

Merfolk are considered medium in the D&D size category but they are really tall. In this plane(shift) they come in two subraces, green and blue. The main Merfolk traits are pretty much the same with the ones in Plane Shift: Zendikar but the subraces differ. The stats used are the ones from the Player’s Handbook. They can be found in three of the main factions. Three of them(Goblins, Merfolk, Vampires) have already been presented in another supplement, Plane Shift: Zendikar, but they are a bit different here.
Planeshift review how to#
For example, there are a couple of suggestions on how to use a setting that focuses on factions. There are also a couple of notes that I found interesting.

And, finally, the pirates of the Brazen Coalition want it because “aaarrrr it’s probably shiny”.Īpart from the descriptions of the factions, in this chapter we get suggested classes, ideals and bonds for each one. The River Heralds want to protect it because they believe it’s just to dangerous to wield. The Legion of Dusk people believe it’s the secret to unlock true immortality. The Sun Empire want it because they pretty much consider it holy. There’s this artifact called the Immortal Sun and every faction wants to do something with it. So what can all these factions possibly have in common in order to tie in this setting? I’m glad you asked. Coalition is just a flashy word to describe the loosely affiliated pirate captains. They used to be sailors that tried to flee from the Legion of Dusk but, when they were driven away by the Sun Empire they decided to just become pirates. The paladins of the Legion of Dusk are vampires who (un)live to serve eternally and drink the blood of their enemies.Īnd, last but definitely not least, we have the Brazen Coalition. After conquering their continent they have decided to add Ixalan to their territory. They used to be the dominant faction in the continent before the Sun Empire rose to power. Then there are the River Heralds, who are merfolk nomads and seek to live in harmony with the land. They worship the sun and can control dinosaurs. There is the Sun Empire, which is native to the continent of Ixalan. The first thing we are introduced with is the factions in this world. Now add dinosaurs, pirates, ancient dungeons, and a couple of fantasy races and you have yourself a pretty interesting setting. There is a powerful native empire and a foreign conquering force.

Ixalan seems to have a Mesoamerican flavor. Sadly, I didn’t get to attend the pre-release of Rivals of Ixalan and the deck I just finished constructing is sitting on the shelf, waiting to hopefully be played in about a month. I had the opportunity to play a bit with this set and I was very pleased.
Planeshift review free#
Since I don’t want to spend more time complaining about the absence of free time I’ll just move to the good part. As I’ve mentioned before, I’m really busy these days and I wanted to write this analysis sooner but I couldn’t. I am late to the party and I’m sorry about that. A creature so transported must find its own way back to your current plane of existence.With the release of the second Ixalan set, it was about time to get its Plane Shift supplement. If the creature fails the save, it is transported to a random Location on the plane of existence you specify. On a hit, the creature must make a Charisma saving throw. Choose a creature within your reach and make a melee spell Attack against it.

You can use this spell to banish an unwilling creature to another plane. If the Teleportation Circle is too small to hold all the Creatures you transported, they appear in the closest unoccupied spaces next to The Circle. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across The Sea of Fire, at the DM's discretion.Īlternatively, if you know the sigil sequence of a Teleportation Circle on another plane of existence, this spell can take you to that circle. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of The Nine Hells, and you appear in or near that destination. You and up to eight willing Creatures who link hands in a circle are transported to a different plane of existence.
