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Unearthed

Arcana:
Waterborne Adventures
Believe me, my young friend, there is nothing most powerful race on Krynn. They believe their
absolutely nothinghalf so much worth doing as destiny is to rule the world, and that their
simply messing about in boats. dominion will be one of conquest and military
might. To that end, all minotaurs are trained in
Kenneth Grahame, The Wind in the Willows weapons, armor, and tactics from a young age.
The minotaurs arrogance stems from a
The following new character options showcase a combination of strength, cunning, and intellect
simple design approach to adventure on the high three virtues they hold dear, and which they
seas. These rules were created to be specifically deem the foundation of their greatness. They
useful for nautical D&D campaigns, but they are believe that this combination of traits is what
general enough that they can be useful in any sets them apart from their rivals.
campaign.
The Dungeon Masters Guide contains the rules
for managing ships at sea, along with encounter
Trial by Combat
tables, rules for weather, and other useful tools. Minotaur society is built on the principle that
By combining those rules with these new might makes right, and that considerations of
options, your campaign will be ready to set sail. justice are unnecessary. The minotaurs are led
What Is Unearthed Arcana? You can think of by an emperor served by a council of eight
the material presented in Unearthed Arcana as minotaurs called the Supreme Circle. All posts
similar to the first wave of the fifth edition D&D within the government, including the emperors,
playtest. These game mechanics are in draft are won by the strongest and cleverest
form, usable in your campaign but not fully minotaurs, as proved by combat in the Circus.
tempered by playtests and design iterations. The Circus is the only means by which a
They are highly volatile and might be unstable; if minotaur can rise in society. It is a grand, annual
you use them, be ready to rule on any issues that display of single combat in which minotaurs
come up. Theyre written in pencil, not ink. For battle each other for supremacy. Minotaur
these reasons, material in this column is not youths must prove themselves in the Circus to
legal in D&D Organized Play events. earn their passage to adulthood.
Participation in the Circus is yet another
Minotaur (Krynn) reason why minotaurs look down on other folk.
To the minotaurs, death and glory in battle are a
In the world of Krynn, the setting of the
natural process. Combat is the key to ensuring
Dragonlance saga, minotaurs live in an honor
that the strong survive, and that the weak are set
based society where strength determines power
aside before they can undermine their superiors
in both the gladiatorial arenas and in daily life.
grand schemes of conquest.
At home on both land and sea, the minotaurs of
Krynn are ferocious sea raiders who rank as the
ablest and most dangerous sailors in the world. Honor above All
For all their cruelty, minotaurs are bound by a
Arrogant Conquerors powerful sense of honor. Each victory brings
greater honor to both individual minotaurs and
Minotaurs embrace the notion that the weak
their families. Defeat invokes a stain that only
should perish and that the strong must rule
death can fully wash away.
and that they themselves are the strongest and

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Honor demands that minotaurs keep their Ability Score Increase. Your Strength score
word once it is offered, and each minotaur increases by 1.
remains faithful to friends and clan above all Conquerors Virtue. From a young age, you
else. Minotaurs rarely befriend folk of other focused on one of the three virtues of strength,
races, as they all too often encounter them only cunning, or intellect. Your choice of your
in battle. If a minotaur does strike up a Strength, Intelligence, or Wisdom score
friendship, it is typically with other creatures increases by 1.
that display the minotaurs virtues and love of Age. Minotaurs enter adulthood at around the
battle. To such friends, a minotaur becomes an age of 17 and can live up to 150 years.
ally whose support will never waver. Alignment. Minotaurs believe in a strict code
of honor, and thus tend toward law. They are
Sea Reavers loyal to the death and make implacable enemies,
even as their brutal culture and disdain for
In the world of Krynn, the minotaurs rule a chain weakness push them toward evil.
of islands dominated by the isles of Mithas and Size. Minotaurs typically stand well over 6 feet
Kothas. Bound by the sea on all sides, the tall and weigh an average of 300 pounds. Your
minotaurs focused their tenacity, strength, and size is Medium.
cunning to become some of the most skilled and Speed. Your base walking speed is 30 feet.
ferocious mariners in the world. They range Horns. You are never unarmed. You are
across the water in their ships, raiding and proficient with your horns, which are a melee
pillaging as they wish. Minotaurs sometimes weapon that deals 1d10 piercing damage. Your
engage in trade, but they much prefer to take horns grant you advantage on all checks made to
what they want by force. After all, as the shove a creature, but not to avoid being shoved
strongest of all folk, they deserve the treasures yourself.
and goods that lesser creatures have gathered. Goring Rush. When you use the Dash action
during your turn, you can make a melee attack
Minotaur Names with your horns as a bonus action.
Hammering Horns. When you use the Attack
Minotaur clan names originate with a great hero action during your turn to make a melee attack,
whose descendants take on that name as their you can attempt to shove a creature with your
own, doing their best to live up to the ideals of horns as a bonus action. You cannot use this
their ancestor. On Krynn, clan names are always shove attempt to knock a creature prone.
preceded by the prefix es for minotaurs from Labyrinthine Recall. You can perfectly recall
lands controlled by the island of Mithas, or de any path you have traveled.
for minotaurs from areas under the sway of Sea Reaver. You gain proficiency with
Kothas. navigators tools and vehicles (water).
Male Names: Beliminorgath, Cinmac, Dastrun, Languages. You can speak, read, and write
Edder, Galdar, Ganthirogani, Hecariverani, Kyris, Common.
Tosher, Zurgas
Female Names: Ayasha, Calina, Fliara, Helati, Minotaur Bonds
Keeli, Kyri, Mogara, Sekra, Tariki, Telia
Clan Names: Athak, Bregan, Entragath, When creating a minotaur character rooted in
Kaziganthi, Lagrangli, Mascun, Orilg, Sumarr, Krynn (or in any campaign that draws on the
Teskos, Zhakan backstory presented here), you can use the
following table of bonds to help flesh out your
Minotaur Traits character. Use this table in addition to or in place
of your backgrounds bond or a bond of your
Your minotaur character possesses a number of creation.
traits that reflect the power and superiority of
your kind.

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d6 Bond Rememberthatthestoryweprovideisonlyastarting
1 MyopponentintheCircusformytrialof point.Modifyingthisminotaurtomoveitawayfromits
adulthoodwaschosenyearsago.Thoughwe rootsinKrynnisaseasyasswappingtheproficiencies
sparredonlyonce,Ifelldeeplyinlove.Ratherthan providedbySeaReaverforsomeotheroptionthat
fightmybelovedtothedeath,Ifledfromhome betterreflectsyoursetting.Asaguideline,consider
andhavebeenbrandedacoward. swappingthetoolproficienciesforproficiencyinany
2 Imthelastofmyclan.IfIdiewithoutachieving oneskill,forproficiencywiththievestools,orfor
greatdeeds,theherowhoismyclanspatronwill proficiencywithtwotoolsotherthanthievestools.
beforgotten.
3 Iwaspartofaraidingpartythatwasdefeatedand Fighting Style: Mariner
enslaved.Iveescapedandswornrevenge.
4 Ineversharedmypeoplesloveofviolence.Im The following new option can be selected by
partofaconspiracytotoppletheemperors fighters, paladins, and rangers for the Fighting
violentregime. Style class feature.
5 IclaimthatIamanexilefrommypeople,butin Whether a buccaneer, an experienced sailor, or
truthIhavebeensenttoserveasaspy.Im a specially trained marine, a mariner can scale a
expectedtoleavesecretmessagestellingmyfolk ships rigging and swim through choppy water
ofvillagesandtownsthatareripetargetsfor with ease. Adapted to wearing light and medium
conquest. armor, mariners can defend themselves without
6 Imthelastsurvivorofashipwreckedinastorm. relying on heavy armor or bulky shields. Most of
Occasionally,thespiritsofmyshipmatesappearin
them thus wield twohanded weapons or fight
mydreamsandaskmetocompletetaskstheyleft
with a pair of blades.
unfinishedinlife.

Mariner
MinotaursinYourCampaign As long as you are not wearing heavy armor or
WechosetheminotaursofKrynnasthemodelforour using a shield, you have a swimming speed and a
depictionofthisraceforaveryspecificreason.Tying
climbing speed equal to your normal speed, and
themtotheseaandadistinctculturehelpsgive
you gain a +1 bonus to AC.
minotaursmoreflavorthanservingasjustanotherbig,
brutishmonsterrace.Afterall,wealreadyhavehalf
orcsinthePlayersHandbookandthegoliathinour MarinerDesignNotes
ElementalEvilPlayersCompanion.Asanaddedbonus, FightingStyleisagoodwaytointroduceaspecificflavor
theseminotaursareMedium(asopposedtoLargefor ofgameplayformultiplecharactersatonce.Inasea
themonstrousversion)andarethusmucheasierto basedcampaign,youcanexpectlotsofbattlesinthe
balanceagainstthePlayersHandbookraces. waterandonboardships.Swimmingandclimbing
Castingminotaursasconquestminded,honorable speedsareveryhandyinsuchenvironments,butthey
piratesgivesthemadistinctflavorwhileprovidingmany canalsoproveusefulinotherareas.
roleplayinghooksforplayers.Whenaddinganewrace ThemarinersACbonuscomeswithconditions,butit
toyourowncampaign,itsalwaysagoodideatothink playsintotherestrictionsamarinermustobserveto
aboutitsculture,itsrelationshiptootherfolk,andhow gainaswimmingorclimbingspeed.Inaddition,aship
thetwocancombinetogiveitauniqueplaceinyour basedcampaignlendsitselftofighterswhowield
world.Creatingatableofbondssuchastheone scimitars(representingacutlass)andadagger,andwho
providedforminotaurscanbeagoodplacetostart. wearlightarmor.ThisspecificACbonushelpssupport
Castingminotaursasmarinershassomeinteresting thatcharacteroption.
implicationsforasetting.TheLabyrinthineRecallability
makesminotaursperfectsailors,astheycantravelthe Roguish Archetype:
seaswithlittlefearofbecominglostorlosingtheirway.
Aminotaurnavigatorisanunmatchedmasterofthe Swashbuckler
sea.Whenadaptingracestoyourcampaign,lookfor
You focus your training on the art of the blade,
similarhooksthatmightbeburiedinspecialabilitiesor
elementsofacreaturesstorythatyoumightotherwise
relying on speed, elegance, and charisma in
overlook. equal parts. While other warriors are brutes clad

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in heavy armor, your method of fighting looks (Acrobatics) or Strength (Athletics) check you
more like performance. Rakes, duelists, and make on your turn.
pirates typically follow this archetype.
A swashbuckler excels in single combat, and Master Duelist
can fight with two weapons while safely darting At 17th level your mastery of the blade lets you
away from an opponent. Swashbucklers are turn failure to success in combat. If you miss
especially talented at making difficult maneuvers with an attack, you can choose to roll the attack
to escape enemies or attack from an unexpected again with advantage. Once you use this ability,
direction. you cannot use it again until you finish a short or
long rest.
Fancy Footwork
Starting at 3rd level, you are a continuous blur of SwashbucklersandTwoWeapon
motion in battle as you dart in, attack, and slip
away to safety. During your turn, if you make a
Fighting
Theswashbucklerreliesonagoodunderstandingofthe
melee attack against a creature, that creature
D&Drulestorealizeitspotential,specificallywhenit
cannot make opportunity attacks against you for
comestofightingwithtwoweapons.Othercharacters
the rest of your turn. mustuseabonusactiontoDisengageiftheywantto
escapeamelee,butaswashbucklersFancyFootwork
Toujours lAudace abilitybundlesamorelimitedversionofDisengage
At 3rd level, your unmistakable confidence withinyourattack.Thisallowsyoutouseyourbonus
propels you into battle. You add your Charisma actiontofightwithtwoweapons,andthensafelyevade
modifier to your initiative rolls. eachfoeyouattacked.
In addition, you can use Sneak Attack with any
melee attack made against a target that has none Sorcerous Origin: Storm
of your allies adjacent to it.
Your innate magic comes from the power of
Panache elemental air. Perhaps you were born during a
At 9th level, your charm becomes as sharp and howling gale so powerful that folk still tell
dangerous as your blade. As an action, you can stories of it. Your lineage might include the
make a Charisma (Persuasion) check contested influence of potent air creatures such as vaati or
by a creatures Wisdom (Insight) check. The djinni. Whatever the case, the magic of the storm
creature must be able to hear you, and the two of permeates your soul.
you must share a language. Storm sorcerers are invaluable members of a
If you succeed on the check and the creature is ships crew. Their magic allows them to exert
hostile, it must target you with any attacks it control over wind and weather in their
makes and cannot willingly move farther away immediate area. Their abilities also prove useful
from you. This effect lasts for 1 minute or until in repelling attacks by sahuagin, pirates, and
you move more than 60 feet away from the other waterborne threats.
target.
If you succeed on the check and the creature is Stormborn
not hostile, it is charmed by you for 1 minute. The arcane magic you command is infused with
While charmed, it regards you as a friendly elemental air. You can speak, read, and write
acquaintance. Primordial. In addition, you gain the following
spells at the listed sorcerer level. These spells do
Elegant Maneuver not count against the number of sorcerer spells
You complete difficult maneuvers with practiced you know.
ease. Starting at 13th level, you can use a bonus
action to gain advantage on the next Dexterity

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StormSorcererBonusSpells agreatexampleofaribbonability,andStormGuide
Sorcerer alsofallsintothiscategory.
Level Spells Wedontweighribbonswhenbalancingoneclassor
1st Fogcloud,thunderwave optionagainstanother.Forexample,HeartoftheStorm
3rd Gustofwind,levitate carriesthepowerloadat6thlevelforthestorm
5th Calllightning,sleetstorm sorcerer,whileStormGuideishereonlytoshowhow
7th Conjureminorelementals,*icestorm thesesorcererscanexcelassailors.Itisntmeantto
9th Conjureelemental** helpincombat,butitspotentiallyveryusefulin
*Unlessyougainthisspellfromanothersource,you maneuveringaship.
cansummononlysmokemephits,steammephits,ice
mephits,ordustmephitswithit. Storms Fury
**Unlessyougainthisspellfromanothersource,you At 14th level, the storm energy you channel
cansummononlyairelementalswithit. through your magic seethes within your soul.
When you are hit by a melee attack, you can use
Tempestuous Magic your reaction to deal lightning damage to the
attacker equal to your sorcerer level. The
At 1st level, you are attuned to elemental air
attacker must also make a Strength saving
magic. Whenever you cast a spell other than a
throw, with a DC equal to 8 + your Charisma
cantrip during your turn, whirling gusts of
bonus + your proficiency bonus. On a failed save,
elemental air surround you. You can use a bonus
the attacker is pushed in a straight line 20 feet
action to fly 10 feet without provoking
away from you.
opportunity attacks.

Heart of the Storm Wind Soul


At 18th level, you gain a flying speed of 60 feet
At 6th level, you gain resistance to lightning and
and immunity to lightning and thunder damage.
thunder damage. Whenever you cast a spell
As an action, you can reduce your flying speed
other than a cantrip that deals lightning or
to 30 feet for one hour and choose a number of
thunder damage, a stormy aura surrounds you.
creatures within 30 feet of you equal to 3 + your
In addition to the spells effects, creatures of
Charisma modifier. The chosen creatures gain a
your choice within 10 feet of you take lightning
flying speed of 30 feet for 1 hour.
or thunder damage (choose each time this ability

activates) equal to half your sorcerer level.

Storm Guide
At 6th level, you gain the ability to subtly control
the weather around you.
If it is raining, you can use an action to cause
the rain to stop falling in a 20foot radius
centered on you. You can end this effect as a
bonus action.
If it is windy, you can use a bonus action each
round to choose the direction that the wind
blows in a 100foot radius around you. The wind
blows in that direction until the end of your next
turn. You have no ability to alter the speed of the
wind.

Ribbons
OntheR&Dteam,anyabilitymeanttoconveyflavor
ratherthanamechanicaladvantageisreferredtoasa
ribbonathingthatsmostlyforshow.ThievesCantis

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