
I assume that a lot of Dissenter PCs started as an Initiate or Vizier, only dissenting once they learned the awful truth.
PLANESHIFT UNEARTHED ARCANA FULL
The Initiate and the Vizier backgrounds both offer a full slate of personality features, while the Dissenter does not – but it takes next to nothing to derive them, with negations of many of the Initiate or Vizier features.
PLANESHIFT UNEARTHED ARCANA PC
Even one Dissenter PC in a group mostly made up of Initiates and Viziers is going to create a hugely different experience. Completing the Trials of the Five Gods (which inevitably end in your demise) is one of the suggested campaign frames, especially for shorter campaigns. More so than most D&D games, the Backgrounds of party members shape the story and conflicts of the game.


You can even start as one of the first two and become a Dissenter in the course of play. You might be an Initiate, working toward being a glorious human sacrifice to the God-Pharaoh a Vizier, one of the priesthood and the facilitators for Initiates on that path or a Dissenter, a rebel against that social structure. Anyway, the document is crammed with usable content, so let’s dive in.įirst up, we have three new Backgrounds, relating to the results of your character’s Ceremony of Measurement. Nicol Bolas’s secret control of the whole plane is advertised throughout the document, and players would have a hard time missing it. Amonkhet is also built upon a dark secret – well, secret from the characters at least. Amonkhet is an Egyptian-inspired dark fantasy setting, which James describes in the Introduction as “outside the core D&D experience,” but I’m not completely sure why – other than being a pastiche of a place that isn’t Europe or Asia, even the elevator pitch is dense with D&D-friendly adventure hooks. So might limit them to a single controlled use per long rest or make them take a level or levels of Exhaustion, or have the Planeswalker make a Skill Check, on a natural 1 (its random destination, that they go to).Īs they gain experience, then the ability or boon becomes more controllable.James Wyatt recently released the fourth conversion of a Magic: the Gathering setting to D&D 5e.
PLANESHIFT UNEARTHED ARCANA HOW TO
The above are just raw ideas, I might want the player to learn how to use their epic boon or planeswalker ability. Maybe limiting it to a personal planeshift as the spell (no components needed), (proficiency bonus (halved) per day).

After a long rest, the budding Planeswalker can start to learn how to control their ability to planeswalk. The DM might determine when the players spark activates or in a stress situation (Dying or near Death), or get the player to roll a D20, add half their level (rounded down) as a modifier, on a result of 21+ their spark activates and they planeshift (DMs choice or a random plane). A result of 21+ then their Epic Boon becomes active. Roll a D20, add half their level (rounded down). For those grant a different epic boon, which should become active potentially after a stress or near death situation (losing half or more of their total hit points in one attack, Dying or Near Death). (If not all players are Planeswalkers, and Balance is an issue, perhaps those who dont have the spark instead have a blessing or are chosen by a deity, power or warlock patron. I would offer the ability to Planeswalk as an Epic Boon, but have it available as a limited feat,- Possibly Called Planewalker Spark simply available for all players who are Planeswalkers.
