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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.

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