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Unearthed Arcana:
Waterborne Adventures
“Believe me, my young friend, there is nothing—
absolutely nothing—half so much worth doing as
simply messing about in boats.”
—Kenneth Grahame, The Wind in the Willows
The following new character options showcase a
simple design approach to adventure on the high
seas. These rules were created to be specifically
useful for nautical D&D campaigns, but they are
general enough that they can be useful in any
campaign.
The Dungeon Master’s Guide contains the rules
for managing ships at sea, along with encounter
tables, rules for weather, and other useful tools.
By combining those rules with these new
options, your campaign will be ready to set sail.
What Is Unearthed Arcana? You can think of
the material presented in Unearthed Arcana as
similar to the first wave of the fifth edition D&D
playtest. These game mechanics are in draft
form, usable in your campaign but not fully
tempered by playtests and design iterations.
They are highly volatile and might be unstable; if
you use them, be ready to rule on any issues that
come up. They’re written in pencil, not ink. For
these reasons, material in this column is not
legal in D&D Organized Play events.
most powerful race on Krynn. They believe their
destiny is to rule the world, and that their
dominion will be one of conquest and military
might. To that end, all minotaurs are trained in
weapons, armor, and tactics from a young age.
The minotaurs’ arrogance stems from a
combination of strength, cunning, and intellect—
three virtues they hold dear, and which they
deem the foundation of their greatness. They
believe that this combination of traits is what
sets them apart from their rivals.
Trial by Combat
Minotaur society is built on the principle that
might makes right, and that considerations of
justice are unnecessary. The minotaurs are led
by an emperor served by a council of eight
minotaurs called the Supreme Circle. All posts
within the government, including the emperor’s,
are won by the strongest and cleverest
minotaurs, as proved by combat in the Circus.
The Circus is the only means by which a
minotaur can rise in society. It is a grand, annual
display of single combat in which minotaurs
battle each other for supremacy. Minotaur
youths must prove themselves in the Circus to
earn their passage to adulthood.
Participation in the Circus is yet another
reason why minotaurs look down on other folk.
To the minotaurs, death and glory in battle are a
natural process. Combat is the key to ensuring
that the strong survive, and that the weak are set
aside before they can undermine their superiors’
grand schemes of conquest.
Minotaur (Krynn)
In the world of Krynn, the setting of the
Dragonlance saga, minotaurs live in an honor‐
based society where strength determines power
in both the gladiatorial arenas and in daily life.
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
powerful sense of honor. Each victory brings
greater honor to both individual minotaurs and
their families. Defeat invokes a stain that only
death can fully wash away.
Arrogant Conquerors
Minotaurs embrace the notion that the weak
should perish and that the strong must rule—
and that they themselves are the strongest and
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Honor demands that minotaurs keep their
word once it is offered, and each minotaur
remains faithful to friends and clan above all
else. Minotaurs rarely befriend folk of other
races, as they all too often encounter them only
in battle. If a minotaur does strike up a
friendship, it is typically with other creatures
that display the minotaurs’ virtues and love of
battle. To such friends, a minotaur becomes an
ally whose support will never waver.
Sea Reavers
In the world of Krynn, the minotaurs rule a chain
of islands dominated by the isles of Mithas and
Kothas. Bound by the sea on all sides, the
minotaurs focused their tenacity, strength, and
cunning to become some of the most skilled and
ferocious mariners in the world. They range
across the water in their ships, raiding and
pillaging as they wish. Minotaurs sometimes
engage in trade, but they much prefer to take
what they want by force. After all, as the
strongest of all folk, they deserve the treasures
and goods that lesser creatures have gathered.
Minotaur Names
Minotaur clan names originate with a great hero
whose descendants take on that name as their
own, doing their best to live up to the ideals of
their ancestor. On Krynn, clan names are always
preceded by the prefix “es‐” for minotaurs from
lands controlled by the island of Mithas, or “de‐”
for minotaurs from areas under the sway of
Kothas.
Male Names: Beliminorgath, Cinmac, Dastrun,
Edder, Galdar, Ganthirogani, Hecariverani, Kyris,
Tosher, Zurgas
Female Names: Ayasha, Calina, Fliara, Helati,
Keeli, Kyri, Mogara, Sekra, Tariki, Telia
Clan Names: Athak, Bregan, Entragath,
Kaziganthi, Lagrangli, Mascun, Orilg, Sumarr,
Teskos, Zhakan
Ability Score Increase. Your Strength score
increases by 1.
Conqueror’s Virtue. From a young age, you
focused on one of the three virtues of strength,
cunning, or intellect. Your choice of your
Strength, Intelligence, or Wisdom score
increases by 1.
Age. Minotaurs enter adulthood at around the
age of 17 and can live up to 150 years.
Alignment. Minotaurs believe in a strict code
of honor, and thus tend toward law. They are
loyal to the death and make implacable enemies,
even as their brutal culture and disdain for
weakness push them toward evil.
Size. Minotaurs typically stand well over 6 feet
tall and weigh an average of 300 pounds. Your
size is Medium.
Speed. Your base walking speed is 30 feet.
Horns. You are never unarmed. You are
proficient with your horns, which are a melee
weapon that deals 1d10 piercing damage. Your
horns grant you advantage on all checks made to
shove a creature, but not to avoid being shoved
yourself.
Goring Rush. When you use the Dash action
during your turn, you can make a melee attack
with your horns as a bonus action.
Hammering Horns. When you use the Attack
action during your turn to make a melee attack,
you can attempt to shove a creature with your
horns as a bonus action. You cannot use this
shove attempt to knock a creature prone.
Labyrinthine Recall. You can perfectly recall
any path you have traveled.
Sea Reaver. You gain proficiency with
navigator’s tools and vehicles (water).
Languages. You can speak, read, and write
Common.
Minotaur Bonds
When creating a minotaur character rooted in
Krynn (or in any campaign that draws on the
backstory presented here), you can use the
following table of bonds to help flesh out your
character. Use this table in addition to or in place
of your background’s bond or a bond of your
creation.
Minotaur Traits
Your minotaur character possesses a number of
traits that reflect the power and superiority of
your kind.
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d6  Bond 
My opponent in the Circus for my trial of 
adulthood was chosen years ago. Though we 
sparred only once, I fell deeply in love. Rather than 
fight my beloved to the death, I fled from home 
and have been branded a coward. 
I’m the last of my clan. If I die without achieving 
great deeds, the hero who is my clan’s patron will 
be forgotten. 
I was part of a raiding party that was defeated and 
enslaved. I’ve escaped and sworn revenge. 
I never shared my people’s love of violence. I’m 
part of a conspiracy to topple the emperor’s 
violent regime. 
I claim that I am an exile from my people, but in 
truth I have been sent to serve as a spy. I’m 
expected to leave secret messages telling my folk 
of villages and towns that are ripe targets for 
conquest. 
I’m the last survivor of a ship wrecked in a storm. 
Occasionally, the spirits of my shipmates appear in 
my dreams and ask me to complete tasks they left 
unfinished in life.  
 
Remember that the story we provide is only a starting 
point. Modifying this minotaur to move it away from its 
roots in Krynn is as easy as swapping the proficiencies 
provided by Sea Reaver for some other option that 
better reflects your setting. As a guideline, consider 
swapping the tool proficiencies for proficiency in any 
one skill, for proficiency with thieves’ tools, or for 
proficiency with two tools other than thieves’ tools.  
Fighting Style: Mariner
The following new option can be selected by
fighters, paladins, and rangers for the Fighting
Style class feature.
Whether a buccaneer, an experienced sailor, or
a specially trained marine, a mariner can scale a
ship’s rigging and swim through choppy water
with ease. Adapted to wearing light and medium
armor, mariners can defend themselves without
relying on heavy armor or bulky shields. Most of
them thus wield two‐handed weapons or fight
with a pair of blades.
Minotaurs in Your Campaign 
We chose the minotaurs of Krynn as the model for our 
depiction of this race for a very specific reason. Tying 
them to the sea and a distinct culture helps give 
minotaurs more flavor than serving as just another big, 
brutish monster race. After all, we already have half‐
orcs in the Player’s Handbook and the goliath in our 
Elemental Evil Player’s Companion. As an added bonus, 
these minotaurs are Medium (as opposed to Large for 
the monstrous version) and are thus much easier to 
balance against the Player’s Handbook races. 
 
Casting minotaurs as conquest‐minded, honorable 
pirates gives them a distinct flavor while providing many 
roleplaying hooks for players. When adding a new race 
to your own campaign, it’s always a good idea to think 
about its culture, its relationship to other folk, and how 
the two can combine to give it a unique place in your 
world. Creating a table of bonds such as the one 
provided for minotaurs can be a good place to start. 
 
Casting minotaurs as mariners has some interesting 
implications for a setting. The Labyrinthine Recall ability 
makes minotaurs perfect sailors, as they can travel the 
seas with little fear of becoming lost or losing their way. 
A minotaur navigator is an unmatched master of the 
sea. When adapting races to your campaign, look for 
similar hooks that might be buried in special abilities or 
elements of a creature’s story that you might otherwise 
overlook. 
Mariner
As long as you are not wearing heavy armor or
using a shield, you have a swimming speed and a
climbing speed equal to your normal speed, and
you gain a +1 bonus to AC.
Mariner Design Notes 
Fighting Style is a good way to introduce a specific flavor 
of game play for multiple characters at once. In a sea‐
based campaign, you can expect lots of battles in the 
water and on board ships. Swimming and climbing 
speeds are very handy in such environments, but they 
can also prove useful in other areas. 
 
The mariner’s AC bonus comes with conditions, but it 
plays into the restrictions a mariner must observe to 
gain a swimming or climbing speed. In addition, a ship‐
based campaign lends itself to fighters who wield 
scimitars (representing a cutlass) and a dagger, and who 
wear light armor. This specific AC bonus helps support 
that character option.  
Roguish Archetype:
Swashbuckler
You focus your training on the art of the blade,
relying on speed, elegance, and charisma in
equal parts. While other warriors are brutes clad
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in heavy armor, your method of fighting looks
more like performance. Rakes, duelists, and
pirates typically follow this archetype.
A swashbuckler excels in single combat, and
can fight with two weapons while safely darting
away from an opponent. Swashbucklers are
especially talented at making difficult maneuvers
to escape enemies or attack from an unexpected
direction.
(Acrobatics) or Strength (Athletics) check you
make on your turn.
Master Duelist
Fancy Footwork
At 17th level your mastery of the blade lets you
turn failure to success in combat. If you miss
with an attack, you can choose to roll the attack
again with advantage. Once you use this ability,
you cannot use it again until you finish a short or
long rest.
Starting at 3rd level, you are a continuous blur of
motion in battle as you dart in, attack, and slip
away to safety. During your turn, if you make a
melee attack against a creature, that creature
cannot make opportunity attacks against you for
the rest of your turn.
Swashbucklers and Two‐Weapon 
Fighting 
The swashbuckler relies on a good understanding of the 
D&D rules to realize its potential, specifically when it 
comes to fighting with two weapons. Other characters 
must use a bonus action to Disengage if they want to 
escape a melee, but a swashbuckler’s Fancy Footwork 
ability bundles a more limited version of Disengage 
within your attack. This allows you to use your bonus 
action to fight with two weapons, and then safely evade 
each foe you attacked.  
Toujours l’Audace
At 3rd level, your unmistakable confidence
propels you into battle. You add your Charisma
modifier to your initiative rolls.
In addition, you can use Sneak Attack with any
melee attack made against a target that has none
of your allies adjacent to it.
Sorcerous Origin: Storm
Your innate magic comes from the power of
elemental air. Perhaps you were born during a
howling gale so powerful that folk still tell
stories of it. Your lineage might include the
influence of potent air creatures such as vaati or
djinni. Whatever the case, the magic of the storm
permeates your soul.
Storm sorcerers are invaluable members of a
ship’s crew. Their magic allows them to exert
control over wind and weather in their
immediate area. Their abilities also prove useful
in repelling attacks by sahuagin, pirates, and
other waterborne threats.
Panache
At 9th level, your charm becomes as sharp and
dangerous as your blade. As an action, you can
make a Charisma (Persuasion) check contested
by a creature’s Wisdom (Insight) check. The
creature must be able to hear you, and the two of
you must share a language.
If you succeed on the check and the creature is
hostile, it must target you with any attacks it
makes and cannot willingly move farther away
from you. This effect lasts for 1 minute or until
you move more than 60 feet away from the
target.
If you succeed on the check and the creature is
not hostile, it is charmed by you for 1 minute.
While charmed, it regards you as a friendly
acquaintance.
Stormborn
Elegant Maneuver
You complete difficult maneuvers with practiced
ease. Starting at 13th level, you can use a bonus
action to gain advantage on the next Dexterity
The arcane magic you command is infused with
elemental air. You can speak, read, and write
Primordial. In addition, you gain the following
spells at the listed sorcerer level. These spells do
not count against the number of sorcerer spells
you know.
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Storm Sorcerer Bonus Spells 
Sorcerer  
Level  Spells 
1st 
Fog cloud, thunderwave 
3rd 
Gust of wind, levitate 
5th 
Call lightning, sleet storm 
7th 
Conjure minor elementals,* ice storm 
9th 
Conjure elemental** 
* Unless you gain this spell from another source, you 
can summon only smoke mephits, steam mephits, ice 
mephits, or dust mephits with it. 
**Unless you gain this spell from another source, you 
can summon only air elementals with it. 
a great example of a ribbon ability, and Storm Guide 
also falls into this category.  
 
We don’t weigh ribbons when balancing one class or 
option against another. For example, Heart of the Storm 
carries the power load at 6th level for the storm 
sorcerer, while Storm Guide is here only to show how 
these sorcerers can excel as sailors. It isn’t meant to 
help in combat, but it’s potentially very useful in 
maneuvering a ship. 
Storm’s Fury
Tempestuous Magic
At 1st level, you are attuned to elemental air
magic. Whenever you cast a spell other than a
cantrip during your turn, whirling gusts of
elemental air surround you. You can use a bonus
action to fly 10 feet without provoking
opportunity attacks.
At 14th level, the storm energy you channel
through your magic seethes within your soul.
When you are hit by a melee attack, you can use
your reaction to deal lightning damage to the
attacker equal to your sorcerer level. The
attacker must also make a Strength saving
throw, with a DC equal to 8 + your Charisma
bonus + your proficiency bonus. On a failed save,
the attacker is pushed in a straight line 20 feet
away from you.
Heart of the Storm
Wind Soul
At 6th level, you gain resistance to lightning and
thunder damage. Whenever you cast a spell
other than a cantrip that deals lightning or
thunder damage, a stormy aura surrounds you.
In addition to the spell’s effects, creatures of
your choice within 10 feet of you take lightning
or thunder damage (choose each time this ability
activates) equal to half your sorcerer level.
At 18th level, you gain a flying speed of 60 feet
and immunity to lightning and thunder damage.
As an action, you can reduce your flying speed
to 30 feet for one hour and choose a number of
creatures within 30 feet of you equal to 3 + your
Charisma modifier. The chosen creatures gain a
flying speed of 30 feet for 1 hour.
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 20‐foot 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 100‐foot 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 
On the R&D team, any ability meant to convey flavor 
rather than a mechanical advantage is referred to as a 
ribbon—a thing that’s mostly for show. Thieves’ Cant is 
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