Posts Tagged ‘planar’

No this post is not about your favorite WB show. This is about one of my favorite sections of the fifth edition Dungeons and Dragons Dungeon Master’s Guide. Charms are a special boon that can be tapped a few times to give a creature a an extra ability before wearing off. Mechanically, they’re like potions that are carried and activated internally.

Unlike blessings, charms are not permanent. After a specific number of uses or short period of time they’re used up. Charms are gained by interacting with the magical places, creatures, and items.

Specifically in Exploration Age most charms are gained by spending time in a planar overlap zone. Checkout the excerpt from the upcoming Exploration Age Campaign Guide below to see the charms available in my setting.

Speaking of charms, do you like these charm bracelets? You can buy these and a bunch of other great pieces of jewelry and gaming accessories made of dice from Eclectic Eccentricities by Bella Rose.

Overlap Charms

Any creature native to the Material Plane who takes a long rest in an overlap zone has a chance of gaining a charm at the end of their rest. A creature’s alignment can increase its chance of gaining a charm depending on the overlap zone in which it is resting. Use the table and charm descriptions below when PCs take an extended rest in an overlap zone. Remember any creatures they come across who live in the zone may also have the benefit of a charm.

Plane Charm LG NG CG LN N CN LE NE CE
Acheron Charm of Victorious Armor 20% 10% 5% 30% 20% 10% 30% 20% 10%
Arboria Charm of Plant Talking 20% 30% 40% 10% 20% 30% 0% 5% 10%
Arcadia Charm of Disease Removal 30% 20% 10% 30% 20% 10% 20% 10% 5%
The Abyss Charm of Good Annihilation 0% 5% 10% 10% 20% 30% 20% 30% 40%
The Beastlands Charm of Conjuring Animals 20% 30% 30% 10% 20% 20% 5% 10% 10%
The Blood Fields Charm of Radiant Resistance 30% 30% 30% 30% 30% 30% 30% 30% 30%
Bytopia Charm of Extra Attacks 30% 30% 20% 20% 20% 10% 10% 10% 5%
Carceri Charm of Fear 5% 10% 10% 10% 20% 20% 20% 30% 30%
Elysium Charm of Healing 30% 40% 30% 10% 20% 10% 0% 5% 0%
Feywild Charm of Beast Speech 50% 50% 50% 50% 50% 50% 50% 50% 50%
Gehenna Charm of Deceptive Speech 10% 10% 5% 20% 20% 10% 30% 30% 20%
Hades Charm of Death’s Animation 0% 5% 0% 10% 20% 10% 30% 40% 30%
Limbo Charm of Chaotic Energy 5% 10% 30% 0% 20% 40% 5% 10% 30%
Mechanus Charm of Murderous Efficiency 30% 10% 5% 40% 20% 0% 30% 10% 5%
Mount Celestia Charm of Evil Annihilation 40% 30% 20% 30% 20% 10% 10% 5% 0%
Murderfall Charm of Slaying 30% 30% 30% 30% 30% 30% 30% 30% 30%
The Nine Hells Charm of Fiery Resistance 10% 5% 0% 30% 20% 10% 40% 30% 20%
Pandemonium Charm of Madness Infliction 5% 10% 20% 10% 20% 30% 10% 20% 30%
Plane of Air Charm of Flight 40% 40% 40% 40% 40% 40% 40% 40% 40%
Plane of Earth Charm of Meld into Stone 40% 40% 40% 40% 40% 40% 40% 40% 40%
Plane of Fire Charm of Fiery Wrath 40% 40% 40% 40% 40% 40% 40% 40% 40%
Plane of Water Charm of Water Breathing 40% 40% 40% 40% 40% 40% 40% 40% 40%
Savalization Charm of Savagery 50% 50% 50% 50% 50% 50% 50% 50% 50%
Shadowfell Charm of Death Speech 50% 50% 50% 50% 50% 50% 50% 50% 50%
Stryfe Charm of Reincarnation 30% 30% 30% 30% 30% 30% 30% 30% 30%
Ysgard Charm of Slayer’s Healing 10% 20% 30% 10% 20% 30% 5% 10% 20%

Charm of Animal Conjuring. As an action you can cast conjure animals. Once used 3 times, this charm disappears.

Charm of Beast Speech. You can talk to beasts as if you are effected by the speak with animals spell. This effect lasts 9 days and then the charm disappears.

Charm of Chaotic Energy. This charm has 3 charges. As an action you can expend 1 charge to cast fireball, lightning bolt, sleet storm, or stinking cloud. Once all the charges are expended, this charm disappears.

Charm of Death’s Animation. As an action you can cast animate dead. Once used 3 times, this charm disappears.

Charm of Death Speech. As an action you can cast speak with dead. Once used 3 times, this charm disappears.

Charm of Deceptive Speech. You have advantage on Charisma (Deception) checks made while lying. This effect lasts 9 days and then the charm disappears.

Charm of Disease Removal. As an action you touch a creature suffering from a disease and it is cured of its disease. Once used 3 times, this charm disappears.

Charm of Evil Annihilation. When you deal damage to evil-aligned creatures they take an extra 1d6 radiant damage. This charm lasts for 3 days and then disappears.

Charm of Extra Attacks. As a bonus action you can make a melee or ranged attack. Once used 10 times, this charm disappears.

Charm of Fear. As an action you can cast fear. Once used 3 times, this charm disappears.

Charm of Fiery Resistance. You are resistant to fire damage. This charm lasts for 9 days and then disappears.

Charm of Fiery Wrath. As an action you can cast the fireball spell. Once used 3 times, this charm disappears.

Charm of Flight. As an action you cast flight on yourself. Once used 3 times, this charm disappears.

Charm of Good Annihilation. When you deal damage to good-aligned creatures they take an extra 1d6 necrotic damage. This charm lasts for 3 days and then disappears.

Charm of Healing. As an action you regain 3d8 + 5 hit points. Once used 3 times, this charm disappears.

Charm of Madness Infliction. As an action one creature you see must succeed on a DC 15 Wisdom saving throw or gain a random form of short-term madness. Once used 3 times, this charm disappears.

Charm of Meld into Stone. As an action you cast meld into stone on yourself. Once used 3 times, this charm disappears.

Charm of Murderous Efficiency. When you drop a chaotic-aligned creature to 0 hit points with a spell or attack you gain 5 temporary hit points. This effect lasts 9 days and then the charm disappears.

Charm of Plant Talking. This charm has 6 charges. As an action you can expend charges to cast entangle (2 charges) or speak with plants (3 charges). Once all the charges are expended, this charm disappears.

Charm of Radiant Resistance. You are resistant to radiant damage. This charm lasts for 9 days and then disappears.

Charm of Reincarnation. The next time you die this charm casts the reincarnate spell on you. Once used, this charm disappears.

Charm of Savagery. When you hit with an attack you can use this charm to deal an extra 3d8 damage of the attack’s type. Once used 3 times, this charm disappears.

Charm of Slayer’s Healing. Whenever you reduce a creature to 0 hit points, you regain 5 hit points.  This charm lasts for 9 days and then disappears.

Charm of Slaying. When you score a critical hit you roll all of the attack’s damage dice three times and add them together with any modifiers to calculate damage. After scoring three critical hits with this charm, it disappears.

Charm of Victorious Armor. As an action you gain 20 temporary hit points. Once used 3 times, this charm disappears.

Charm of Water Breathing. As an action you cast water breathing on yourself. Once used 3 times, this charm disappears.

PDF! PDF! PDF!

Longtime followers of the blog probably knew this was coming. If you want just the charms to have and hold forever, they’ll live in the link below and on the Free Game Resources section of this site. If you haven’t checked out the offerings there, please do so. Monsters, magic items, mounts, and more await you!

Charms

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4e Cosmology

On Tuesday I posted about adding new planes to the cosmology of Exploration Age. In today’s post I’d like to discuss Exploration Age’s overlap zones.

If you’re familiar with this blog you may remember the concept of overlap zones from my entry entitled The Planes months ago. Well, I’ve tweaked/completely changed a few things and now I want to show off the new overlap zones in Exploration Age. Take a look at the excerpt from the upcoming Exploration Age Campaign Guide below.

Overlap Zones

On Canus certain planes overlap with the Material Plane in different places. These areas are known as overlap zones. Within these overlap zones there are strange physical effects on the Material Plane. Perhaps more importantly permanent portals can be created between worlds within overlap zones.

Think about creatures who might make their home in or seek to control an overlap zone. A red dragon would make great use of its breath weapon and open a permanent portal to bring forth minions in a Plane of Fire overlap zone. A necromancer might build a tower in a portion of a swamp which overlaps with the Shadowfell to create resilient undead. A demon lord might seek to open an portal in an Abyss overlap zone, in order to bring forth a mighty army.

Overlap zones vary in size. An entire forest might be a Feywild or Arborea overlap zone as might a tiny rose garden on a castle estate. The size and frequency of overlap zones is up to the DM.

Each description below gives a plane and its various overlap zone effects. Any overlap zone effects end once outside the overlap zone, unless otherwise noted in the description.

  • Acheron. A creature gains 10 temporary hit points whenever it reduces another creature to 0 hit points.
  • Arborea. Plants in the zone act at the start of the initiative order. Any evil creature within 5 feet of a sizable plant, such as a tree or bush, must make a DC 15 Dexterity saving throw. On a failed save, the creature is restrained by the plant. The restrained creature can use its action to break free by making a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
  • Arcadia. Creatures are immune to disease and any creature suffering from a disease is instantly cured upon entering the overlap zone.
  • The Abyss. Demons know the exact whereabouts of any non-evil creature within 100 feet of them.
  • The Beastlands. Any beasts gain a +2 bonus to AC and all creatures have advantage on Wisdom (Perception) checks.
  • The Blood Fields. The protection from evil and good and dispel evil and good have no effect.
  • Bytopia. At the end of a short or long rest, creatures of a lawful good or neutral good alignment gain 20 temporary hit points.
  • Carceri. When entering the overlap zone, all creatures must succeed on a DC 10 Charisma saving throw. Creatures who fail feel a rush of despair which lasts with them as long as they remain in the overlap zone and stays with the creature for a 24-hour period after leaving the overlap zone. This despair imposes disadvantage on all saving throws.
  • Elysium. Creatures in the overlap zone cannot be frightened.
  • Feywild. Spells which deal acid, cold, fire, lightning, or thunder damage deal an extra 5 damage per spell level of that damage type.
  • Gehenna. Creatures gain advantage on Charisma (Deception) checks.
  • Hades. It takes twice as long to gain the benefit of a short or long rest.
  • Limbo. Any solid ground in the area is constantly quaking. Once per hour all standing creatures must succeed on a DC 15 Dexterity saving throw or fall prone and take 1d6 bludgeoning damage and the ground around them shakes and moves.
  • Mechanus. Any creature who tries to lie must make a DC 15 Wisdom saving throw or be compelled to tell the truth.
  • Mount Celestia. The conjure celestial spell has a duration of 8 hours and does not require concentration.
  • Murderfall. When a creature scores a critical hit, it rolls all of the attack’s damage dice three times and adds them together with any modifiers to calculate damage.
  • The Nine Hells. Devils know the exact whereabouts of any non-evil creature within 100 feet of them.
  • Pandemonium. Strong winds in the area prevent creatures from flying higher than 10 feet off the ground.
  • Plane of Air. Creatures without a fly speed gain a fly speed equal to their walking speed. Creatures with a fly speed have their fly speed doubled.
  • Plane of Earth. While in the zone, an effect that would normally kill a creature instead causes it to regain hit points equal to its hit point maximum and become a petrified stone statue.
  • Plane of Fire. Spells and attacks which deal fire damage, deal an extra 10 fire damage.
  • Plane of Water. Creatures can breathe underwater and creatures with a swim speed have their swim speed doubled.
  • Savalization. Civilized (as determined by the DM) humanoids have disadvantage on all Intelligence, Wisdom, and Charisma saving throws and ability checks.
  • Shadowfell. Undead creatures resist all damage except bludgeoning and radiant.
  • Stryfe. Creatures who die are targeted by a reincarnate spell.
  • Ysgard. A creature heals 5 hit points whenever it reduces another creature to 0 hit points.

What Do You Think?

Overlap zones can be used in many campaign settings. Let me know if you plan to use them or a similar idea in your world!

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!