Dungeon Master's Guide 5E

(Nancy Kaufman) #1

6o


must make a DC 10 Wisdom saving throw. On a failed
save, the creature's alignment changes to lawful good
or neutral good (whichever is closer to the creature's
current alignment). The change becomes permanent
if the creature doesn't leave the plane within ld4 days.
Otherwise, the creature's alignment reverts to normal
after one day spent on a plane other than Bytopia.
Casting the dispel evil and good spell on the creature
also restores its original alignment.

ELYSIUM
Elysium is home to creatures of unfettered kindness and
compassion, and a welcome refuge for planar travelers
seeking a safe haven. The plane's bucolic landscapes
glimmer with life and beauty in their prime. Tranquility
seeps into the bones and souls of those who enter the
plane. It is the heaven of well-earned rest, a place where
tears of joy glisten on many a cheek.

OPTIONAL RuLE: OvERWHELMING joY
Visitors spending any time on this plane risk becoming
trapped by overwhelming sensations of contentment
and happiness. At the end of each long rest taken on
this plane, a visitor must make a DC 10 Wisdom saving
throw. On a failed save, the creature is unwilling to leave
the plane before taking another long rest. After three
failed saving throws, the creature never willingly leaves
the plane and, if forcibly removed, does everything in its
power to return to the plane. A dispel evil and good spell
removes this effect from the creature.

THE BEASTLANDS
The Beastlands is a plane of nature unbound, of forests
ranging from moss-hung mangroves to snow-laden
pines, of thick jungles where the branches are woven so
tight that no light penetrates, of vast plains where grains

CHAPTER 2 I CREATING A MULTIVERSE

and wildflowers wave in the wind with vibrant life. The
plane embodies nature's wildness and beauty, but it also
speaks to the animal within all living things.

OPTIONAL RULE: HUNTER'S PARADISE
Visitors to the Beastlands find their hunting and
stalking capabilities improved, and characters have
advantage on Wisdom (Animal Handling), Wisdom
(Perception), and Wisdom (Survival) checks while there.

OPTIONAL RULE: BEAST TRANSFORMATION
Whenever a visitor slays a beast native to the plane, the
slayer must succeed on a DC 10 Charisma saving throw
or become transformed (as the polymorph spell) into the
type of beast that was slain. In this form, the creature
retains its intelligence and ability to speak. At the end of
each long rest, the polymorphed creature can repeat the
saving throw. On a successful saving throw, the creature
returns to its true form. After three failed saving throws.
the transformation can be undone only by a remove
curse spell or similar magic.

ARBOREA
Larger than life, Arborea is a place of violent moods
and deep affections, of whim backed by steel, and of
passions that blaze brightly until they burn out. Its
good-natured inhabitants are dedicated to fighting evil,
but their reckless emotions sometimes break free with
devastating consequences. Rage is as common and as
honored as joy in Arborea. There the mountains and
forests are extravagantly massive and beautiful, and
every glade and stream is inhabited by nature spirits
that brook no infringement. Travelers must tread lightly.
Arborea is home to many elves and elven deities. Elve
born on this plane have the celestial type and are wild at
heart, ready to battle evil in a heartbeat. Otherwise, they
look and behave like normal elves.
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