More about the Ethereal Plane and plane-travel in general can be found from Dungeon Master's Guide, Chapter 2. Then, Karn made the fatal mistake of returning to Mirrodin after he mingled with and helped exterminate the Phyrexians, a faction of unholy evil. All it landscape, objects, and even people are artificial. Mirrodin was a world of artifice, created by the silver golem Karn. And it's still loads tamer than a deva who can transport themselves onto ANY plane of existence in the Multiverse. Before it became known as New Phyrexia, it was a plane called Mirrodin. The Oath of the Ancients is a relatively new oath made to the new green sun, Lyese. Paladins who swear the Oath of Devotion, swear it in the name of the Bringer, Mirrodin's white sun. If you would take Ethereal Stride and change the mention of the Ethereal Plane with Mount Arborea (for example), you would end up with a Deva who might be slightly more powerful than the one in MM, but not by much. Paladins of Mirrodin would be considered those who swore oaths to one of the suns of the plane, the focus of worship by the people. This is because Devas are from the (Lawful Good) Upper Planes, and copypasting Ethereal Stride word-for-word would be of little use to them, since it doesn't offer any way for them to visit their home plane. If we're using the RAW versions of both plane shift and ethereal stride, I would argue plane shift is the better fit. What one gives to a home-brewed Deva is entirely their call, but you should note that plane shift is noticeably more powerful than ethereal stride and probably raises the monster's CR. Nice Solid setting info to build off of, I like your summary of the. When I mentioned it to r/magictcg, a few people wanted me to post the doc here. The component isn't needed if the creature can cast it innately.Įthereal Stride is a specific feature from the statblock of a nightmare, which makes this happen: "The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa."įrom a functional standpoint, the difference is this: the other can transport you onto any plane you specify while the other only enables travel between the Material and the Etheral Plane. Hey, everyone For a couple of months now, Ive been working on this planeshifted project based on the magic the gathering plane of Tarkir. Plane shift is a 7th level spell, which lets the caster transport themselves to any other plane of existence, as long as they have the right kind of material component (which needs to be attuned to the specific plane). On a failure, you and each creature and object within 15 feet of you travel to a random destination. On a successful check, you cast the plane shift spell. But are they using this net to try and catch something specific? Knowing what you're players are trying to accomplish might help lead to some interesting considerations.ĮDIT: Oh! What if this net also interfers with summons? So a spellcaster tries to summon a creature from another plane, but it instead gets sucked up by the net? That could lead to some interesting options, as well as a pretty pissed off wizard and confused creature.Ĭlick to expand. While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Sorry I don't have concrete specifics from the books. Inevitables can also do so when motivated. I imagine certain gith also possess the ability. Aboleths, mindflayers, djinn, salads, and neogi may all be reasonably able and have reason to plane shift. Additionally any creature smart enough to have class levels may posses the capacity to plane shift, as well any creature that might use a magical device to plane shift. Part of the D&D experience is the simple joy of creating new monsters and customizing texisting ones, if for no other reason than to surprise and delight your players with something they've never faced before.Well, what kinds of monsters would be most interesting for your group to catch? I figure high level devils, demons, celestial, and dragons can reasonably find ways to plane shift. Making a variant monster in this way is an officially endorsed rule in the Dungeon Master's Guide, p. This gives you an official and well-balanced monster which fills the niche required. The easiest solution is to simply take an existing creature and make a variant that can shift between planes. These include the cambion (CR5, p.36), githyanki knight (CR8, p.160), githzerai zerth (CR6, p.161), night hag (CR5, p.178), and mind flayer (CR7, p.222).Īs a DM, you can always simply invent your own monsters or modify an existing one so that it can plane shift. Some creatures around CR6 can use innate spellcasting or psionics to planeshift. There are no creatures in the D&D 5e Monster Manual which can shift between planes other than Ethereal without the use of an ability considered as innate spellcasting. There are none which match your requirements, but you can customize an existing creature to give it this ability
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