Friday, November 25, 2016

Friday, November 4, 2016

Grabbing some interesting ideas for quick planar modifiers.

  • Acheron. A creature gains 10 temporary hit points whenever it reduces another creature to 0 hit points.
  • Arborea. Plants in the zone act at the start of the initiative order. Any evil creature within 5 feet of a sizable plant, such as a tree or bush, must make a DC 15 Dexterity saving throw. On a failed save, the creature is restrained by the plant. The restrained creature can use its action to break free by making a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
  • Arcadia. Creatures are immune to disease and any creature suffering from a disease is instantly cured upon entering the overlap zone.
  • The Abyss. Demons know the exact whereabouts of any non-evil creature within 100 feet of them.
  • The Beastlands. Any beasts gain a +2 bonus to AC and all creatures have advantage on Wisdom (Perception) checks.
  • The Blood Fields. The protection from evil and good and dispel evil and good have no effect.
  • Bytopia. At the end of a short or long rest, creatures of a lawful good or neutral good alignment gain 20 temporary hit points.
  • Carceri. When entering the overlap zone, all creatures must succeed on a DC 10 Charisma saving throw. Creatures who fail feel a rush of despair which lasts with them as long as they remain in the overlap zone and stays with the creature for a 24-hour period after leaving the overlap zone. This despair imposes disadvantage on all saving throws.
  • Elysium. Creatures in the overlap zone cannot be frightened.
  • Feywild. Spells which deal acid, cold, fire, lightning, or thunder damage deal an extra 5 damage per spell level of that damage type.
  • Gehenna. Creatures gain advantage on Charisma (Deception) checks.
  • Hades. It takes twice as long to gain the benefit of a short or long rest.
  • Limbo. Any solid ground in the area is constantly quaking. Once per hour all standing creatures must succeed on a DC 15 Dexterity saving throw or fall prone and take 1d6 bludgeoning damage and the ground around them shakes and moves.
  • Mechanus. Any creature who tries to lie must make a DC 15 Wisdom saving throw or be compelled to tell the truth.
  • Mount Celestia. The conjure celestial spell has a duration of 8 hours and does not require concentration.
  • Murderfall. When a creature scores a critical hit, it rolls all of the attack’s damage dice three times and adds them together with any modifiers to calculate damage.
  • The Nine Hells. Devils know the exact whereabouts of any non-evil creature within 100 feet of them.
  • Pandemonium. Strong winds in the area prevent creatures from flying higher than 10 feet off the ground.
  • Plane of Air. Creatures without a fly speed gain a fly speed equal to their walking speed. Creatures with a fly speed have their fly speed doubled.
  • Plane of Earth. While in the zone, an effect that would normally kill a creature instead causes it to regain hit points equal to its hit point maximum and become a petrified stone statue.
  • Plane of Fire. Spells and attacks which deal fire damage, deal an extra 10 fire damage.
  • Plane of Water. Creatures can breathe underwater and creatures with a swim speed have their swim speed doubled.
  • Savalization. Civilized (as determined by the DM) humanoids have disadvantage on all Intelligence, Wisdom, and Charisma saving throws and ability checks.
  • Shadowfell. Undead creatures resist all damage except bludgeoning and radiant.
  • Stryfe. Creatures who die are targeted by a reincarnate spell.
  • Ysgard. A creature heals 5 hit points whenever it reduces another creature to 0 hit points.