on Dexterity (Stealth) checks. In
addition, while you are entirely in darkness, attack rolls have
disadvantage against you.
Crescent Moon. You have resistance to necrotic and radiant
damage.
Lunar Phenomenon
18th-Level Lunar Sorcery Feature
As a bonus action, you can tap into a special power of your
current Lunar Embodiment phase. Alternatively, as part of the
bonus action you take to change your lunar phase using the
Waxing and Waning feature, you can immediately use the power
of the lunar phase you are entering:
Full Moon. You radiate moonlight for a moment. Each creature of
your choice within 30 feet of you must succeed on a Constitution
saving throw against your spell save DC or be blinded until the
end of its next turn. In addition, one creature of your choice in
that area regains 3d8 hit points.
New Moon. You momentarily emanate gloom. Each creature of
your choice within 30 feet of you must succeed on a Dexterity
saving throw against your spell save DC or take 3d10 necrotic
damage and have its speed reduced to 0 until the end of its next
turn. In addition, you become invisible until the end of your next
turn, or until immediately after you make an attack roll or cast a
spell.
Crescent Moon. You can magically teleport to an unoccupied
space you can see within 60 feet of yourself. You can bring along
one willing creature you can see within 5 feet of yourself. That
creature teleports to an unoccupied space of your choice that you
can see within 5 feet of your destination space. In addition, you
and that creature gain resistance to all damage until the start of
your next turn.
Once you use one of these bonus action benefits, you can’t use
that benefit again until you finish a long rest, unless you spend 5
sorcery points to use it again.