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Dungeon Master's Guide

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must make a DC 10 Wisdom saving throw. On a failed<br />

save, the creature's alignment changes to lawful good<br />

or neutral good (whichever is closer to the creature's<br />

current alignment). The change becomes permanent<br />

if the creature doesn't leave the plane within ld4 days.<br />

Otherwise, the creature's alignment reverts to normal<br />

after one day spent on a plane other than Bytopia.<br />

Casting the dispel evil and good spell on the creature<br />

also restores its original alignment.<br />

ELYSIUM<br />

Elysium is home to creatures of unfettered kindness and<br />

compassion, and a welcome refuge for planar travelers<br />

seeking a safe haven. The plane's bucolic landscapes<br />

glimmer with life and beauty in their prime. Tranquility<br />

seeps into the bones and souls of those who enter the<br />

plane. It is the heaven of well-earned rest, a place where<br />

tears of joy glisten on many a cheek.<br />

OPTIONAL RuLE: OvERWHELMING joY<br />

Visitors spending any time on this plane risk becoming<br />

trapped by overwhelming sensations of contentment<br />

and happiness. At the end of each long rest taken on<br />

this plane, a visitor must make a DC 10 Wisdom saving<br />

throw. On a failed save, the creature is unwilling to leave<br />

the plane before taking another long rest. After three<br />

failed saving throws, the creature never willingly leaves<br />

the plane and, if forcibly removed, does everything in its<br />

power to return to the plane. A dispel evil and good spell<br />

removes this effect from the creature.<br />

THE BEASTLANDS<br />

The Beastlands is a plane of nature unbound, of forests<br />

ranging from moss-hung mangroves to snow-laden<br />

pines, of thick jungles where the branches are woven so<br />

tight that no light penetrates, of vast plains where grains<br />

and wildflowers wave in the wind with vibrant life. The<br />

plane embodies nature's wildness and beauty, but it also<br />

speaks to the animal within all living things.<br />

OPTIONAL RULE: HUNTER'S PARADISE<br />

Visitors to the Beastlands find their hunting and<br />

stalking capabilities improved, and characters have<br />

advantage on Wisdom (Animal Handling), Wisdom<br />

(Perception), and Wisdom (Survival) checks while there.<br />

OPTIONAL RULE: BEAST TRANSFORMATION<br />

Whenever a visitor slays a beast native to the plane, the<br />

slayer must succeed on a DC 10 Charisma saving throw<br />

or become transformed (as the polymorph spell) into the<br />

type of beast that was slain. In this form, the creature<br />

retains its intelligence and ability to speak. At the end of<br />

each long rest, the polymorphed creature can repeat the<br />

saving throw. On a successful saving throw, the creature<br />

returns to its true form. After three failed saving throws.<br />

the transformation can be undone only by a remove<br />

curse spell or similar magic.<br />

ARBOREA<br />

Larger than life, Arborea is a place of violent moods<br />

and deep affections, of whim backed by steel, and of<br />

passions that blaze brightly until they burn out. Its<br />

good-natured inhabitants are dedicated to fighting evil,<br />

but their reckless emotions sometimes break free with<br />

devastating consequences. Rage is as common and as<br />

honored as joy in Arborea. There the mountains and<br />

forests are extravagantly massive and beautiful, and<br />

every glade and stream is inhabited by nature spirits<br />

that brook no infringement. Travelers must tread lightly.<br />

Arborea is home to many elves and elven deities. Elve<br />

born on this plane have the celestial type and are wild at<br />

heart, ready to battle evil in a heartbeat. Otherwise, they<br />

look and behave like normal elves.<br />

6o<br />

CHAPTER 2 I CREATING A MULTIVERSE

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