The Dragonlance Nexus

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Regional Feats

D&D 3e (3.0/3.5) Rules

by James O'Rance


To add more detail and colour to the Dragonlance Saga, it is recommended that players choose a culture and homeland for their characters. Doing so will help to make a character unique, and help the player to define his history and attitudes towards the world. In order to encourage this, the DM may allow players to choose from the following Regional Feats.

Regional feats are feats that you can choose only if you come from a particular area. Some of these areas are very large (e.g., Solamnia, Silvanesti), while others are much smaller (e.g., a single city, such as Tarsis). You must have grown up in an area to choose a regional feat; merely moving to the region as an adult is not enought to gain the experiences of a native. Most of the feats offer bonuses to skills that are approximately equal to the Alertness feat in usefulness. Regional feats are designed to be attractive choices for players, as they help to make characters more interesting and varied in the campaign.

Unlike the regional feats described in the Forgotten Realms Campaign Setting, there are no restrictions to choosing a feat based on your character's class or race, except where noted in the prerequisites for each feat.

Note that many of these feats describe an occupation that a starting character might have held before becoming an adventurer. If you want to choose one of these feats during play, you should work with your DM to devise a storyline to explain this occurence.


Ambassador [General]

Your people fight through words rather than deeds, considering physical combat to be the last option when it comes to reconciling differences.

Regions: Haven, Kayolin, Qualinesti, Solamnia, Thorbardin (Daewar and Hylar only), Whitestone (Sancrist).

Benefit: You gain a +2 competence bonus to all Diplomacy and Sense Motive checks.

Arcane Distrust [General]

Your people fear or distrust arcane magic and those who wield it, such as the Wizards of High Sorcery.

Regions: Ackal, Abanasinia, Estwilde, Khur, Nordmaar, Plains of Dust, Saifhum, Solamnia, Taman Busuk, Throtl, Whitestone (Sancrist).

Benefit: You gain a +1 morale bonus to all saves against arcane spells. When fighting an opponent who you know to be an arcane spellcaster, you gain a +1 morale bonus to damage rolls.

Special: Characters with this feat who become bards, sorcerers, or wizards lose the benefit of the feat.

Arcane Education [General]

Your people have preserved the arcane lore of the Age of Might, and do not fear learning it as do many of the peoples of Ansalon.

Regions: Dargonesti, Mithas, Qualinesti, Silvanesti, Storm's Keep, Thiewar (Thorbardin), Zhakar.

Benefits: You gain a +2 competence bonus to all Knowledge (arcana) and Spellcraft checks.

Barbaric [General]

Your people belong to a culture that is feared and misunderstood as "primitive" or "barbaric" by more civilised folk. People react very strongly to your intense peronality.

Regions: Ackal, Blöde, Blödehelm, Estwilde, Icewall Glacier, Kagonesti elves, Kern, Khur, New Coast, Nordmaar, Plains of Dust, Plainsmen (Blödehelm, New Coast, Qué Kiri, Qué Shu, Qué Teh), Saifhum, Schallsea, Sikk'et Hul, Southern Ergoth, Taman Busuk, Throtl.

Benefit: You gain a +2 bonus on Intimidate and Sense Motive checks.

Barmaid [General]

This feat represents the life experiences of a barmaid, innkeeper, or barkeep in the well-travelled regions of Krynn. You have worked in an inn or tavern serving others, and became used to dealing with a wide variety of people, or even defending yourself with chairs and skillets in occasional bar brawls.

Regions: Abanasinia, Flotsam (Balifor), Kayolin, Lemish, Northern Ergoth, Port Balifor (Balifor), Saifhum, Sanction, Solamnia, Thorbardin.

Benefits: You gain a +2 competence bonus to all Sense Motive checks. When fighting with improvised weapons, you ignore penalties for nonproficiency. Such weapons usually inflict 1d4 damage, and score a threat on a natural 20.

Beggar [General]

You come from an area, usually a large city, where there exists a class of people that lives off the generosity of others, or deceives the more fortunate into giving them money.

Regions: Caergoth (Southlund), Flotsam (Balifor), Gwynedd (Ergoth), Jelek (Taman Busuk), Kalaman (Hinterlund), Klar (Thorbardin), Palanthas (Northern Solamnia), Port Balifor (Balifor), Solanthus (Central Solamnia), Tarsis (Plains of Dust).

Benefit: You gain a +2 competence bonus to all Bluff and Gather Information checks.

Blood of the Sea [General]

You are more comfortable at sea or on the open ocean than you are on land.

Regions: Dargonesti, Dimernesti, Saifhum.

Benefits: You gain a +2 bonus to all Swim checks. A successful Swim check allows you to swim one-half of your speed as a move-equivalent action, or one-half your speed as a full-round action.

Normal: A character without this feat can only swim one-quarter of his speed as a move-equivalent action or one-half his speed as a full-round action.

Cautious [General]

You have been raised to be cautious around dangerous devices and traps designed to kill or incapacitate intruders.

Prerequisites: Dodge, Dex 13+.

Regions: Sancrist, Zhakar.

Benefits: You gain a +1 bonus to your Reflex saves and a +1 dodge bonus to your AC against mechanical traps. For the purposes of this feat, malfunctioning gnomish inventions are treated as mechanical traps.

Furthermore, you gain a +2 bonus to your Search check to discover mechanical traps. Note that only a rogue may detect a well-hidden or complex mechanical trap. See pages 112—115 of the Dungeon Master's Guide.

Displaced Nobility [General]

Your family once held power in a region but was ousted or proven illegitimate.

Regions: Nordmaar, Qualinesti, Sanction, Silvanesti, Solamnia, Throtl (humans only).

Benefit: You gain a +2 competence bonus to all Knowledge (nobility and royalty) and Sense Motive checks.

Special: Elves with this feat are generally considered dark elves. This feat is generally available only to starting characters, or to those characters who were ousted from power during play.

Dragonarmy Officer [General]

You are (or were) an officer in one of the Dragonarmies, and have some experience in command situations and even dealing with dragons.

Prerequisites: Soldier, base attack bonus +1

Regions: Blöde, Dairly Plains, Kern, Khur, Lemish, Sanction, South Shore, Taman Busuk.

Benefits: You gain a +2 bonus to all Intimidate checks, and a +4 morale bonus to Will saves to resist a dragon's Frightful Presence.

Escaped Slave [General]

Your people engage in slave trading, a scourge from which you have escaped.

Regions: Blöde, Kern, Kothas, Lemish, Mithas, Sanction, Taman Busuk.

Benefit: Choose one Profession skill to reflect the tasks you performed as a slave. You gain a +2 competence bonus to all Hide checks, and to your chosen Profession skill checks.

Gladiator [General]

Your people train gladiators to fight in the arena for others' entertainment. Most are flashy, outlandish showmen skilled in pleasing the crowd.

Regions: Blöde, Daltigoth (Southern Ergoth), Ergoth, Kothas, Lemish, Mithas, Neraka, Sanction.

Benefit: You gain a +2 competence bonus to Perform checks, and proficiency in one martial or exotic weapon that is used in the arena.

Special: A fighter may select Gladiator as one of his bonus fighter feats.

Gypsy Dancer [General]

You practice an exotic and mysterious style of dancing, unique to the nomads of Khur, that allows you to increase your body's flexibility.

Prerequisite: Dex 13+.

Regions: Khur.

Benefits: You gain a +2 bonus to all Perform (dance) checks, and a +1 bonus to Reflex saves.

Handler [General]

Your people have little concern for ideas of ownership and personal property.

Prerequisite: Kender.

Regions: Balifor, Goodlund, Hylo.

Benefit: You gain a +2 luck bonus to all Bluff and Pick Pocket checks.

In the Shadow of Death [General]

You were born in a land haunted by the undead, and have learned to deal with the fear of these unhallowed monsters.

Prerequisite: Wis 13+.

Regions: Misty Isle, Nightlund, Schallsea.

Benefits: You gain a +4 bonus to Will saves against the fear effects of undead.

Kirath [General]

Your homeland has been ravaged by nightmares. You belong to the kirath' algos, the Vanguard of Hope, scouts who serves as observers of the nightmares—the eyes and ears of Silvanesti.

Prerequisite: Silvanesti elf or half-elf.

Regions: New Coast, Silvanesti.

Benefit: You gain a +1 competence bonus to all Hide, Move Silently, and Wilderness Lore checks. You also know a secret language, Kirath, which consists of bird whistles and hand signals.

Luck of the Gypsies [General]

Your nomadic heritage is superstitiously regarded as particularly lucky.

Prerequisite: Nomad.

Regions: Khur.

Benefits: Choose one of the following skills: Balance, Escape Artist, Gather Information, Hide, Jump, Listen, Move Silently, Search, or Spot. You gain a +1 luck bonus to your Reflex saves, and a +2 luck bonus to all checks made for your chosen skill.

Special: You can usually take this feat at 1st level only. If you want to take it after 1st level, your DM must agree on a sudden revelation or new storyline that reveals your undiscovered "lucky" blood.

Machiavellian [General]

Your people are willing to use subtle measures to dispose of rivals and enemies, and have few qualms against using hired killers and assassins.

Regions: Dairly Plains, Lemish, Sanction, Taman Busuk, Thorbardin (Daewar and Theiwar only).

Benefit: You gain a +2 competence bonus on Alchemy checks to prepare and identify poison, and a +2 competence bonus to Heal checks to treat poison.

Mariner [General]

Your people are renowned sailors, and your "sea legs" enable you to act quickly on board a ship.

Regions: Ackal, Balifor, Caergoth (Southlund), Coastlund, Dargonesti, Dimernesti, Kalaman (Hinterlund), Kothas, Lemish, Mithas, New Coast, New Ports (Abanasinia), Nordmaar, Port o' Call (Southlund), Saifhum, Sanction, Storm's Keep.

Benefit: You get a +2 competence bonus to all Profession (sailor) checks. While on board a sea-going vessel, you get a +1 bonus to initiative checks and a +1 dodge bonus to AC.

Merchant [General]

You come from one of the major centres of trade in Ansalon.

Regions: Abanasinia, Cristyne, Gwynned (Ergoth), Qualinesti, Saifhum, Solamnia, Tarsis (Plains of Dust).

Benefit: Choose a Craft or Profession skill. You gain a +2 competence bonus to all Craft or Profession checks for that skill and a +2 competence bonus to all Appraise checks.

Nobility [General]

You come from one of the traditional noble dynasties of Ansalon.

Regions: Dargonesti, Dimernesti, Ergoth, Mithas, Qualinesti, Silvanesti, Solamnia, Tarsis (Plains of Dust), Thorbardin, Whitestone (Sancrist).

Benefit: You gain a +2 competence bonus to Diplomacy and Knowledge (nobility and royalty) checks.

Nomad [General]

Your people live in rugged tribes that travel from place to place in their homeland.

Regions: Blödehelm, Dimernesti, Kagonesti elves, Khur, New Coast, Nordmaar, Plains of Dust, Southern Ergoth, Taman Busuk.

Benefit: You gain a +2 bonus to all Handle Animal and Wilderness Lore checks.

Pirate [General]

Your people are the scourge of the seas, attacking ships for wealth.

Regions: Ackal, Blödehelm, Flotsam (Balifor), Kothas, Mithas, New Coast, Port Balifor (Balifor), Sanction, Vingaard River (Plains of Solamnia).

Benefit: Choose one of the following weapons: Club, Dagger, Rapier, Scimitar, Trident. You gain a +1 bonus to attack rolls when fighting with this weapon, and a +2 bonus to all Intimidate checks.

Polar Fortidude [General]

You were born in Krynn's frigid southern latitudes, and are resistant to extremes of cold.

Regions: Dimernesti, Icewall Glacier, Plains of Dust.

Benefits: You can make a Wilderness Lore check against DC 15 to gain a +4 bonus to Fortitude saves against extremes of cold while moving up to one-half your overland speed, or gain +6 if stationary. You may grant the same bonus to one other character for every 1 point by which the check result exceeds 15. You can make this check once every 24 hours. See Wilderness Lore on page 76 of the Player's Handbook.

Furthermore, if you become fatigued or exhausted due to sustaining subdual damage from cold or exposure, you can ignore these penalties for a duration equal to one round per character level, each day. See page 84 of the Dungeon Master's Guide for a summary of these conditions. This brief burst of strength is sometimes enough to save your life in dangerous situations.

Normal: A character without this feat gains a +2 bonus to saves against severe weather with a Wilderness Lore check, or a +4 bonus if stationary.

Prestidigitator [General]

Your people are naïve concerning magic of all kinds, allowing you to perform cheap tricks and employ fakery to make a living.

Regions: Abanasinia, Goodlund, Khur, New Coast, Nordmaar, Plains of Dust.

Benefit: You gain a +2 competence bonus to all Bluff checks, and may spend skill points on Use Magic Device as a cross-class skill.

Scholar [General]

You come from a people who respect the search for knowledge and maintain a library or university.

Regions: Dargonesti, Gwynned (Ergoth), Haven (Abanasinia), Kayolin, Palanthas (Northern Solamnia), Qualinesti, Sikk'et Hul, Silvanesti, Thorbardin (Daewar and Hylar only), Whitestone (Sancrist).

Benefit: You gain a +2 bonus to all Knowledge (history) checks, and to the checks of one other Knowledge skill of your choice.

Seeker [General]

You were educated by the Seekers of the New Gods in Haven, before the return of true clerics during the War of the Lance. Your theological training included coaxing power out of divine magical items, as though you were a cleric of the true gods.

Regions: Abanasinia.

Benefit: You can spend skill points on Decipher Script and Use Magic Item as cross-class skills; they are no longer considered exclusive skills.

Sirrion Sea Islander [General]

You were born on one of the remote and isolated islands of the Sirrion Sea. Raised in the quiet villages and towns on the sea, your archaic and rustic customs and expressions are hard for outsiders to understand.

Regions: Cristyne, Enstar, Nostar.

Benefits: You gain a +2 bonus Bluff checks against targets from other regions, and a +2 bonus to all Swim checks.

Smuggler [General]

You come from a region where smugglers earn a living by fencing questionable goods and moving contraband behind the backs of government officials.

Regions: Balifor, Caergoth (Southlund), Cristyne, Kalaman, New Ports (Abanasinia), Palanthas (Northern Solamnia), Port o' Call (Southlund), Saifhum, Sanction.

Benefit: You gain a +2 competence bonus on all Appraise and Bluff checks.

Soldier [General]

You come from a region that relies on military protection and offers soldiery as a professional career.

Regions: Blöde, Blödehelm, Dairly Plains, Ergoth, Kern, Khur, Lemish, Qualinesti, Sanction, Silvanesti, Solamnia, South Shore, Storm's Keep, Taman Busuk, Whitestone (Sancrist).

Benefits: You are proficient in one martial or exotic weapon of your choice, and gain a +2 competence bonus to all Heal checks.

Special: A fighter may select Soldier as one of his bonus fighter feats.

Spy [General]

Your people are often involved in intrigue, conspiracies, and insidious plots. You might be spying on a threat within your own society, or be gathering intelligence about enemies in other lands.

Regions: Ergoth, Lemish, Kalaman (Hinterlund), Palanthas, Qualimori (Southern Ergoth), Sanction, Silvamori (Southern Ergoth), Silvanesti, Silvamori (Southern Ergoth), Storm's Keep, Taman Busuk, Thorbardin.

Benefit: You gain a +2 competence bonus to all Forgery and Gather Information checks.

Street Performer [General]

A fixture of seedy towns like Flotsam and large cities like Gwynned in Northern Ergoth are street performers—men and women who dance or play their instruments on corners or in plazas.

Regions: Caergoth (Southlund), Flotsam (Balifor), Gwynned (Ergoth), Haven (Abanasinia), Jelek (Taman Busuk), Kalaman (Hinterlund), Maelgoth (Hinterlund), New Ports (Abanasinia), Palanthas (Northern Solamnia), Port Balifor (Balifor), Port o' Call (Southlund), Sanction.

Benefit: Choose one Perform skill. You gain a +2 compentance bonus to all Gather Information checks, and to checks of your chosen Perform skill.

Tribal Warrior [General]

You come from a culture that favours unusual weapons.

Regions: Estwilde, Ice Folk (Icewall, Plains of Dust), Khur, Plainsmen (Blödehelm, New Coast, Qué Kiri, Qué Shu, Qué Teh, Schallsea), Taman Busuk.

Benefits: Choose one of the weapons listed for your region. You are proficient in this weapon, and gain a +2 bonus to Craft (weaponsmithing) checks related to the weapon.

  • Ice Folk: Battle axe, greataxe, harpoon, throwing stone.
  • Khur: Death's tooth kala, scimitar, throwing blades, weighted sash.
  • Plainsmen: Bolas, hunting stick, longspear, teeth chain.
  • Taman Busuk: Bear claws, crook blade, pellet bow, warpipe.

Special: A fighter may select Tribal Warrior as one of his bonus fighter feats.

Yeoman [General]

You live in a region where people spend much of their time outdoors. Your woodcraft allows you to travel quickly and remain alert to your surroundings.

Regions: Abanasinia, Elian Wilds, Enstar, Goodlund, Hylo, Lemish, Nordmaar, Nostar, Qualinesti, Schallsea, Southern Ergoth, Throtl, Whitestone (Sancrist).

Benefit: You gain a +2 competence bonus to Listen and Move Silently checks.

Feats by Region
Region Native Language Character Races Available Feats
Abanasinia Abanasinian Human, Dwarf (Neidar), Centaur Ambassador*, Arcane Distrust, Barbaric*, Barmaid, Mariner*, Merchant, Prestidigitator, Seeker, Smuggler, Street Performer, Tribal Warrior*, Yeoman
Ackal Ergot Human Arcane Distrust, Barbaric, Mariner, Pirate
Balifor Kalinese Human, kender Barmaid*, Beggar*, Handler, Mariner, Pirate*, Street Performer*, Smuggler
Blöde Ogre Ogre, Half-Ogre, Human Barbaric, Dragonarmy Officer, Escaped Slave, Gladiator, Soldier
Blödehelm Ogre Ogre, Human, Half-Ogre Barbaric, Nomad, Pirate, Soldier, Tribal Warrior*
Cristyne Solamnic Human Merchant, Sirrion Sea Islander, Smuggler
Dairly Plains Kalinese Human, Ogre, Half-Ogre Dragonarmy Officer, Machiavellian, Soldier
Dargonesti Dargoi Elf (Dargonesti) Arcane Education, Blood of the Sea, Mariner, Nobility, Scholar
Dimernesti Dargoi Elf (Dimernesti) Blood of the Sea, Mariner, Nobility, Nomad, Polar Fortitude
Dragon Isles &134; Dragonspeak
Elian Wilds &134; Common (ancient) Human Yeoman
Enstar Ergot Human, Elf (Kagonesti) Barbaric*, Nomad*, Sirrion Sea Islander, Yeoman
Ergoth Ergot Human, Dwarf (Neidar), Elf (Qualinesti), Half-Elf Beggar*, Gladiator, Merchant*, Nobility, Scholar*, Soldier, Street Performer*, Spy
Estwilde Nerakese Human, Centaur, Dwarf (Daergar) Arcane Distrust, Barbaric, Tribal Warrior
Goodlund Kenderspeak Kender Handler, Prestidigitator, Yeoman
Hylo Kenderspeak Kender Handler, Yeoman
Icewall Glacier Ice Folk Human, Minotaur Barbaric, Polar Fortitude, Tribal Warrior
Kayolin Mountain Dwarven Dwarf (Hylar, Daewar), Human Ambassador, Barmaid, Scholar
Karthay &134;
Kern Ogre Ogre, Centaur, Human, Half-Ogre Barbaric, Dragonarmy Officer, Escaped Slave, Soldier
Khur Khur Human, Ogre, Half-Ogre Arcane Distrust, Barbaric, Dragonarmy Officer, Gypsy Dancer, Luck of the Gypsies, Nomad, Prestidigitator, Soldier, Tribal Warrior
Kothas Kothian Minotaur, Human Escaped Slave, Gladiator, Mariner, Pirate
Lemish Lemish Human Barmaid, Dragonarmy Officer, Escaped Slave, Gladiator, Machiavellian, Mariner, Soldier, Spy, Yeoman
Misty Isle &134; Ancient Istarian Human In the Shadow of Death
Mithas Kothian Minotaur, Human, Ogre, Half-Ogre Arcane Education, Escaped Slave, Gladiator, Mariner, Nobility, Pirate
New Coast Kharolian Elf (Silvanesti), Human, Bakali Barbaric*, Kirath, Nomad, Pirate, Prestidigitator, Tribal Warrior*
Nightlund Solamnic Human In the Shadow of Death
Nordmaar Nordmaarian Human, Bakali Arcane Distrust, Barbaric, Mariner, Nomad, Prestidigitator, Yeoman
Nostar Ergot Human, Elf (Kagonesti), Half-Elf Barbaric*, Nomad*, Sirrion Sea Islander, Yeoman
Ogaral &134; Troll
Plains of Dust Kharolian Human Arcane Distrust, Barbaric, Beggar*, Merchant*, Nobility*, Nomad, Polar Fortitude, Prestidigitator, Tribal Warrior*
Qualinesti Qualinesti Elven Elf (Qualinesti), Half-Elf Ambassador, Arcane Education, Merchant, Nobility, Scholar, Soldier, Yeoman
Saifhum Saifhum Human, Half-Ogre, Kender, Half-Elf Arcane Distrust, Barbaric, Barmaid, Blood of the Sea, Mariner, Merchant, Smuggler
Sancrist Gnomish Gnome, Human Cautious
Sanction Nerakese Human, Ogre, Half-Ogre Barmaid, Dragonarmy Officer, Escaped Slave, Gladiator, Machiavellian, Mariner, Pirate, Smuggler, Soldier, Street Perfrmer, Spy
Schallsea Abanasinian Human Barbaric, In the Shadow of Death, Tribal Warrior, Yeoman
Sikk'et Hul Goblin, Ergot Goblin, Human, Kender Barbaric, Scholar
Silvanesti Silvanesti Elven Elf (Silvanesti), Half-Elf Arcane Education, Displaced Nobility, Kirath, Nobility, Scholar, Soldier, Spy
Solamnia Solamnic Ambassador, Arcane Distrust, Barmaid, Beggar*, Displaced Nobility, Merchant, Nobility, Soldier
Central Solamnia Solamnic Human As above
Coastlund Solamnic Human As above, plus Mariner
Hinterlund Solamnic Human As above, plus Mariner*, Smuggler*, Street Performer*, Spy*
Northern Solamnia Solamnic Human As above, plus Scholar*, Smuggler*, Street Performer*, Spy*
Plains of Solamnia Solamnic Human As above, plus Pirate*
Southlund Solamnic Human, Kender, Half-Elf As above, plus Mariner*, Smuggler*, Street Performer*
South Shore Nerakese Human, Half-Ogre Dragonarmy Officer, Soldier
Southern Ergoth Barbaric, Nomad, Yeoman
Elven Lands Elf (Kagonesti, Silvanesti, Qualinesti) As above, plus Spy*
Ogre Lands Ogre Ogre, Half-Ogre As above, plus Gladiator*
The Plains Ergot Human As above
Storm's Keep Nerakese Human, Half-Ogre, Minotaur Arcane Education, Mariner, Soldier, Spy
Taman Busuk Nerakese Human, Half-Ogre, Ogre, Dwarf (Zhakar) Arcane Distrust, Barbaric, Dragonarmy Officer, Escaped Slave, Gladiator*, Machiavellian, Nomad, Soldier, Tribal Warrior
Thorbardin Mountain Dwarven Dwarf (Hylar, Daewar, Daergar, Theiwar, Aghar, Klar) Ambassador*, Arcane Education*, Barmaid, Beggar*, Machiavellian*, Nobility, Scholar*, Spy
Throtl Goblin Ogre, Half-Ogre, Human Arcane Distrust, Barbaric, Displaced Nobility*, Yeoman
Whitestone Solamnic Human, Gnome Ambassador, Arcane Distrust, Nobility, Scholar, Soldier, Yeoman
Zhakar Zhakar Dwarven Dwarf (Zhakar) Arcane Education, Cautious, Machiavellian
* Specific areas within this region; see feat for details.
&134; There are few, if any, player characters native to this region.
Other Dragonlance Feats
Feat Type Prerequisistes
Academy Sorcerer* Special First level arcane spells Magic in the Fifth Age
Additional Spell* Special Spellcaster level 1+ Magic in the Fifth Age
Blood of the Irda Special Spellcaster level 1+, Cha 15+ Arcane Magic of Krynn
Brew Herbal Potion Item Creation Heal: 4 ranks, Profession (Herbalist): 4 ranks Clerics of the True Gods
Citadel Mystic* Special Divine spellcaster level 1+, Healing domain Magic in the Fifth Age
Create Technological Device Special Gnome, Int 13+ Gnomish Inventions
Draconic Heritage Special Spellcaster level 1+ Arcane Magic of Krynn
Half-Kender General Races of Ansalon
Half-Ogre General Races of Ansalon
Improved Mysticism* Special Divine spellcaster level 1+, Wis 15+ Magic in the Fifth Age
Improved Sorcery* Special Arcane spellcaster level 1+, Cha 15+ Magic in the Fifth Age
Long-Term Spell* Metamagic Spellcaster level 3+ Magic in the Fifth Age
Mad Gnome Special Create Technological Device, gnome, Int 13+, Wis 15+ Gnomish Inventions
Moon Magic Special Third level arcane spells Arcane Magic of Krynn
Mystic Familiar* Special Divine spellcaster level 1+, Animism domain Magic in the Fifth Age
Shapechanging Expertise Special Shapechanging race Arcane Magic of Krynn
Student General Arcane spellcaster level 1+ Arcane Magic of Krynn
Supernatural Gift Special Arcane spellcaster level 1+ Arcane Magic of Krynn
* Fifth Age campaigns only.

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