Eroes of Rynn: Nearthed Rcana

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UNEARTHED

ARCANA 2022
HEROES OF KRYNN
By Ben Petrisor, F. Wesley Schneider, and Jeremy Crawford

This document presents a new race and subclass, as well


as variety of new feats and feat-related options, to playtest
LANGUAGES
for DUNGEONS & DRAGONS: Your character can speak, read, and write Common and
one other language that you and your DM agree is
Kender. These short-statured beings have a knack for
appropriate for the character. The Player’s Handbook
producing the right tools in every situation.
offers a list of widespread languages to choose from. The
Sorcerer Subclass. The Lunar Magic subclass allows
DM is free to add or remove languages from that list for a
sorcerers to explore deeper ties to moons.
particular campaign.
Backgrounds. The Knight of Solamnia and the Mage of
High Sorcery backgrounds provide access to feats
specific to their organizations. CREATURE TYPE
Feats. This collection of feats presents options available to
those with specific backgrounds and backstories, as well Every creature in D&D, including every player character,
as an option for characters with a special connection to has a special tag in the rules that identifies the type of
a deity. creature they are. Most player characters are of the
Humanoid type. A race option presented here tells you
THIS IS PLAYTEST MATERIAL what your character’s creature type is.
The D&D material in this article is presented for playtesting and Here’s a list of the game’s creature types in alphabetical
to spark your imagination. These game mechanics are in draft order: Aberration, Beast, Celestial, Construct, Dragon,
form, usable in your D&D campaign but not refined by full game Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze,
design and editing. They aren’t officially part of the game and Plant, Undead. These types don’t have rules themselves,
aren’t permitted in D&D Adventurers League events. but some rules in the game affect creatures of certain
Feedback. The best way for you to give us feedback on this types in different ways. For example, the text of the cure
material is in the survey we’ll release on the D&D website soon. wounds spell specifies that the spell doesn’t work on a
If we decide to make this material official, it will be refined based creature that has the Construct type.
on your feedback, and then it will appear in a D&D book.
Power Level. The character options you read here might be
more or less powerful than options in the Player’s Handbook. If a LIFE SPAN
design survives playtesting, we adjust its power to the desirable
level before official publication. This means an option could be The typical life span of a player character in the D&D
more or less powerful in its final form. multiverse is about a century, assuming the character
doesn’t meet a violent end on an adventure. Members of

CREATING YOUR CHARACTER some races, such as dwarves and elves, can live for
centuries—a fact noted in the description of the race.
When you create your D&D character, you decide whether
your character is a member of the human race or one of HEIGHT AND WEIGHT
the game’s fantastical races, which include the races
presented in this article. If you create a character using a Player characters, regardless of race, typically fall into the
race option presented here, follow these additional rules same ranges of height and weight that humans have in our
during character creation. world. If you’d like to determine your character’s height or
weight randomly, consult the Random Height and Weight
ABILITY SCORE INCREASES table in the Player’s Handbook, and choose the row in the
table that best represents the build you imagine for your
When determining your character’s ability scores, increase character.
one of those scores by 2 and increase a different score by
1, or increase three different scores by 1. Follow this rule
regardless of the method you use to determine the scores,
KENDER
such as rolling or point buy. Native to the world of Krynn, Kender are diminutive
The “Quick Build” section for your character’s class Humanoids that look like humans with pointed ears and
offers suggestions on which scores to increase. You’re free diverse appearances. Kender have a supernatural curiosity
to follow those suggestions or to ignore them. Whichever that drives them on to adventures big and small. This
scores you decide to increase, none of the scores can be curiosity is said to be connected to the whimsical magic of
raised above 20. the Feywild, that some believe kender have a high affinity
for. Due to their curiosity, many kender have found
themselves falling through gates and portals to other
planes and worlds.

©2022 Wizards of the Coast LLC 1


Unknown to most mortals, a magical phenomenon darkness. On Eberron, scholars of the Draconic Prophecy
surrounds a kender. Spurred by their curiosity and love decipher ancient secrets from the waxing and waning of
for trinkets, curios, and keepsakes, a kender’s pouches or that world's twelve moons.
pockets will be magically filled with these objects. No one You, or someone from your lineage, has been exposed to
knows where these objects come from, not even the the concentrated magic of the moon (or moons) of your
kender. This has led many kender to be mislabeled as world, imbuing you with lunar magic. Perhaps your
thieves when they fish these items out of their pockets. ancestor was involved in a druidic ritual involving an
eclipse, or maybe a mystical fragment of a moon crashed
KENDER TRAITS near you. However you came to have your magic, your
connection to the moon is obvious when you cast sorcerer
As a kender, you have the following racial traits. spells. Consult the Manifestations of Lunar Magic table,
Creature Type. You are a Humanoid. then choose or randomly determine how your connection
Size. You are Small. to the moon manifests while you cast your sorcerer spells.
Speed. Your walking speed is 30 feet.
Brave. You have advantage on saving throws you make
to avoid or end the frightened condition on yourself.
MANIFESTATIONS OF LUNAR MAGIC
d4 Manifestation
Kender Ace. Starting at 3rd level, you possess a magical
1 You glow with faint light that matches the color of a
ability to pull an item out of a bag or another container; as
moon from your world.
a bonus action, you can reach into a container you’re
2 Your pupils shift in shape, matching the current phase
carrying and roll on the Kender Aces table to determine
of a moon from your world.
what item you pull out. The object glimmers softly and
3 Spectral manifestations of the moon (or moons) of
disappears after 1 hour. You can use this bonus action a
your world orbit you.
number of times equal to your proficiency bonus, and you
4 Your shadow is limned in faint light, as if it were a
regain all expended uses when you finish a long rest. lunar body during a solar eclipse.

KENDER ACES
d6 Item
1 5d6 gold pieces
MOON FIRE
2 1 simple weapon of your choice that has the 1st-Level Lunar Magic Feature
light property
You can call down the radiant light of the moon on
3 1 item of your choice from the Adventuring
command. You learn the sacred flame spell, which doesn’t
Gear table in the Player’s Handbook. The item
count against the number of sorcerer cantrips you know.
must cost no more than 1 gp and weigh no
more than 1 lb.
When you cast the spell, you can target one creature as
4 1 random item from the Trinkets table in the
normal or target two creatures within range that are
Player’s Handbook. within 5 feet of each other.
5 Your choice of a crowbar or a grappling hook
6 1 item of your choice from the Tools table in LUNAR EMBODIMENT
the Player’s Handbook. The item must cost no 1st-Level Lunar Magic Feature
more than 10 gp.
You learn additional spells when you reach certain levels
Taunt. You have a supernatural ability to home in on a in this class, as shown on the Lunar Spells table. Each of
creature’s emotional raw nerves and craft a taunt that these spells counts as a sorcerer spell for you, but it
flusters that creature. As a bonus action, you can unleash a doesn’t count against the number of sorcerer spells you
barrage of insults at a creature within 60 feet of you that know.
can hear and understand you. The target must succeed on
a Wisdom saving throw (DC equal to 8 + your proficiency LUNAR SPELLS
bonus + your Charisma modifier), or it has disadvantage Sorcerer Full Moon New Moon Crescent Moon
on attack rolls until the start of your next turn. Level Spells Spells Spells
You can use this bonus action a number of times equal 1st faerie fire dissonant sanctuary
to your proficiency bonus, and you regain all expended whispers
uses when you finish a long rest. 3rd moonbeam darkness blindness/deafness
5th death ward bestow curse phantom steed

SORCERER SUBCLASS
7th freedom of Evard’s black hallucinatory
movement tentacles terrain
9th mass cure mislead dream
At 1st level, a sorcerer gains the Sorcerous Origin feature, wounds
which offers you the choice of a subclass. The following
option is available when making that choice: Lunar Magic. Whenever you finish a long rest, you can choose what
lunar phase manifests its power through your magic: Full
LUNAR MAGIC Moon, New Moon, or Crescent Moon. While in the chosen
phase, spells of the associated phase in the Lunar Spells
On many worlds, the moon is a revered celestial body with table can be cast once without expending a spell slot. Once
magical properties. On Krynn, the gods of magic are you cast a spell in this way, you can’t do so again until you
associated with the world's three moons. On the world of finish a long rest.
Toril, the god Selûne uses the light of the moon to battle

©2022 Wizards of the Coast LLC. 2


LUNAR BOONS New Moon: You momentarily emanate an oppressive
gloom. Each creature of your choice within 30 feet of
6th-Level Lunar Magic Feature you must succeed on a Dexterity saving throw against
Lunar phases influence your metamagic. Each lunar phase your spell save DC or take 3d10 necrotic damage and
is associated with spells of the following schools of magic: have its speed reduced to 0 until the end of its next turn.
In addition, you become invisible until the end of your
Full Moon. Abjuration and conjuration spells next turn, or until you make an attack or cast a spell.
New Moon. Evocation and necromancy spells Crescent Moon: You slip through light and darkness. You
Crescent Moon. Divination and transmutation spells can magically teleport to an unoccupied space you can
see within 60 feet of yourself. In addition, you also gain
Whenever you use Metamagic on a spell from the Lunar resistance to all damage until the start of your next turn.
Spells table or a spell of a school of magic associated with
the lunar phase you are in, you can reduce the sorcery Once you use a phase’s bonus action, you can’t do so again
points spent by 1 (minimum 0). You can reduce the until you finish a long rest, unless you spend 5 sorcery
sorcery points spent for your Metamagic a number of points to use it again.
times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest
BACKGROUNDS
WAXING AND WANING This section presents two new backgrounds: the Knight of
6th-Level Lunar Magic Feature Solamnia and the Mage of High Sorcery.

You gain greater control over the phases of your lunar


magic. As a bonus action, you can spend 1 sorcery point to KNIGHT OF SOLAMNIA
change your lunar phase for a different one.
You have trained to be a valorous warrior known as a
Knight of Solamnia. Strict rules guide your every action,
LUNAR EMPOWERMENT and you work to uphold them as you strive to defend the
14th-Level Lunar Magic Feature weak and oppose all forms of evil. Your honor is as
important to you as your life.
The power of a lunar phase saturates your being.
Whenever you choose a lunar phase to affect your magic, Skill Proficiencies: Athletics, Survival
you also gain the following benefit associated with that Tool Proficiencies: One type of musical instrument
phase: Languages: One of your choice
Equipment: An insignia of rank, a deck of cards, a set of
Full Moon: You shed bright light in a 10-foot radius and common clothes, and a pouch containing 10 gp
dim light for an additional 10 feet. In addition, you and
creatures of your choice have advantage on saving FEATURE: SQUIRE OF SOLAMNIA
throws while within the bright light you shed.
You gain the Squire of Solamnia feat (presented later in
New Moon: You have advantage on Dexterity (Stealth)
checks. In addition, while you are in dim light or this document).
In addition, the Knights of Solamnia provide you free,
darkness, attack rolls have disadvantage against you.
modest lodging and food at any of their fortresses or
Crescent Moon: You have resistance to necrotic and
encampments.
radiant damage.

LUNAR PHENOMENON BUILDING A KNIGHT OF SOLAMNIA CHARACTER


18th-Level Lunar Magic feature Any class or subclass that has martial prowess can be a
good fit in the Knights of Solamnia. Fighters and paladins
Your lunar phase magic bursts. As a bonus action, you can make up the bulk of the knighthood’s forces. Clerics (often
tap into a special power of the lunar phase you are with the War domain) can also be found among the
currently in. Alternatively, as part of the bonus action you knights' ranks.
take to change your lunar phase using your Waxing and For a more unusual take on a Knight of Solamnia
Waning feature, you can immediately use the power of the character, consider playing a bard of the College of Valor
lunar phase you are entering: (or the College of Swords from Xanathar’s Guide to
Everything) or a barbarian devoted to the ideals of the
Full Moon: You radiate intense moonlight for a moment.
nature god Habbakuk (perhaps adopting the Path of the
Each creature of your choice within 30 feet of you must
Zealot from Xanathar’s Guide to Everything).
succeed on a Constitution saving throw against your Suggested Characteristics. Adventurers who dedicate
spell save DC or be blinded until the end of its next turn. themselves to protecting the innocent and upholding
In addition, one creature of your choice in that area
honorable virtues are welcomed among the Knights of
regains 3d8 hit points. Solamnia. The Knight of Solamnia Personality Traits table
suggests various traits you might adopt for your character.

KNIGHT OF SOLAMNIA PERSONALITY TRAITS


d6 Personality Trait
1 I pledge my sword to the greater good. If I must
perish in pursuit of that good, so be it.

©2022 Wizards of the Coast LLC. 3


2 My comrades-in-arms are my family. I’ll do magic are less likely to be welcomed among the
whatever it takes to keep them safe. traditionalist mages. Nevertheless, the Mages of High
3 The protection of innocent people comes first. All Sorcery are shrewd, and they rarely let unique
other concerns come second. opportunities or individuals pass them by. Even members
4 I joined the knights for the free meals, but their of martial classes who train in magic might find a rare
lessons grew on me over time. place among the group's three orders.
5 I wish my deeds to become the stuff of legends— Suggested Characteristics. The study of magic drives
just like those of the knighthood's heroic founders. the Mages of High Sorcery. Consider which of the group's
6 A dishonorable act drove me to become a knight. I three orders you aspire to join. The Mage of High Sorcery
have acted with honor ever since. Personality Traits table suggests traits you might adopt for
your character.
Knight of Solamnia Trinkets. When you make your
character, you may roll once on the Knight of Solamnia MAGE OF HIGH SORCERY PERSONALITY TRAITS
Trinkets table, instead of on the Trinkets table in the d6 Personality Trait
Player’s Handbook, for your starting trinket. 1 I wish to use my knowledge of magic to better
people’s lives.
KNIGHT OF SOLAMNIA TRINKETS 2 My study of magic might reveal all manner of
d6 Trinket secrets.
1 A flat silver disk you record your heroics upon 3 Magic is a means to power, and I will use it to
2 A piece of a fallen knight's armor pursue my ambitions.
3 A pendant featuring a crown, a rose, a sword, or 4 I learned magic so I'd be able to protect those I
combination of all three care about.
4 The pommel of your mentor's sword 5 I use my magic to maintain the balance between all
5 A meaningful favor from someone you defended— things.
perhaps a handkerchief or glove 6 Whether in the past, present, or future, I will be
6 A brass locket with a sketch of a silver dragon the greatest mage ever known.
inside
Mage of High Sorcery Trinkets. When you make your
character, you may roll once on the Mage of High Sorcery
MAGE OF HIGH SORCERY Trinkets table, instead of on the Trinkets table in the
Player’s Handbook, for your starting trinket.
Your talent for magic came to the attention of the Mages of
High Sorcery, an organization of spellcasters that study MAGE OF HIGH SORCERY TRINKETS
magic and prevent its misuse. You've trained among the d6 Trinket
Mages, but whether or not you'll face the dangerous tests 1 An unopened letter from your first teacher
required to become a true member of the group remains 2 A broken wand made of black, red, or white wood
to be determined. Your passion for studying magic has 3 A scroll bearing an incomprehensible formula
likely already predisposed you toward one of the 4 A purposeless device covered in colored stones
organization's three orders: the benevolent Order of the that can fold into various enigmatic shapes
White Robes, the balance-pursuing Order of the Red 5 A pouch or spell book emblazoned with the triple
Robes, or the ruthless Order of the Black Robes. moon symbol of the Mages of High Sorcery
In the world of Krynn, many refer to the Mages of High 6 A lens through which you can see Krynn's invisible
Sorcery as the Wizards of High Sorcery. The organization black moon, Nuitari
accepts more than wizards, though, with bards, sorcerers,
warlocks, and other spellcasters included among their
ranks. MAGES OF DRAGONLANCE
In past presentations of the Dragonlance setting, several of
Skill Proficiencies: Arcana, History DUNGEONS & DRAGON's modern spellcasting classes didn't exist. To
Languages: Two of your choice accommodate these classes, the group known as the Wizards of
Equipment: A bottle of colored ink, an ink pen, a set of High Sorcery has evolved into the Mages of High Sorcery. The
common clothes, and a pouch containing 10 gp group's distinct orders and signature robes remain, but the
organization now accepts members from a broad range of
FEATURE: INITIATE OF HIGH SORCERY spellcasting traditions. Members who find their magic influenced
by the phases of Krynn's moons also remain part of the group,
You gain the Initiate of High Sorcery feat (presented later
largely represented by sorcerers with the Lunar Magic subclass
in this document).
(presented in this document).
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.
FEATS
This section introduces feats associated with the Knights
of Solamnia and the Mages of High Sorcery, along with a
BUILDING A MAGE OF HIGH SORCERY CHARACTER general feat available to any character who seeks a unique
Mages of High Sorcery are typically bards, wizards, or connection with a deity. These feats are available to you
warlocks and might have any subclass. Spellcasters who whenever you normally choose a feat, and they follow the
gain their magic through devotion or who possess innate feat rules in the Player’s Handbook. These feats are

©2022 Wizards of the Coast LLC. 4


presented in alphabetical order. The Feats table lists the Magical Balance. When you make an attack roll, an ability
feats with their prerequisites. check, or a saving throw, and roll a 9 or lower on the
d20, you can use your reaction to balance fate and treat
FEATS the roll as a 10. You can use this reaction a number of
Feat Prerequisite times equal to your proficiency bonus, and you regain
Divinely Favored — all expended uses when you finish a long rest.
Initiate of High Sorcery —
Squire of Solamnia — ADEPT OF THE WHITE ROBES
Adept of the Black Robes 4th Level, Initiate of High Sorcery Prerequisite: 4th Level, Initiate of High Sorcery Feat, Any
Adept of the Red Robes 4th Level, Initiate of High Sorcery Non-Evil Alignment
Adept of the White 4th Level, Initiate of High Sorcery
Robes Your oath to use magic to make the world a better place
Divine Communications 4th Level, Divinely Favored has been recognized by the Order of the White Robes,
Knight of the Crown 4th Level, Squire of Solamnia granting you these benefits:
Knight of the Sword 4th Level, Squire of Solamnia
Knight of the Rose 4th Level, Squire of Solamnia Protective Magic. You learn one 2nd-level spell of your
choice. The 2nd-level spell must be from the abjuration
or conjuration school of magic. You can cast this feat’s
2nd-level spell without a spell slot, and you must finish
ADEPT OF THE BLACK ROBES a long rest before you can cast it in this way again. You
Prerequisite: 4th Level, High Sorcery Initiate Feat, Any Non- can also cast this spell using spell slots you have of the
Good Alignment appropriate level. The spell’s spellcasting ability is the
one chosen when you gained the Initiate of High Sorcery
Your ambition and loyalty to the Order of the Black Robes
feat.
has been recognized, granting you these benefits:
Protective Ward. When you or a creature you can see
Ambitious Magic. You learn one 2nd-level spell of your within 30 feet of you takes damage, you can use your
choice. The 2nd-level spell must be from the evocation reaction to expend a spell slot and weave protective
or necromancy school of magic. You can cast this feat’s magic around the target. Roll a number of d4s equal to
2nd-level spell without a spell slot, and you must finish the level of the spell slot expended and reduce the
a long rest before you can cast it in this way again. You damage the target takes by the total rolled on those dice
can also cast this spell using spell slots you have of the + your spellcasting ability modifier.
appropriate level. The spell’s spellcasting ability is the DIVINE COMMUNICATIONS
one chosen when you gained the Initiate of High Sorcery
feat. Prerequisite: 4th Level, Divinely Favored Feat
Life Channel. You can channel your lifeforce into the Your connection to your god deepens, granting you these
power of your magic. When a creature you can see benefits:
within 60 feet of you fails on a saving throw against a
spell you cast, you can expend a number of Hit Dice Ability Score Increase. Increase the ability score of the
equal to the level of the spell. Roll a number of Hit Die spellcasting ability chosen when you gained the Divinely
equal to half the number of Hit Dice expended (rounded Favored feat by 1, to a maximum of 20.
up) and the damage the triggering creature takes Celestial Tongues. You learn to speak, read, and write
increases by an amount equal to the total rolled of those Celestial, and two other languages of your choice.
dice. Divine Omens. You can cast the augury and commune
spell without a spell slot, and you must finish 1d4 long
ADEPT OF THE RED ROBES rests before you can cast it in this way again. You can
Prerequisite: 4th Level, High Sorcery Initiate Feat also cast the spell using spell slots you have of the
appropriate level. The spell’s spellcasting ability is the
Your pursuit of truth and dedication to maintaining the
one chosen when you gained the Divinely Favored feat.
balance between all things has been recognized by the
Order of the Red Robes, granting you these benefits: DIVINELY FAVORED
Insightful Magic. You learn one 2nd-level spell of your A god has chosen you to carry a spark of their divine
choice. The 2nd-level spell must be from the divination power.
or transmutation school of magic. You can cast this You learn the thaumaturgy cantrip and one 1st-level
feat’s 2nd-level spell without a spell slot, and you must spell based on the alignment of your character, as
finish a long rest before you can cast it in this way again. specified in the Alignment Spells table.
You can also cast this spell using spell slots you have of You can cast the chosen 1st-level spell without a spell
the appropriate level. The spell’s spellcasting ability is slot, and you must finish a long rest before you can cast it
the one chosen when you gained the Initiate of High in this way again. You can also cast the spell using any
Sorcery feat. spell slots you have.
Your spellcasting ability for this feat’s spells is
Intelligence, Wisdom, or Charisma (choose when you
select this feat).

©2022 Wizards of the Coast LLC. 5


ALIGNMENT SPELLS KNIGHT OF THE SWORD
Alignment 1st-level Spell
Prerequisite: 4th Level, Squire of Solamnia Feat
Evil Choose one 1st-level warlock or wizard spell.
Good Choose one 1st-level cleric or wizard spell. You are a Knight of Solamnia aligned with the Order of the
Neutral Choose one 1st-level druid or wizard spell. Sword, a group devoted to heroism and courage. Bravery
steels your spirit, granting you these benefits:
In addition, you can use a holy symbol as a spellcasting
focus for any spell you cast that uses the spellcasting Disciplined Spirit. You gain proficiency in Intelligence,
ability you choose when you select this feat. Wisdom, or Charisma saving throws (your choice when
you take this feat).
INITIATE OF HIGH SORCERY Willpower. Immediately after you or a creature you can
see within 30 feet of you fail an Intelligence, Wisdom, or
Prerequisite: Apprentice of High Sorcery Charisma saving throw, you can expend a Hit Die. The
You've received training from magic-users affiliated with saving throw increases by an amount equal to a roll of
the Mages of High Sorcery. that Hit Die, potentially turning a failure into a success.
Choose one of the three moons of Krynn, each of which Once you turn a failed saving throw into a successful
is associated with a distinct type of magic: the black moon, one using this feat, you can’t do so again until you finish
Nuitari; the red moon, Lunitari; or the white moon a long rest.
Solinari. You learn one cantrip and one 1st-level spell
based on the moon you choose, as specified in the Lunar KNIGHT OF THE ROSE
Spells table. Prerequisite: 4th Level, Squire of Solamnia Feat
You can cast the chosen 1st-level spell without a spell
slot, and you must finish a long rest before you can cast it You are a Knight of Solamnia aligned with the Order of the
in this way again. You can also cast the spell using any Rose, a group known for leadership, justice, and wisdom.
spell slots you have. Your resolve grants you these benefits:
Your spellcasting ability for this feat’s spells is
Ability Score Increase. Increase your Constitution or
Intelligence, Wisdom, or Charisma (choose when you
Charisma score by 1, to a maximum of 20.
select this feat).
Bolstering Rally. When you roll initiative, you can choose
up to three other creatures you can see within 30 of you.
LUNAR SPELLS Each creature can gain temporary hit points equal to a
Moon Cantrips 1st-level Spell roll of your Hit Die + your proficiency bonus + the
Nuitari Choose one from Choose one 1st-level wizard
ability modifier of the ability score increased by this
chill touch, mage spell from the evocation or
feat. You can use this feature a number of times equal to
hand, and vicious necromancy school of magic.
your proficiency bonus, and you regain all expended
mockery
uses when you finish a long rest.
Lunitari Choose one from Choose one 1st-level wizard
guidance, spell from the school of MEMBERSHIP IN MULTIPLE KNIGHTLY ORDERS
message, and divination or transmutation. Knights of Solamnia are only ever members of one of their
prestidigitation organization's orders. In the course of their training, most
Solinari Choose one from Choose one 1st-level wizard knights begin as members of the Knights of the Crown and then
produce flame, spell from the abjuration or move on to join other orders. Whether a character follows this
resistance, and conjuration school of magic. path or another, they retain what they learned as a member of
spare the dying 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
SQUIRE OF SOLAMNIA
Prerequisite: 4th Level, Squire of Solamnia Feat
Prerequisite: Squireship in the Knights of Solamnia
You are a Knight of Solamnia aligned with the Order of the
Crown, a group that extols the virtues of cooperation, Your training in the ways of the Knights of Solamnia grants
loyalty, and obedience. You excel in group combat and gain you these benefits:
these benefits:
Martial Training. You gain proficiency with medium
Ability Score Increase. Increase your Strength or armor and martial weapons.
Dexterity score by 1, to a maximum of 20. Defensive Rider. You have advantage on saving throws
Tactical Teamwork. When a creature you can see within made to avoid falling off a mount.
30 feet of you makes an attack roll against another Encouraging Rally. When another creature you can see
creature that is within 5 feet of you, you can use your within 30 feet of you makes a saving throw, you can use
reaction to grant advantage on the attack roll. You can your reaction to inspire them. If the target can hear you
use this reaction a number of times equal to your and understand you, it gains advantage on the saving
proficiency bonus, and you regain all expended uses throw. Once you use this reaction, you can’t do so again
when you finish a long rest. until you finish a long rest.

©2022 Wizards of the Coast LLC. 6

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