![]() For these reasons, material in this supplement is not legal in D&D Organized Play events. The game mechanics in this supplement are usable in your D&D campaign but are not fully tempered by playtests and design iterations. And explore a map featuring a more detailed look at Aerona, from the Hurloon Mountains to the Whispering Woods! ![]() Battle the scheming cultists of the Cabal or the homarids of the Vodalian Sea. Play a fierce Keldon or a soaring aven, uphold the ideals of Serra or the legacy of Tolaria, and defend the shining cities of Benalia or the ancient elfhames of Llanowar. Author James Wyatt (lead designer of the forthcoming Guildmaster's Guide to Ravnica) has filled these pages with character hooks, adventure ideas, new monsters, and new insights into the lands of the Domains. Starting with the huge sweep of geography and history described in The Art of Magic: The Gathering-Dominaria, this supplement zooms in to the continent of Aerona and its environs to present a setting for your Dungeons & Dragons games. The 7th level spell Plane Shift once gained opens the Cleric, Druid, Sorcerer, Warlock or Wizard to becoming a Planeswalker. For the most part, the merfolk of Vodalia just wish to be left alone, but they can't ignore the ships crossing their waters-particularly the Cabal vessels sailing west from their Stronghold in Urborg. The Seven Great Houses of Benalia and the elfhames of Llanowar try to maintain stability and order, the Church of Serra seeks to cultivate art and virtue, and the Tolarian Academies pursue an ever deeper understanding of the science of magic. Plane Shift: Innistrad ’s release was cleverly timed just after the release of Curse of Strahd, a reimagined version of the classic D&D adventure Ravenloft, updated for 5th edition. ![]() Orcs and kobolds raid Benalish farms, dissident factions of Keldons plan war in defiance of their leaders, and the sinister Cabal worms its way into the fabric of society. Spellcasting is an extra +1CR, as normal, if the spells are any good.Īll the tentacles you need, but other stuff too."The true test of all heroes is not what they achieve, but whom they inspire."įrom the lush forest of Llanowar to the frozen expanse of Keld, the lands of the Domains teem with intrigue, exploration, and war. Every 2-3 invocations or evolution points gives +1-2 CR, give or take. The D&D magic system doesn't involve five colors of mana or a ramping-up to your most powerful spells, but the goal isn't to mirror the experience of playing Magic in your role-playing game. D&D is a flexible rules system designed to model any kind of fantasy world. Do a quick "best fit" from Eidolon's evolutions + Warlock's invocations, and slap over the top of anything in the MM for warped creatures. Plane Shift: Zendikar was made using the fifth edition of the D&D rules. Should make for a pretty flexible ruleset to base an entire "creature creator" thing from really. Or just add them to MM creatures as you want, disregarding invocation caps, evolution points or levels needed as you see fit for the encounter. Too much effort IMO, but you could use those evolution abilities as invocations if you wanted to from the GOOlock pseudo-levels idea above. Or swipe the Eidolon rules from PF's Summoner class, convert over to 5e, and use those as added abilities for eldrazi spawn. Not really the best fit, but an ok'ish starting point to make something better from. Probably +1CR due to the light spell casting, and disregard required "levels" for better invocations. Maybe open up the spell list to any class's though. A different 'Lock template for each colour or combo would probably do it, with flavour invocations/spells that vaguely portray that colour's "thing". Basically telepathy, grab a couple of useful abilities from the invocation list, and a couple of encounter-use spells/cantrips to imply power/otherworldliness. So you could make a few "colour templates" if you'd like.Ī 2nd lvl GOOlock without the HD/actual levels might work as a template for warped creatures or an area already over-run by them. Well, Eldrazi themselves are colourless (probably showing "void"), but Emrakul managed to take over most things. I wanna play one, I mean look at my name it could be awaken_d_"M" for magic the gathering plane shift innistad _golem. (Skaabs have the CR adjustment the Elder Vamps are missing) Skabaren too, frankenstein fluff for a dude+golem encounter. should be an attention grabber for the Fluff. Geist = fun versus Cha dump stat builds, and almost immediately fun versus the party, tad bit gygaxian for 5e. Stensia = variant "Half-Orc" without the 40+ year traditional (pseudo-) racism, kinda simple like the previous mtg article.Įlder Vampires on p17 requires a CR errata, as there is none for the boosts, contrasting with the Skaabs boosts on p20. Kessig = Spring Attack is > Shocking Grasp, for the OA avoidance. Nephalia = variant Human, but focused perhaps too much except totally within the setting.
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