I really like the cosmology of 5e, its a blend of other cosmologies, with a few really cool twists of its own. They kept the Shadowfell and Feywild as echos of the material plane, these two planes were one of the bests parts of the Axis cosmology, so keeping them was really cool. Interestingly they sort of created elemental echo planes as well with the boarder regions of the elemental planes. Speaking of the elemental planes, the inner planes were one of the greatest innovations in the cosmology. Basically the further away from the material plane you get within the elemental planes the greater the enthropy. Starting with the boarder regions, which are more materal plane which is ordered like the material plane, but infused with the main element, which gives really exotic locations to adventure in, but in an ordered and stable way. Then you enter the more tradional planescape part of the planes, which sets up an area that is great for more traditional planescape inner ring adventures as well as the chance to explore a more hostile enviroment, a more alien enviroment, well as an exploration of the elements in thier purest forms. The Elemental Princes provide a hook for exploring this more extreme enviroment within these planes. Then finally the elemental engeries break down entirely and mix, but not in an orderly way, and we get the elemental chaos. The elemental chaos could have used more details, the only hooks given were the planes basic nature and hybrid elementals. I also like how they included paraelemental planes in this system. One unfortune thing is that the energy planes have been seperated from the other elemental planes, they're further out then even the Outer Planes. That they're at the outer edge of the multiverse and that they're energies infuse all the planes, inner, outer, transitive material and echos is all they have to say about the energy planes. The new location of the energy planes does hint that they effectively work with the outer planes in a simular way that the inner planes provide the building blocks for the material plane and echoes. But that's my impression. This also means no QuasiElemental planes sadly. They should given some discription of the energy planes in case someone decides to visit one. Having the Ethreal plane connect to the material plane, its echo plane, and the elemental planes, including the elemental chaos and then having the deep ethreal makes the ethreal plane more interesting. It also makes it a great way to travel between settings using the deel ethreal. I will say the way they did the Inner Planes and its transitive plane, almost makes the inner planes worthy of being Mits own setting, in a way never before seen. Yes innter planes have been covered before, but never like this. Moving onto the Astral Plane, its clearly more traditional Astral Plane and not the Astral Sea. Very Planescape. And the way they deal with the outer planes it makes more sense this way. Here is the other major innovation, this is the first time they found a way to square how a plane can in infinite and yet seem finite, and gives the outer planes a far more spiritual feel then they've every had before. The physical manifested parts of the planes are finite, although thier dimesions can be changed, the pure spiritual parts of the plane are what's infinite. It hints that thier is so much of the plane beyond physical experience and possibly and likely entities that exist thier that are undocumented. They also explain the Far Realms, which is basically a seperate alien multiverse of its own that touches the D&D verse. The far realms obviously have the Lovecraftian thing going on, but its open ended enough that you could have other stuff in it as well, anything strange that doesn't fit within the normal multiverse. Example, you could have Lovecrafian regions, another could contain the Synad homeworld which some how got sucked into the Far Realms. One interesting thing I just realized is technique the Elemental Planes Boarder on the echo planes as well, making for unique areas of the Elemental planes potentially, areas with something in common with the Feywild and the Shadowfell. I also like how the Outer Planes have optional rules to given them depth. I wonder if in novels this be treated as the default cosmology in FR, with hints that its only one possible cosmology concidered by scholars, but not saying one is full truth about others. Even though its in another section having Aasmir back is really cool, as is Eldrin, which is good for adding to the planes inhabitants. Some of the other possible cosmologies given were interesting too.
The Feywild is described in the PHB (p. 300) and the DMG (p. 49) as an echo plane to the Material Plane (MP) - the one that the majority of Vox Machina’s adventures have occurred on thus far. While the Feywild is technically a different, parallel plane of existence from the MP, it also has more-magical versions of all the landscape features. Eladrin name generator - Dungeons & Dragons. This name generator will give you 10 names, which will generally fit the eladrin race of the Dungeons & Dragons universe. Clean mac hard drive free software. But many names could also be used for various other kinds of elves. The eladrin are a race of elves with a born interest in the arcane. Remove Curse. Page 50 of the Dungeon Master's Guide includes a optional rule for the Feywild plane on memory loss. It has creatures that fail a saving throw upon leaving lose their memories of time spent on that plane. Astrill download mac. However, it end with the line. The DMG also says the Feywild landscape is a spectacular version of the Material Plane’s landscape. “Where a volcano stands on the Material Plane, a mountain topped with skyscraper-sized crystals that glow with internal fire towers in the Feywild.” (5E DMG pg 49) The same concept applies to the Feywild creatures. Hidden in the forests of the feywild, the feywild hippogriffs are both rare and majestic sight to whoever lays eyes on it. They are born with a shade of red feathers covering their ebony fur, and their claws and antlers not only have the same color as their fur, but also made of real ebony that worth 100 gp in total.
The DMG (p.52) provides rules for using Shadowfell Despair to help immerse your players in the melancholic atmosphere. The Curse of Strahd contains an excellent section called Marks of Horror with tips that can be used to create a dark and horrible atmosphere for your game. The main cover illustration is from the 5e DMG.
Page number and name of optional or variant rule: If you have any I missed, please let me know and I'll add it. EDIT: Added 2 variants on p140 regarding potions and scrolls 22 Renown 50 Feywild Magic 52 Shadowfell Despair 59 Psychic Dissonance 59 Blessed Beneficence 59 Pervasive Goodwill 60 Overwhelming Joy 60 Hunter's Paradise 60 Beast Transformation 61 Intense Yearning 61 Immortal Wrath 61 Power of the Mind 62 Mad Winds 62 Abyssal Corruption 63 Prison Plane 63 Vile Transformation 63 Cruel Hindrance 64 Pervasive Evil 66 Bloodlust 66 Law of Averages 66 Imposing Order 67 Planar Vitality 93 Loyalty 96 Cleric: Death Domain 97 Paladin: Oathbreaker 131 Training to Gain Levels 140 Potion Miscibility 140 Scroll Mishap 141 Wands That Don't Recharge 230 Alternatives to Epic Boons 241 Only Players Award Inspiration 251 Flanking 252 Diagonals 253 Facing 263 Proficiency Dice 263 Ability Check Proficiency 264 Background Proficiency 264 Personality Trait Proficiency 264 Hero Points 264 New Ability Scores: Honor and Sanity 266 Fear and Horror 266 Healing: Healer's Kit Dependency 266 Healing: Healing Surges 267 Healing: Slow Natural Healing 267 Rest: Epic Heroism 267 Rest: Gritty Realism 267 Firearms 267 Explosives 268 Alien Technology 269 Plot Points 270 Initiative: Initiative Score 270 Initiative: Side Initiative 270 Initiative: Speed Factor 271 Action Options 272 Hitting Cover 272 Cleaving Through Creatures 272 Injuries 273 Massive Damage 273 Morale 285 Creating a Race or Subrace 287 Modifying a Class 288 Spell Points 289 Creating a Background