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