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===Plane Shift: Amonkhet=== Finally entering the plane of Amonkhet, this Plane Shift has the largest amount of direct PC-available homebrew to date. Three new backgrounds, four new races, four new [[Cleric Domain]]s and mechanics for being a [[Planeswalker]] in the [[Magic: The Gathering]] sense, which quite overshadows the three new monsters -- the [[Sphinx|Criosphinx]], the Heart-Piercer [[Manticore]] and the Serpopard. The three backgrounds, naturally, all tie into the distinctive culture of Naktamun: * ''Initiate of the Five Gods'': You're a devout worshipper of one of the Five Gods of [[Amonkhet]], seeking to prove your worthiness to undergo the Trial of Zeal and earn a glorious death. You get proficiencies in Athletics, Intimidation, one type of gaming set, and the use of land vehicles. You start the game with a gaming set, a scroll containing the basic teachings of the Five Gods, a simple puzzle box, some clothes, 15 gold pieces, and potentially some cartouches, if you've completed some of the trials already. Your background feature gives you access to free room and board, but only so long as you follow the expectations of both an initiate and a citizen of Naktamun; if you fail to act like a proper citizen, you may end up being branded a Dissenter. * ''Amonkheti Vizier'': You are one of the priest-bureaucrats who serve the Five Gods of [[Amonkhet]] and oversee the Trials. You get free proficiencies in History, Religion, a set of artisan's tools and a musical instrument, you start the game with either artisan's tools or an instrument, a vizier's cartouche, a scroll of your god's teaching, some fine clothes, and 25 gold pieces. Your background feature allows you to command initiates and expect obedience, but be careful; abuse this, and your god may punish you for it. ''Personally''. * ''Naktamunian Dissenter'': You don't buy into the whole Trials thing at all, and as far as the rest of Naktamun is concerned, that makes you a [[heretic]]. This Background actually builds from the others; you take either the Initiate or Vizier background to represent who you were before you fell from grace, but replace your background feature with "Shelter of Dissenters", which lets you tap into an underground network of dissenters who will provide you with what you need to avoid being killed for heresy. Next comes the mechanics for Amonkhet's unique races... * [[Aven]] Similar to the [[Aarakocra]], the Aven are bird-people, but in this case they resemble humans with the heads and wings of birds. There are two kinds of Aven; the more scholarly ibis-headed, who are naturally drawn to revering Kefnet, the God of Knowledge whom they resemble, and the more war-like hawk-headed, who tend to devote themselves to Oketra, God of Solidarity (who is, ironically, a goddess depicted as a [[catgirl]]. All Aven get +2 Dexterity, are Medium sized, have a base land speed of 25 feet, and a Fly speed of 30 feet, but they can't fly if wearing medium or heavy armor, or if they're encumbered. ::Ibis-Headed Aven get +1 Intelligence and Kefnet's Blessing, which lets them add half their Proficiency Bonus, rounded down, when making an Int check for a skill they don't have Proficiency in. ::Hawk-Headed Aven get +2 Wisdom and the Hawkeyed trait, which grants them free Perception Proficiency ''and'' negates the long-range attack penalties when using ranged weapons. * [[Khenra]] Made in the image of Hazrozet the Fervent, God of Zeal, the Khenra are a race of graceful humanoid jackals who, for some reason, are almost always born as fraternal or identical twins. This leads to strong, culturally encouraged, ties between siblings, and even impacts their stats. Khenras are a Medium-sized race with +2 Dexterity and +1 Strength, a speed of 35 feet, the Khera Weapon Training feature, which gives them free proficiency in the khopesh, spear and javelin, and the Khenra Twins feature - which requires you to decide at character creation if you have a twin. If your twin is alive, so long as you are within sight of your twin, you can reroll results of a 1 for attack rolls, ability checks and saving throws (second result stands). If your twin is dead, or you were one of the rare singleton births, you're Immune to Fear. Of course, making use of your twin being alive can be tricky unless either another player wants to be a Khenra and roleplay as your sibling, or the DM is willing to be flexible * Amonkhetian [[Minotaur]] Vibrant, boisterous, rowdy humanoids, the Amonkhetian Minotaur bears the head of a curly-horned sheep rather than the traditional bovine head. +2 Strength, +1 Constitution, Medium, 30 feet speed, and as for features? They get the half-orc's Menacing (free Proficiency in Intimidate), Relentless Endurance (shake off a fatal blow and stand at 1 hit point 1/day) and Savage Attacks (+1 damage dice on a crit with a melee weapon) racial traits, plus the Natural Weapon (Horns) trait, which lets them choose to do 1d6 + Str modifier bludgeoning damage with their unarmed strikes. * [[Naga]] Made in the image of Rhonas the Indomitable, cobra-headed God of Strength, the nagas also deeply revere the God of Knowledge, Kefnet, pursuing a philosophy that mind and body must be of equal strength to work in harmony. They stand unique amongst the races of 5e so far because they're the first non-bipedal race to get an official writeup; these [[serpentfolk]] resemble the iconic [[Yuan-ti]] Abomination, having a humanoid upper torso, a cobra's head, and a slithering tail in lieu of legs. They get +2 Consitution and +1 Intelligence, are Medium sized, and have a base speed of 30 feet. Their Speed Burst feature lets them choose to spend a bonus action to lower their torso to the ground and pull themselves along with their hands, increasing their speed by +5 feet for the turn due to the boost - of course, they need to have both hands free before they can do this. Poison Immunity speaks for itself, and Poisoner's Affinity gives them free proficiency with the poisoner's kit. Finally, they have two Natural Weapons; Bite and Constrict. Both can be used as an option for an unarmed strike. A Bite Attack deals 1d4 + Str mod Piercing damage and forces the victim to make a Constitution save (DC 8 + naga's Con modifier + naga's Proficiency bonus) or take 1d4 Poison damage. A Constrict Attack deals 1d6 + Str mod bludgeoning damage and automatically grapples the target (DC to escape is 8 + naga's Str modifier + naga's Proficiency bonus). So long as they have someone grappled in this way, the target is restrained, but the naga can't make another Constrict Attack until they let them go. Finally, four of the five gods of Amonkhet require unique [[Cleric Domain]]s - Kefnet, the God of Knowledge, got off lucky by having his domain already in the PHB. *'''Solidarity domain''': Sort of a cross between the War and Life Domains, as it's all about fostering team-work and unity. Its bonus spells relate to group-targeting heals and buffs, such as Bless, Guiding Bolt, etc. It grants proficiency in Heavy Armor and several features. At level 1, Solidarity's Action lets you spend a bonus action when using Help to assist an ally's attack to make a weapon attack of your own, which you can do Wis bonus times (minimum once) per day. At level 2, you get the Channel Divinity feature "Preserve Life", which lets you heal others as a bonus action without expending a spell slot. At level 6, Channel Divinity "Oketra's Blessing" lets you spend a Channel Divinity use as a reaction to a creature within 30 feet of you make an attack roll; this grants them a +10 bonus to their roll. At 8th level, you get Divine Strike, which lets you bump up the damage on one weapon attack per turn by +1d8 (+2d8 after you hit level 14). Finally, at level 17, you get Supreme Healing, where you automatically heal the maximum possible amount when using a random roll-based healing effect. *'''Strength domain''': All about proving your strength, physically and mentally. As such, its bonus spells are an odd mix of physical boosters, protective buffs, and also includes the Dominate Beast and Insect Plague spells. At level 1, you gain Acolyte of Strength (1 Druid cantrip, Proficiency in 1 of Animal Handling, Athletics, Nature or Survival) and proficiency in Heavy Armor. At level 2, your first Channel Divinity, "Feat of Strength", allows you to use Channel Divinity to grant yourself a +10 bonus to any Strength based check. The level 6 version, "Rhonas's Blessing", is the same thing, but targeting somebody else within 30 feet instead. You get the same Divine Strike feature as the Solidarity Domain at level 8, and finally, level 17 gives you Avatar of Battle; permanent resistance to all physical damage that comes from non-magical sources. *'''Ambition domain''': Second only to Death as the most evil-flavored Domain, because of course wanting to push yourself to the top is most appealing to selfish jerkasses. Its bonus spells are all about cheating or manipulating; Bane, Ray of Enfeeblement, Vampiric Touch, Dominate Person, etc. At level 1, you get the Warding Flare ability, which you can use 1 or Wisdom modifier times per day, whichever is greater. This lets you impose Disadvantage on an assailant's attack roll against you as a reaction, provided that you can see them and they're within 30 feet - oh, and they're not immune to being blinded. Your level 2 Channel Divinity is "Invoke Duplicity", which lets you use your CD to create an illusionary double, which is sustained as per a Concentration spell. Aside from the obvious misleading effects, although it's only got a 120 range, you can cast spells through it, and you can tag-team with it to gain advantage on attack rolls. In comparison, your level 6 Channel Divinity, "Cloak of Shadows, is much simpler: you turn invisible, until your next turn ends, you attack somebody, or cast a spell. Level 8 gives you the Potent Spellcasting feature, where your offensive Cleric cantrips inflict +Wisdom modifier bonus damage. Finally, at level 17, Improved Duplicity lets you make up to 4 duplicates with Channel Divinity instead of 1. *'''Zeal domain''': This one's a weird mixture of the War and Tempest Domains, in practice. Its bonus spells are all offensive based, either directly (Destructive Wave) or indirectly (Searing Smite), and heavy on the thunder and fire damage. You get free proficiencies with martial weapons and heavy armor, and the Priest of Zeal feature at level 1. Usable 1 or Wisdom modifier (use the higher of the two) times per day, it lets you use a bonus action after making an attack to make an extra weapon attack. Your level 2 Channel Divinity, Consuming Fervor, lets you spend Channel Divinity uses to maximize fire and thunder damage. At level 6, you get Resounding Strike, which means your thunder attacks will knock any target that is Large or smaller back 10 feet when they hit. At level 8, you get Divine Strike, which functions the same as Solidarity and Strength's version. Finally, at level 17, you get Blaze of Glory: once per day, when reduced to 0 hit points by an attacker that you can see, you can use your reaction to move at full speed towards that bastard and make a melee weapon attack with Advantage that deals +5D10 (weapon damage type) damage and +5d10 fire damage if it hits. Whether it hits or not, you then collapse on the spot, either dead or dying, depending on how badly hurt you were beforehand. So, how does those Planeswalker PC rules handle? In truth, there's not a lot of mechanics behind them at all. Planeswalking is recommended to the DM to be akin to Overland Travel: it's a story function, not a rules one. By the rules of MtG, your party needs to be all-planeswalkers, so it works best as something that isn't inherently class tied. Instead, planeswalking is treated as something akin to a ritual. The planeswalker spends a minute concentrating, and then slips from one world to the other, winding up at whatever destination the DM decrees on the new world. "Reflexive Shifting", the story-precedented mechanic of planeswalkers instinctively saving themselves from death through the use of planeshifting, is handled as a saving throw: when a planeswalker is about to drop to 0 hit points, they can make a Charisma saving throw with a DC equal to the damage taken. If this save is successful, then the planeswalker shifts away to a random safespot on a random plane. Most of this section is talking about how planewalker players and DMs really need to talk to each other and be on the same wavelength.
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