Page 61 - Dungeon Master's Guide
P. 61
O PTIONAL RULE: INTENSE YEARN ING that burns up into smoke that becomes snow, and
-eep track of how many days a visitor spends on on and on in an endless, unpredictable process of
borea. When the visitor leaves, it must make a change. Fragments of more ordinary landscapes- bits
arisma saving throw against a DC of 5, plus 1 for of forest, meadow, ruined castles, and even burbling
ach day spent on the plane. On a failed save, the streams-drift through the disorder. The whole plane is
:;eature becomes afflicted with a yearning to return to a nightmarish riot.
- ;borea. As long as the effect persists, the creature has Limbo has no gravity, so creatures visiting the plane
~dvantage on ability checks. At the end of each long float in place. A creature can move up to its walking
~-r. the creature can repeat the saving throw, ending speed in any direction by merely thinking of the desired
e effect on a success. A dispel evil and good spell direction of travel.
-~moves this effect from the creature. Limbo conforms to the will of the creatures inhabiting
it. Very disciplined and powerful minds can create
GARD whole islands of their own invention within the plane,
sometimes maintaining those places for years. A
:gard is a rugged realm of soaring mountains, deep
simpleminded creature such as a fish, though, might
-d . and windswept battlefields, with summers that
have less than a minute before the pocket of water
-e long and hot, and winters that are wickedly cold
surrounding it freezes, vanishes, or turns to glass.
- unforgiving. Its continents float above oceans of The slaadi live here and swim amid this chaos,
a nic rock, below which are icy caverns so enormous
... o hold entire kingdoms of giants, humans, dwarves, creating nothing, whereas githzerai monks build entire
monasteries with their minds.
_- mes, and other beings. Heroes come to Ysgard to
.:-their mettle not only against the plane itself, but also
OPTIONAL RULE: POWER OF THE MIND
:ainst giants, dragons, and other terrible creatures that As an action, a creature on Limbo can make an
-:..:nder across Ysgard's vast terrain. Intelligence check to mentally move an object on
the plane that it can see within 30 feet of it. The DC
?TIONAL RULE : IMMORTAL WRATH
depends on the object's size: DC 5 for Tiny, DC 10 for
~,ard is the home of slain heroes who wage eternal
Small, DC 15 for Medium, DC 20 for Large, and DC 25
- e on fields of glory. Any creature, other than a
for Huge or larger. On a successful check, the creature
~ ruct or undead, that is killed by an attack or a
moves the object 5 feet plus 1 foot for every point by
-- · while on Ysgard is restored to life at dawn the next
which it beat the DC.
_. The creature has all its hit points restored, and all
A creature can also use an action to make an
·[ions and afflictions it suffered before its death
Intelligence check to alter a non magical object that isn't
being worn or carried. The same rules for distance
apply, and the DC is based on the object's size: DC
10 for Tiny, DC 15 for Small, DC 20 for Medium, and
bo is a plane of pure chaos, a roiling soup of DC 25 for Large or larger. On a success, the creature
rmanent matter and energy. Stone melts into changes the object into another nonliving form of the
. [hat freezes into metal, then turns into diamond same size, such as turning a boulder into a ball of fire.

