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