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Plane Shift: Zendikar - 5e Campaign setting.

Started by Omega, September 08, 2016, 02:01:07 PM

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Omega

Squirreled away on the Magic section of WOTC's site is this new PDF for the races and creatures of the Zendicar setting.

http://magic.wizards.com/en/articles/archive/feature/plane-shift-zendikar-2016-04-27

Some interesting stuff in it too. Some new races like the mountaineering Kor, the amphibious Merfolk , the life draining Vampires, artifact obsessed Goblins. As well as standard human and elven races retooled. Also introduces lots of new and freakish monsters.

Does not though have any new spells, items, backgrounds, equipment, or class paths.

Theres also one called Innistrad. Havent had a chance to look it over yet.

Anyone else had a look at this? What did you think of it?

Snowman0147

Okay I looked and found no Innistrad at all.  I think they had not made it yet.  Beyond that it is all good.

Omega

I thought that too. I found THAT squirreled away in one of the issues of Dragon+

http://www.dragonmag.com/5.0/#!/article/106375/102161027

Theres a link in the article.

Innistrad features a new background. Inquisitor. And dome new monsters or takes on old ones. Variant werewolves, ghosts and vampires, And some new NPCs like the Necro-alchemist who use ghosts as an energy source for their devices. Scabern, Frankenstein/Moreau style mad scientists who make patchwork zombies. And Ghoulcallers, necromancers.

Also theres Emrakul, essentially a great old one manifest. With some neat applications of the DMG optional Sanity rules. The more someone delves into its secrets and/or slips into madness from the beings very presence in the planet, the more hideously warped they get. Worst case scenario is they become an aboleth or mind flayer for example. Things alien to sane thought. I foresee sanity cascade spirals where one person in a town flips and mutates casing others to lose it too, causing yet more to lose their marbles.