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===Plane Shift: Kaladesh=== As Kaladesh's [[magitek]] theme makes it the most unique of the planes in comparison to vanilla D&D, this is the most rule-heavy Plane Shift so far. It starts by examining the Backgrounds in the PHB, and noting which ones would be absent and whether the present ones best align with the Consulate, Renegades or Independence. * Acolytes are Absent from Kaladesh, this plane has no real religious background. * Charlatans are Renegades. * Criminals are Renegades. * Entertainers are Independent. * Folk Heroes are Renegades. * Guild Artisans are either Consulates or Renegades. * Hermits are eitehr Independents or Renegades. * Nobles are either Consulates or Renegades. * Outlanders can be Independent or aligned to either faction. * Sages are most likely Consulates or Independents. * Sailors, like Outlanders, can be Independent, Consulate or Renegade. * Soldiers are Consulates. * Urchins are either Independents or Renegades. From there, it looks at classes, with a particular emphasis that, by the plane's standard fluff, spellcasting ability is fairly rare and what spellcasting clases are present are themselves restricted - for example, the Druid class is restricted to [[elves]] and the Circle of the Moon is forbidden. A sidebar in this section also includes a new Sorcerous Origin; the Pyromancer, a variant form of [[Wild Mage]] whose magic manifests as an affinity for fire. Sorcerers of this subclass gain the following class features: * Level 1 - Heart of Fire: Scorch all creatures of your choice within 10 feet with fire damage equal to half your sorcerer level (minimum of 1) whenever you cast a fire spell. * Level 6 - Fire In The Veins: Gain Fire Resistance, ignore Fire Resistance when burninating others with your spells. * Level 14 - Pyromancer's Fury: use a reaction when hit in melee to torch the attacker, inflicting superheated (ignores Fire Resistance) fire damage equal to your sorcerer level. * Level 18 - Fiery Soul: You're immune to fire, all fire effects from you ignore fire resistance, and your fire attacks can burn Fire Immunity targets as if they were only Fire Resistant. From there, the article moves on to the biggest mechanical issue: Aether-Powered Devices, the magic-powered pseudoscience that makes this setting all of its own. This covers multiple features, from noting that most APDs will work just fine as cosmetic reskins of existing D&D magic items, to using aether fuel to replace the conventional "regain charges" mechanic, to rules for actually building your own APDs. This culminates in two feats; Quicksmithing, which lets you create jury-rigged inventions that basically replicate the effects of Ritual spells, and gives you the Rock Gnome's Tinker racial trait, and Servo Crafting, which lets you create a Servo as a [[Familiar]]. From there, the article moves to more familiar territory. Two new races are provided, the Aetherborn and the Vedalken, as well as Kaladesh's unique take on the classic elves and dwarves. * Aetherborn Artificial humanoids that sometimes spontaneously form from the aether refinement process, aetherborn have extremely short lifespans (some live only a few months) who are driven to experience as much as they can in what time they have. Hedonistic and self-interested, an Aetherborn has Charisma +2, +1 to two ability scores of its choice, is a Medium creature with 30 feet base speed, and has the Darkvision, Menacing (free proficiency in Intimidate), and Born of Aether (Resist Necrotic) traits. Rules are also presented for "darkling" aetherborn, who have learned to suck the life from others in order to extend their own lives. An aetherborn can use the rules for inventing and manufacturing a magic item to transform itself irrevocably into a darkling, in which case it gains the Drain Life trait (a natural attack that inflicts 1d6 Necrotic damage on a victim and heals the aetherborn for that much). If the darkling goes 7 days without using this ability, it loses 1d6 '''maximum''' hit points per week without feeding; only feeding followed by a long rest will restore this degraded health. * Kaladeshian Dwarves Largely identical to the Hill dwarves, with a +2 bonus to Constitution and a +1 bonus to Wisdom, Darkvision, advantage on saving throws against poison, same bonuses that come from Stonecunning, resistance against poison damage, and a hit point maximum increase by 1 each level. What makes them different is the lack of weapon proficiency, and the Artisan’s Expertise feature. Instead of having to pick one from smith’s tools, brewer’s supplies, or mason’s tools, these dwarves can pick two of any artisan’s tools, and their proficiency is doubled while using them. * Vedalken Elf-like, inventive humanoids who perceive everything as imperfect and rejoice in the opportunities for improvement that presents. This leads to an irritating enthusiasm for criticising other people's approach/skills/personality. +2 Int, +1 Wis, Medium, Base speed 30 feet, Vedalken Cunning (advantange on Int, Wis and Cha saves vs. magic) and Aether Lore (double Proficiency bonus on Int (History) checks relating to magical items or aether-powered technological devices). Finally, the article finishes with the bestiary, with statblocks for the three most unique monsters of Kaladesh - the Gremlin, the Sky Leviathan and the Servo - and general rules for "Lifecraft Creatures", a form of construct created specifically to mimic living animals and which often incorporates living plants into its construction.
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