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Backgrounds & Bonus Feats


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Backgrounds

   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.


Knight of Solamnia

Prerequisite: Dragonlance Campaign

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.

   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

Source: DSotDQ, page 30


Mage of High Sorcery

Prerequisite: Dragonlance Campaign

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.

   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

Source: DSotDQ, page 30


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 (see Feats, below)
  • Adept of the Red Robes (see Feats, below)
  • Adept of the White Robes (see Feats, below)
  • Alert (Player’s Handbook)
  • Divinely Favored (see Feats, below)
  • Knight of the Crown (see Feats, below)
  • Knight of the Rose (see Feats, below)
  • Knight of the Sword (see Feats, below)
  • 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.

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.

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.


Adept of the Black Robes

Prerequisites: 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.

Source: DSotDQ, page 31


Adept of the Red Robes

Prerequisites: 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.

Source: DSotDQ, page 32


Adept of the White Robes

Prerequisites: 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.

Source: DSotDQ, page 32


Divinely Favored

Prerequisites: 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.

Source: DSotDQ, page 31


Initiate of High Sorcery

Prerequisites: Dragonlance Campaign, plus Sorcerer, Wizard, or Mage of High Sorcery
   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).
Source: DSotDQ, page 32


Knight of the Crown

Prerequisites: 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 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.

Source: DSotDQ, page 32


Knight of the Rose

Prerequisites: 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 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.

Source: DSotDQ, page 33


Knight of the Sword

Prerequisites: 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 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.

Source: DSotDQ, page 33


 Squire of Solamnia

Prerequisites: Dragonlance Campaign, plus Fighter, Paladin, or Knight of Solamnia

   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.

Source: DSotDQ, page 34

Edited by Kamishiro_Rin (see edit history)
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